Co-Op Layer
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@@ -5,21 +5,24 @@ using UnityEngine.Scripting;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Custom Netcode for Entities bootstrap. Subclassing <see cref="ClientServerBootstrap"/>
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/// gives an explicit hook to customize world creation, tick rate, and auto-connect.
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/// For now it reproduces the default behavior: create separate client and server worlds
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/// based on the Multiplayer PlayMode Tools settings, without auto-connecting.
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/// Custom Netcode for Entities bootstrap. Subclassing <see cref="ClientServerBootstrap"/> gives an
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/// explicit hook to customize world creation, tick rate, and connection.
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/// <para>
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/// M4 (LAN co-op): auto-connect is DISABLED (<see cref="ClientServerBootstrap.AutoConnectPort"/> = 0).
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/// Listening/connecting is driven explicitly via the <see cref="ConnectionConfig"/> singleton and the
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/// per-world ConnectionControlSystems — from <c>ConnectionUI</c> (Host / Join + IP) in player builds,
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/// or from the editor-only <c>EditorAutoHostSystem</c>, which auto-hosts on loopback and connects the
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/// in-proc client plus any Multiplayer-PlayMode-Tools thin clients. Direct IP/LAN only for now; Unity
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/// Relay is deferred to a later pass.
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/// </para>
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/// </summary>
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[Preserve]
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public class GameBootstrap : ClientServerBootstrap
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{
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public override bool Initialize(string defaultWorldName)
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{
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// Auto-connect in-editor: the server listens and the in-process client connects (over
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// IPC) on the default BinaryWorlds host mode — one process hosts both worlds (M1 listen
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// server). M3 replaces this with an explicit Unity Relay host/join flow. Set to 0 to
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// disable auto-connect.
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AutoConnectPort = 7979;
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// No auto-connect: ConnectionConfig + the ConnectionControlSystems own listen/connect (M4).
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AutoConnectPort = 0;
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CreateDefaultClientServerWorlds();
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return true;
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}
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