A game about forced loneliness, made by TACStudios
1using System;
2
3namespace Unity.Multiplayer.Center.Common
4{
5 /// <summary>
6 /// Stores the selection of the main solutions from the recommendation tab.
7 /// </summary>
8 [Serializable]
9 public class SelectedSolutionsData
10 {
11 /// <summary>
12 /// The possible hosting models that the user can select.
13 /// </summary>
14 public enum HostingModel
15 {
16 /// <summary>
17 /// Empty (no selection)
18 /// </summary>
19 None,
20
21 /// <summary>
22 /// Client hosted model
23 /// </summary>
24 ClientHosted,
25
26 /// <summary>
27 /// Dedicated server model
28 /// </summary>
29 DedicatedServer,
30
31 /// <summary>
32 /// Most of the logic will be in the cloud.
33 /// </summary>
34 CloudCode,
35
36 /// <summary>
37 /// Distributed Authority (the authority over the game logic is spread across multiple clients).
38 /// </summary>
39 DistributedAuthority,
40 }
41
42 /// <summary>
43 /// The possible netcode solutions that the user can select.
44 /// </summary>
45 public enum NetcodeSolution
46 {
47 /// <summary>
48 /// Empty (no selection)
49 /// </summary>
50 None,
51
52 /// <summary>
53 /// Netcode for GameObjects
54 /// </summary>
55 NGO,
56
57 /// <summary>
58 /// Netcode for Entities
59 /// </summary>
60 N4E,
61
62 /// <summary>
63 /// Custom netcode solution, potentially based on Unity Transport
64 /// </summary>
65 CustomNetcode,
66
67 /// <summary>
68 /// No netcode (no real time synchronization needed)
69 /// </summary>
70 NoNetcode
71 }
72
73 /// <summary>
74 /// The hosting model selected by the user.
75 /// </summary>
76 public HostingModel SelectedHostingModel;
77
78 /// <summary>
79 /// The netcode solution selected by the user.
80 /// </summary>
81 public NetcodeSolution SelectedNetcodeSolution;
82 }
83}