//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: GC based lobby. Matchmaking assigns players to a lobby // //============================================================================= #ifndef LOBBY_H #define LOBBY_H #ifdef _WIN32 #pragma once #endif #include "playergroup.h" namespace GCSDK { class CSharedObject; class ILobby : public IPlayerGroup { public: virtual ~ILobby() { } }; class CLobbyInvite : public GCSDK::CProtoBufSharedObject, public GCSDK::IPlayerGroupInvite { //This is disabled since people shouldn't create these objects directly and should instead instantiate game specific versions of them //DECLARE_CLASS_MEMPOOL( CLobbyInvite ); public: const static int k_nTypeID = k_EProtoObjectLobbyInvite; virtual const CSteamID GetSenderID() const { return Obj().sender_id(); } virtual PlayerGroupID_t GetGroupID() const { return Obj().group_id(); } virtual const char* GetSenderName() const { return Obj().sender_name().c_str(); } virtual GCSDK::CSharedObject* GetSharedObject() { return this; } #ifdef GC // NOTE: These do not dirty fields virtual void SetSenderID( const CSteamID &steamID ) { Obj().set_sender_id( steamID.ConvertToUint64() ); } virtual void SetGroupID( PlayerGroupID_t nGroupID ) { Obj().set_group_id( nGroupID ); } virtual void SetSenderName( const char *szName ) { Obj().set_sender_name( szName ); } virtual void YldInitFromPlayerGroup( IPlayerGroup *pPlayerGroup ); #endif }; } #endif