CTR Pia  4.11.3
Game Communication Engine
session_definitions.h
1 /*---------------------------------------------------------------------------*
2  Project: Pia
3  File: session_definitions.h
4 
5  Copyright Nintendo. All rights reserved.
6 
7  These coded instructions, statements, and computer programs contain
8  proprietary information of Nintendo of America Inc. and/or Nintendo
9  Company Ltd., and are protected by Federal copyright law. They may
10  not be disclosed to third parties or copied or duplicated in any form,
11  in whole or in part, without the prior written consent of Nintendo.
12  *---------------------------------------------------------------------------*/
13 
14 
15 #pragma once
16 
17 
18 #include <pia/definitions.h>
19 #include <pia/common/common_Trace.h>
20 #include <pia/session/session_types.h>
21 
22 // Macro for Pia developers to use for checking the session status during a job.
23 #define CHECK_SESSION_STATUS() \
24  { \
25  nn::pia::session::Session::Status status = nn::pia::session::Session::GetInstance()->GetStatus(); \
26  if (status == nn::pia::session::Session::STATUS_DISCONNECTED_NETWORK) \
27  { \
28  m_pAsyncContext->SignalFailure(nn::pia::ResultNetworkConnectionIsLost()); \
29  m_pAsyncContext = NULL; \
30  return common::Job::EXECUTE_STATE_COMPLETE; \
31  } \
32  }
33 
34 #define CHECK_SESSION_CONNECTED_STATUS() \
35  { \
36  nn::pia::session::Session::Status status = nn::pia::session::Session::GetInstance()->GetStatus(); \
37  if (status == nn::pia::session::Session::STATUS_DISCONNECTED_SESSION) \
38  { \
39  m_pAsyncContext->SignalFailure(nn::pia::ResultSessionConnectionIsLost()); \
40  m_pAsyncContext = NULL; \
41  return common::Job::EXECUTE_STATE_COMPLETE; \
42  } \
43  }