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; } } }