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42 行
1.7 KiB
42 行
1.7 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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using Unity.Services.Relay.Http;
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namespace Unity.Services.Relay.Models
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{
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/// <summary>
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/// A request to join a relay using a join code
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/// <param name="joinCode">The join code is used to lookup the connection data for the player responsible for creating it. It is case-insensitive. The connection data is returned to the caller and can be used in the request to the \"join\" endpoint to join a relay server.</param>
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/// </summary>
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[Preserve]
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[DataContract(Name = "JoinRequest")]
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public class JoinRequest
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{
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/// <summary>
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/// A request to join a relay using a join code
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/// </summary>
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/// <param name="joinCode">The join code is used to lookup the connection data for the player responsible for creating it. It is case-insensitive. The connection data is returned to the caller and can be used in the request to the \"join\" endpoint to join a relay server.</param>
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[Preserve]
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public JoinRequest(string joinCode)
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{
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JoinCode = joinCode;
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}
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/// <summary>
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/// The join code is used to lookup the connection data for the player responsible for creating it. It is case-insensitive. The connection data is returned to the caller and can be used in the request to the \"join\" endpoint to join a relay server.
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/// </summary>
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[Preserve]
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[DataMember(Name = "joinCode", IsRequired = true, EmitDefaultValue = true)]
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public string JoinCode{ get; }
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}
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}
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