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// -----------------------------------------------------------------------
// <copyright file="ChatAppSettings.cs" company="Exit Games GmbH">
// Chat API for Photon - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>Settings for Photon Chat application and the server to connect to.</summary>
// <author>developer@photonengine.com</author>
// ----------------------------------------------------------------------------
#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
#define SUPPORTED_UNITY
#endif
namespace Photon.Chat
{
using System;
using ExitGames.Client.Photon;
#if SUPPORTED_UNITY
using UnityEngine.Serialization;
#endif
/// <summary>
/// Settings for Photon application(s) and the server to connect to.
/// </summary>
/// <remarks>
/// This is Serializable for Unity, so it can be included in ScriptableObject instances.
/// </remarks>
#if !NETFX_CORE || SUPPORTED_UNITY
[Serializable]
#endif
public class ChatAppSettings
{
/// <summary>AppId for the Chat Api.</summary>
#if SUPPORTED_UNITY
[FormerlySerializedAs("AppId")]
#endif
public string AppIdChat;
/// <summary>The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for the users to find each other).</summary>
public string AppVersion;
/// <summary>Can be set to any of the Photon Cloud's region names to directly connect to that region.</summary>
public string FixedRegion;
/// <summary>The address (hostname or IP) of the server to connect to.</summary>
public string Server;
/// <summary>If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed).</summary>
public ushort Port;
/// <summary>The network level protocol to use.</summary>
public ConnectionProtocol Protocol = ConnectionProtocol.Udp;
/// <summary>Enables a fallback to another protocol in case a connect to the Name Server fails.</summary>
/// <remarks>See: LoadBalancingClient.EnableProtocolFallback.</remarks>
public bool EnableProtocolFallback = true;
/// <summary>Log level for the network lib.</summary>
public DebugLevel NetworkLogging = DebugLevel.ERROR;
/// <summary>If true, the default nameserver address for the Photon Cloud should be used.</summary>
public bool IsDefaultNameServer { get { return string.IsNullOrEmpty(this.Server); } }
/// <summary>Available to not immediately break compatibility.</summary>
[Obsolete("Use AppIdChat instead.")]
public string AppId
{
get { return this.AppIdChat; }
set { this.AppIdChat = value; }
}
}
}