/** * Lifecycle states for a friend relationship between two * GearN players. * * The state describes the relationship from the perspective of the * **viewing** player — the same friendship reads as * `WaitingAccept` for the side that received the invite and * `SentRequestAndWaitingAccept` for the side that sent it. * * The numeric values are persisted into the * {@link CharacterPlayerFriendUpdate} / {@link GamePlayerFriendUpdate} * payloads (decoded from the wire as `FriendItem.status`) and are * therefore part of the stable backend contract — do not reorder. * * Typical state transitions: * - `NotFriend` → `SentRequestAndWaitingAccept` after the local * player issues `acceptCharacterPlayerFriend` / * `addGamePlayerFriend` (or equivalent). * - `WaitingAccept` → `Friend` once the remote player accepts. * - Any state → `NotFriend` after a `removeFriend` call. */ export declare enum FriendStatus { /** * Both sides have accepted; the relationship is active. */ Friend = 1, /** * The viewing player received an invite and has not acted on * it yet. Use this state to show "Accept / Decline" UI. */ WaitingAccept = 2, /** * The viewing player sent an invite and is waiting for the * other side to accept. Use this state to show * "Cancel request" UI. */ SentRequestAndWaitingAccept = 3, /** * No friendship relation. This is the implicit value when the * backend has no row at all — the SDK still includes it * explicitly so list queries can express "all known players, * none friended yet". */ NotFriend = 4 }