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
{
///
/// The body of an Update Lobby request.
/// The name of the lobby that should be displayed to users. All whitespace will be trimmed from name.
/// The maximum number of players allowed in the lobby. Must be greater than or equal to the current number of players in the lobby.
/// Indicates whether or not the lobby is publicly visible and will show up in query results. If the lobby is not publicly visible, the creator can share the `lobbyCode` with other users who can use it to join this lobby.
/// Custom game-specific properties to add, update, or remove from the lobby (e.g. `mapName` or `gameType`). To remove an existing property, include it in `data` but set the property object to `null`. To update the value to `null`, set the `value` property of the object to `null`.
/// The id of the player to make the host of the lobby. As soon as this is updated the current host will no longer have permission to modify the lobby.
///
[Preserve]
[DataContract(Name = "UpdateRequest")]
public class UpdateRequest
{
///
/// The body of an Update Lobby request.
///
/// The name of the lobby that should be displayed to users. All whitespace will be trimmed from name.
/// The maximum number of players allowed in the lobby. Must be greater than or equal to the current number of players in the lobby.
/// Indicates whether or not the lobby is publicly visible and will show up in query results. If the lobby is not publicly visible, the creator can share the `lobbyCode` with other users who can use it to join this lobby.
/// Custom game-specific properties to add, update, or remove from the lobby (e.g. `mapName` or `gameType`). To remove an existing property, include it in `data` but set the property object to `null`. To update the value to `null`, set the `value` property of the object to `null`.
/// The id of the player to make the host of the lobby. As soon as this is updated the current host will no longer have permission to modify the lobby.
[Preserve]
public UpdateRequest(string name = default, int? maxPlayers = default, bool? isPrivate = default, Dictionary data = default, string hostId = default)
{
Name = name;
MaxPlayers = maxPlayers;
IsPrivate = isPrivate;
Data = new JsonObject(data);
HostId = hostId;
}
///
/// The name of the lobby that should be displayed to users. All whitespace will be trimmed from name.
///
[Preserve]
[DataMember(Name = "name", EmitDefaultValue = false)]
public string Name{ get; }
///
/// The maximum number of players allowed in the lobby. Must be greater than or equal to the current number of players in the lobby.
///
[Preserve]
[DataMember(Name = "maxPlayers", EmitDefaultValue = false)]
public int? MaxPlayers{ get; }
///
/// Indicates whether or not the lobby is publicly visible and will show up in query results. If the lobby is not publicly visible, the creator can share the `lobbyCode` with other users who can use it to join this lobby.
///
[Preserve]
[DataMember(Name = "isPrivate", EmitDefaultValue = true)]
public bool? IsPrivate{ get; }
///
/// Custom game-specific properties to add, update, or remove from the lobby (e.g. `mapName` or `gameType`). To remove an existing property, include it in `data` but set the property object to `null`. To update the value to `null`, set the `value` property of the object to `null`.
///
[Preserve]
[JsonConverter(typeof(JsonObjectConverter))]
[DataMember(Name = "data", EmitDefaultValue = false)]
public JsonObject Data{ get; }
///
/// The id of the player to make the host of the lobby. As soon as this is updated the current host will no longer have permission to modify the lobby.
///
[Preserve]
[DataMember(Name = "hostId", EmitDefaultValue = false)]
public string HostId{ get; }
}
}