#include <dwc.h>
u8 DWC_GetFriendStatusDataSC(const DWCFriendData *friendData,
u8 *maxEntry,
u8 *numEntry,
char *statusData,
int *size);friendData |
Pointer to DWCFriendData type friend information. |
maxEntry |
When the other party is the server host during server-client matchmaking, this pointer stores the maximum connectable number of devices once this information is obtained. Otherwise, 0. |
numEntry |
When the other party is the server host during server-client matchmaking, this pointer stores the current number of connected devices once this information is obtained. Otherwise, 0. |
statusData |
Pointer to where the friend status data is stored. If NULL is passed, the data is not copied. |
size |
Pointer to where the friend status data length is stored. Stores -1 if data is invalid. |
DWC_STATUS_OFFLINE |
Offline (indicates that the local host is offline or that friendship with the other party has not been established). |
DWC_STATUS_ONLINE |
Online (logged in to a Wi-Fi Connection server). |
DWC_STATUS_PLAYING |
- Currently playing a game as a client (does not depend on matchmaking type) - Currently playing a game as a server, after at least one instance of server migration, when using friend-specified matchmaking or server-client matchmaking Either of the above states indicate that the local host cannot proceed to connection with this other party. (The PLAYING state is not a state that accepts connection.) |
DWC_STATUS_MATCH_ANYBODY |
- Currently searching for a connection partner during peer matchmaking with friend unspecified - Currently playing a game as a server during peer matchmaking with friend unspecified |
DWC_STATUS_MATCH_FRIEND |
- Currently searching for a connection partner during peer matchmaking with friend specified - Currently playing a game as a server during peer matchmaking with friend specified |
DWC_STATUS_MATCH_SC_CL |
- Currently connecting to a server as a client host during server-client matchmaking - Currently connecting to a server as a group ID connection client host |
DWC_STATUS_MATCH_SC_SV |
- Currently playing a game as a server host during server-client matchmaking |
Gets the communication status of the friend specified with friendData. The GameSpy server sends a notification each time the friend's communication status changes. This is saved in the internal cache of the DWC library. Therefore, this function references that status and does not perform any communications.
A player's communication status is made up of the status flag returned by this function and the status string. The player status is managed on the GameSpy server. This function assumes that the status string is a string encoded in Base64, decodes it, and thereby gets the status data (the statusData argument). In addition to these, server host-specific information is included during server-client matchmaking. The status flag and the server-specific information are automatically set by the DWC library, but the application can set its own status data by using the DWC_SetOwnStatusData function. The data specified by this function is encoded in Base64 and sent to the GameSpy server as the status string.
If getting information specific to server-client matchmaking is not necessary, use the DWC_GetFriendStatusData function. Also, for applications where strings (rather than binary data such as statusData) are set with the DWC_SetOwnStatusString function, get the string data by using the DWC_GetFriendStatus or DWC_GetFriendStatusSC function.
For the changelog prior to 5.1 PR2, click here.
CONFIDENTIAL