using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; namespace Multiplayer { public static class ChannelConfig { public static QosType[] GetDefaultChannels() { QosType[] retVal = new QosType[3]; retVal[0] = QosType.Reliable; retVal[1] = QosType.StateUpdate; retVal[2] = QosType.UnreliableSequenced; return retVal; } public static HostTopology DefaultTopology() { ConnectionConfig config = DefaultConfig(); return new HostTopology(config, 8); } public static ConnectionConfig DefaultConfig() { ConnectionConfig DefaultConfig = new ConnectionConfig(); QosType[] Channels = GetDefaultChannels(); foreach (QosType channel in Channels) DefaultConfig.AddChannel(channel); return DefaultConfig; } } public enum ServerChannel { Reliable = 0, StateUpdate = 1, UnreliableSequenced = 2, } }