Table of Contents

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
object
HostedCampaignManifest

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

HostedCampaignRole

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

path string

Returns

HostedCampaignManifest