84 lines
2.2 KiB
C#
84 lines
2.2 KiB
C#
using System;
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namespace Unity.Multiplayer.Center.Common
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{
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/// <summary>
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/// Stores the selection of the main solutions from the recommendation tab.
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/// </summary>
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[Serializable]
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public class SelectedSolutionsData
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{
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/// <summary>
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/// The possible hosting models that the user can select.
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/// </summary>
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public enum HostingModel
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{
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/// <summary>
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/// Empty (no selection)
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/// </summary>
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None,
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/// <summary>
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/// Client hosted model
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/// </summary>
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ClientHosted,
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/// <summary>
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/// Dedicated server model
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/// </summary>
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DedicatedServer,
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/// <summary>
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/// Most of the logic will be in the cloud.
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/// </summary>
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CloudCode,
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/// <summary>
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/// Distributed Authority (the authority over the game logic is spread across multiple clients).
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/// </summary>
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DistributedAuthority,
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}
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/// <summary>
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/// The possible netcode solutions that the user can select.
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/// </summary>
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public enum NetcodeSolution
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{
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/// <summary>
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/// Empty (no selection)
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/// </summary>
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None,
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/// <summary>
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/// Netcode for GameObjects
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/// </summary>
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NGO,
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/// <summary>
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/// Netcode for Entities
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/// </summary>
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N4E,
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/// <summary>
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/// Custom netcode solution, potentially based on Unity Transport
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/// </summary>
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CustomNetcode,
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/// <summary>
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/// No netcode (no real time synchronization needed)
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/// </summary>
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NoNetcode
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}
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/// <summary>
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/// The hosting model selected by the user.
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/// </summary>
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public HostingModel SelectedHostingModel;
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/// <summary>
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/// The netcode solution selected by the user.
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/// </summary>
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public NetcodeSolution SelectedNetcodeSolution;
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}
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}
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