using System;
using System.Collections.Generic;
using UnityEngine.Scripting;
using System.Runtime.Serialization;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
using Unity.Services.Relay.Http;
namespace Unity.Services.Relay.Models
{
///
/// A request to create an allocation
/// Indicates the maximum number of connections that the client will allow to communicate with them. It will also be used in order to find a relay with sufficient capacity
/// Indicates the region this allocation should go. If not provided, a default region will be chosen.
///
[Preserve]
[DataContract(Name = "AllocationRequest")]
public class AllocationRequest
{
///
/// A request to create an allocation
///
/// Indicates the maximum number of connections that the client will allow to communicate with them. It will also be used in order to find a relay with sufficient capacity
/// Indicates the region this allocation should go. If not provided, a default region will be chosen.
[Preserve]
public AllocationRequest(int maxConnections, string region = default)
{
MaxConnections = maxConnections;
Region = region;
}
///
/// Indicates the maximum number of connections that the client will allow to communicate with them. It will also be used in order to find a relay with sufficient capacity
///
[Preserve]
[DataMember(Name = "maxConnections", IsRequired = true, EmitDefaultValue = true)]
public int MaxConnections{ get; }
///
/// Indicates the region this allocation should go. If not provided, a default region will be chosen.
///
[Preserve]
[DataMember(Name = "region", EmitDefaultValue = false)]
public string Region{ get; }
}
}