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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
{
/// <summary>
/// ErrorResponseBody model
/// </summary>
/// <param name="status">MUST use the same status code in the actual HTTP response.</param>
/// <param name="detail">A human-readable explanation specific to this occurrence of the problem. Ought to focus on helping the client correct the problem, rather than giving debugging information.</param>
/// <param name="title">SHOULD be the same as the recommended HTTP status phrase for that code.</param>
/// <param name="details">Machine readable list of individual errors.</param>
[Preserve]
[DataContract(Name = "ErrorResponseBody")]
public class ErrorResponseBody
{
[Preserve]
public ErrorResponseBody(int status, string detail, string title, List<KeyValuePair> details = default(List<KeyValuePair>))
{
Status = status;
Detail = detail;
Title = title;
Details = details;
}
[Preserve]
[DataMember(Name = "status", IsRequired = true, EmitDefaultValue = true)]
public int Status{ get; }
[Preserve]
[DataMember(Name = "detail", IsRequired = true, EmitDefaultValue = true)]
public string Detail{ get; }
[Preserve]
[DataMember(Name = "title", IsRequired = true, EmitDefaultValue = true)]
public string Title{ get; }
[Preserve]
[DataMember(Name = "details", EmitDefaultValue = false)]
public List<KeyValuePair> Details{ get; }
}
}