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Friends (20)

Even though this protocol is implemented on Nintendo game servers, it is never actually used. Instead, Nintendo has implemented its own friend services:

Methods

(1) AddFriend

Request

TypeName
Uint32uiPlayer
Uint32uiDetails
StringstrMessage

Response

TypeName
Bool%retval%

(2) AddFriendByName

Request

TypeName
StringstrPlayerName
Uint32uiDetails
StringstrMessage

Response

TypeName
Bool%retval%

(3) AddFriendWithDetails

Request

TypeName
Uint32uiPlayer
Uint32uiDetails
StringstrMessage

Response

TypeName
RelationshipDatarelationshipData

(4) AddFriendByNameWithDetails

Request

TypeName
Uint32uiPlayer
Uint32uiDetails
StringstrMessage

Response

TypeName
RelationshipDatarelationshipData

(5) AcceptFriendship

Request

TypeName
Uint32uiPlayer

Response

TypeName
Bool%retval%

(6) DeclineFriendship

Request

TypeName
Uint32uiPlayer

Response

TypeName
Bool%retval%

(7) BlackList

Request

TypeName
Uint32uiPlayer
Uint32uiDetails

Response

TypeName
Bool%retval%

(8) BlackListByName

Request

TypeName
StringstrPlayerName
Uint32uiDetails

Response

TypeName
Bool%retval%

(9) ClearRelationship

Request

TypeName
Uint32uiPlayer

Response

TypeName
Bool%retval%

(10) UpdateDetails

Request

TypeName
Uint32uiPlayer
Uint32uiDetails

Response

TypeName
Bool%retval%

(11) GetList

Request

TypeName
Uint8byRelationship
BoolbReversed

Response

TypeName
List<Uint32>lstFriendsList

(12) GetDetailedList

Request

TypeName
Uint8byRelationship
BoolbReversed

Response

TypeName
List<FriendData>lstFriendsList

(13) GetRelationships

Request

TypeName
ResultRangeresultRange

Response

TypeName
Uint32uiTotalCount
List<RelationshipData>lstRelationshipsList

Types

FriendData

TypeName
Uint32m_pid
Stringm_strName
Uint8m_byRelationship
Uint32m_uiDetails
Stringm_strStatus

RelationshipData

TypeName
Uint32m_pid
Stringm_strName
Uint8m_byRelationship
Uint32m_uiDetails
Uint8m_byStatus
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