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OnlineSubsystemGameSpy.OnlineSubsystemGameSpy

Extends
OnlineSubsystemCommonImpl
Modifiers
native implements ( OnlinePlayerInterface , OnlineVoiceInterface , OnlineStatsInterface , OnlineSystemInterface , OnlineAccountInterface , OnlineNewsInterface , OnlinePlayerInterfaceEx ) config ( Engine )

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

Core.Object
|   
+-- Engine.OnlineSubsystem
   |   
   +-- IpDrv.OnlineSubsystemCommonImpl
      |   
      +-- OnlineSubsystemGameSpy.OnlineSubsystemGameSpy

Variables Summary
array<delegate<OnCreateOnlineAccountCompleted>>AccountCreateDelegates
array<delegate<OnAddFriendByNameComplete>>AddFriendByNameCompleteDelegates
array<pointer>AsyncTasks
boolbHasGameSpyAccount
boolbIsLoginInProcess
boolbIsStatsSessionOk
boolbIsStunDone
boolbLastHasConnection
boolbNeedsKeyboardTicking
bytebWasKeyboardInputCanceled
stringCachedContentAnnouncements
stringCachedFriendMessage
array<OnlineFriendMessage>CachedFriendMessages
OnlineGameInterfaceGameSpyCachedGameInt
stringCachedNews
OnlineProfileSettingsCachedProfile
floatConnectionPresenceElapsedTime
floatConnectionPresenceTimeInterval
array<delegate<OnConnectionStatusChange>>ConnectionStatusChangeDelegates
stringContentAnnouncementsUrl
array<delegate<OnControllerChange>>ControllerChangeDelegates
ControllerConnectionStateControllerStates[4]
LocalTalkerGSCurrentLocalTalker
OnlineStatsReadCurrentStatsRead
stringDefaultStatus
intDuelStatsKeyId
stringEncryptedProductKey
array<delegate<OnFlushOnlineStatsComplete>>FlushOnlineStatsDelegates
array<delegate<OnFriendInviteReceived>>FriendInviteReceivedDelegates
array<delegate<OnFriendMessageReceived>>FriendMessageReceivedDelegates
array<delegate<OnFriendsChange>>FriendsChangeDelegates
intGameID
stringGameInviteMessage
pointerGPHandle
array<delegate<OnJoinFriendGameComplete>>JoinFriendGameCompleteDelegates
array<delegate<OnKeyboardInputComplete>>KeyboardInputDelegates
stringKeyboardResultsString
array<delegate<OnLinkStatusChange>>LinkStatusDelegates
stringLocalProfileName
stringLocationUrl
array<string>LocationUrlsForInvites
UniqueNetIdLoggedInPlayerId
stringLoggedInPlayerName
intLoggedInPlayerNum
stringLoggedInPlayerPassword
ELoginStatusLoggedInStatus
pointerLoginCertificate
array<delegate<OnLoginChange>>LoginChangeDelegates
array<delegate<OnLoginFailed>>LoginFailedDelegates
pointerLoginPrivateData
array<delegate<OnLogoutCompleted>>LogoutCompletedDelegates
array<UniqueNetId>MuteList
array<delegate<OnMutingChange>>MutingChangeDelegates
intNamespaceID
stringNewsUrl
intNextAuthId
intNickStatsKeyId
pointerNpData
intPartnerID
array<PendingPlayerStats>PendingStats
PerUserDelegateListsPerUserDelegates[4]
PerUserProfileDelegatesPerUserReadProfileSettings[4]
intPlaceStatsKeyId
array<delegate<OnPlayerTalking>>PlayerTalkingDelegates
intProductID
stringProfileDataDirectory
stringProfileDataExtension
stringProfileMessageDataExtension
array<delegate<OnReadContentAnnouncementsCompleted>>ReadContentAnnouncementsDelegates
array<delegate<OnReadFriendsComplete>>ReadFriendsDelegates
array<delegate<OnReadGameNewsCompleted>>ReadGameNewsDelegates
array<delegate<OnReadOnlineStatsComplete>>ReadOnlineStatsCompleteDelegates
array<delegate<OnReceivedGameInvite>>ReceivedGameInviteDelegates
array<delegate<OnRegisterHostStatGuidComplete>>RegisterHostStatGuidCompleteDelegates
stringRemoteAuthPartnerChallenge
stringRemoteAuthToken
array<RemoteTalker>RemoteTalkers
pointerSakeHandle
intSakeProfileRecordID
pointerSCHandle
stringServerChallenge
intServerLocalId
stringServerResponse
array<delegate<OnRecognitionComplete>>SpeechRecognitionCompleteDelegates
array<ViewPropertyToKeyId>StatsKeyMappings
intStatsVersion
array<OnlineStatusMapping>StatusMappings
pointerStunClient
array<string>StunServerAddress
array<delegate<OnWriteProfileSettingsComplete>>WriteProfileSettingsDelegates
Inherited Variables from IpDrv.OnlineSubsystemCommonImpl
bIsUsingSpeechRecognition, GameInterfaceImpl, MaxLocalTalkers, MaxRemoteTalkers, VoiceEngine
Inherited Variables from Engine.OnlineSubsystem
AccountInterface, ContentInterface, GameInterface, NewsInterface, PlayerInterface, PlayerInterfaceEx, StatsInterface, SystemInterface, VoiceInterface

Enumerations Summary
EMuteType
MUTE_None, MUTE_AllButFriends, MUTE_All
Inherited Enumerations from Engine.OnlineSubsystem
EFeaturePrivilegeLevel, ELanBeaconState, ELoginStatus, ENATType, ENetworkNotificationPosition, EOnlineAccountCreateStatus, EOnlineEnumerationReadState, EOnlineGameState, EOnlineServerConnectionStatus

Structures Summary
ControllerConnectionState
bIsControllerConnected, bLastIsControllerConnected
LocalTalkerGS
MuteType
OnlineStatusMapping
StatusId, StatusString
PendingPlayerStats
Player, PlayerName, StatGuid, Stats, Score, Place
PerUserDelegateLists
AchievementDelegates
PerUserProfileDelegates
Delegates
PlayerStat
KeyId, Data
ViewPropertyToKeyId
ViewId, PropertyId, KeyId
Inherited Structures from Engine.OnlineSubsystem
FriendsQuery, LocalTalker, OnlineArbitrationRegistrant, OnlineContent, OnlineFriend, OnlineFriendMessage, OnlinePlayerScore, RemoteTalker, SpeechRecognizedWord, UniqueNetId

Delegates Summary
delegate OnAddFriendByNameComplete (bool bWasSuccessful)
delegate OnConnectionStatusChange (EOnlineServerConnectionStatus ConnectionStatus)
delegate OnControllerChange (int ControllerId, ool bIsConnected)
delegate OnCreateOnlineAccountCompleted (EOnlineAccountCreateStatus ErrorStatus)
delegate OnDeviceSelectionComplete (bool bWasSuccessful)
delegate OnExternalUIChange (bool bIsOpening)
delegate OnFlushOnlineStatsComplete (bool bWasSuccessful)
delegate OnFriendInviteReceived (byte LocalUserNum, niqueNetId RequestingPlayer, tring RequestingNick, tring Message)
delegate OnFriendMessageReceived (byte LocalUserNum, niqueNetId SendingPlayer, tring SendingNick, tring Message)
delegate OnFriendsChange ()
delegate OnJoinFriendGameComplete (bool bWasSuccessful)
delegate OnKeyboardInputComplete (bool bWasSuccessful)
delegate OnLinkStatusChange (bool bIsConnected)
delegate OnLoginCancelled ()
delegate OnLoginChange ()
delegate OnLoginFailed (byte LocalUserNum, OnlineServerConnectionStatus ErrorCode)
delegate OnLogoutCompleted (bool bWasSuccessful)
delegate OnMutingChange ()
delegate OnPlayerTalking (UniqueNetId Player)
delegate OnProfileDataChanged ()
delegate OnReadContentAnnouncementsCompleted (bool bWasSuccessful)
delegate OnReadFriendsComplete (bool bWasSuccessful)
delegate OnReadGameNewsCompleted (bool bWasSuccessful)
delegate OnReadOnlineStatsComplete (bool bWasSuccessful)
delegate OnReadProfileSettingsComplete (bool bWasSuccessful)
delegate OnReceivedGameInvite (byte LocalUserNum, tring InviterName)
delegate OnRecognitionComplete ()
delegate OnRegisterHostStatGuidComplete (bool bWasSuccessful)
delegate OnStorageDeviceChange ()
delegate OnUnlockAchievementComplete (bool bWasSuccessful)
delegate OnWriteProfileSettingsComplete (bool bWasSuccessful)

Functions Summary
functionbool AcceptFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer)
function AddAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate))
function AddConnectionStatusChangeDelegate (delegate<OnConnectionStatusChange> ConnectionStatusDelegate))
function AddControllerChangeDelegate (delegate<OnControllerChange> ControllerChangeDelegate))
function AddCreateOnlineAccountCompletedDelegate (delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate))
function AddDeviceSelectionDoneDelegate (byte LocalUserNum, elegate<OnDeviceSelectionComplete> DeviceDelegate))
function AddExternalUIChangeDelegate (delegate<OnExternalUIChange> ExternalUIDelegate)
function AddFlushOnlineStatsCompleteDelegate (delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate))
functionbool AddFriend (byte LocalUserNum, niqueNetId NewFriend, ptional string Message)
functionbool AddFriendByName (byte LocalUserNum, tring FriendName, ptional string Message)
function AddFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate))
function AddFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate))
function AddFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate))
function AddJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate))
function AddKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate))
function AddLinkStatusChangeDelegate (delegate<OnLinkStatusChange> LinkStatusDelegate))
function AddLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate)
function AddLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate, ptional byte LocalUserNum = 255))
function AddLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginFailedDelegate))
function AddLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate))
function AddMutingChangeDelegate (delegate<OnMutingChange> MutingDelegate))
function AddPlayerTalkingDelegate (delegate<OnPlayerTalking> TalkerDelegate))
function AddProfileDataChangedDelegate (byte LocalUserNum, elegate<OnProfileDataChanged> ProfileDataChangedDelegate))
function AddReadContentAnnouncementsCompletedDelegate (delegate<OnReadContentAnnouncementsCompleted> ReadContentAnnouncementsDelegate))
function AddReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate))
function AddReadGameNewsCompletedDelegate (delegate<OnReadGameNewsCompleted> ReadGameNewsDelegate))
function AddReadOnlineStatsCompleteDelegate (delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate))
function AddReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate))
function AddReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate))
function AddRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate))
function AddRegisterHostStatGuidCompleteDelegate (delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate))
function AddStorageDeviceChangeDelegate (delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate)
function AddUnlockAchievementCompleteDelegate (byte LocalUserNum, elegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate))
function AddWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate))
functionbool AreAnyFriends (byte LocalUserNum, ut array<FriendsQuery> Query)
functionbool AutoLogin ()
functionEFeaturePrivilegeLevel CanCommunicate (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanDownloadUserContent (byte LocalUserNum))
functionEFeaturePrivilegeLevel CanPlayOnline (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanPurchaseContent (byte LocalUserNum))
functionEFeaturePrivilegeLevel CanShowPresenceInformation (byte LocalUserNum))
functionEFeaturePrivilegeLevel CanViewPlayerProfiles (byte LocalUserNum))
function ClearAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate))
function ClearConnectionStatusChangeDelegate (delegate<OnConnectionStatusChange> ConnectionStatusDelegate))
function ClearControllerChangeDelegate (delegate<OnControllerChange> ControllerChangeDelegate))
function ClearCreateOnlineAccountCompletedDelegate (delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate))
function ClearDeviceSelectionDoneDelegate (byte LocalUserNum, elegate<OnDeviceSelectionComplete> DeviceDelegate))
function ClearExternalUIChangeDelegate (delegate<OnExternalUIChange> ExternalUIDelegate)
function ClearFlushOnlineStatsCompleteDelegate (delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate))
function ClearFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate))
function ClearFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate))
function ClearFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate))
function ClearJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate))
function ClearKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate))
function ClearLinkStatusChangeDelegate (delegate<OnLinkStatusChange> LinkStatusDelegate))
function ClearLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate)
function ClearLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate, ptional byte LocalUserNum = 255))
function ClearLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginFailedDelegate))
function ClearLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate))
function ClearMutingChangeDelegate (delegate<OnFriendsChange> MutingDelegate))
function ClearPlayerTalkingDelegate (delegate<OnPlayerTalking> TalkerDelegate))
function ClearProfileDataChangedDelegate (byte LocalUserNum, elegate<OnProfileDataChanged> ProfileDataChangedDelegate))
function ClearReadContentAnnouncementsCompletedDelegate (delegate<OnReadContentAnnouncementsCompleted> ReadContentAnnouncementsDelegate))
function ClearReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate))
function ClearReadGameNewsCompletedDelegate (delegate<OnReadGameNewsCompleted> ReadGameNewsDelegate))
function ClearReadOnlineStatsCompleteDelegate (delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate))
function ClearReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate))
function ClearReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate))
function ClearRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate))
function ClearRegisterHostStatGuidCompleteDelegateDelegate (delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate))
function ClearStorageDeviceChangeDelegate (delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate)
function ClearUnlockAchievementCompleteDelegate (byte LocalUserNum, elegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate))
function ClearWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate))
functionbool CreateLocalAccount (string UserName, ptional string Password)
functionbool CreateOnlineAccount (string UserName, tring Password, tring EmailAddress, ptional string ProductKey)
functionbool DeleteLocalAccount (string UserName, ptional string Password)
functionbool DeleteMessage (byte LocalUserNum, nt MessageIndex))
functionbool DenyFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer)
functionbool FlushOnlineStats ()
function FreeStats (OnlineStatsRead StatsRead)
functionstring GetClientStatGuid ()
functionstring GetContentAnnouncements (byte LocalUserNum))
functionint GetDeviceSelectionResults (byte LocalUserNum, ut string DeviceName))
function GetFriendMessages (byte LocalUserNum, ut array<OnlineFriendMessage> FriendMessages))
functionEOnlineEnumerationReadState GetFriendsList (byte LocalUserNum, ut array<OnlineFriend> Friends, ptional int Count, ptional int StartingAt)
functionstring GetGameNews (byte LocalUserNum))
functionstring GetHostStatGuid ()
functionstring GetKeyboardInputResults (out byte bWasCanceled))
functionbool GetLocalAccountNames (out array<string> Accounts)
functionELoginStatus GetLoginStatus (byte LocalUserNum)
functionENATType GetNATType ()
functionENetworkNotificationPosition GetNetworkNotificationPosition ()))
functionstring GetPlayerNickname (byte LocalUserNum))
eventstring GetPlayerNicknameFromIndex (int UserIndex))
eventUniqueNetId GetPlayerUniqueNetIdFromIndex (int UserIndex))
functionOnlineProfileSettings GetProfileSettings (byte LocalUserNum))
functionbool GetRecognitionResults (byte LocalUserNum, ut array<SpeechRecognizedWord> Words)
functionbool GetUniquePlayerId (byte LocalUserNum, ut UniqueNetId PlayerId))
functionbool HasLinkConnection ()
eventbool Init ()
functionbool IsAchievementUnlocked (int AchievementId)
functionbool IsControllerConnected (int ControllerId)
functionbool IsDeviceValid (int DeviceId))
functionbool IsFriend (byte LocalUserNum, niqueNetId PlayerId)
functionbool IsHeadsetPresent (byte LocalUserNum)
functionbool IsKeyValid ()
functionbool IsLocalPlayerTalking (byte LocalUserNum)
functionbool IsMuted (byte LocalUserNum, niqueNetId PlayerId)
functionbool IsRemotePlayerTalking (UniqueNetId PlayerId)
functionbool JoinFriendGame (byte LocalUserNum, niqueNetId Friend)
functionbool Login (byte LocalUserNum, tring LoginName, tring Password, ptional bool bWantsLocalOnly)
functionbool Logout (byte LocalUserNum)
functionbool MuteAll (byte LocalUserNum, ool bAllowFriends))
functionbool MuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId)
functionbool ReadContentAnnouncements (byte LocalUserNum)
functionbool ReadFriendMessages (byte LocalUserNum, out array<OnlineFriendMessage> Messages)
functionbool ReadFriendsList (byte LocalUserNum, ptional int Count, ptional int StartingAt)
functionbool ReadGameNews (byte LocalUserNum)
functionbool ReadOnlineStats (const out array<UniqueNetId> Players, nlineStatsRead StatsRead)
functionbool ReadOnlineStatsByRank (OnlineStatsRead StatsRead, ptional int StartIndex = 1, ptional int NumToRead = 100)
functionbool ReadOnlineStatsByRankAroundPlayer (byte LocalUserNum, nlineStatsRead StatsRead, ptional int NumRows = 10)
functionbool ReadOnlineStatsForFriends (byte LocalUserNum, nlineStatsRead StatsRead)
functionbool ReadProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings)
functionbool RegisterHostStatGuid (const out string HostStatGuid)
functionbool RegisterLocalTalker (byte LocalUserNum)
functionbool RegisterRemoteTalker (UniqueNetId PlayerId)
functionbool RegisterStatGuid (UniqueNetId PlayerId, onst out string ClientStatGuid)
functionbool RemoveFriend (byte LocalUserNum, niqueNetId FormerFriend)
functionbool RenameLocalAccount (string NewUserName, tring OldUserName, ptional string Password)
functionbool SaveKey (string ProductKey)
functionbool SelectVocabulary (byte LocalUserNum, nt VocabularyId)
functionbool SendGameInviteToFriend (byte LocalUserNum, niqueNetId Friend, ptional string Text)
functionbool SendGameInviteToFriends (byte LocalUserNum, rray<UniqueNetId> Friends, ptional string Text)
functionbool SendMessageToFriend (byte LocalUserNum, niqueNetId Friend, tring Message)
function SetNetworkNotificationPosition (ENetworkNotificationPosition NewPos)
function SetOnlineStatus (byte LocalUserNum, nt StatusId, onst out array<LocalizedStringSetting> LocalizedStringSettings, onst out array<SettingsProperty> Properties)
functionbool SetRemoteTalkerPriority (byte LocalUserNum, niqueNetId PlayerId, nt Priority)
functionbool SetSpeechRecognitionObject (byte LocalUserNum, peechRecognition SpeechRecogObj)
functionbool ShowAchievementsUI (byte LocalUserNum))
functionbool ShowContentMarketplaceUI (byte LocalUserNum))
functionbool ShowDeviceSelectionUI (byte LocalUserNum, nt SizeNeeded, ool bForceShowUI = false))
functionbool ShowFeedbackUI (byte LocalUserNum, niqueNetId PlayerId))
functionbool ShowFriendsInviteUI (byte LocalUserNum, niqueNetId PlayerId))
functionbool ShowFriendsUI (byte LocalUserNum)
functionbool ShowGamerCardUI (byte LocalUserNum, niqueNetId PlayerId))
functionbool ShowInviteUI (byte LocalUserNum, ptional string InviteText))
functionbool ShowKeyboardUI (byte LocalUserNum, tring TitleText, tring DescriptionText, optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256)
functionbool ShowLoginUI (optional bool bShowOnlineOnly = false)
functionbool ShowMembershipMarketplaceUI (byte LocalUserNum))
functionbool ShowMessagesUI (byte LocalUserNum))
functionbool ShowPlayersUI (byte LocalUserNum))
function StartNetworkedVoice (byte LocalUserNum)
functionbool StartSpeechRecognition (byte LocalUserNum)
function StopNetworkedVoice (byte LocalUserNum)
functionbool StopSpeechRecognition (byte LocalUserNum)
functionbool UnlockAchievement (byte LocalUserNum, nt AchievementId)
functionbool UnlockGamerPicture (byte LocalUserNum, nt PictureId))
functionbool UnmuteAll (byte LocalUserNum))
functionbool UnmuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId)
functionbool UnregisterLocalTalker (byte LocalUserNum)
functionbool UnregisterRemoteTalker (UniqueNetId PlayerId)
functionbool WriteFriendMessages (byte LocalUserNum)
functionbool WriteOnlinePlayerScores (const out array<OnlinePlayerScore> PlayerScores)
functionbool WriteOnlineStats (UniqueNetId Player, nlineStatsWrite StatsWrite)
functionbool WriteProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings)
Inherited Functions from IpDrv.OnlineSubsystemCommonImpl
GetPlayerNicknameFromIndex, GetPlayerUniqueNetIdFromIndex
Inherited Functions from Engine.OnlineSubsystem
CanAutoLogin, Init, SetAccountInterface, SetContentInterface, SetGameInterface, SetNewsInterface, SetPlayerInterface, SetPlayerInterfaceEx, SetStatsInterface, SetSystemInterface, SetVoiceInterface, StringToUniqueNetId, UniqueNetIdToString


Variables Detail

AccountCreateDelegates Source code

var array<delegate<OnCreateOnlineAccountCompleted>> AccountCreateDelegates;
This is the list of requested delegates to fire when an account create completes

AddFriendByNameCompleteDelegates Source code

var array<delegate<OnAddFriendByNameComplete>> AddFriendByNameCompleteDelegates;
This is the list of requested delegates to fire when a friend by name invite has completed

AsyncTasks Source code

var native const array<pointer> AsyncTasks;
This is the array of pending async tasks. Each tick these tasks are checked for completion. If complete, the delegate associated with them is called

bHasGameSpyAccount Source code

var private const config bool bHasGameSpyAccount;
Whether the user has created a GameSpy account or not

bIsLoginInProcess Source code

var const bool bIsLoginInProcess;
Whether a login is in progress or not

bIsStatsSessionOk Source code

var bool bIsStatsSessionOk;
Whether the stats session is ok to add stats to etc

bIsStunDone Source code

var const bool bIsStunDone;
Whether the STUN lookup has completed or not

bLastHasConnection Source code

var bool bLastHasConnection;
Whether the last frame has connection status or not

bNeedsKeyboardTicking Source code

var const bool bNeedsKeyboardTicking;
Whether the keyboard needs to be ticked

bWasKeyboardInputCanceled Source code

var const byte bWasKeyboardInputCanceled;
Whether the user canceled keyboard input or not

CachedContentAnnouncements Source code

var const string CachedContentAnnouncements;
The cached news string (todo make multilogin work)

CachedFriendMessage Source code

var const string CachedFriendMessage;
Used by the async add friend by name function

CachedFriendMessages Source code

var array<OnlineFriendMessage> CachedFriendMessages;
The list of friend messages received while the game was running

CachedGameInt Source code

var const OnlineGameInterfaceGameSpy CachedGameInt;
Pointer to the object that handles the game interface

CachedNews Source code

var const string CachedNews;
The cached news string (todo make multilogin work)

CachedProfile Source code

var OnlineProfileSettings CachedProfile;
The cached profile for the player

ConnectionPresenceElapsedTime Source code

var float ConnectionPresenceElapsedTime;
Used to check when to verify connection status

ConnectionPresenceTimeInterval Source code

var float ConnectionPresenceTimeInterval;
The amount of time to elapse before checking for connection status change

ConnectionStatusChangeDelegates Source code

var array<delegate<OnConnectionStatusChange>> ConnectionStatusChangeDelegates;
This is the list of delegates requesting notification GameSpy's connection state changes

ContentAnnouncementsUrl Source code

var const localized string ContentAnnouncementsUrl;
Where to read the content announcements from

ControllerChangeDelegates Source code

var array<delegate<OnControllerChange>> ControllerChangeDelegates;
This is the list of delegates requesting notification of controller status changes

ControllerStates[4] Source code

var ControllerConnectionState ControllerStates[4];
Upto 4 player split screen support

CurrentLocalTalker Source code

var LocalTalkerGS CurrentLocalTalker;
Holds the local talker information for the single signed in player

CurrentStatsRead Source code

var const OnlineStatsRead CurrentStatsRead;
The currently outstanding stats read request

DefaultStatus Source code

var const localized string DefaultStatus;
This is the default online status to use in status updates

DuelStatsKeyId Source code

var const int DuelStatsKeyId;
The stats key id for the UT duel game type *HACK*

EncryptedProductKey Source code

var private const config string EncryptedProductKey;
Holds the product key in its encrypted form

FlushOnlineStatsDelegates Source code

var array<delegate<OnFlushOnlineStatsComplete>> FlushOnlineStatsDelegates;
The list of delegates to notify when the stats flush is complete

FriendInviteReceivedDelegates Source code

var array<delegate<OnFriendInviteReceived>> FriendInviteReceivedDelegates;
This is the list of requested delegates to fire when a friend invite is received

FriendMessageReceivedDelegates Source code

var array<delegate<OnFriendMessageReceived>> FriendMessageReceivedDelegates;
This is the list of requested delegates to fire when a friend message is received

FriendsChangeDelegates Source code

var array<delegate<OnFriendsChange>> FriendsChangeDelegates;
The array of delegates that notify that the friends list has changed

GameID Source code

var const int GameID;
Identifies the GameSpy game

GameInviteMessage Source code

var const localized string GameInviteMessage;
The message to use for game invites

GPHandle Source code

var native const transient private pointer GPHandle;
Stores a handle to the GP instance

JoinFriendGameCompleteDelegates Source code

var array<delegate<OnJoinFriendGameComplete>> JoinFriendGameCompleteDelegates;
Holds the list of delegates that are interested in receiving join friend completions

KeyboardInputDelegates Source code

var array<delegate<OnKeyboardInputComplete>> KeyboardInputDelegates;
This is the list of requested delegates to fire when keyboard UI has completed

KeyboardResultsString Source code

var const string KeyboardResultsString;
Holds the results of async keyboard input

LinkStatusDelegates Source code

var array<delegate<OnLinkStatusChange>> LinkStatusDelegates;
This is the list of delegates requesting notification of network link status changes

LocalProfileName Source code

var const localized string LocalProfileName;
The name to use for local profiles

LocationUrl Source code

var const string LocationUrl;
The URL to send as the location string

LocationUrlsForInvites Source code

var const array<string> LocationUrlsForInvites;
The list of location strings that are ok to accept invites for. Used mostly the different platform skus use different location strings.

LoggedInPlayerId Source code

var const UniqueNetId LoggedInPlayerId;
The unique id of the logged in player

LoggedInPlayerName Source code

var const string LoggedInPlayerName;
The name of the player that is logged in

LoggedInPlayerNum Source code

var const int LoggedInPlayerNum;
The number of the player that called the login function

LoggedInPlayerPassword Source code

var const string LoggedInPlayerPassword;
Store the password temporarily during the login attempt for the login certificate request Clear it as soon as it is used

LoggedInStatus Source code

var const ELoginStatus LoggedInStatus;
The current login status for the player

LoginCertificate Source code

var native const transient private pointer LoginCertificate;
Stores a login certificate

LoginChangeDelegates Source code

var array<delegate<OnLoginChange>> LoginChangeDelegates;
This is the list of requested delegates to fire when a login fails to process

LoginFailedDelegates Source code

var array<delegate<OnLoginFailed>> LoginFailedDelegates;
This is the list of requested delegates to fire when a login fails to process

LoginPrivateData Source code

var native const transient private pointer LoginPrivateData;
Stores the login private data

LogoutCompletedDelegates Source code

var array<delegate<OnLogoutCompleted>> LogoutCompletedDelegates;
This is the list of requested delegates to fire when a logout completes

MuteList Source code

var const array<UniqueNetId> MuteList;
Holds the set of people that are muted by the currently logged in player

MutingChangeDelegates Source code

var array<delegate<OnMutingChange>> MutingChangeDelegates;
The array of delegates that notify that the mute list has changed

NamespaceID Source code

var const int NamespaceID;
Identifies the login namespace

NewsUrl Source code

var const localized string NewsUrl;
Where to read the daily news from

NextAuthId Source code

var const transient int NextAuthId;
An ever incrementing number assigned to auth requests

NickStatsKeyId Source code

var const int NickStatsKeyId;
The stats key id for the nickname

NpData Source code

var const native transient pointer NpData;
Pointer to the PS3 specific data needed by GameSpy for single sign on

PartnerID Source code

var const int PartnerID;
Identifies the login partner

PendingStats Source code

var const array<PendingPlayerStats> PendingStats;
Stats are stored in this array while waiting for FlushOnlineStats()

PerUserDelegates[4] Source code

var PerUserDelegateLists PerUserDelegates[4];
Per user array of array of delegates

PerUserReadProfileSettings[4] Source code

var PerUserProfileDelegates PerUserReadProfileSettings[4];
Holds callbacks for up to 4 splitscreen players

PlaceStatsKeyId Source code

var const int PlaceStatsKeyId;
The stats key id for the player's place in the match

PlayerTalkingDelegates Source code

var array<delegate<OnPlayerTalking>> PlayerTalkingDelegates;
This list is used to notify the game when a player is talking

ProductID Source code

var const int ProductID;
Identifies the GameSpy product

ProfileDataDirectory Source code

var const string ProfileDataDirectory;
The directory profile data should be stored in

ProfileDataExtension Source code

var const string ProfileDataExtension;
The file extension to use when saving profile data

ProfileMessageDataExtension Source code

var const string ProfileMessageDataExtension;
The file extension to use when saving message data

ReadContentAnnouncementsDelegates Source code

var array<delegate<OnReadContentAnnouncementsCompleted>> ReadContentAnnouncementsDelegates;
The list of delegates to notify when the content announcement read is complete

ReadFriendsDelegates Source code

var array<delegate<OnReadFriendsComplete>> ReadFriendsDelegates;
The array of delegates that notify read completion of the friends list data

ReadGameNewsDelegates Source code

var array<delegate<OnReadGameNewsCompleted>> ReadGameNewsDelegates;
The list of delegates to notify when the news read is complete

ReadOnlineStatsCompleteDelegates Source code

var array<delegate<OnReadOnlineStatsComplete>> ReadOnlineStatsCompleteDelegates;
This is the list of delegates requesting notification when a stats read finishes

ReceivedGameInviteDelegates Source code

var array<delegate<OnReceivedGameInvite>> ReceivedGameInviteDelegates;
The list of subscribers for game invite events

RegisterHostStatGuidCompleteDelegates Source code

var array<delegate<OnRegisterHostStatGuidComplete>> RegisterHostStatGuidCompleteDelegates;
This is the list of requested delegates to fire when a host registration is complete

RemoteAuthPartnerChallenge Source code

var const string RemoteAuthPartnerChallenge;
The partner challenge (when doing remote auth)

RemoteAuthToken Source code

var const string RemoteAuthToken;
The auth token (when doing remote auth)

RemoteTalkers Source code

var array<RemoteTalker> RemoteTalkers;
This is the list of remote talkers

SakeHandle Source code

var native const transient private pointer SakeHandle;
Stores a handle to the Sake instance

SakeProfileRecordID Source code

var const int SakeProfileRecordID;
Stores the Sake recordid associated with the player's profile

SCHandle Source code

var native const transient private pointer SCHandle;
Stores a handle to the SC (stats & competition) SDK

ServerChallenge Source code

var const string ServerChallenge;
Holds the server auth challenge

ServerLocalId Source code

var const int ServerLocalId;
Holds the server auth local id

ServerResponse Source code

var const string ServerResponse;
Holds the server auth response

SpeechRecognitionCompleteDelegates Source code

var array<delegate<OnRecognitionComplete>> SpeechRecognitionCompleteDelegates;
List of callbacks to notify when speech recognition is complete

StatsKeyMappings Source code

var const array<ViewPropertyToKeyId> StatsKeyMappings;
Mappings of views and properties to gamespy stats keys

StatsVersion Source code

var const int StatsVersion;
This should match the version configured through the GameSpy stats admin site

StatusMappings Source code

var const config array<OnlineStatusMapping> StatusMappings;
Holds the set of status strings for the specified game

StunClient Source code

var const native transient pointer StunClient;
The STUN object to query for NAT information

StunServerAddress Source code

var const config array<string> StunServerAddress;
The IP address of the STUN server to talk to

WriteProfileSettingsDelegates Source code

var array<delegate<OnWriteProfileSettingsComplete>> WriteProfileSettingsDelegates;
The array of delegates that notify write completion of profile data


Enumerations Detail

EMuteType Source code

enum EMuteType
{
MUTE_None, MUTE_AllButFriends, MUTE_All
};
The types of global muting we support


Structures Detail

ControllerConnectionState Source code

struct ControllerConnectionState
{
var const int bIsControllerConnected;
var const int bLastIsControllerConnected;
};
Struct to hold current and previous frame's game state
bIsControllerConnected:
Whether the controller is connected or not
bLastIsControllerConnected:
Last frame's version of the above

LocalTalkerGS Source code

struct LocalTalkerGS extends LocalTalker
{
var EMuteType MuteType;
};
Adds to the local talker definition so we can support muting

OnlineStatusMapping Source code

struct OnlineStatusMapping
{
var int StatusId;
var localized string StatusString;
};
Holds the items used to map an online status string to its format string
StatusId:
The id of the status string
StatusString:
The format string to use to apply the passed in properties/strings

PendingPlayerStats Source code

struct PendingPlayerStats
{
var const string Place;
var const UniqueNetId Player;
var const string PlayerName;
var const OnlinePlayerScore Score;
var const string StatGuid;
var const array<PlayerStat> Stats;
};
This stores the stats for a single player before being written out to the backend
Place:
This player's place when sorted against the other players. Calculated at reporting time
Player:
The player for which stats are being written
PlayerName:
The name of the player to report with
Score:
The score for this player
StatGuid:
This is a per-player guid that needs to be passed to the backend
Stats:
The stats for this player

PerUserDelegateLists Source code

struct PerUserDelegateLists
{
var array<delegate<OnUnlockAchievementComplete>> AchievementDelegates;
};
Since the static array of dynamic array syntax appears to be broken
AchievementDelegates:
The array of delegates for notifying when an achievement write has completed

PerUserProfileDelegates Source code

struct PerUserProfileDelegates
{
var array<delegate<OnReadProfileSettingsComplete>> Delegates;
};

Delegates:
The array of delegates that notify read completion of profile data

PlayerStat Source code

struct PlayerStat
{
var const SettingsData Data;
var int KeyId;
};
This holds a single stat waiting to be written out
Data:
The stat's value
KeyId:
The GameSpy key for this stat

ViewPropertyToKeyId Source code

struct ViewPropertyToKeyId
{
var int KeyId;
var int PropertyId;
var int ViewId;
};
Maps a view and property to a gamespy stats key If only PropertyId is 0, then this is the KeyId for the View itself
KeyId:
The id of the gamespy stats key
PropertyId:
The id of the property
ViewId:
The id of the view


Delegates Detail

OnAddFriendByNameComplete Source code

delegate OnAddFriendByNameComplete ( bool bWasSuccessful )
Called when a friend invite arrives for a local player
@param bWasSuccessful true if successfully added, false if not found or failed

OnConnectionStatusChange Source code

delegate OnConnectionStatusChange ( EOnlineServerConnectionStatus ConnectionStatus )
Delegate fire when the online server connection state changes
@param ConnectionStatus the new connection status

OnControllerChange Source code

delegate OnControllerChange ( int ControllerId,bool bIsConnected )
Delegate fired when the controller becomes dis/connected
@param ControllerId the id of the controller that changed connection state
@param bIsConnected whether the controller connected (true) or disconnected (false)

OnCreateOnlineAccountCompleted Source code

delegate OnCreateOnlineAccountCompleted ( EOnlineAccountCreateStatus ErrorStatus )
Delegate used in notifying the UI/game that the account creation completed
@param ErrorStatus whether the account created successfully or not

OnDeviceSelectionComplete Source code

delegate OnDeviceSelectionComplete ( bool bWasSuccessful )
Delegate used when the device selection request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnExternalUIChange Source code

delegate OnExternalUIChange ( bool bIsOpening )
Delegate fired when an external UI display state changes (opening/closing)
@param bIsOpening whether the external UI is opening or closing

OnFlushOnlineStatsComplete Source code

delegate OnFlushOnlineStatsComplete ( bool bWasSuccessful )
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

OnFriendInviteReceived Source code

delegate OnFriendInviteReceived ( byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message )
Called when a friend invite arrives for a local player
@param LocalUserNum the user that is receiving the invite
@param RequestingPlayer the player sending the friend request
@param RequestingNick the nick of the player sending the friend request
@param Message the message to display to the recipient
@return true if successful, false otherwise

OnFriendMessageReceived Source code

delegate OnFriendMessageReceived ( byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message )
Called when a friend invite arrives for a local player
@param LocalUserNum the user that is receiving the invite
@param SendingPlayer the player sending the friend request
@param SendingNick the nick of the player sending the friend request
@param Message the message to display to the recipient
@return true if successful, false otherwise

OnFriendsChange Source code

delegate OnFriendsChange ( )
Delegate used in friends list change notifications

OnJoinFriendGameComplete Source code

delegate OnJoinFriendGameComplete ( bool bWasSuccessful )
Called once the join task has completed
@param bWasSuccessful the session was found and is joinable, false otherwise

OnKeyboardInputComplete Source code

delegate OnKeyboardInputComplete ( bool bWasSuccessful )
Delegate used when the keyboard input request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnLinkStatusChange Source code

delegate OnLinkStatusChange ( bool bIsConnected )
Delegate fired when the network link status changes
@param bIsConnected whether the link is currently connected or not

OnLoginCancelled Source code

delegate OnLoginCancelled ( )
Delegate used to notify when a login request was cancelled by the user

OnLoginChange Source code

delegate OnLoginChange ( )
Delegate used in login notifications

OnLoginFailed Source code

delegate OnLoginFailed ( byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode )
Delegate used in notifying the UI/game that the manual login failed
@param LocalUserNum the controller number of the associated user
@param ErrorCode the async error code that occurred

OnLogoutCompleted Source code

delegate OnLogoutCompleted ( bool bWasSuccessful )
Delegate used in notifying the UI/game that the manual logout completed
@param bWasSuccessful whether the async call completed properly or not

OnMutingChange Source code

delegate OnMutingChange ( )
Delegate used in mute list change notifications

OnPlayerTalking Source code

delegate OnPlayerTalking ( UniqueNetId Player )
Called when a player is talking either locally or remote. This will be called once for each active talker each frame.
@param Player the player that is talking

OnProfileDataChanged Source code

delegate OnProfileDataChanged ( )
Called when an external change to player profile data has occured

OnReadContentAnnouncementsCompleted Source code

delegate OnReadContentAnnouncementsCompleted ( bool bWasSuccessful )
Delegate used in notifying the UI/game that the content announcements read operation completed
@param bWasSuccessful true if the read completed ok, false otherwise

OnReadFriendsComplete Source code

delegate OnReadFriendsComplete ( bool bWasSuccessful )
Delegate used when the friends read request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnReadGameNewsCompleted Source code

delegate OnReadGameNewsCompleted ( bool bWasSuccessful )
Delegate used in notifying the UI/game that the news read operation completed
@param bWasSuccessful true if the read completed ok, false otherwise

OnReadOnlineStatsComplete Source code

delegate OnReadOnlineStatsComplete ( bool bWasSuccessful )
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

OnReadProfileSettingsComplete Source code

delegate OnReadProfileSettingsComplete ( bool bWasSuccessful )
Delegate used when the last read profile settings request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnReceivedGameInvite Source code

delegate OnReceivedGameInvite ( byte LocalUserNum,string InviterName )
Called when the online system receives a game invite that needs handling
@param LocalUserNum the user that is receiving the invite
@param InviterName the nick name of the person sending the invite

OnRecognitionComplete Source code

delegate OnRecognitionComplete ( )
Called when speech recognition for a given player has completed. The consumer of the notification can call GetRecognitionResults() to get the words that were recognized

OnRegisterHostStatGuidComplete Source code

delegate OnRegisterHostStatGuidComplete ( bool bWasSuccessful )
Called when the host stat guid registration is complete
@param bWasSuccessful whether the registration has completed or not

OnStorageDeviceChange Source code

delegate OnStorageDeviceChange ( )
Delegate fired when a storage device change is detected

OnUnlockAchievementComplete Source code

delegate OnUnlockAchievementComplete ( bool bWasSuccessful )
Delegate used when the achievement unlocking has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnWriteProfileSettingsComplete Source code

delegate OnWriteProfileSettingsComplete ( bool bWasSuccessful )
Delegate used when the last write profile settings request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error


Functions Detail

AcceptFriendInvite Source code

native function bool AcceptFriendInvite ( byte LocalUserNum,UniqueNetId RequestingPlayer )
Used to accept a friend invite sent to this player
@param LocalUserNum the user the invite is for
@param RequestingPlayer the player the invite is from
@param true if successful, false otherwise

AddAddFriendByNameCompleteDelegate Source code

function AddAddFriendByNameCompleteDelegate ( byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate) )
Adds the delegate used to notify the gameplay code that the user has received a friend invite
@param LocalUserNum the user associated with the notification
@param FriendDelegate the delegate to use for notifications

AddConnectionStatusChangeDelegate Source code

function AddConnectionStatusChangeDelegate ( delegate<OnConnectionStatusChange> ConnectionStatusDelegate) )
Adds the delegate to the list to be notified when the connection status changes
@param ConnectionStatusDelegate the delegate to add

AddControllerChangeDelegate Source code

function AddControllerChangeDelegate ( delegate<OnControllerChange> ControllerChangeDelegate) )
Sets the delegate used to notify the gameplay code that the controller state changed
@param ControllerChangeDelegate the delegate to use for notifications

AddCreateOnlineAccountCompletedDelegate Source code

function AddCreateOnlineAccountCompletedDelegate ( delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate) )
Sets the delegate used to notify the gameplay code that account creation completed
@param AccountCreateDelegate the delegate to use for notifications

AddDeviceSelectionDoneDelegate Source code

function AddDeviceSelectionDoneDelegate ( byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) )
Adds the delegate used to notify the gameplay code that the user has completed their device selection
@param DeviceDelegate the delegate to use for notifications

AddExternalUIChangeDelegate Source code

function AddExternalUIChangeDelegate ( delegate<OnExternalUIChange> ExternalUIDelegate )
Sets the delegate used to notify the gameplay code that external UI state changed (opened/closed)
@param ExternalUIDelegate the delegate to use for notifications

AddFlushOnlineStatsCompleteDelegate Source code

function AddFlushOnlineStatsCompleteDelegate ( delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate) )
Adds the delegate used to notify the gameplay code that the stats flush has completed
@param FlushOnlineStatsCompleteDelegate the delegate to use for notifications

AddFriend Source code

native function bool AddFriend ( byte LocalUserNum,UniqueNetId NewFriend,optional string Message )
Sends a friend invite to the specified player
@param LocalUserNum the user that is sending the invite
@param NewFriend the player to send the friend request to
@param Message the message to display to the recipient
@return true if successful, false otherwise

AddFriendByName Source code

native function bool AddFriendByName ( byte LocalUserNum,string FriendName,optional string Message )
Sends a friend invite to the specified player nick
@param LocalUserNum the user that is sending the invite
@param FriendName the name of the player to send the invite to
@param Message the message to display to the recipient
@return true if successful, false otherwise

AddFriendInviteReceivedDelegate Source code

function AddFriendInviteReceivedDelegate ( byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate) )
Adds the delegate used to notify the gameplay code that the user has received a friend invite
@param LocalUserNum the user associated with the notification
@param InviteDelegate the delegate to use for notifications

AddFriendMessageReceivedDelegate Source code

function AddFriendMessageReceivedDelegate ( byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate) )
Adds the delegate used to notify the gameplay code that the user has received a friend invite
@param LocalUserNum the user associated with the notification
@param MessageDelegate the delegate to use for notifications

AddFriendsChangeDelegate Source code

function AddFriendsChangeDelegate ( byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) )
Sets the delegate used to notify the gameplay code that a friends list changed
@param LocalUserNum the user to read the friends list of
@param FriendsDelegate the delegate to use for notifications

AddJoinFriendGameCompleteDelegate Source code

function AddJoinFriendGameCompleteDelegate ( delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) )
Sets the delegate used to notify when the join friend is complete
@param JoinFriendGameCompleteDelegate the delegate to use for notifications

AddKeyboardInputDoneDelegate Source code

function AddKeyboardInputDoneDelegate ( delegate<OnKeyboardInputComplete> InputDelegate) )
Adds the delegate used to notify the gameplay code that the user has completed their keyboard input
@param InputDelegate the delegate to use for notifications

AddLinkStatusChangeDelegate Source code

function AddLinkStatusChangeDelegate ( delegate<OnLinkStatusChange> LinkStatusDelegate) )
Adds the delegate used to notify the gameplay code that link status changed
@param LinkStatusDelegate the delegate to use for notifications

AddLoginCancelledDelegate Source code

function AddLoginCancelledDelegate ( delegate<OnLoginCancelled> CancelledDelegate )
Adds a delegate to the list of delegates that are fired when a login is cancelled
@param CancelledDelegate the delegate to add to the list

AddLoginChangeDelegate Source code

function AddLoginChangeDelegate ( delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255) )
Sets the delegate used to notify the gameplay code that a login changed
@param LoginDelegate the delegate to use for notifications
@param LocalUserNum whether to watch for changes on a specific slot or all slots

AddLoginFailedDelegate Source code

function AddLoginFailedDelegate ( byte LocalUserNum,delegate<OnLoginFailed> LoginFailedDelegate) )
Sets the delegate used to notify the gameplay code that a login failed
@param LocalUserNum the controller number of the associated user
@param LoginDelegate the delegate to use for notifications

AddLogoutCompletedDelegate Source code

function AddLogoutCompletedDelegate ( byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate) )
Sets the delegate used to notify the gameplay code that a logout completed
@param LocalUserNum the controller number of the associated user
@param LogoutDelegate the delegate to use for notifications

AddMutingChangeDelegate Source code

function AddMutingChangeDelegate ( delegate<OnMutingChange> MutingDelegate) )
Sets the delegate used to notify the gameplay code that a muting list changed
@param MutingDelegate the delegate to use for notifications

AddPlayerTalkingDelegate Source code

function AddPlayerTalkingDelegate ( delegate<OnPlayerTalking> TalkerDelegate) )
Adds a talker delegate to the list of notifications
@param TalkerDelegate the delegate to call when a player is talking

AddProfileDataChangedDelegate Source code

function AddProfileDataChangedDelegate ( byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) )
Sets the delegate used to notify the gameplay code that someone has changed their profile data externally
@param LocalUserNum the user the delegate is interested in
@param ProfileDataChangedDelegate the delegate to use for notifications

AddReadContentAnnouncementsCompletedDelegate Source code

function AddReadContentAnnouncementsCompletedDelegate ( delegate<OnReadContentAnnouncementsCompleted> ReadContentAnnouncementsDelegate) )
Sets the delegate used to notify the gameplay code that content announcements reading has completed
@param ReadContentAnnouncementsDelegate the delegate to use for notifications

AddReadFriendsCompleteDelegate Source code

function AddReadFriendsCompleteDelegate ( byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) )
Sets the delegate used to notify the gameplay code that the friends read request has completed
@param LocalUserNum the user to read the friends list of
@param ReadFriendsCompleteDelegate the delegate to use for notifications

AddReadGameNewsCompletedDelegate Source code

function AddReadGameNewsCompletedDelegate ( delegate<OnReadGameNewsCompleted> ReadGameNewsDelegate) )
Sets the delegate used to notify the gameplay code that news reading has completed
@param ReadGameNewsDelegate the delegate to use for notifications

AddReadOnlineStatsCompleteDelegate Source code

function AddReadOnlineStatsCompleteDelegate ( delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) )
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

AddReadProfileSettingsCompleteDelegate Source code

function AddReadProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) )
Sets the delegate used to notify the gameplay code that the last read request has completed
@param LocalUserNum which user to watch for read complete notifications
@param ReadProfileSettingsCompleteDelegate the delegate to use for notifications

AddReceivedGameInviteDelegate Source code

function AddReceivedGameInviteDelegate ( byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate) )
Adds the delegate used to notify the gameplay code that the user has received a game invite
@param LocalUserNum the user associated with the notification
@param ReceivedGameInviteDelegate the delegate to use for notifications

AddRecognitionCompleteDelegate Source code

function AddRecognitionCompleteDelegate ( byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) )
Sets the speech recognition notification callback to use for the specified user
@param LocalUserNum the local user to receive notifications for
@param RecognitionDelegate the delegate to call when recognition is complete

AddRegisterHostStatGuidCompleteDelegate Source code

function AddRegisterHostStatGuidCompleteDelegate ( delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate) )
Adds the delegate for notifying when the host guid registration is done
@param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications

AddStorageDeviceChangeDelegate Source code

function AddStorageDeviceChangeDelegate ( delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate )
Adds the delegate to the list to be notified when a storage device changes
@param StorageDeviceChangeDelegate the delegate to add

AddUnlockAchievementCompleteDelegate Source code

function AddUnlockAchievementCompleteDelegate ( byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) )
Adds the delegate used to notify the gameplay code that the achievement unlocking has completed
@param LocalUserNum which user to watch for read complete notifications
@param UnlockAchievementCompleteDelegate the delegate to use for notifications

AddWriteProfileSettingsCompleteDelegate Source code

function AddWriteProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) )
Sets the delegate used to notify the gameplay code that the last read request has completed
@param LocalUserNum which user to watch for read complete notifications
@param ReadProfileSettingsCompleteDelegate the delegate to use for notifications

AreAnyFriends Source code

native function bool AreAnyFriends ( byte LocalUserNum,out array<FriendsQuery> Query )
Checks that whether a group of player ids are among the specified player's friends
@param LocalUserNum the controller number of the associated user
@param Query an array of players to check for being included on the friends list
@return TRUE if the call succeeded, FALSE otherwise

AutoLogin Source code

native function bool AutoLogin ( )
Logs the player into the online service using parameters passed on the command line. Expects -Login= -Password=. If either are missing, the function returns false and doesn't start the login process
@return true if the async call started ok, false otherwise

CanCommunicate Source code

native function EFeaturePrivilegeLevel CanCommunicate ( byte LocalUserNum )
Determines whether the player is allowed to use voice or text chat online
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanDownloadUserContent Source code

function EFeaturePrivilegeLevel CanDownloadUserContent ( byte LocalUserNum) )
Determines whether the player is allowed to download user created content
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanPlayOnline Source code

native function EFeaturePrivilegeLevel CanPlayOnline ( byte LocalUserNum )
Determines whether the player is allowed to play online
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanPurchaseContent Source code

function EFeaturePrivilegeLevel CanPurchaseContent ( byte LocalUserNum) )
Determines whether the player is allowed to buy content online
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanShowPresenceInformation Source code

function EFeaturePrivilegeLevel CanShowPresenceInformation ( byte LocalUserNum) )
Determines whether the player is allowed to have their online presence information shown to remote clients
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanViewPlayerProfiles Source code

function EFeaturePrivilegeLevel CanViewPlayerProfiles ( byte LocalUserNum) )
Determines whether the player is allowed to view other people's player profile
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

ClearAddFriendByNameCompleteDelegate Source code

function ClearAddFriendByNameCompleteDelegate ( byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate) )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param FriendDelegate the delegate to use for notifications

ClearConnectionStatusChangeDelegate Source code

function ClearConnectionStatusChangeDelegate ( delegate<OnConnectionStatusChange> ConnectionStatusDelegate) )
Removes the delegate from the notify list
@param ConnectionStatusDelegate the delegate to remove

ClearControllerChangeDelegate Source code

function ClearControllerChangeDelegate ( delegate<OnControllerChange> ControllerChangeDelegate) )
Removes the delegate used to notify the gameplay code that the controller state changed
@param ControllerChangeDelegate the delegate to remove

ClearCreateOnlineAccountCompletedDelegate Source code

function ClearCreateOnlineAccountCompletedDelegate ( delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate) )
Removes the specified delegate from the notification list
@param AccountCreateDelegate the delegate to use for notifications

ClearDeviceSelectionDoneDelegate Source code

function ClearDeviceSelectionDoneDelegate ( byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) )
Removes the specified delegate from the list of callbacks
@param DeviceDelegate the delegate to use for notifications

ClearExternalUIChangeDelegate Source code

function ClearExternalUIChangeDelegate ( delegate<OnExternalUIChange> ExternalUIDelegate )
Removes the delegate from the notification list
@param ExternalUIDelegate the delegate to remove

ClearFlushOnlineStatsCompleteDelegate Source code

function ClearFlushOnlineStatsCompleteDelegate ( 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

ClearFriendInviteReceivedDelegate Source code

function ClearFriendInviteReceivedDelegate ( byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate) )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param InviteDelegate the delegate to use for notifications

ClearFriendMessageReceivedDelegate Source code

function ClearFriendMessageReceivedDelegate ( byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate) )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param MessageDelegate the delegate to use for notifications

ClearFriendsChangeDelegate Source code

function ClearFriendsChangeDelegate ( byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) )
Searches the existing set of delegates for the one specified and removes it from the list
@param LocalUserNum the user to read the friends list of
@param FriendsDelegate the delegate to use for notifications

ClearJoinFriendGameCompleteDelegate Source code

function ClearJoinFriendGameCompleteDelegate ( delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) )
Removes the delegate from the list of notifications
@param JoinFriendGameCompleteDelegate the delegate to use for notifications

ClearKeyboardInputDoneDelegate Source code

function ClearKeyboardInputDoneDelegate ( delegate<OnKeyboardInputComplete> InputDelegate) )
Clears the delegate used to notify the gameplay code that the user has completed their keyboard input
@param InputDelegate the delegate to use for notifications

ClearLinkStatusChangeDelegate Source code

function ClearLinkStatusChangeDelegate ( delegate<OnLinkStatusChange> LinkStatusDelegate) )
Removes the delegate from the notify list
@param LinkStatusDelegate the delegate to remove

ClearLoginCancelledDelegate Source code

function ClearLoginCancelledDelegate ( delegate<OnLoginCancelled> CancelledDelegate )
Removes the specified delegate from the notification list
@param CancelledDelegate the delegate to remove fromt he list

ClearLoginChangeDelegate Source code

function ClearLoginChangeDelegate ( delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255) )
Removes the specified delegate from the notification list
@param LoginDelegate the delegate to use for notifications
@param LocalUserNum whether to watch for changes on a specific slot or all slots

ClearLoginFailedDelegate Source code

function ClearLoginFailedDelegate ( byte LocalUserNum,delegate<OnLoginFailed> LoginFailedDelegate) )
Removes the specified delegate from the notification list
@param LocalUserNum the controller number of the associated user
@param LoginDelegate the delegate to use for notifications

ClearLogoutCompletedDelegate Source code

function ClearLogoutCompletedDelegate ( byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate) )
Removes the specified delegate from the notification list
@param LocalUserNum the controller number of the associated user
@param LogoutDelegate the delegate to use for notifications

ClearMutingChangeDelegate Source code

function ClearMutingChangeDelegate ( delegate<OnFriendsChange> MutingDelegate) )
Searches the existing set of delegates for the one specified and removes it from the list
@param FriendsDelegate the delegate to use for notifications

ClearPlayerTalkingDelegate Source code

function ClearPlayerTalkingDelegate ( delegate<OnPlayerTalking> TalkerDelegate) )
Removes a talker delegate to the list of notifications
@param TalkerDelegate the delegate to remove from the notification list

ClearProfileDataChangedDelegate Source code

function ClearProfileDataChangedDelegate ( byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) )
Clears the delegate used to notify the gameplay code that someone has changed their profile data externally
@param LocalUserNum the user the delegate is interested in
@param ProfileDataChangedDelegate the delegate to use for notifications

ClearReadContentAnnouncementsCompletedDelegate Source code

function ClearReadContentAnnouncementsCompletedDelegate ( delegate<OnReadContentAnnouncementsCompleted> ReadContentAnnouncementsDelegate) )
Removes the specified delegate from the notification list
@param ReadContentAnnouncementsDelegate the delegate to use for notifications

ClearReadFriendsCompleteDelegate Source code

function ClearReadFriendsCompleteDelegate ( byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) )
Searches the existing set of delegates for the one specified and removes it from the list
@param LocalUserNum which user to watch for read complete notifications
@param ReadFriendsCompleteDelegate the delegate to find and clear

ClearReadGameNewsCompletedDelegate Source code

function ClearReadGameNewsCompletedDelegate ( delegate<OnReadGameNewsCompleted> ReadGameNewsDelegate) )
Removes the specified delegate from the notification list
@param ReadGameNewsDelegate the delegate to use for notifications

ClearReadOnlineStatsCompleteDelegate Source code

function ClearReadOnlineStatsCompleteDelegate ( delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) )
Removes the delegate from the notify list
@param ReadOnlineStatsCompleteDelegate the delegate to use for notifications

ClearReadProfileSettingsCompleteDelegate Source code

function ClearReadProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) )
Searches the existing set of delegates for the one specified and removes it from the list
@param LocalUserNum which user to watch for read complete notifications
@param ReadProfileSettingsCompleteDelegate the delegate to find and clear

ClearReceivedGameInviteDelegate Source code

function ClearReceivedGameInviteDelegate ( byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate) )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param ReceivedGameInviteDelegate the delegate to use for notifications

ClearRecognitionCompleteDelegate Source code

function ClearRecognitionCompleteDelegate ( byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) )
Clears the speech recognition notification callback to use for the specified user
@param LocalUserNum the local user to receive notifications for
@param RecognitionDelegate the delegate to call when recognition is complete

ClearRegisterHostStatGuidCompleteDelegateDelegate Source code

function ClearRegisterHostStatGuidCompleteDelegateDelegate ( delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate) )
Clears the delegate used to notify the gameplay code
@param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications

ClearStorageDeviceChangeDelegate Source code

function ClearStorageDeviceChangeDelegate ( delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate )
Removes the delegate from the notify list
@param ConnectionStatusDelegate the delegate to remove

ClearUnlockAchievementCompleteDelegate Source code

function ClearUnlockAchievementCompleteDelegate ( byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) )
Clears the delegate used to notify the gameplay code that the achievement unlocking has completed
@param LocalUserNum which user to watch for read complete notifications
@param UnlockAchievementCompleteDelegate the delegate to use for notifications

ClearWriteProfileSettingsCompleteDelegate Source code

function ClearWriteProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) )
Searches the existing set of delegates for the one specified and removes it from the list
@param LocalUserNum which user to watch for read complete notifications
@param ReadProfileSettingsCompleteDelegate the delegate to find and clear

CreateLocalAccount Source code

function bool CreateLocalAccount ( string UserName,optional string Password )
Creates a non-networked account on the local system. Password is only used when supplied. Otherwise the account is not secured.
@param UserName the unique nickname of the account
@param Password the password securing the account
@return true if the account was created, false otherwise

CreateOnlineAccount Source code

native function bool CreateOnlineAccount ( string UserName,string Password,string EmailAddress,optional string ProductKey )
Creates a network enabled account on the online service
@param UserName the unique nickname of the account
@param Password the password securing the account
@param EmailAddress the address used to send password hints to
@param ProductKey

DeleteLocalAccount Source code

function bool DeleteLocalAccount ( string UserName,optional string Password )
Deletes a local account if the password matches
@param UserName the unique nickname of the account
@param Password the password securing the account
@return true if the account was deleted, false otherwise

DeleteMessage Source code

function bool DeleteMessage ( byte LocalUserNum,int MessageIndex) )
Deletes a message from the list of messages
@param LocalUserNum the user that is deleting the message
@param MessageIndex the index of the message to delete
@return true if the message was deleted, false otherwise

DenyFriendInvite Source code

native function bool DenyFriendInvite ( byte LocalUserNum,UniqueNetId RequestingPlayer )
Used to deny a friend request sent to this player
@param LocalUserNum the user the invite is for
@param RequestingPlayer the player the invite is from
@param true if successful, false otherwise

FlushOnlineStats Source code

native function bool FlushOnlineStats ( )
Commits any changes in the online stats cache to the permanent storage
@return TRUE if the call is successful, FALSE otherwise

FreeStats Source code

native function FreeStats ( OnlineStatsRead StatsRead )
Cleans up any platform specific allocated data contained in the stats data
@param StatsRead the object to handle per platform clean up on

GetClientStatGuid Source code

native function string GetClientStatGuid ( )
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

GetContentAnnouncements Source code

function string GetContentAnnouncements ( byte LocalUserNum) )
Returns the game specific content announcements from the cache
@param LocalUserNum the local user the content announcements is being read for
@return an empty string if no data was read, otherwise the contents of the read

GetDeviceSelectionResults Source code

function int GetDeviceSelectionResults ( byte LocalUserNum,out string DeviceName) )
Fetches the results of the device selection
@param LocalUserNum the player to check the results for
@param DeviceName out param that gets a copy of the string
@return the ID of the device that was selected NOTE: Zero means the user hasn't selected one

GetFriendMessages Source code

function GetFriendMessages ( byte LocalUserNum,out array<OnlineFriendMessage> FriendMessages) )
Returns the list of messages for the specified player
@param LocalUserNum the local player wanting to join
@param FriendMessages the set of messages cached locally for the player

GetFriendsList Source code

native function EOnlineEnumerationReadState GetFriendsList ( byte LocalUserNum,out array<OnlineFriend> Friends,optional int Count,optional int StartingAt )
Copies the list of friends for the player previously retrieved from the online service. The list can be retrieved in whole or in part.
@param LocalUserNum the user to read the friends list of
@param Friends the out array that receives the copied data
@param Count the number of friends to read or zero for all
@param StartingAt the index of the friends list to start at (for pulling partial lists)
@return OERS_Done if the read has completed, otherwise one of the other states

GetGameNews Source code

function string GetGameNews ( byte LocalUserNum) )
Returns the game specific news from the cache
@param LocalUserNum the local user the news is being read for
@return an empty string if no news was read, otherwise the contents of the read

GetHostStatGuid Source code

native function string GetHostStatGuid ( )
Reads the host's stat guid for synching up stats. Only valid on the host.
@return the host's stat guid

GetKeyboardInputResults Source code

function string GetKeyboardInputResults ( out byte bWasCanceled) )
Fetches the results of the input
@param bWasCanceled whether the user cancelled the input or not
@return the string entered by the user. Note the string will be empty if it fails validation

GetLocalAccountNames Source code

function bool GetLocalAccountNames ( out array<string> Accounts )
Fetches a list of local accounts
@param Accounts the array that is populated with the accounts
@return true if the list was read, false otherwise

GetLoginStatus Source code

native function ELoginStatus GetLoginStatus ( byte LocalUserNum )
Fetches the login status for a given player
@param LocalUserNum the controller number of the associated user
@return the enum value of their status

GetNATType Source code

native function ENATType GetNATType ( )
Determines the NAT type the player is using

GetNetworkNotificationPosition Source code

function ENetworkNotificationPosition GetNetworkNotificationPosition ( ) )
Determines the current notification position setting

GetPlayerNickname Source code

function string GetPlayerNickname ( byte LocalUserNum) )
Reads the player's nick name from the online service
@param LocalUserNum the controller number of the associated user
@return a string containing the players nick name

GetPlayerNicknameFromIndex Source code

event string GetPlayerNicknameFromIndex ( int UserIndex) )
Returns the name of the player for the specified index
@param UserIndex the user to return the name of
@return the name of the player at the specified index

GetPlayerUniqueNetIdFromIndex Source code

event UniqueNetId GetPlayerUniqueNetIdFromIndex ( int UserIndex) )
Returns the unique id of the player for the specified index
@param UserIndex the user to return the id of
@return the unique id of the player at the specified index

GetProfileSettings Source code

function OnlineProfileSettings GetProfileSettings ( byte LocalUserNum) )
Returns the online profile settings for a given user
@param LocalUserNum the user that we are reading the data for
@return the profile settings object

GetRecognitionResults Source code

native function bool GetRecognitionResults ( byte LocalUserNum,out array<SpeechRecognizedWord> Words )
Gets the results of the voice recognition
@param LocalUserNum the local user to read the results of
@param Words the set of words that were recognized by the voice analyzer
@return true upon success, false otherwise

GetUniquePlayerId Source code

function bool GetUniquePlayerId ( byte LocalUserNum,out UniqueNetId PlayerId) )
Gets the platform specific unique id for the specified player
@param LocalUserNum the controller number of the associated user
@param PlayerId the byte array that will receive the id
@return TRUE if the call succeeded, FALSE otherwise

HasLinkConnection Source code

native function bool HasLinkConnection ( )
Determines if the ethernet link is connected or not

Init Source code

native event bool Init ( )
Called from engine start up code to allow the subsystem to initialize
@return TRUE if the initialization was successful, FALSE otherwise

IsAchievementUnlocked Source code

native function bool IsAchievementUnlocked ( int AchievementId )
Returns whether or not an achievement has been unlocked
@return true if the achievement is already unlocked, false otherwise

IsControllerConnected Source code

native function bool IsControllerConnected ( int ControllerId )
Determines if the specified controller is connected or not
@param ControllerId the controller to query
@return true if connected, false otherwise

IsDeviceValid Source code

function bool IsDeviceValid ( int DeviceId) )
Checks the device id to determine if it is still valid (could be removed)
@param DeviceId the device to check
@return true if valid, false otherwise

IsFriend Source code

native function bool IsFriend ( byte LocalUserNum,UniqueNetId PlayerId )
Checks that a unique player id is part of the specified user's friends list
@param LocalUserNum the controller number of the associated user
@param PlayerId the id of the player being checked
@return TRUE if a member of their friends list, FALSE otherwise

IsHeadsetPresent Source code

native function bool IsHeadsetPresent ( byte LocalUserNum )
Determines if the specified player has a headset connected
@param LocalUserNum the local player index being queried
@return TRUE if the player has a headset plugged in, FALSE otherwise

IsKeyValid Source code

native function bool IsKeyValid ( )

@return true if the product key is valid, false if it is invalid

IsLocalPlayerTalking Source code

native function bool IsLocalPlayerTalking ( byte LocalUserNum )
Determines if the specified player is actively talking into the mic
@param LocalUserNum the local player index being queried
@return TRUE if the player is talking, FALSE otherwise

IsMuted Source code

function bool IsMuted ( byte LocalUserNum,UniqueNetId PlayerId )
Checks that a unique player id is on the specified user's mute list
@param LocalUserNum the controller number of the associated user
@param PlayerId the id of the player being checked
@return TRUE if the player should be muted, FALSE otherwise

IsRemotePlayerTalking Source code

native function bool IsRemotePlayerTalking ( UniqueNetId PlayerId )
Determines if the specified remote player is actively talking into the mic NOTE: Network latencies will make this not 100% accurate
@param PlayerId the unique id of the remote player being queried
@return TRUE if the player is talking, FALSE otherwise

JoinFriendGame Source code

native function bool JoinFriendGame ( byte LocalUserNum,UniqueNetId Friend )
Allows the local player to follow a friend into a game
@param LocalUserNum the local player wanting to join
@param Friend the player that is being followed
@return true if the async call worked, false otherwise

Login Source code

native function bool Login ( byte LocalUserNum,string LoginName,string Password,optional bool bWantsLocalOnly )
Logs the player into the online service. If this fails, it generates a OnLoginFailed notification
@param LocalUserNum the controller number of the associated user
@param LoginName the unique identifier for the player
@param Password the password for this account
@param bWantsLocalOnly whether the player wants to sign in locally only or not
@return true if the async call started ok, false otherwise

Logout Source code

native function bool Logout ( byte LocalUserNum )
Signs the player out of the online service
@param LocalUserNum the controller number of the associated user
@return TRUE if the call succeeded, FALSE otherwise

MuteAll Source code

function bool MuteAll ( byte LocalUserNum,bool bAllowFriends) )
Mutes all voice or all but friends
@param LocalUserNum the local user that is making the change
@param bAllowFriends whether to mute everyone or allow friends

MuteRemoteTalker Source code

native function bool MuteRemoteTalker ( byte LocalUserNum,UniqueNetId PlayerId )
Mutes a remote talker for the specified local player. NOTE: This is separate from the user's permanent online mute list
@param LocalUserNum the user that is muting the remote talker
@param PlayerId the remote talker that is being muted
@return TRUE if the function succeeds, FALSE otherwise

ReadContentAnnouncements Source code

native function bool ReadContentAnnouncements ( byte LocalUserNum )
Reads the game specific content announcements from the online subsystem
@param LocalUserNum the local user the request is for
@return true if the async task was successfully started, false otherwise

ReadFriendMessages Source code

native function bool ReadFriendMessages ( byte LocalUserNum, out array<OnlineFriendMessage> Messages )
Starts an blocking task that reads in the array of friend messages from disk
@param LocalUserNum the user to read the messages for
@return true if the read request was successful, false otherwise

ReadFriendsList Source code

native function bool ReadFriendsList ( byte LocalUserNum,optional int Count,optional int StartingAt )
Starts an async task that retrieves the list of friends for the player from the online service. The list can be retrieved in whole or in part.
@param LocalUserNum the user to read the friends list of
@param Count the number of friends to read or zero for all
@param StartingAt the index of the friends list to start at (for pulling partial lists)
@return true if the read request was issued successfully, false otherwise

ReadGameNews Source code

native function bool ReadGameNews ( byte LocalUserNum )
Reads the game specific news from the online subsystem
@param LocalUserNum the local user the news is being read for
@return true if the async task was successfully started, false otherwise

ReadOnlineStats Source code

native function bool ReadOnlineStats ( const out array<UniqueNetId> Players,OnlineStatsRead StatsRead )
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

ReadOnlineStatsByRank Source code

native function bool ReadOnlineStatsByRank ( OnlineStatsRead StatsRead,optional int StartIndex = 1,optional int NumToRead = 100 )
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

ReadOnlineStatsByRankAroundPlayer Source code

native function bool ReadOnlineStatsByRankAroundPlayer ( byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10 )
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

ReadOnlineStatsForFriends Source code

native function bool ReadOnlineStatsForFriends ( byte LocalUserNum,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

ReadProfileSettings Source code

native function bool ReadProfileSettings ( byte LocalUserNum,OnlineProfileSettings ProfileSettings )
Reads the online profile settings for a given user
@param LocalUserNum the user that we are reading the data for
@param ProfileSettings the object to copy the results to and contains the list of items to read
@return true if the call succeeds, false otherwise

RegisterHostStatGuid Source code

native function bool RegisterHostStatGuid ( const out string HostStatGuid )
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

RegisterLocalTalker Source code

native function bool RegisterLocalTalker ( byte LocalUserNum )
Registers the user as a talker
@param LocalUserNum the local player index that is a talker
@return TRUE if the call succeeded, FALSE otherwise

RegisterRemoteTalker Source code

native function bool RegisterRemoteTalker ( UniqueNetId PlayerId )
Registers a remote player as a talker
@param PlayerId the unique id of the remote player that is a talker
@return TRUE if the call succeeded, FALSE otherwise

RegisterStatGuid Source code

native function bool RegisterStatGuid ( UniqueNetId PlayerId,const out string ClientStatGuid )
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

RemoveFriend Source code

native function bool RemoveFriend ( byte LocalUserNum,UniqueNetId FormerFriend )
Removes a friend from the player's friend list
@param LocalUserNum the user that is removing the friend
@param FormerFriend the player to remove from the friend list
@return true if successful, false otherwise

RenameLocalAccount Source code

function bool RenameLocalAccount ( string NewUserName,string OldUserName,optional string Password )
Changes the name of a local account
@param UserName the unique nickname of the account
@param Password the password securing the account
@return true if the account was renamed, false otherwise

SaveKey Source code

native function bool SaveKey ( string ProductKey )
Saves the product key
@param ProductKey the product key the user entered
@return true if the key was stored successfully, false otherwise

SelectVocabulary Source code

native function bool SelectVocabulary ( byte LocalUserNum,int VocabularyId )
Changes the vocabulary id that is currently being used
@param LocalUserNum the local user that is making the change
@param VocabularyId the new id to use
@return true if successful, false otherwise

SendGameInviteToFriend Source code

native function bool SendGameInviteToFriend ( byte LocalUserNum,UniqueNetId Friend,optional string Text )
Sends an invitation to play in the player's current session
@param LocalUserNum the user that is sending the invite
@param Friend the player to send the invite to
@param Text the text of the message for the invite
@return true if successful, false otherwise

SendGameInviteToFriends Source code

native function bool SendGameInviteToFriends ( byte LocalUserNum,array<UniqueNetId> Friends,optional string Text )
Sends invitations to play in the player's current session
@param LocalUserNum the user that is sending the invite
@param Friends the player to send the invite to
@param Text the text of the message for the invite
@return true if successful, false otherwise

SendMessageToFriend Source code

native function bool SendMessageToFriend ( byte LocalUserNum,UniqueNetId Friend,string Message )
Sends a message to a friend
@param LocalUserNum the user that is sending the message
@param Friend the player to send the message to
@param Message the message to display to the recipient
@return true if successful, false otherwise

SetNetworkNotificationPosition Source code

function SetNetworkNotificationPosition ( ENetworkNotificationPosition NewPos )
Sets a new position for the network notification icons/images
@param NewPos the new location to use

SetOnlineStatus Source code

native function SetOnlineStatus ( byte LocalUserNum,int StatusId,const out array<LocalizedStringSetting> LocalizedStringSettings,const out array<SettingsProperty> Properties )
Sets the online status information to use for the specified player. Used to tell other players what the player is doing (playing, menus, away, etc.)
@param LocalUserNum the controller number of the associated user
@param StatusId the status id to use (maps to strings where possible)
@param LocalizedStringSettings the list of localized string settings to set
@param Properties the list of properties to set

SetRemoteTalkerPriority Source code

native function bool SetRemoteTalkerPriority ( byte LocalUserNum,UniqueNetId PlayerId,int Priority )
Sets the relative priority for a remote talker. 0 is highest
@param LocalUserNum the user that controls the relative priority
@param PlayerId the remote talker that is having their priority changed for
@param Priority the relative priority to use (0 highest, < 0 is muted)
@return TRUE if the function succeeds, FALSE otherwise

SetSpeechRecognitionObject Source code

native function bool SetSpeechRecognitionObject ( byte LocalUserNum,SpeechRecognition SpeechRecogObj )
Changes the object that is in use to the one specified
@param LocalUserNum the local user that is making the change
@param SpeechRecogObj the new object use
@param true if successful, false otherwise

ShowAchievementsUI Source code

function bool ShowAchievementsUI ( byte LocalUserNum) )
Displays the achievements UI for a player
@param LocalUserNum the controller number of the associated user
@return TRUE if it was able to show the UI, FALSE if it failed

ShowContentMarketplaceUI Source code

function bool ShowContentMarketplaceUI ( byte LocalUserNum) )
Displays the marketplace UI for content
@param LocalUserNum the local user viewing available content

ShowDeviceSelectionUI Source code

function bool ShowDeviceSelectionUI ( byte LocalUserNum,int SizeNeeded,bool bForceShowUI = false) )
Displays the UI that allows the user to choose which device to save content to
@param LocalUserNum the controller number of the associated user
@param SizeNeeded the size of the data to be saved in bytes
@param bForceShowUI true to always show the UI, false to only show the UI if there are multiple valid choices
@return TRUE if it was able to show the UI, FALSE if it failed

ShowFeedbackUI Source code

function bool ShowFeedbackUI ( byte LocalUserNum,UniqueNetId PlayerId) )
Displays the UI that allows a player to give feedback on another player
@param LocalUserNum the controller number of the associated user
@param PlayerId the id of the player having feedback given for
@return TRUE if it was able to show the UI, FALSE if it failed

ShowFriendsInviteUI Source code

function bool ShowFriendsInviteUI ( byte LocalUserNum,UniqueNetId PlayerId) )
Displays the UI that shows a user's list of friends
@param LocalUserNum the controller number of the associated user
@param PlayerId the id of the player being invited
@return TRUE if it was able to show the UI, FALSE if it failed

ShowFriendsUI Source code

function bool ShowFriendsUI ( byte LocalUserNum )
Displays the UI that shows a user's list of friends
@param LocalUserNum the controller number of the associated user
@return TRUE if it was able to show the UI, FALSE if it failed

ShowGamerCardUI Source code

function bool ShowGamerCardUI ( byte LocalUserNum,UniqueNetId PlayerId) )
Displays the gamer card UI for the specified player
@param LocalUserNum the controller number of the associated user
@param PlayerId the id of the player to show the gamer card of
@return TRUE if it was able to show the UI, FALSE if it failed

ShowInviteUI Source code

function bool ShowInviteUI ( byte LocalUserNum,optional string InviteText) )
Displays the invite ui
@param LocalUserNum the local user sending the invite
@param InviteText the string to prefill the UI with

ShowKeyboardUI Source code

native function bool ShowKeyboardUI ( byte LocalUserNum,string TitleText,string DescriptionText, optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256 )
Displays the UI that shows the keyboard for inputing text
@param LocalUserNum the controller number of the associated user
@param TitleText the title to display to the user
@param DescriptionText the text telling the user what to input
@param bIsPassword whether the item being entered is a password or not
@param bShouldValidate whether to apply the string validation API after input or not
@param DefaultText the default string to display
@param MaxResultLength the maximum length string expected to be filled in
@return TRUE if it was able to show the UI, FALSE if it failed

ShowLoginUI Source code

native function bool ShowLoginUI ( optional bool bShowOnlineOnly = false )
Displays the UI that prompts the user for their login credentials. Each platform handles the authentication of the user's data.
@param bShowOnlineOnly whether to only display online enabled profiles or not
@return TRUE if it was able to show the UI, FALSE if it failed

ShowMembershipMarketplaceUI Source code

function bool ShowMembershipMarketplaceUI ( byte LocalUserNum) )
Displays the marketplace UI for memberships
@param LocalUserNum the local user viewing available memberships

ShowMessagesUI Source code

function bool ShowMessagesUI ( byte LocalUserNum) )
Displays the messages UI for a player
@param LocalUserNum the controller number of the associated user
@return TRUE if it was able to show the UI, FALSE if it failed

ShowPlayersUI Source code

function bool ShowPlayersUI ( byte LocalUserNum) )
Displays the UI that shows the player list
@param LocalUserNum the controller number of the associated user
@return TRUE if it was able to show the UI, FALSE if it failed

StartNetworkedVoice Source code

native function StartNetworkedVoice ( byte LocalUserNum )
Tells the voice layer that networked processing of the voice data is allowed for the specified player. This allows for push-to-talk style voice communication
@param LocalUserNum the local user to allow network transimission for

StartSpeechRecognition Source code

native function bool StartSpeechRecognition ( byte LocalUserNum )
Tells the voice system to start tracking voice data for speech recognition
@param LocalUserNum the local user to recognize voice data for
@return true upon success, false otherwise

StopNetworkedVoice Source code

native function StopNetworkedVoice ( byte LocalUserNum )
Tells the voice layer to stop processing networked voice support for the specified player. This allows for push-to-talk style voice communication
@param LocalUserNum the local user to disallow network transimission for

StopSpeechRecognition Source code

native function bool StopSpeechRecognition ( byte LocalUserNum )
Tells the voice system to stop tracking voice data for speech recognition
@param LocalUserNum the local user to recognize voice data for
@return true upon success, false otherwise

UnlockAchievement Source code

native function bool UnlockAchievement ( byte LocalUserNum,int AchievementId )
Unlocks the specified achievement for the specified user
@param LocalUserNum the controller number of the associated user
@param AchievementId the id of the achievement to unlock
@return TRUE if the call worked, FALSE otherwise

UnlockGamerPicture Source code

function bool UnlockGamerPicture ( byte LocalUserNum,int PictureId) )
Unlocks a gamer picture for the local user
@param LocalUserNum the user to unlock the picture for
@param PictureId the id of the picture to unlock

UnmuteAll Source code

function bool UnmuteAll ( byte LocalUserNum) )
Allows all speakers to send voice
@param LocalUserNum the local user that is making the change

UnmuteRemoteTalker Source code

native function bool UnmuteRemoteTalker ( byte LocalUserNum,UniqueNetId PlayerId )
Allows a remote talker to talk to the specified local player. NOTE: This call will fail for remote talkers on the user's permanent online mute list
@param LocalUserNum the user that is allowing the remote talker to talk
@param PlayerId the remote talker that is being restored to talking
@return TRUE if the function succeeds, FALSE otherwise

UnregisterLocalTalker Source code

native function bool UnregisterLocalTalker ( byte LocalUserNum )
Unregisters the user as a talker
@param LocalUserNum the local player index to be removed
@return TRUE if the call succeeded, FALSE otherwise

UnregisterRemoteTalker Source code

native function bool UnregisterRemoteTalker ( UniqueNetId PlayerId )
Unregisters a remote player as a talker
@param PlayerId the unique id of the remote player to be removed
@return TRUE if the call succeeded, FALSE otherwise

WriteFriendMessages Source code

native function bool WriteFriendMessages ( byte LocalUserNum )
Starts an blocking task that writes the array of friend messages out to disk
@param LocalUserNum the user to write the messages for
@return true if the write request was successful, false otherwise

WriteOnlinePlayerScores Source code

native function bool WriteOnlinePlayerScores ( const out array<OnlinePlayerScore> PlayerScores )
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

WriteOnlineStats Source code

native function bool WriteOnlineStats ( UniqueNetId Player,OnlineStatsWrite StatsWrite )
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

WriteProfileSettings Source code

native function bool WriteProfileSettings ( byte LocalUserNum,OnlineProfileSettings ProfileSettings )
Writes the online profile settings for a given user to the online data store
@param LocalUserNum the user that we are writing the data for
@param ProfileSettings the list of settings to write out
@return true if the call succeeds, false otherwise


Defaultproperties

defaultproperties
{
   LocalProfileName="Player"
   LoggedInPlayerName="Local Profile"
   bHasGameSpyAccount=True
   ProfileDataDirectory="../UTGame/SaveData"
   ProfileDataExtension=".ue3profile"
   ProfileMessageDataExtension=".ue3messages"
   GameID=1727
   ProductID=11097
   NamespaceID=64
   StatsVersion=2
   NickStatsKeyId=1
   PlaceStatsKeyId=2
   DuelStatsKeyId=521
   NewsUrl="http://gamecontent.unrealtournament3.com/motd/motd.int"
   ContentAnnouncementsUrl="http://gamecontent.unrealtournament3.com/dlc/ContentAnnouncement.int"
   StatsKeyMappings(0)=(ViewId=1,PropertyId=268435783,KeyId=521)
   StatsKeyMappings(1)=(ViewId=2,PropertyId=268435783,KeyId=521)
   StatsKeyMappings(2)=(ViewId=1,KeyId=262)
   StatsKeyMappings(3)=(ViewId=1,PropertyId=268435778,KeyId=265)
   StatsKeyMappings(4)=(ViewId=1,PropertyId=268435462,KeyId=264)
   StatsKeyMappings(5)=(ViewId=1,PropertyId=268435549,KeyId=266)
   StatsKeyMappings(6)=(ViewId=1,PropertyId=268435550,KeyId=267)
   StatsKeyMappings(7)=(ViewId=1,PropertyId=268435551,KeyId=268)
   StatsKeyMappings(8)=(ViewId=1,PropertyId=268435552,KeyId=269)
   StatsKeyMappings(9)=(ViewId=1,PropertyId=268435553,KeyId=271)
   StatsKeyMappings(10)=(ViewId=1,PropertyId=268435779,KeyId=270)
   StatsKeyMappings(11)=(ViewId=1,PropertyId=268435554,KeyId=272)
   StatsKeyMappings(12)=(ViewId=1,PropertyId=268435461,KeyId=263)
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   StatsKeyMappings(18)=(ViewId=1,PropertyId=268435560,KeyId=278)
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   StatsKeyMappings(20)=(ViewId=1,PropertyId=268435562,KeyId=281)
   StatsKeyMappings(21)=(ViewId=1,PropertyId=268435563,KeyId=282)
   StatsKeyMappings(22)=(ViewId=1,PropertyId=268435564,KeyId=283)
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   StatsKeyMappings(26)=(ViewId=1,PropertyId=268435568,KeyId=287)
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   StatsKeyMappings(28)=(ViewId=1,PropertyId=268435570,KeyId=289)
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   StatsKeyMappings(31)=(ViewId=1,PropertyId=268435707,KeyId=298)
   StatsKeyMappings(32)=(ViewId=1,PropertyId=268435719,KeyId=292)
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   StatsKeyMappings(35)=(ViewId=1,PropertyId=268435721,KeyId=294)
   StatsKeyMappings(36)=(ViewId=1,PropertyId=268435722,KeyId=295)
   StatsKeyMappings(37)=(ViewId=1,PropertyId=268435782,KeyId=296)
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   StatsKeyMappings(46)=(ViewId=1,PropertyId=268435576,KeyId=307)
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   StatsKeyMappings(50)=(ViewId=1,PropertyId=268435580,KeyId=311)
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   StatsKeyMappings(52)=(ViewId=1,PropertyId=268435582,KeyId=313)
   StatsKeyMappings(53)=(ViewId=1,PropertyId=268435583,KeyId=314)
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   StatsKeyMappings(62)=(ViewId=2,PropertyId=268435462,KeyId=5)
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   StatsKeyMappings(64)=(ViewId=2,PropertyId=268435550,KeyId=8)
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   StatsKeyMappings(68)=(ViewId=2,PropertyId=268435779,KeyId=11)
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   StatsKeyMappings(72)=(ViewId=2,PropertyId=268435729,KeyId=16)
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   StatsKeyMappings(78)=(ViewId=2,PropertyId=268435562,KeyId=22)
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   StatsKeyMappings(81)=(ViewId=2,PropertyId=268435565,KeyId=25)
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   StatsKeyMappings(84)=(ViewId=2,PropertyId=268435568,KeyId=28)
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   StatsKeyMappings(91)=(ViewId=2,PropertyId=268435708,KeyId=40)
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   StatsKeyMappings(93)=(ViewId=2,PropertyId=268435721,KeyId=35)
   StatsKeyMappings(94)=(ViewId=2,PropertyId=268435722,KeyId=36)
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   StatsKeyMappings(108)=
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   StatsKeyMappings(119)=(ViewId=3,KeyId=467)
   StatsKeyMappings(120)=(ViewId=3,PropertyId=268435463,KeyId=468)
   StatsKeyMappings(121)=(ViewId=3,PropertyId=268435464,KeyId=469)
   StatsKeyMappings(122)=(ViewId=3,PropertyId=268435469,KeyId=470)
   StatsKeyMappings(123)=(ViewId=3,PropertyId=268435470,KeyId=471)
   StatsKeyMappings(124)=(ViewId=3,PropertyId=268435471,KeyId=472)
   StatsKeyMappings(125)=(ViewId=3,PropertyId=268435780,KeyId=473)
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   StatsKeyMappings(128)=(ViewId=3,PropertyId=268435483,KeyId=476)
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   StatsKeyMappings(130)=(ViewId=3,PropertyId=268435490,KeyId=478)
   StatsKeyMappings(131)=(ViewId=3,PropertyId=268435494,KeyId=479)
   StatsKeyMappings(132)=(ViewId=3,PropertyId=268435716,KeyId=480)
   StatsKeyMappings(133)=(ViewId=3,PropertyId=268435496,KeyId=481)
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   StatsKeyMappings(136)=(ViewId=3,PropertyId=268435499,KeyId=484)
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   StatsKeyMappings(143)=(ViewId=3,PropertyId=268435517,KeyId=491)
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   StatsKeyMappings(146)=(ViewId=3,PropertyId=268435526,KeyId=494)
   StatsKeyMappings(147)=(ViewId=3,PropertyId=268435533,KeyId=495)
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   StatsKeyMappings(149)=(ViewId=3,PropertyId=268435538,KeyId=497)
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   StatsKeyMappings(153)=(ViewId=3,PropertyId=268435756,KeyId=501)
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   StatsKeyMappings(157)=(ViewId=3,PropertyId=268435627,KeyId=505)
   StatsKeyMappings(158)=(ViewId=3,PropertyId=268435632,KeyId=506)
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   StatsKeyMappings(162)=(ViewId=3,PropertyId=268435640,KeyId=510)
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   StatsKeyMappings(171)=(ViewId=3,PropertyId=268435662,KeyId=519)
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   StatsKeyMappings(183)=(ViewId=4,PropertyId=268435599,KeyId=331)
   StatsKeyMappings(184)=(ViewId=4,PropertyId=268435600,KeyId=332)
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   StatsKeyMappings(190)=(ViewId=4,PropertyId=268435607,KeyId=338)
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   StatsKeyMappings(192)=(ViewId=4,PropertyId=268435668,KeyId=340)
   StatsKeyMappings(193)=(ViewId=4,PropertyId=268435669,KeyId=341)
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   StatsKeyMappings(234)=(ViewId=5,PropertyId=268435742,KeyId=387)
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   StatsKeyMappings(239)=(ViewId=5,PropertyId=268435739,KeyId=384)
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   StatsKeyMappings(246)=(ViewId=5,PropertyId=268435745,KeyId=394)
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   StatsKeyMappings(303)=(ViewId=5,PropertyId=268435766,KeyId=451)
   StatsKeyMappings(304)=(ViewId=5,PropertyId=268435772,KeyId=457)
   StatsKeyMappings(305)=(ViewId=5,PropertyId=268435661,KeyId=458)
   StatsKeyMappings(306)=(ViewId=5,PropertyId=268435773,KeyId=459)
   StatsKeyMappings(307)=(ViewId=5,PropertyId=268435655,KeyId=453)
   StatsKeyMappings(308)=(ViewId=5,PropertyId=268435767,KeyId=452)
   StatsKeyMappings(309)=(ViewId=5,PropertyId=268435768,KeyId=454)
   StatsKeyMappings(310)=(ViewId=5,PropertyId=268435769,KeyId=455)
   StatsKeyMappings(311)=(ViewId=5,PropertyId=268435770,KeyId=456)
   StatsKeyMappings(312)=(ViewId=5,PropertyId=268435774,KeyId=460)
   StatsKeyMappings(313)=(ViewId=5,PropertyId=268435664,KeyId=461)
   StatsKeyMappings(314)=(ViewId=5,PropertyId=268435775,KeyId=462)
   StatsKeyMappings(315)=(ViewId=5,PropertyId=268435665,KeyId=463)
   StatsKeyMappings(316)=(ViewId=5,PropertyId=268435666,KeyId=464)
   StatsKeyMappings(317)=(ViewId=5,PropertyId=268435667,KeyId=465)
   StatsKeyMappings(318)=(ViewId=5,PropertyId=268435776,KeyId=466)
   StatsKeyMappings(319)=(ViewId=6,KeyId=62)
   StatsKeyMappings(320)=(ViewId=6,PropertyId=268435590,KeyId=63)
   StatsKeyMappings(321)=(ViewId=6,PropertyId=268435591,KeyId=64)
   StatsKeyMappings(322)=(ViewId=6,PropertyId=268435592,KeyId=65)
   StatsKeyMappings(323)=(ViewId=6,PropertyId=268435593,KeyId=66)
   StatsKeyMappings(324)=(ViewId=6,PropertyId=268435594,KeyId=67)
   StatsKeyMappings(325)=(ViewId=6,PropertyId=268435595,KeyId=68)
   StatsKeyMappings(326)=(ViewId=6,PropertyId=268435596,KeyId=69)
   StatsKeyMappings(327)=(ViewId=6,PropertyId=268435597,KeyId=70)
   StatsKeyMappings(328)=(ViewId=6,PropertyId=268435598,KeyId=71)
   StatsKeyMappings(329)=(ViewId=6,PropertyId=268435599,KeyId=72)
   StatsKeyMappings(330)=(ViewId=6,PropertyId=268435600,KeyId=73)
   StatsKeyMappings(331)=(ViewId=6,PropertyId=268435601,KeyId=74)
   StatsKeyMappings(332)=(ViewId=6,PropertyId=268435604,KeyId=77)
   StatsKeyMappings(333)=(ViewId=6,PropertyId=268435602,KeyId=75)
   StatsKeyMappings(334)=(ViewId=6,PropertyId=268435603,KeyId=76)
   StatsKeyMappings(335)=(ViewId=6,PropertyId=268435605,KeyId=78)
   StatsKeyMappings(336)=(ViewId=6,PropertyId=268435607,KeyId=79)
   StatsKeyMappings(337)=(ViewId=6,PropertyId=268435606,KeyId=80)
   StatsKeyMappings(338)=(ViewId=6,PropertyId=268435668,KeyId=81)
   StatsKeyMappings(339)=(ViewId=6,PropertyId=268435669,KeyId=82)
   StatsKeyMappings(340)=(ViewId=6,PropertyId=268435670,KeyId=83)
   StatsKeyMappings(341)=(ViewId=6,PropertyId=268435671,KeyId=84)
   StatsKeyMappings(342)=(ViewId=6,PropertyId=268435672,KeyId=85)
   StatsKeyMappings(343)=(ViewId=6,PropertyId=268435673,KeyId=86)
   StatsKeyMappings(344)=(ViewId=6,PropertyId=268435674,KeyId=87)
   StatsKeyMappings(345)=(ViewId=6,PropertyId=268435675,KeyId=88)
   StatsKeyMappings(346)=(ViewId=6,PropertyId=268435676,KeyId=89)
   StatsKeyMappings(347)=(ViewId=6,PropertyId=268435677,KeyId=90)
   StatsKeyMappings(348)=(ViewId=6,PropertyId=268435678,KeyId=91)
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   StatsKeyMappings(350)=(ViewId=6,PropertyId=268435682,KeyId=95)
   StatsKeyMappings(351)=(ViewId=6,PropertyId=268435680,KeyId=93)
   StatsKeyMappings(352)=(ViewId=6,PropertyId=268435681,KeyId=94)
   StatsKeyMappings(353)=(ViewId=6,PropertyId=268435683,KeyId=96)
   StatsKeyMappings(354)=(ViewId=6,PropertyId=268435711,KeyId=97)
   StatsKeyMappings(355)=(ViewId=6,PropertyId=268435684,KeyId=98)
   StatsKeyMappings(356)=(ViewId=7,KeyId=99)
   StatsKeyMappings(357)=(ViewId=7,PropertyId=268435465,KeyId=100)
   StatsKeyMappings(358)=(ViewId=7,PropertyId=268435466,KeyId=101)
   StatsKeyMappings(359)=(ViewId=7,PropertyId=268435467,KeyId=102)
   StatsKeyMappings(360)=(ViewId=7,PropertyId=268435468,KeyId=103)
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   StatsKeyMappings(365)=(ViewId=7,PropertyId=268435730,KeyId=108)
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   StatsKeyMappings(369)=(ViewId=7,PropertyId=268435731,KeyId=112)
   StatsKeyMappings(370)=(ViewId=7,PropertyId=268435482,KeyId=113)
   StatsKeyMappings(371)=(ViewId=7,PropertyId=268435484,KeyId=114)
   StatsKeyMappings(372)=(ViewId=7,PropertyId=268435485,KeyId=115)
   StatsKeyMappings(373)=(ViewId=7,PropertyId=268435732,KeyId=116)
   StatsKeyMappings(374)=(ViewId=7,PropertyId=268435733,KeyId=117)
   StatsKeyMappings(375)=(ViewId=7,PropertyId=268435486,KeyId=118)
   StatsKeyMappings(376)=(ViewId=7,PropertyId=268435488,KeyId=119)
   StatsKeyMappings(377)=(ViewId=7,PropertyId=268435735,KeyId=120)
   StatsKeyMappings(378)=(ViewId=7,PropertyId=268435741,KeyId=126)
   StatsKeyMappings(379)=(ViewId=7,PropertyId=268435498,KeyId=127)
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   StatsKeyMappings(383)=(ViewId=7,PropertyId=268435737,KeyId=123)
   StatsKeyMappings(384)=(ViewId=7,PropertyId=268435738,KeyId=124)
   StatsKeyMappings(385)=(ViewId=7,PropertyId=268435739,KeyId=125)
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   StatsKeyMappings(387)=(ViewId=7,PropertyId=268435501,KeyId=130)
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   StatsKeyMappings(518)=(ViewId=8,PropertyId=268435663,KeyId=261)
   LocationUrlsForInvites(0)="ut3pc"
   LocationUrl="ut3pc"
   DefaultStatus="Playing"
   GameInviteMessage="Would you like to play a game?"
   ConnectionPresenceTimeInterval=0.500000
   EncryptedProductKey="001000000000208140157223001021209017140122000192079194151235001000000000173125220174007040164078143222046150095232005133000000000000002000000000000000016102000000000001000000032000000000170090163021182240135235122171228055075061126051111066024213038137021102096107003191052221255240000000000000014128000000000002000000032000000000000180091164156235045194166004053092046026217049073245070240013003218114071228209005229028034248032000000000162004248004028109211129146076182017175139064063034109129139209226001184046087210250253143235223064000000000100046109082049164167216174093118052227197015160091031025109004012251130166213222218135145205074198133153052101150067243036066247085172234208135048086103071237153097051224171161107133014073239"
   StunServerAddress(0)="stunserver.org"
   StunServerAddress(1)="stun.xten.com"
   Name="Default__OnlineSubsystemGameSpy"
   ObjectArchetype=OnlineSubsystemCommonImpl'IpDrv.Default__OnlineSubsystemCommonImpl'
}

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Creation time: sk 18-3-2018 10:00:40.346 - Created with UnCodeX