Files
SLikeNet/DependentExtensions/Lobby2/Lobby2Presence.cpp
2025-11-24 14:19:51 +05:30

63 lines
1.6 KiB
C++

/*
* 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.
*/
#include "Lobby2Presence.h"
#include "slikenet/BitStream.h"
using namespace SLNet;
Lobby2Presence::Lobby2Presence() {
status=UNDEFINED;
isVisible=true;
}
Lobby2Presence::Lobby2Presence(const Lobby2Presence& input) {
status=input.status;
isVisible=input.isVisible;
titleNameOrID=input.titleNameOrID;
statusString=input.statusString;
}
Lobby2Presence& Lobby2Presence::operator = ( const Lobby2Presence& input )
{
status=input.status;
isVisible=input.isVisible;
titleNameOrID=input.titleNameOrID;
statusString=input.statusString;
return *this;
}
Lobby2Presence::~Lobby2Presence()
{
}
void Lobby2Presence::Serialize(SLNet::BitStream *bitStream, bool writeToBitstream)
{
unsigned char gs = (unsigned char) status;
bitStream->Serialize(writeToBitstream,gs);
status=(Status) gs;
bitStream->Serialize(writeToBitstream,isVisible);
bitStream->Serialize(writeToBitstream,titleNameOrID);
bitStream->Serialize(writeToBitstream,statusString);
}