RAGECOOP-V/RageCoop.Server/ServerSettings.cs

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namespace RageCoop.Server
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{
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/// <summary>
/// Settings for RageCoop Server
/// </summary>
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public class ServerSettings
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{
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/// <summary>
/// Port to listen for incoming connections
/// </summary>
public int Port { get; set; } = 4499;
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/// <summary>
/// Maximum number of players on this server
/// </summary>
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public int MaxPlayers { get; set; } = 32;
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/// <summary>
/// Maximum latency allowed for a client, a client will be kicked if it's latency it's higher than this value
/// </summary>
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public int MaxLatency { get; set; } = 500;
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/// <summary>
/// The server name to be shown on master server
/// </summary>
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public string Name { get; set; } = "RAGECOOP server";
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/// <summary>
/// The website address to be shown on master server
/// </summary>
public string Website { get; set; } = "https://ragecoop.online/";
/// <summary>
/// The description to be shown on master server
/// </summary>
public string Description { get; set; } = "RAGECOOP server";
/// <summary>
/// The game mode to be shown on master server
/// </summary>
public string GameMode { get; set; } = "FreeRoam";
/// <summary>
/// The language to be shown on master server
/// </summary>
public string Language { get; set; } = "English";
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/// <summary>
/// The message to send when a client connected (not visible to others)
/// </summary>
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public string WelcomeMessage { get; set; } = "Welcome on this server :)";
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/// <summary>
/// Whether or not to announce this server so it'll appear on server list.
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/// </summary>
public bool AnnounceSelf { get; set; } = false;
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/// <summary>
/// Master server address, mostly doesn't need to be changed.
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/// </summary>
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public string MasterServer { get; set; } = "[AUTO]";
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/// <summary>
/// See <see cref="Core.Logger.LogLevel"/>.
/// </summary>
public int LogLevel { get; set; }=2;
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/// <summary>
/// NPC data won't be sent to a player if their distance is greater than this value. -1 for unlimited.
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/// </summary>
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public float NpcStreamingDistance { get; set; } = 500 ;
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/// <summary>
/// Player's data won't be sent to another player if their distance is greater than this value. -1 for unlimited.
/// </summary>
public float PlayerStreamingDistance { get; set; } = -1;
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/// <summary>
/// If enabled, all clients will have same weather as host
/// </summary>
public bool WeatherSync { get; set; } = true;
/// <summary>
/// If enabled, all clients will have same time as host
/// </summary>
public bool TimeSync { get; set; } = true;
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}
}