Files
RobustToolbox/Robust.Server/ServerOptions.cs
metalgearsloth 41ea10083d Fix ResPath CanonPath (#5452)
* 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
2025-03-08 15:02:46 +11:00

55 lines
1.8 KiB
C#

using Robust.Shared;
using Robust.Shared.Utility;
namespace Robust.Server
{
public sealed class ServerOptions
{
/// <summary>
/// Whether content sandboxing will be enabled & enforced.
/// </summary>
public bool Sandboxing { get; init; } = false;
// TODO: Expose mounting methods to games using Robust as a library.
/// <summary>
/// Lists of mount options to mount.
/// </summary>
public MountOptions MountOptions { get; init; } = new();
/// <summary>
/// Assemblies with this prefix will be loaded.
/// </summary>
public string ContentModulePrefix { get; init; } = "Content.";
/// <summary>
/// Name of the content build directory, for game pack mounting purposes.
/// </summary>
public string ContentBuildDirectory { get; init; } = "Content.Server";
/// <summary>
/// Directory to load all assemblies from.
/// </summary>
public ResPath AssemblyDirectory { get; init; } = new(@"/Assemblies/");
/// <summary>
/// Directory to load all prototypes from.
/// </summary>
public ResPath PrototypeDirectory { get; init; } = new(@"/Prototypes/");
/// <summary>
/// Whether to disable mounting the "Resources/" folder on FULL_RELEASE.
/// </summary>
public bool ResourceMountDisabled { get; init; } = false;
/// <summary>
/// Whether to mount content resources when not on FULL_RELEASE.
/// </summary>
public bool LoadContentResources { get; init; } = true;
/// <summary>
/// Whether to load config and user data.
/// </summary>
public bool LoadConfigAndUserData { get; init; } = true;
}
}