Settings for Photon application(s) and the server to connect to. More...
Public Member Functions | |
string | ToStringFull () |
ToString but with more details. More... | |
AppSettings | CopyTo (AppSettings d) |
Static Public Member Functions | |
static bool | IsAppId (string val) |
Checks if a string is a Guid by attempting to create one. More... | |
Public Attributes | |
string | AppIdRealtime |
AppId for Realtime or PUN. More... | |
string | AppIdFusion |
AppId for Photon Fusion. More... | |
string | AppIdChat |
AppId for Photon Chat. More... | |
string | AppIdVoice |
AppId for Photon Voice. More... | |
string | AppVersion |
The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for matchmaking). More... | |
bool | UseNameServer = true |
If false, the app will attempt to connect to a Master Server (which is obsolete but sometimes still necessary). More... | |
string | FixedRegion |
Can be set to any of the Photon Cloud's region names to directly connect to that region. More... | |
string | BestRegionSummaryFromStorage |
Set to a previous BestRegionSummary value before connecting. More... | |
string | Server |
The address (hostname or IP) of the server to connect to. More... | |
int | Port |
If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed). More... | |
string | ProxyServer |
The address (hostname or IP and port) of the proxy server. More... | |
ConnectionProtocol | Protocol = ConnectionProtocol.Udp |
The network level protocol to use. More... | |
bool | EnableProtocolFallback = true |
Enables a fallback to another protocol in case a connect to the Name Server fails. More... | |
AuthModeOption | AuthMode = AuthModeOption.Auth |
Defines how authentication is done. On each system, once or once via a WSS connection (safe). More... | |
bool | EnableLobbyStatistics |
If true, the client will request the list of currently available lobbies. More... | |
DebugLevel | NetworkLogging = DebugLevel.ERROR |
Log level for the network lib. More... | |
Properties | |
bool | IsMasterServerAddress [get] |
If true, the Server field contains a Master Server address (if any address at all). More... | |
bool | IsBestRegion [get] |
If true, the client should fetch the region list from the Name Server and find the one with best ping. More... | |
bool | IsDefaultNameServer [get] |
If true, the default nameserver address for the Photon Cloud should be used. More... | |
bool | IsDefaultPort [get] |
If true, the default ports for a protocol will be used. More... | |
Settings for Photon application(s) and the server to connect to.
This is Serializable for Unity, so it can be included in ScriptableObject instances.
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static |
Checks if a string is a Guid by attempting to create one.
val | The potential guid to check. |
string ToStringFull | ( | ) |
ToString but with more details.
string AppIdFusion |
AppId for Photon Fusion.
string AppIdRealtime |
AppId for Realtime or PUN.
string AppIdVoice |
AppId for Photon Voice.
string AppVersion |
The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for matchmaking).
AuthModeOption AuthMode = AuthModeOption.Auth |
Defines how authentication is done. On each system, once or once via a WSS connection (safe).
string BestRegionSummaryFromStorage |
Set to a previous BestRegionSummary value before connecting.
This is a value used when the client connects to the "Best Region".
If this is null or empty, all regions gets pinged. Providing a previous summary on connect, speeds up best region selection and makes the previously selected region "sticky".
Unity clients should store the BestRegionSummary in the PlayerPrefs. You can store the new result by implementing IConnectionCallbacks.OnConnectedToMaster. If LoadBalancingClient.SummaryToCache is not null, store this string. To avoid storing the value multiple times, you could set SummaryToCache to null.
bool EnableLobbyStatistics |
If true, the client will request the list of currently available lobbies.
bool EnableProtocolFallback = true |
Enables a fallback to another protocol in case a connect to the Name Server fails.
string FixedRegion |
Can be set to any of the Photon Cloud's region names to directly connect to that region.
if this IsNullOrEmpty() AND UseNameServer == true, use BestRegion. else, use a server
DebugLevel NetworkLogging = DebugLevel.ERROR |
Log level for the network lib.
int Port |
If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed).
ConnectionProtocol Protocol = ConnectionProtocol.Udp |
The network level protocol to use.
string ProxyServer |
The address (hostname or IP and port) of the proxy server.
string Server |
The address (hostname or IP) of the server to connect to.
bool UseNameServer = true |
If false, the app will attempt to connect to a Master Server (which is obsolete but sometimes still necessary).
if true, Server points to a NameServer (or is null, using the default), else it points to a MasterServer.
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get |
If true, the client should fetch the region list from the Name Server and find the one with best ping.
See "Best Region" in the online docs.
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get |
If true, the default nameserver address for the Photon Cloud should be used.
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get |
If true, the default ports for a protocol will be used.
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get |
If true, the Server field contains a Master Server address (if any address at all).