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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
namespace Sandbox.Network;
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[Expose]
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public struct LobbyConfig
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{
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/// <summary>
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/// Whether to automatically destroy this lobby when the host leaves. This is only
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/// applicable to P2P lobbies.
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/// </summary>
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public bool DestroyWhenHostLeaves { get; set; }
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/// <summary>
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/// Whether to periodically switch to the best possible host candidate. This is only
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/// applicable to P2P lobbies.
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/// </summary>
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public bool AutoSwitchToBestHost { get; set; }
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/// <summary>
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/// Whether to hide this lobby from appearing in the server list. It will still be
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/// queryable programatically, so long as the <see cref="Privacy"/> mode allows it.
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/// </summary>
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public bool Hidden { get; set; }
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/// <summary>
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/// Determines who is able to connect to this lobby. This will be public by default.
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/// </summary>
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public LobbyPrivacy Privacy { get; set; }
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/// <summary>
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/// The maximum amount of players this lobby can hold. By default, this will be
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/// the Max Players set in the current Game Package's project settings.
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/// </summary>
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public int MaxPlayers { get; set; }
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/// <summary>
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/// The name of this lobby. If this isn't set, a default lobby name will be chosen instead.
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/// </summary>
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public string Name { get; set; }
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public LobbyConfig()
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{
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DestroyWhenHostLeaves = ProjectSettings.Networking.DestroyLobbyWhenHostLeaves;
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AutoSwitchToBestHost = ProjectSettings.Networking.AutoSwitchToBestHost;
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MaxPlayers = Application.GamePackage?.GetCachedMeta( "MaxPlayers", 32 ) ?? 32;
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}
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}
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