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9 changes: 9 additions & 0 deletions Assets/Photon.meta

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7 changes: 7 additions & 0 deletions Assets/Photon/PhotonChat.meta

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9 changes: 9 additions & 0 deletions Assets/Photon/PhotonChat/Code.meta

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22 changes: 22 additions & 0 deletions Assets/Photon/PhotonChat/Code/ChannelCreationOptions.cs
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// ----------------------------------------------------------------------------------------------------------------------
// <summary>The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.</summary>
// <remarks>ChannelCreationOptions is a parameter used when subscribing to a public channel for the first time.</remarks>
// <copyright company="Exit Games GmbH">Photon Chat Api - Copyright (C) 2018 Exit Games GmbH</copyright>
// ----------------------------------------------------------------------------------------------------------------------

namespace Photon.Chat
{
public class ChannelCreationOptions
{
/// <summary>Default values of channel creation options.</summary>
public static ChannelCreationOptions Default = new ChannelCreationOptions();
/// <summary>Whether or not the channel to be created will allow client to keep a list of users.</summary>
public bool PublishSubscribers { get; set; }
/// <summary>Limit of the number of users subscribed to the channel to be created.</summary>
public int MaxSubscribers { get; set; }

#if CHAT_EXTENDED
public System.Collections.Generic.Dictionary<string, object> CustomProperties { get; set; }
#endif
}
}
12 changes: 12 additions & 0 deletions Assets/Photon/PhotonChat/Code/ChannelCreationOptions.cs.meta

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14 changes: 14 additions & 0 deletions Assets/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs
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// ----------------------------------------------------------------------------------------------------------------------
// <summary>The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.</summary>
// <remarks>ChannelWellKnownProperties contains the list of well-known channel properties.</remarks>
// <copyright company="Exit Games GmbH">Photon Chat Api - Copyright (C) 2018 Exit Games GmbH</copyright>
// ----------------------------------------------------------------------------------------------------------------------

namespace Photon.Chat
{
public class ChannelWellKnownProperties
{
public const byte MaxSubscribers = 255;
public const byte PublishSubscribers = 254;
}
}
12 changes: 12 additions & 0 deletions Assets/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs.meta

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64 changes: 64 additions & 0 deletions Assets/Photon/PhotonChat/Code/ChatAppSettings.cs
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// -----------------------------------------------------------------------
// <copyright file="ChatAppSettings.cs" company="Exit Games GmbH">
// Chat API for Photon - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>Settings for Photon Chat application and the server to connect to.</summary>
// <author>[email protected]</author>
// ----------------------------------------------------------------------------

#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
#define SUPPORTED_UNITY
#endif


namespace Photon.Chat
{
using System;
using ExitGames.Client.Photon;
#if SUPPORTED_UNITY
using UnityEngine.Serialization;
#endif

/// <summary>
/// Settings for Photon application(s) and the server to connect to.
/// </summary>
/// <remarks>
/// This is Serializable for Unity, so it can be included in ScriptableObject instances.
/// </remarks>
#if !NETFX_CORE || SUPPORTED_UNITY
[Serializable]
#endif
public class ChatAppSettings
{
/// <summary>AppId for the Chat Api.</summary>
public string AppIdChat;

/// <summary>The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for the users to find each other).</summary>
public string AppVersion;

/// <summary>Can be set to any of the Photon Cloud's region names to directly connect to that region.</summary>
public string FixedRegion;

/// <summary>The address (hostname or IP) of the server to connect to.</summary>
public string Server;

/// <summary>If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed).</summary>
public ushort Port;

/// <summary>The address (hostname or IP and port) of the proxy server.</summary>
public string ProxyServer;

/// <summary>The network level protocol to use.</summary>
public ConnectionProtocol Protocol = ConnectionProtocol.Udp;

/// <summary>Enables a fallback to another protocol in case a connect to the Name Server fails.</summary>
/// <remarks>See: LoadBalancingClient.EnableProtocolFallback.</remarks>
public bool EnableProtocolFallback = true;

/// <summary>Log level for the network lib.</summary>
public DebugLevel NetworkLogging = DebugLevel.ERROR;

/// <summary>If true, the default nameserver address for the Photon Cloud should be used.</summary>
public bool IsDefaultNameServer { get { return string.IsNullOrEmpty(this.Server); } }
}
}
11 changes: 11 additions & 0 deletions Assets/Photon/PhotonChat/Code/ChatAppSettings.cs.meta

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