using System;
using System.Collections.Generic;
using UnityEngine.Scripting;
using System.Runtime.Serialization;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
namespace Unity.Services.Relay.Models
{
///
/// Error model
///
/// A short, human-readable summary of the problem that SHOULD NOT change from occurrence to occurrence of the problem, except for purposes of localization.
/// A human-readable explanation specific to this occurrence of the problem
[Preserve]
[DataContract(Name = "Error")]
public class Error
{
[Preserve]
public Error(string title, string detail)
{
Title = title;
Detail = detail;
}
[Preserve]
[DataMember(Name = "title", IsRequired = true, EmitDefaultValue = true)]
public string Title{ get; }
[Preserve]
[DataMember(Name = "detail", IsRequired = true, EmitDefaultValue = true)]
public string Detail{ get; }
}
}