// ---------------------------------------------------------------------------- // // PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH // // // ScriptableObject defining a server setup. An instance is created as PhotonServerSettings. // // developer@exitgames.com // ---------------------------------------------------------------------------- namespace Photon.Pun { using System; using System.Collections.Generic; using ExitGames.Client.Photon; using Photon.Realtime; using UnityEngine; /// /// Collection of connection-relevant settings, used internally by PhotonNetwork.ConnectUsingSettings. /// /// /// Includes the AppSettings class from the Realtime APIs plus some other, PUN-relevant, settings. [Serializable] [HelpURL("https://doc.photonengine.com/en-us/pun/v2/getting-started/initial-setup")] public class ServerSettings : ScriptableObject { [Tooltip("Core Photon Server/Cloud settings.")] public AppSettings AppSettings; /// Region that will be used by the Editor and Development Builds. This ensures all users will be in the same region for testing. [Tooltip("Developer build override for Best Region.")] public string DevRegion; [Tooltip("Log output by PUN.")] public PunLogLevel PunLogging = PunLogLevel.ErrorsOnly; [Tooltip("Logs additional info for debugging.")] public bool EnableSupportLogger; [Tooltip("Enables apps to keep the connection without focus.")] public bool RunInBackground = true; [Tooltip("Simulates an online connection.\nPUN can be used as usual.")] public bool StartInOfflineMode; [Tooltip("RPC name list.\nUsed as shortcut when sending calls.")] public List RpcList = new List(); // set by scripts and or via Inspector #if UNITY_EDITOR public bool DisableAutoOpenWizard; public bool ShowSettings; public bool DevRegionSetOnce; #endif /// Sets appid and region code in the AppSettings. Used in Editor. public void UseCloud(string cloudAppid, string code = "") { this.AppSettings.AppIdRealtime = cloudAppid; this.AppSettings.Server = null; this.AppSettings.FixedRegion = string.IsNullOrEmpty(code) ? null : code; } /// Checks if a string is a Guid by attempting to create one. /// The potential guid to check. /// True if new Guid(val) did not fail. public static bool IsAppId(string val) { try { new Guid(val); } catch { return false; } return true; } /// Gets the "best region summary" from the preferences. /// The best region code in preferences. public static string BestRegionSummaryInPreferences { get { return PhotonNetwork.BestRegionSummaryInPreferences; } } /// Sets the "best region summary" in the preferences to null. On next start, the client will ping all available. public static void ResetBestRegionCodeInPreferences() { PhotonNetwork.BestRegionSummaryInPreferences = null; } /// String summary of the AppSettings. public override string ToString() { return "ServerSettings: " + this.AppSettings.ToStringFull(); } } }