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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>
/// JoinAllocationAllOf model
/// </summary>
/// <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>
[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; }
}
}