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/*
* Original work: Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*
* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
*/
#ifndef __LOBBY_2_PRESENCE_H
#define __LOBBY_2_PRESENCE_H
#include "slikenet/string.h"
namespace SLNet
{
class BitStream;
/// Lobby2Presence is information about your online status. It is only held in memory, so is lost when you go offline.
/// Set by calling Client_SetPresence and retrieve with Client_GetPresence
struct Lobby2Presence
{
Lobby2Presence();
Lobby2Presence(const Lobby2Presence& input);
Lobby2Presence& operator = ( const Lobby2Presence& input );
~Lobby2Presence();
void Serialize(SLNet::BitStream *bitStream, bool writeToBitstream);
enum Status
{
/// Set by the constructor, meaning it was never set. This is the default if a user is online, but SetPresence() was never called.
UNDEFINED,
/// Returned by Client_GetPresence() if you query for a user that is not online, whether or not SetPresence was ever called().
NOT_ONLINE,
/// Set by the user (you)
AWAY,
/// Set by the user (you)
DO_NOT_DISTURB,
/// Set by the user (you)
MINIMIZED,
/// Set by the user (you)
TYPING,
/// Set by the user (you)
VIEWING_PROFILE,
/// Set by the user (you)
EDITING_PROFILE,
/// Set by the user (you)
IN_LOBBY,
/// Set by the user (you)
IN_ROOM,
/// Set by the user (you)
IN_GAME
} status;
/// Visibility flag. This is not enforced by the server, so if you want a user's presence to be not visible, just don't display it on the client
bool isVisible;
/// Although game name is also present in the titleNameOrID member of Client_Login, this is the visible name returned by presence queries
/// That is because Client_Login::titleNameOrID member is optional, for example for lobbies that support multiple titles.
/// Set by the user (you) or leave blank if desired.
RakString titleNameOrID;
/// Anything you want
RakString statusString;
};
}
#endif