您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

42 行
1.6 KiB

using System;
using System.Collections.Generic;
using UnityEngine.Scripting;
using System.Runtime.Serialization;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
using Unity.Services.Relay.Http;
namespace Unity.Services.Relay.Models
{
/// <summary>
/// JoinAllocationAllOf model
/// <param name="hostConnectionData">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>
/// </summary>
[Preserve]
[DataContract(Name = "JoinAllocation_allOf")]
public class JoinAllocationAllOf
{
/// <summary>
/// Creates an instance of JoinAllocationAllOf.
/// </summary>
/// <param name="hostConnectionData">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]
public JoinAllocationAllOf(byte[] hostConnectionData)
{
HostConnectionData = hostConnectionData;
}
/// <summary>
/// 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.
/// </summary>
[Preserve]
[DataMember(Name = "hostConnectionData", IsRequired = true, EmitDefaultValue = true)]
public byte[] HostConnectionData{ get; }
}
}