Class Allocation
The details of an allocation to a Relay server.
Inherited Members
Namespace: Unity.Services.Relay.Models
Assembly: Unity.Services.Multiplayer.dll
Syntax
[Preserve]
[DataContract(Name = "Allocation")]
public class Allocation
Constructors
Allocation(Guid, List<RelayServerEndpoint>, RelayServer, byte[], byte[], byte[], string)
The details of an allocation to a Relay server.
Declaration
[Preserve]
public Allocation(Guid allocationId, List<RelayServerEndpoint> serverEndpoints, RelayServer relayServer, byte[] key, byte[] connectionData, byte[] allocationIdBytes, string region)
Parameters
| Type | Name | Description |
|---|---|---|
| Guid | allocationId | The unique ID of the allocation. |
| List<RelayServerEndpoint> | serverEndpoints | Connection endpoints for the assigned Relay server. > Note: The order of server endpoints is not guaranteed and users should iterate over the items and look for the desired values. |
| RelayServer | relayServer | relayServer param |
| byte[] | key | A base64-encoded key required for the HMAC signature of the |
| byte[] | connectionData | A base64-encoded representation of an encrypted connection data blob describing this allocation. This data is equired for establishing communication with other players. |
| byte[] | allocationIdBytes | A base64-encoded form of the allocation ID. When decoded, this is the exact expected byte alignment to use when crafting Relay protocol messages that require the allocation ID. For example, |
| string | region | The allocation region. |
Properties
AllocationId
The unique ID of the allocation.
Declaration
[Preserve]
[DataMember(Name = "allocationId", IsRequired = true, EmitDefaultValue = true)]
public Guid AllocationId { get; }
Property Value
| Type | Description |
|---|---|
| Guid |
AllocationIdBytes
A base64-encoded form of the allocation ID. When decoded, this is the exact expected byte alignment to use when crafting Relay protocol messages that require the allocation ID. For example, PING, CONNECT, RELAY, and CLOSE message types.
Declaration
[Preserve]
[DataMember(Name = "allocationIdBytes", IsRequired = true, EmitDefaultValue = true)]
public byte[] AllocationIdBytes { get; }
Property Value
| Type | Description |
|---|---|
| byte[] |
ConnectionData
A base64-encoded representation of an encrypted connection data blob describing this allocation. This data is equired for establishing communication with other players.
Declaration
[Preserve]
[DataMember(Name = "connectionData", IsRequired = true, EmitDefaultValue = true)]
public byte[] ConnectionData { get; }
Property Value
| Type | Description |
|---|---|
| byte[] |
Key
A base64-encoded key required for the HMAC signature of the BIND message.
Declaration
[Preserve]
[DataMember(Name = "key", IsRequired = true, EmitDefaultValue = true)]
public byte[] Key { get; }
Property Value
| Type | Description |
|---|---|
| byte[] |
Region
The allocation region.
Declaration
[Preserve]
[DataMember(Name = "region", IsRequired = true, EmitDefaultValue = true)]
public string Region { get; }
Property Value
| Type | Description |
|---|---|
| string |
RelayServer
Parameter relayServer of Allocation
Declaration
[Preserve]
[DataMember(Name = "relayServer", IsRequired = true, EmitDefaultValue = true)]
public RelayServer RelayServer { get; }
Property Value
| Type | Description |
|---|---|
| RelayServer |
ServerEndpoints
Connection endpoints for the assigned Relay server. > Note: The order of server endpoints is not guaranteed and users should iterate over the items and look for the desired values.
Declaration
[Preserve]
[DataMember(Name = "serverEndpoints", IsRequired = true, EmitDefaultValue = true)]
public List<RelayServerEndpoint> ServerEndpoints { get; }
Property Value
| Type | Description |
|---|---|
| List<RelayServerEndpoint> |