using System; using System.Collections.Generic; using UnityEngine.Scripting; using System.Runtime.Serialization; using Newtonsoft.Json; using Newtonsoft.Json.Converters; using Unity.Services.Lobbies.Http; namespace Unity.Services.Lobbies.Models { /// /// Information about a specific player creating, joining, or already in a lobby. /// The unique identifier for the player. If not provided for a create or join request it will be set to the id of the caller. /// (TBD) Connection information for connecting to a relay with this player. /// Custom game-specific properties that apply to an individual player (e.g. `role` or `skill`). /// An id that associates this player in this lobby with a persistent connection. When a disconnect notification is recevied, this value is used to identify the associated player in a lobby to mark them as disconnected. /// The time at which the player joined the lobby. /// The last time the metadata for this player was updated. /// [Preserve] [DataContract(Name = "Player")] public class Player { /// /// Information about a specific player creating, joining, or already in a lobby. /// /// The unique identifier for the player. If not provided for a create or join request it will be set to the id of the caller. /// (TBD) Connection information for connecting to a relay with this player. /// Custom game-specific properties that apply to an individual player (e.g. `role` or `skill`). /// An id that associates this player in this lobby with a persistent connection. When a disconnect notification is recevied, this value is used to identify the associated player in a lobby to mark them as disconnected. /// The time at which the player joined the lobby. /// The last time the metadata for this player was updated. [Preserve] public Player(string id = default, string connectionInfo = default, Dictionary data = default, string allocationId = default, DateTime joined = default, DateTime lastUpdated = default) { Id = id; ConnectionInfo = connectionInfo; Data = data; AllocationId = allocationId; Joined = joined; LastUpdated = lastUpdated; } /// /// The unique identifier for the player. If not provided for a create or join request it will be set to the id of the caller. /// [Preserve] [DataMember(Name = "id", EmitDefaultValue = false)] public string Id{ get; } /// /// (TBD) Connection information for connecting to a relay with this player. /// [Preserve] [DataMember(Name = "connectionInfo", EmitDefaultValue = false)] public string ConnectionInfo{ get; } /// /// Custom game-specific properties that apply to an individual player (e.g. `role` or `skill`). /// [Preserve] [DataMember(Name = "data", EmitDefaultValue = false)] public Dictionary Data{ get; } /// /// An id that associates this player in this lobby with a persistent connection. When a disconnect notification is recevied, this value is used to identify the associated player in a lobby to mark them as disconnected. /// [Preserve] [DataMember(Name = "allocationId", EmitDefaultValue = false)] public string AllocationId{ get; } /// /// The time at which the player joined the lobby. /// [Preserve] [DataMember(Name = "joined", EmitDefaultValue = false)] public DateTime Joined{ get; } /// /// The last time the metadata for this player was updated. /// [Preserve] [DataMember(Name = "lastUpdated", EmitDefaultValue = false)] public DateTime LastUpdated{ get; } } }