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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * This interface deals with reading & writing stats to the online subsytem. */ interface OnlineStatsInterface dependson(OnlineStatsRead,OnlineStatsWrite); /** * Reads a set of stats for the specified list of players * * @param Players the array of unique ids to read stats for * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStats(const out array<UniqueNetId> Players,OnlineStatsRead StatsRead); /** * Reads a player's stats and all of that player's friends stats for the * specified set of stat views. This allows you to easily compare a player's * stats to their friends. * * @param LocalUserNum the local player having their stats and friend's stats read for * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsForFriends(byte LocalUserNum,OnlineStatsRead StatsRead); /** * Reads stats by ranking. This grabs the rows starting at StartIndex through * NumToRead and places them in the StatsRead object. * * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * @param StartIndex the starting rank to begin reads at (1 for top) * @param NumToRead the number of rows to read (clamped at 100 underneath) * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsByRank(OnlineStatsRead StatsRead,optional int StartIndex = 1,optional int NumToRead = 100); /** * Reads stats by ranking centered around a player. This grabs a set of rows * above and below the player's current rank * * @param LocalUserNum the local player having their stats being centered upon * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * @param NumRows the number of rows to read above and below the player's rank * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsByRankAroundPlayer(byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10); /** * Adds the delegate to a list used to notify the gameplay code that the stats read has completed * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate); /** * Removes the delegate from the notify list * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate); /** * Notifies the interested party that the last stats read has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadOnlineStatsComplete(bool bWasSuccessful); /** * Cleans up any platform specific allocated data contained in the stats data * * @param StatsRead the object to handle per platform clean up on */ function FreeStats(OnlineStatsRead StatsRead); /** * Writes out the stats contained within the stats write object to the online * subsystem's cache of stats data. Note the new data replaces the old. It does * not write the data to the permanent storage until a FlushOnlineStats() call * or a session ends. Stats cannot be written without a session or the write * request is ignored. No more than 5 stats views can be written to at a time * or the write request is ignored. * * @param Player the player to write stats for * @param StatsWrite the object containing the information to write * * @return TRUE if the call is successful, FALSE otherwise */ function bool WriteOnlineStats(UniqueNetId Player,OnlineStatsWrite StatsWrite); /** * Commits any changes in the online stats cache to the permanent storage * * @return TRUE if the call is successful, FALSE otherwise */ function bool FlushOnlineStats(); /** * Delegate called when the stats flush operation has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnFlushOnlineStatsComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate); /** * Writes the score data for the match * * @param PlayerScores the list of players, teams, and scores they earned * * @return TRUE if the call is successful, FALSE otherwise */ function bool WriteOnlinePlayerScores(const out array<OnlinePlayerScore> PlayerScores); /** * Reads the host's stat guid for synching up stats. Only valid on the host. * * @return the host's stat guid */ function string GetHostStatGuid(); /** * Registers the host's stat guid with the client for verification they are part of * the stat. Note this is an async task for any backend communication that needs to * happen before the registration is deemed complete * * @param HostStatGuid the host's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ function bool RegisterHostStatGuid(const out string HostStatGuid); /** * Called when the host stat guid registration is complete * * @param bWasSuccessful whether the registration has completed or not */ delegate OnRegisterHostStatGuidComplete(bool bWasSuccessful); /** * Adds the delegate for notifying when the host guid registration is done * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function AddRegisterHostStatGuidCompleteDelegate(delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate); /** * Clears the delegate used to notify the gameplay code * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function ClearRegisterHostStatGuidCompleteDelegateDelegate(delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate); /** * Reads the client's stat guid that was generated by registering the host's guid * Used for synching up stats. Only valid on the client. Only callable after the * host registration has completed * * @return the client's stat guid */ function string GetClientStatGuid(); /** * Registers the client's stat guid on the host to validate that the client was in the stat. * Used for synching up stats. Only valid on the host. * * @param PlayerId the client's unique net id * @param ClientStatGuid the client's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ function bool RegisterStatGuid(UniqueNetId PlayerId,const out string ClientStatGuid); defaultproperties { Name="Default__OnlineStatsInterface" ObjectArchetype=Interface'Core.Default__Interface' } |
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