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// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include <filesystem>
#include <string>

struct ZenServerOptions
{
	bool				  IsDebug  = false;
	bool				  IsTest   = false;
	int					  BasePort = 1337;	// Service listen port (used for both UDP and TCP)
	int					  OwnerPid = 0;		// Parent process id (zero for standalone)
	std::string			  ChildId;			// Id assigned by parent process (used for lifetime management)
	std::string			  LogId;			// Id for tagging log output
	std::filesystem::path DataDir;			// Root directory for state (used for testing)
};

struct ZenUpstreamJupiterConfig
{
	std::string Url;
	std::string OAuthProvider;
	std::string OAuthClientId;
	std::string OAuthClientSecret;
	std::string Namespace;
	std::string DdcNamespace;
	bool		UseDevelopmentSettings;
};

struct ZenUpstreamZenConfig
{
	std::string Url;
};

struct ZenUpstreamCacheConfig
{
	ZenUpstreamJupiterConfig JupiterConfig;
	ZenUpstreamZenConfig	 ZenConfig;
	int						 UpstreamThreadCount = 4;
	bool					 Enabled			 = false;
};

struct ZenServiceConfig
{
	bool				   LegacyCacheEnabled	  = false;
	bool				   StructuredCacheEnabled = true;
	bool				   ShouldCrash			  = false;	// Option for testing crash handling
	bool				   MeshEnabled			  = false;	// Experimental p2p mesh discovery
	std::string			   FlockId;							// Id for grouping test instances into sets
	ZenUpstreamCacheConfig UpstreamCacheConfig;
};

void ParseGlobalCliOptions(int argc, char* argv[], ZenServerOptions& GlobalOptions, ZenServiceConfig& ServiceConfig);
void ParseServiceConfig(const std::filesystem::path& DataRoot, ZenServiceConfig& ServiceConfig);