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52 行
2.0 KiB
52 行
2.0 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 create an allocation
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/// <param name="maxConnections">Indicates the maximum number of connections that the client will allow to communicate with them. It will also be used in order to find a relay with sufficient capacity</param>
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/// <param name="region">Indicates the region this allocation should go. If not provided, a default region will be chosen.</param>
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/// </summary>
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[Preserve]
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[DataContract(Name = "AllocationRequest")]
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public class AllocationRequest
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{
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/// <summary>
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/// A request to create an allocation
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/// </summary>
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/// <param name="maxConnections">Indicates the maximum number of connections that the client will allow to communicate with them. It will also be used in order to find a relay with sufficient capacity</param>
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/// <param name="region">Indicates the region this allocation should go. If not provided, a default region will be chosen.</param>
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[Preserve]
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public AllocationRequest(int maxConnections, string region = default)
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{
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MaxConnections = maxConnections;
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Region = region;
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}
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/// <summary>
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/// Indicates the maximum number of connections that the client will allow to communicate with them. It will also be used in order to find a relay with sufficient capacity
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/// </summary>
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[Preserve]
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[DataMember(Name = "maxConnections", IsRequired = true, EmitDefaultValue = true)]
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public int MaxConnections{ get; }
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/// <summary>
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/// Indicates the region this allocation should go. If not provided, a default region will be chosen.
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/// </summary>
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[Preserve]
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[DataMember(Name = "region", EmitDefaultValue = false)]
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public string Region{ get; }
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}
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}
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