#include <dwc.h>
u8 DWC_GetFriendStatusDataSC( const DWCFriendData* friendData,
u8* maxEntry,
u8* numEntry,
char* statusData,
int* size);
This function gets the communication status of the friend specified with friendData
. The GameSpy server sends notification each time the friend's communication status changes, which is saved in the internal cache of the DWC library. Therefore, this function references that status and does not perform communications.
A player's communication status is made up of the status flag expressed in this function's return value and the status character string. The player status is managed on the GameSpy server. This function presumes the status
character to be a Base-64 encoded character string and obtains the status data (the statusData
argument) by decoding it. In addition, server DS-specific information is included during server-client matchmaking. The status
flag and the server DS-specific information are automatically set by the DWC library, but the application can set the 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 character string.
Use the DWC_GetFriendStatusData function if there is no need to obtain any specific information during server-client matchmaking. Also, for applications where character strings (rather than binary data such as statusData
) are set with the DWC_SetOwnStatusString
function, get the binary data by using the DWC_GetFriendStatus
or DWC_GetFriendStatusSC
function.
This function takes several hundred microseconds. Be sensitive of this fact when you need to check status several times in a short period.
friendData |
The pointer to the type DWCFriendData friend information. |
maxEntry |
When the partner is the server DS during server-client matchmaking, this pointer stores the maximum number of connectable devices. Otherwise, 0. |
numEntry |
When the partner is the server DS during server-client matchmaking, this pointer stores the current number of connected devices that were obtained. Otherwise, 0. |
statusData |
The pointer to where the friend status data is stored. If NULL is passed, the data will not be copied. |
size |
The pointer to where the friend status data length is stored. -1 is stored in the case of invalid data. |
DWC_STATUS_OFFLINE |
Offline (Indicates the DWC is offline or that the friendship with the partner is not established.) |
DWC_STATUS_ONLINE |
Online (Logged in to a Wi-Fi connection server.) |
DWC_STATUS_PLAYING |
In-game (After matchmaking has completed.) |
DWC_STATUS_MATCH_ANYBODY |
In "connect to anybody peer matchmaking" |
DWC_STATUS_MATCH_FRIEND |
In "connect to friends peer matchmaking" |
DWC_STATUS_MATCH_SC_CL |
Client DS undergoing server-client matchmaking |
DWC_STATUS_MATCH_SC_SV |
Server DS undergoing server-client matchmaking |
DWC_GetFriendStatus, DWC_GetFriendStatusSC, DWC_GetFriendStatusData, DWC_SetOwnStatusString, DWC_SetOwnStatusData
02/21/2006 Error corrections
12/16/2005 Added a description about the networking states and introduced other similar functions.
11/07/2005 Initial version