using UnityEngine; namespace EZXR.Glass.Network.Http { /** * \~english * Http response class * * \~chinese * Http应答类 */ public class HttpResponse { /** * \~english * Status code * * \~chinese * 状态码 */ public long status; /** * \~english * Http response body * * \~chinese * Http回答返回体 */ public string body; // public byte[] rawBody; /** * \~english * Http response error message * * \~chinese * Http回答的错误信息 */ public string error; public HttpResponse(long status, string body) { this.status = status; this.body = body; // this.rawBody = rawBody; this.error = null; } public HttpResponse(string error) { this.error = error; } // public T To<T>() { // return JsonUtility.FromJson<T> (body); // } /** * \~english * @brief Get the status of Http response, refer to Http status code * * \~chinese * @brief 获取Http回答的状态,参考Http状态码 * */ public long Status() { return status; } /** * \~english * @brief Get Http response body * * \~chinese * @brief 获取Http回答返回体 * */ public string Body() { return body; } // public byte[] RawBody() { // return rawBody; // } /** * \~english * @brief Determine whether the Http response is wrong * * \~chinese * @brief 判断Http回答是否有错误 * */ public bool IsOK() { return status >= 200 && status < 300 && error == null; } /** * \~english * @brief Determine whether the Http response is wrong * * \~chinese * @brief 获取Http回答的错误信息 * */ public string Error() { return error; } public override string ToString() { return "status: " + status.ToString () + " - response: " + body.ToString (); } } }