text: /*
   *  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.
   */
  
  #ifndef __LOBBY_2_MESSAGE_STEAM_H
  #define __LOBBY_2_MESSAGE_STEAM_H
  
  #include "Lobby2Message.h"
  #include "slikenet/DS_Multilist.h"
  #include "Lobby2Client_Steam.h"
  
  namespace SLNet
  {
  
  #define __L2_MSG_DB_HEADER(__NAME__,__DB__) \
  	struct __NAME__##_##__DB__ : public __NAME__
  
  	__L2_MSG_DB_HEADER(Client_Login, Steam)
  	{
  		virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Client_Login::DebugMsg(out);
  				return;
  			}
  			out.Set("Login success");
  		}
  	};
  
  	__L2_MSG_DB_HEADER(Client_Logoff, Steam)
  	{
  		virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Client_Logoff::DebugMsg(out);
  				return;
  			}
  			out.Set("Logoff success");
  		}
  	};
  
  	__L2_MSG_DB_HEADER(Console_SearchRooms, Steam)
  	{
  		Console_SearchRooms_Steam();
  		virtual ~Console_SearchRooms_Steam();
  		virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
  
  		virtual void DebugMsg(SLNet::RakString &out) const;
  
  		// Output
  		// Use CConsoleCommand_GetRoomDetails to get room names for unknown rooms, which will have blank names
  		DataStructures::Multilist<ML_UNORDERED_LIST, SLNet::RakString> roomNames;
  		// Type of uint64_ts is uint64_t
  		DataStructures::Multilist<ML_UNORDERED_LIST, uint64_t> roomIds;
  
  		/// \internal
  		// uint32_t is LobbyMatchList_t
  		// CCallResult<Lobby2Client_Steam, uint32_t> m_SteamCallResultLobbyMatchList;
  		void *m_SteamCallResultLobbyMatchList;
  	};
  
  	__L2_MSG_DB_HEADER(Console_GetRoomDetails, Steam)
  	{
  		virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Console_GetRoomDetails::DebugMsg(out);
  				return;
  			}
  			out.Set("GetRoomDetails: roomName=%s for id %" PRINTF_64_BIT_MODIFIER "u", roomName.C_String(), roomId);
  		}
  
  		/// Input
  		uint64_t roomId;
  
  		/// Output
  		SLNet::RakString roomName;
  	};
  
  	__L2_MSG_DB_HEADER(Console_CreateRoom, Steam)
  	{
  		Console_CreateRoom_Steam();
  		virtual ~Console_CreateRoom_Steam();
  
  		virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Console_CreateRoom::DebugMsg(out);
  				return;
  			}
  			out.Set("Console_CreateRoom: roomName %s created for id %" PRINTF_64_BIT_MODIFIER "u", roomName.C_String(), roomId);
  		}
  
  		/// Input
  		/// If public, anyone can join. Else friends only
  		bool roomIsPublic;
  		SLNet::RakString roomName;
  
  		/// Output
  		uint64_t roomId;
  
  		/// \internal
  		// CCallResult<Lobby2Client_Steam, LobbyCreated_t> m_SteamCallResultLobbyCreated;
  		void *m_SteamCallResultLobbyCreated;
  	};
  
  	__L2_MSG_DB_HEADER(Console_JoinRoom, Steam)
  	{
  		Console_JoinRoom_Steam();
  		virtual ~Console_JoinRoom_Steam();
  
  		virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Console_JoinRoom::DebugMsg(out);
  				return;
  			}
  			out.Set("Console_JoinRoom: Joined id %" PRINTF_64_BIT_MODIFIER "u", roomId);
  		}
  
  		/// Input
  		uint64_t roomId;
  
  		/// \internal
  		//CCallResult<Lobby2Client_Steam, LobbyEnter_t> m_SteamCallResultLobbyEntered;
  		void *m_SteamCallResultLobbyEntered;
  	};
  
  	__L2_MSG_DB_HEADER(Console_LeaveRoom, Steam)
  	{
  		virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Console_LeaveRoom::DebugMsg(out);
  				return;
  			}
  			out.Set("Left room %" PRINTF_64_BIT_MODIFIER "u", roomId);
  		}
  
  		/// Input
  		uint64_t roomId;
  	};
  
  	__L2_MSG_DB_HEADER(Console_SendRoomChatMessage, Steam)
  	{
  		virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Console_SendRoomChatMessage::DebugMsg(out);
  				return;
  			}
  			out.Set("Sent %s to room %" PRINTF_64_BIT_MODIFIER "u", message.C_String(), roomId);
  		}
  
  		/// Input
  		uint64_t roomId;
  		SLNet::RakString message;
  	};
  
  
  	__L2_MSG_DB_HEADER(Notification_Friends_StatusChange, Steam)
  	{
  		uint64_t friendId;
  		SLNet::RakString friendNewName;
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Notification_Friends_StatusChange::DebugMsg(out);
  				return;
  			}
  			out.Set("Friend renamed to %s with ID %" PRINTF_64_BIT_MODIFIER "u", friendNewName.C_String(), friendId);
  		}
  	};
  
  	__L2_MSG_DB_HEADER(Notification_Console_UpdateRoomParameters, Steam)
  	{
  		uint64_t roomId;
  		SLNet::RakString roomNewName;
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Notification_Console_UpdateRoomParameters::DebugMsg(out);
  				return;
  			}
  			out.Set("RoomStateChanged: Room named %s with ID %" PRINTF_64_BIT_MODIFIER "u", roomNewName.C_String(), roomId);
  		}
  	};
  
  	__L2_MSG_DB_HEADER(Notification_Console_MemberJoinedRoom, Steam)
  	{
  		uint64_t roomId;
  		uint64_t srcMemberId;
  		SLNet::RakString memberName;
  		SystemAddress remoteSystem;
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Notification_Console_MemberJoinedRoom::DebugMsg(out);
  				return;
  			}
  			out.Set("MemberJoinedRoom: Member named %s and ID %" PRINTF_64_BIT_MODIFIER "u joined room with ID %" PRINTF_64_BIT_MODIFIER "u", memberName.C_String(), srcMemberId, roomId);
  		}
  	};
  
  	__L2_MSG_DB_HEADER(Notification_Console_MemberLeftRoom, Steam)
  	{
  		uint64_t roomId;
  		uint64_t srcMemberId;
  		SLNet::RakString memberName;
  		SystemAddress remoteSystem;
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Notification_Console_MemberLeftRoom::DebugMsg(out);
  				return;
  			}
  			out.Set("MemberLeftRoom: Member named %s and ID %" PRINTF_64_BIT_MODIFIER "u left room with ID %" PRINTF_64_BIT_MODIFIER "u", memberName.C_String(), srcMemberId, roomId);
  		}
  	};
  
  	__L2_MSG_DB_HEADER(Notification_Console_RoomChatMessage, Steam)
  	{
  		SLNet::RakString message;
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Notification_Console_RoomChatMessage::DebugMsg(out);
  				return;
  			}
  			out=message;
  		}
  	};
  
  	/*
  	__L2_MSG_DB_HEADER(Notification_Console_RoomMemberConnectivityUpdate, Steam)
  	{
  		bool succeeded;
  		SystemAddress remoteSystem;
  
  		virtual void DebugMsg(SLNet::RakString &out) const
  		{
  			if (resultCode!=L2RC_SUCCESS)
  			{
  				Notification_Console_RoomMemberConnectivityUpdate::DebugMsg(out);
  				return;
  			}
  			if (succeeded)
  			{
  				out.Set("Signaling to %s succeeded.", remoteSystem.ToString(true));
  			}
  			else
  			{
  				out.Set("Signaling to %s failed.", remoteSystem.ToString(true));
  			}
  		}
  	};
  	*/
  
  // --------------------------------------------- Database specific factory class for all messages --------------------------------------------
  
  #define __L2_MSG_FACTORY_IMPL(__NAME__,__DB__) {case L2MID_##__NAME__ : Lobby2Message *m = SLNet::OP_NEW< __NAME__##_##__DB__ >(_FILE_AND_LINE_) ; return m;}
  
  	struct Lobby2MessageFactory_Steam : public Lobby2MessageFactory
  	{
  		Lobby2MessageFactory_Steam() {}
  		virtual ~Lobby2MessageFactory_Steam() {}
  		virtual Lobby2Message *Alloc(Lobby2MessageID id)
  		{
  			switch (id)
  			{
  				__L2_MSG_FACTORY_IMPL(Client_Login, Steam);
  				__L2_MSG_FACTORY_IMPL(Client_Logoff, Steam);
  				__L2_MSG_FACTORY_IMPL(Console_SearchRooms, Steam);
  				__L2_MSG_FACTORY_IMPL(Console_GetRoomDetails, Steam);
  				__L2_MSG_FACTORY_IMPL(Console_CreateRoom, Steam);
  				__L2_MSG_FACTORY_IMPL(Console_JoinRoom, Steam);
  				__L2_MSG_FACTORY_IMPL(Console_LeaveRoom, Steam);
  				__L2_MSG_FACTORY_IMPL(Console_SendRoomChatMessage, Steam);
  				__L2_MSG_FACTORY_IMPL(Notification_Friends_StatusChange, Steam);
  				__L2_MSG_FACTORY_IMPL(Notification_Console_UpdateRoomParameters, Steam);
  				__L2_MSG_FACTORY_IMPL(Notification_Console_MemberJoinedRoom, Steam);
  				__L2_MSG_FACTORY_IMPL(Notification_Console_MemberLeftRoom, Steam);
  				__L2_MSG_FACTORY_IMPL(Notification_Console_RoomChatMessage, Steam);
  				//__L2_MSG_FACTORY_IMPL(Notification_Console_RoomMemberConnectivityUpdate, Steam);
  
  				default:
  
  				return Lobby2MessageFactory::Alloc(id);
  			};
  		};
  	};
  }; // namespace SLNet
  
  #endif
  