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63 行
3.6 KiB
63 行
3.6 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.Lobbies.Http;
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namespace Unity.Services.Lobbies.Models
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{
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/// <summary>
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/// The body of an Update Player Data request.
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/// <param name="connectionInfo">(TBD) Connection information for connecting to a relay with this player.</param>
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/// <param name="data">Custom game-specific properties to add, update, or remove from the player (e.g. `role` or `skill`). To remove an existing property, include it in `data` but set the property object to `null`. To update the value to `null`, set the `value` property of the object to `null`.</param>
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/// <param name="allocationId">An id that associates this player in this lobby with a persistent connection. When a disconnect notification is recevied, this value is used to identify the associated player in a lobby to mark them as disconnected.</param>
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/// </summary>
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[Preserve]
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[DataContract(Name = "PlayerUpdateRequest")]
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public class PlayerUpdateRequest
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{
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/// <summary>
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/// The body of an Update Player Data request.
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/// </summary>
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/// <param name="connectionInfo">(TBD) Connection information for connecting to a relay with this player.</param>
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/// <param name="data">Custom game-specific properties to add, update, or remove from the player (e.g. `role` or `skill`). To remove an existing property, include it in `data` but set the property object to `null`. To update the value to `null`, set the `value` property of the object to `null`.</param>
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/// <param name="allocationId">An id that associates this player in this lobby with a persistent connection. When a disconnect notification is recevied, this value is used to identify the associated player in a lobby to mark them as disconnected.</param>
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[Preserve]
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public PlayerUpdateRequest(string connectionInfo = default, Dictionary<string, PlayerDataObject> data = default, string allocationId = default)
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{
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ConnectionInfo = connectionInfo;
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Data = new JsonObject(data);
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AllocationId = allocationId;
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}
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/// <summary>
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/// (TBD) Connection information for connecting to a relay with this player.
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/// </summary>
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[Preserve]
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[DataMember(Name = "connectionInfo", EmitDefaultValue = false)]
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public string ConnectionInfo{ get; }
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/// <summary>
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/// Custom game-specific properties to add, update, or remove from the player (e.g. `role` or `skill`). To remove an existing property, include it in `data` but set the property object to `null`. To update the value to `null`, set the `value` property of the object to `null`.
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/// </summary>
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[Preserve]
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[JsonConverter(typeof(JsonObjectConverter))]
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[DataMember(Name = "data", EmitDefaultValue = false)]
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public JsonObject Data{ get; }
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/// <summary>
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/// An id that associates this player in this lobby with a persistent connection. When a disconnect notification is recevied, this value is used to identify the associated player in a lobby to mark them as disconnected.
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/// </summary>
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[Preserve]
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[DataMember(Name = "allocationId", EmitDefaultValue = false)]
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public string AllocationId{ get; }
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}
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}
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