/* * 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); }