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