// Copyright Epic Games, Inc. All Rights Reserved. // This file is automatically generated. Changes to this file may be overwritten. namespace Epic.OnlineServices.Lobby { /// /// An attribute and its visibility setting stored with a lobby. /// Used to store both lobby and lobby member data /// public class Attribute : ISettable { /// /// Key/Value pair describing the attribute /// public AttributeData Data { get; set; } /// /// Is this attribute public or private to the lobby and its members /// public LobbyAttributeVisibility Visibility { get; set; } internal void Set(AttributeInternal? other) { if (other != null) { Data = other.Value.Data; Visibility = other.Value.Visibility; } } public void Set(object other) { Set(other as AttributeInternal?); } } [System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)] internal struct AttributeInternal : ISettable, System.IDisposable { private int m_ApiVersion; private System.IntPtr m_Data; private LobbyAttributeVisibility m_Visibility; public AttributeData Data { get { AttributeData value; Helper.TryMarshalGet(m_Data, out value); return value; } set { Helper.TryMarshalSet(ref m_Data, value); } } public LobbyAttributeVisibility Visibility { get { return m_Visibility; } set { m_Visibility = value; } } public void Set(Attribute other) { if (other != null) { m_ApiVersion = LobbyInterface.AttributeApiLatest; Data = other.Data; Visibility = other.Visibility; } } public void Set(object other) { Set(other as Attribute); } public void Dispose() { Helper.TryMarshalDispose(ref m_Data); } } }