Class HostedCampaignManifest
- Namespace
- Valheim.Testing.GameSessions
- Assembly
- Valheim.Testing.GameSessions.dll
Private setup input for one dedicated server (or none, when one of the clients hosts the world) and named clients: the campaign's actor declaration. The inventory supplies hosts, source installs and the Steam lease location; each role has its own dependency lock so server-only mods never appear on a client by accident. Paths to local inputs may be relative to this manifest. No code or dependencies are downloaded implicitly.
public sealed class HostedCampaignManifest
- Inheritance
-
objectHostedCampaignManifest
Properties
Clients
public Dictionary<string, HostedCampaignRole> Clients { get; set; }
Property Value
- Dictionary<string, HostedCampaignRole>
Inventory
The private ordered host/environment inventory (EnvironmentInventory) the actors are assigned from. Left out, this machine alone (Read(string?) with no file).
public string Inventory { get; set; }
Property Value
- string
Join
The dedicated server's public or LAN game address, including port, for direct-join scenarios; none without a server.
public string Join { get; set; }
Property Value
- string
Server
The dedicated server. Left out, the campaign has none: one client hosts the world (its plan section's hostWorld,
with the campaign's World as its fixture) and the others are its peers (joinsHost).
public HostedCampaignRole? Server { get; set; }
Property Value
World
Optional pinned world fixture for a scenario runner built on this preparation.
public string World { get; set; }
Property Value
- string
WorldUid
Optional reviewed world UID; a different fixture is refused before copying.
public string WorldUid { get; set; }
Property Value
- string
Methods
Read(string)
public static HostedCampaignManifest Read(string path)
Parameters
pathstring