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using System.Runtime.InteropServices;
namespace Unity.Networking.Transport.Relay
{
[StructLayout(LayoutKind.Sequential)]
public struct RelayMessageConnectRequest
{
public const int Length = RelayMessageHeader.Length + RelayAllocationId.k_Length + 1 + RelayConnectionData.k_Length; // Header + AllocationId + ToConnectionDataLength + ToConnectionData;
public RelayMessageHeader Header;
public RelayAllocationId AllocationId;
public byte ToConnectionDataLength;
public RelayConnectionData ToConnectionData;
public static RelayMessageConnectRequest Create(RelayAllocationId allocationId, RelayConnectionData toConnectionData)
{
return new RelayMessageConnectRequest
{
Header = RelayMessageHeader.Create(RelayMessageType.ConnectRequest),
AllocationId = allocationId,
ToConnectionDataLength = 255,
ToConnectionData = toConnectionData,
};
}
}
}