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using System.Collections.Generic;
namespace Unity.Services.Relay
{
/// <summary>
/// Represents a set of configuration settings
/// </summary>
public class Configuration
{
public string BasePath;
public int RequestTimeout;
public int NumberOfRetries;
public IDictionary<string, string> Headers;
public Configuration(string basePath, int requestTimeout, int numRetries, IDictionary<string, string> headers)
{
BasePath = basePath;
RequestTimeout = requestTimeout;
NumberOfRetries = numRetries;
Headers = headers;
}
// Helper function for merging two configurations. Configuration `a` is
// considered the base configuration if it is a valid object. Certain
// values will be overridden if they are set to null within this
// configuration by configuration `b` and the headers will be merged.
public static Configuration MergeConfigurations(Configuration a, Configuration b)
{
// Check if either inputs are `null`, if they are, we return
// whichever is not `null`, if both are `null`, we return `b` which
// will be `null`.
if(a == null || b == null)
{
return a ?? b;
}
Configuration mergedConfig = a;
if(mergedConfig.BasePath == null)
{
mergedConfig.BasePath = b.BasePath;
}
var headers = new Dictionary<string, string>();
if (b.Headers != null)
{
foreach (var pair in b.Headers)
{
headers[pair.Key] = pair.Value;
}
}
if (mergedConfig.Headers != null)
{
foreach (var pair in mergedConfig.Headers)
{
headers[pair.Key] = pair.Value;
}
}
mergedConfig.Headers = headers;
return mergedConfig;
}
}
}