// ----------------------------------------------------------------------- // <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; } } } }