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68 行
3.0 KiB
68 行
3.0 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Scripting;
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using System.Runtime.Serialization;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Converters;
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namespace Unity.Services.Relay.Models
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{
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/// <summary>
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/// An allocation created via a join code
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/// </summary>
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/// <param name="allocation_id">ID of the allocation</param>
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/// <param name="server_endpoints">Connection endpoints for the assigned relay server</param>
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/// <param name="relay_server">relay_server param</param>
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/// <param name="key">Base64-encoded key required for the HMAC signature of the BIND message</param>
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/// <param name="connection_data">Base64 encoded representation of an encrypted connection data blob describing this allocation. Required for establishing communication with other players.</param>
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/// <param name="allocation_id_bytes">Base64 encoded form of AllocationID. When decoded, this is the exact expected byte alignment to be used when crafting relay protocol messages that require AllocationID. eg. PING, CONNECT_REQUEST, RELAY, CLOSE, etc.</param>
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/// <param name="host_connection_data">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.</param>
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[Preserve]
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[DataContract(Name = "JoinAllocation")]
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public class JoinAllocation
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{
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[Preserve]
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public JoinAllocation(System.Guid allocationId, List<RelayServerEndpoint> serverEndpoints, RelayServer relayServer, byte[] key, byte[] connectionData, byte[] allocationIdBytes, byte[] hostConnectionData)
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{
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AllocationId = allocationId;
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ServerEndpoints = serverEndpoints;
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RelayServer = relayServer;
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Key = key;
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ConnectionData = connectionData;
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AllocationIdBytes = allocationIdBytes;
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HostConnectionData = hostConnectionData;
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}
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[Preserve]
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[DataMember(Name = "allocation_id", IsRequired = true, EmitDefaultValue = true)]
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public System.Guid AllocationId{ get; }
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[Preserve]
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[DataMember(Name = "server_endpoints", IsRequired = true, EmitDefaultValue = true)]
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public List<RelayServerEndpoint> ServerEndpoints{ get; }
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[Preserve]
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[DataMember(Name = "relay_server", IsRequired = true, EmitDefaultValue = true)]
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public RelayServer RelayServer{ get; }
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[Preserve]
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[DataMember(Name = "key", IsRequired = true, EmitDefaultValue = true)]
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public byte[] Key{ get; }
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[Preserve]
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[DataMember(Name = "connection_data", IsRequired = true, EmitDefaultValue = true)]
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public byte[] ConnectionData{ get; }
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[Preserve]
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[DataMember(Name = "allocation_id_bytes", IsRequired = true, EmitDefaultValue = true)]
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public byte[] AllocationIdBytes{ get; }
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[Preserve]
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[DataMember(Name = "host_connection_data", IsRequired = true, EmitDefaultValue = true)]
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public byte[] HostConnectionData{ get; }
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}
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}
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