Files
WinDurango/dlls/winrt_x/Implementation/Microsoft.Xbox.Services.Multiplayer.Manager.MultiplayerGameSession.cpp
T
2025-02-13 17:30:20 -05:00

75 lines
3.9 KiB
C++

#include "pch.h"
#include "Microsoft.Xbox.Services.Multiplayer.Manager.MultiplayerGameSession.h"
#include "Microsoft.Xbox.Services.Multiplayer.Manager.MultiplayerGameSession.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
////////static_assert(false, "This file is generated by a tool and will be overwritten. Open this error and view the comment for assistance.");
namespace winrt::Microsoft::Xbox::Services::Multiplayer::Manager::implementation
{
hstring MultiplayerGameSession::CorrelationId()
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
winrt::Microsoft::Xbox::Services::Multiplayer::MultiplayerSessionReference MultiplayerGameSession::SessionReference()
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
winrt::Windows::Foundation::Collections::IVectorView<winrt::Microsoft::Xbox::Services::Multiplayer::Manager::MultiplayerMember> MultiplayerGameSession::Members()
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
winrt::Microsoft::Xbox::Services::Multiplayer::Manager::MultiplayerMember MultiplayerGameSession::Host()
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
hstring MultiplayerGameSession::Properties()
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
winrt::Microsoft::Xbox::Services::Multiplayer::MultiplayerSessionConstants MultiplayerGameSession::SessionConstants()
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
winrt::Windows::Foundation::Collections::IMapView<hstring, winrt::Microsoft::Xbox::Services::Multiplayer::MultiplayerSessionReference> MultiplayerGameSession::TournamentTeams()
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
winrt::Windows::Foundation::Collections::IMapView<hstring, winrt::Microsoft::Xbox::Services::Tournaments::TournamentTeamResult> MultiplayerGameSession::TournamentTeamResults()
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
bool MultiplayerGameSession::IsHost(hstring const& xboxUserId)
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
void MultiplayerGameSession::SetProperties(hstring const& name, hstring const& valueJson, winrt::Windows::Foundation::IInspectable const& context)
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
void MultiplayerGameSession::SetSynchronizedProperties(hstring const& name, hstring const& valueJson, winrt::Windows::Foundation::IInspectable const& context)
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
void MultiplayerGameSession::SetSynchronizedHost(winrt::Microsoft::Xbox::Services::Multiplayer::Manager::MultiplayerMember const& gameHost, winrt::Windows::Foundation::IInspectable const& context)
{
printf("%s called\n", __FUNCTION__); throw hresult_not_implemented();
}
}