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 { /// /// JoinAllocationAllOf model /// /// Base64 encoded representation of an encrypted connection data blob describing the allocation and relay server of the player who created the join code. Used for establishing communication with the host. [Preserve] [DataContract(Name = "JoinAllocation_allOf")] public class JoinAllocationAllOf { [Preserve] public JoinAllocationAllOf(byte[] hostConnectionData) { HostConnectionData = hostConnectionData; } [Preserve] [DataMember(Name = "host_connection_data", IsRequired = true, EmitDefaultValue = true)] public byte[] HostConnectionData{ get; } } }