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Engine.UIDataStore_OnlineStats


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

/**
 * This class is responsible for mapping properties in an OnlineStatsRead
 * class to the UI. It maintains a set of different read objects that are
 * switched between at run time. This allows you to show leaderboards by
 * age (one week, month, year, etc.) from the same UI by having this
 * data store just use different query objects
 *
 * NOTE: Each game needs to derive at least one class from this one in
 * order to expose the game's specific stats class(es)
 */
class UIDataStore_OnlineStats extends UIDataStore_Remote
	native(inherit)
	implements(UIListElementProvider,UIListElementCellProvider)
	abstract
	transient;

/**
 * The OnlineStatsRead derived classes to load and populate the UI with
 */
var array<class<OnlineStatsRead> > StatsReadClasses;

/** Cached FName for faster compares */
var const name StatsReadName;

struct native PlayerNickMetaData
{
	/** Cached FName for faster compares */
	var const name PlayerNickName;
	/** The name displayed in column headings in the UI */
	var localized string PlayerNickColumnName;
};

var const PlayerNickMetaData PlayerNickData;

struct native RankMetaData
{
	/** Cached FName for faster compares */
	var const name RankName;
	/** The name displayed in column headings in the UI */
	var localized string RankColumnName;
};

/** Cached FName for faster compares */
var const RankMetaData RankNameMetaData;

/** Cached FName for faster compares */
var const name TotalRowsName;

/** The set of stats read objects that will be used for display purposes */
var array<OnlineStatsRead> StatsReadObjects;

/**
 * The OnlineStatsRead object that will be exposed to the UI. One of the objects
 * from the array above. The game specific version of this class needs to change
 * the current setting based on its rules
 */
var OnlineStatsRead StatsRead;

/** The types of stats to fetch */
enum EStatsFetchType
{
	/** The player's stats */
	SFT_Player,
	/** The player and people above/below them */
	SFT_CenteredOnPlayer,
	/** The player's frinds list and them */
	SFT_Friends,
	/** The top n ranked players */
	SFT_TopRankings,
};

/** The current type to read */
var EStatsFetchType CurrentReadType;

/** The stats interface to use for reading stats data */
var OnlineStatsInterface StatsInterface;

/** The player interface to use for performing player specific functions */
var OnlinePlayerInterface PlayerInterface;

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/**
 * Grabs the interface pointers and sets the read delegate
 */
event Init()
{
	local OnlineSubsystem OnlineSub;

	OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
	if ( OnlineSub != None )
	{
		// Grab the stats and player interfaces
		StatsInterface = OnlineSub.StatsInterface;
		PlayerInterface = OnlineSub.PlayerInterface;

		// Set the delegate that tells the UI to refresh
		StatsInterface.AddReadOnlineStatsCompleteDelegate(OnReadComplete);
	}
}

/**
 * This function should be overloaded with a game specific version. It is used
 * to determine which search class to use and in which mode
 */
function SetStatsReadInfo()
{
	StatsRead = StatsReadObjects[0];
	CurrentReadType = SFT_Player;
}

/**
 * Tells the online subsystem to re-read the stats data using the current read
 * mode and the current object to add the results to
 */
event bool RefreshStats(byte ControllerIndex)
{
	local array<UniqueNetId> Players;
	local UniqueNetId PlayerId;

	SetStatsReadInfo();
	// Clear the previous results and tell the UI to update
	StatsInterface.FreeStats(StatsRead);
	OnReadComplete(true);

	// Figure out what type of stats read we are doing
	switch (CurrentReadType)
	{
		case SFT_Player:
			// Get the player id of the local player and then read the stats
			PlayerInterface.GetUniquePlayerId(ControllerIndex,PlayerId);
			Players[0] = PlayerId;
			if (StatsInterface.ReadOnlineStats(Players, StatsRead) == false)
			{
				// Clear the delegate that tells the UI to refresh
				WarnInternal("Querying Player failed.");
				return false;
			}
			return true;

		case SFT_CenteredOnPlayer:
			if (StatsInterface.ReadOnlineStatsByRankAroundPlayer(ControllerIndex, StatsRead, 10) == false)
			{
				// Clear the delegate that tells the UI to refresh
				WarnInternal("Querying CenteredOnPlayer failed.");
				return false;
			}
			return true;

		case SFT_Friends:
			if (StatsInterface.ReadOnlineStatsForFriends(ControllerIndex, StatsRead) == false)
			{
				// Clear the delegate that tells the UI to refresh
				WarnInternal("Querying Friends failed.");
				return false;
			}
			return true;

		case SFT_TopRankings:
//@todo joeg -- expose a way to do virtual paging...different Kismet object?
			if (StatsInterface.ReadOnlineStatsByRank(StatsRead) == false)
			{
				// Clear the delegate that tells the UI to refresh
				LogInternal("Querying Top Rankings failed.");
				return false;
			}
			return true;
	}
}

/**
 * Displays the gamercard for the specified list index
 *
 * @param ConrollerIndex	the ControllerId for the player displaying the gamercard
 * @param ListIndex			the item in the list to display the gamercard for
 */
event bool ShowGamercard(byte ConrollerIndex,int ListIndex)
{
	local OnlineSubsystem OnlineSub;
	local OnlinePlayerInterfaceEx PlayerExt;
	local UniqueNetId PlayerId;

	// Validate the specified index is within the stats results
	if (ListIndex >= 0 && ListIndex < StatsRead.Rows.Length)
	{
		OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
		if (OnlineSub != None)
		{
			PlayerExt = OnlineSub.PlayerInterfaceEx;
			if (PlayerExt != None)
			{
				// Get the player id of the player we are going to show the gamer card of
				PlayerId = StatsRead.Rows[ListIndex].PlayerId;
				// Show the gamer card
				return PlayerExt.ShowGamerCardUI(ConrollerIndex,PlayerId);
			}
			else
			{
				WarnInternal("OnlineSubsystem does not support the extended player interface. Can't show gamercard");
			}
		}
		else
		{
			WarnInternal("No OnlineSubsystem present. Can't show gamercard");
		}
	}
	else
	{
		WarnInternal("Invalid index ("$ListIndex$") specified for online game to show the gamercard of");
	}
}

/**
 * Called by the online subsystem when the stats read has completed
 *
 * @param bWasSuccessful whether the stats read was successful or not
 */
function OnReadComplete(bool bWasSuccessful)
{
	// If the call worked, sort the items before telling the list to refresh
	if (bWasSuccessful)
	{
		SortResultsByRank();
	}
//@todo - display a message box upon error?
	// Notify any subscribers that we have new data
	NotifyPropertyChanged();
	RefreshSubscribers();
}

/**
 * Sorts the returned results by their rank (lowest to highest)
 */
native function SortResultsByRank();

defaultproperties
{
   StatsReadName="StatsReadResults"
   PlayerNickData=(PlayerNickName="Player Nick",PlayerNickColumnName="Player Nick")
   RankNameMetaData=(RankName="Rank",RankColumnName="Rank")
   TotalRowsName="TotalRows"
   Tag="OnlineStats"
   Name="Default__UIDataStore_OnlineStats"
   ObjectArchetype=UIDataStore_Remote'Engine.Default__UIDataStore_Remote'
}

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Class file time: tr 31-1-2018 17:18:12.000 - Creation time: sk 18-3-2018 10:01:16.952 - Created with UnCodeX