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* Fix ResPath CanonPath Apparently this is supposed to standardise to / but this isn't always the case. Alternatively we could just assert for performance reasons I'm good with either. The comment as written says this should happen. * assert * Fix bad respath input * review
55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
using Robust.Shared;
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using Robust.Shared.Utility;
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namespace Robust.Server
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{
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public sealed class ServerOptions
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{
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/// <summary>
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/// Whether content sandboxing will be enabled & enforced.
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/// </summary>
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public bool Sandboxing { get; init; } = false;
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// TODO: Expose mounting methods to games using Robust as a library.
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/// <summary>
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/// Lists of mount options to mount.
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/// </summary>
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public MountOptions MountOptions { get; init; } = new();
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/// <summary>
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/// Assemblies with this prefix will be loaded.
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/// </summary>
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public string ContentModulePrefix { get; init; } = "Content.";
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/// <summary>
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/// Name of the content build directory, for game pack mounting purposes.
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/// </summary>
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public string ContentBuildDirectory { get; init; } = "Content.Server";
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/// <summary>
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/// Directory to load all assemblies from.
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/// </summary>
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public ResPath AssemblyDirectory { get; init; } = new(@"/Assemblies/");
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/// <summary>
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/// Directory to load all prototypes from.
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/// </summary>
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public ResPath PrototypeDirectory { get; init; } = new(@"/Prototypes/");
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/// <summary>
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/// Whether to disable mounting the "Resources/" folder on FULL_RELEASE.
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/// </summary>
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public bool ResourceMountDisabled { get; init; } = false;
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/// <summary>
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/// Whether to mount content resources when not on FULL_RELEASE.
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/// </summary>
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public bool LoadContentResources { get; init; } = true;
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/// <summary>
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/// Whether to load config and user data.
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/// </summary>
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public bool LoadConfigAndUserData { get; init; } = true;
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}
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}
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