383 lines
14 KiB
Ucode
383 lines
14 KiB
Ucode
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/**
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* Copyright 1998-2012 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* Class that implements a Dingo version of the game interface
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*/
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class OnlineStatsInterfaceDingo extends Object within OnlineSubsystemDingo
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native
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implements(OnlineStatsInterface)
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config(Engine);
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`include(KFGame\KFOnlineStats.uci);
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/** The owning subsystem that this object is providing an implementation for */
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var OnlineSubsystemDingo OwningSubsystem;
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/** The stats interface will cancel any profile read that takes longer than this timeout */
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var config float ReadProfileAsyncTimeout;
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/** Track the current stats read so we don't allow more than one in-flight at a time */
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var init array<native pointer> CurrentStatsRead{class FDingoAsyncTaskReadOnlineStats};
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/** This is the list of delegates requesting notification when a stats read finishes */
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var array<delegate<OnReadOnlineStatsComplete> > ReadOnlineStatsCompleteDelegates;
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/** Used to initialize ETW events for stats */
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var bool EventsRegistered;
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enum RealTimeActivityConnectionStatus
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{
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RTA_NotConnected,
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RTA_Connecting,
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RTA_Connected
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};
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struct native RealTimeActivitySubscriptionData
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{
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var UniqueNetId PlayerNetId;
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var name StatName;
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var delegate<OnStatisticChanged> OnStatisticChanged;
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//var native hatpointer RTAStatisticChangeSubscription{Microsoft::Xbox::Services::RealTimeActivity::RealTimeActivityStatisticChangeSubscription};
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};
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struct native XboxLiveContextPlayerData
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{
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var native hatpointer LiveContext{Microsoft::Xbox::Services::XboxLiveContext};
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var UniqueNetId PlayerNetId;
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var Guid PlayerSessionGuid;
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var RealTimeActivityConnectionStatus MultiplayerSubscriptionStatus;
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var RealTimeActivityConnectionStatus RTAConnectionStatus;
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var array<RealTimeActivitySubscriptionData> RTASubscriptions;
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//var native array<hatpointer> QueuedRTAChangeEvents {Microsoft::Xbox::Services::RealTimeActivity::RealTimeActivityStatisticChangeEventArgs};
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var qword StatisticChangedTokenKey;
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var qword WebSocketClosedTokenKey;
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structcpptext
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{
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FXboxLiveContextPlayerData()
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{
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appMemzero(this, sizeof(FXboxLiveContextPlayerData));
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}
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void SubscribeToStatisticEvent(FUniqueNetId PlayerNetId, FName StatName, FScriptDelegate EventDelegate);
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void UnsubscribeToStatisticEvent(FUniqueNetId PlayerNetId, FName StatName);
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void Update();
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private:
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void ConnectToRTAService();
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void OnRTAConnect();
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void OnRTADisconnect();
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//void OnRTAStatisticChanged(Microsoft::Xbox::Services::RealTimeActivity::RealTimeActivityStatisticChangeEventArgs^ args);
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void OnRTAWebSocketClosed(Windows::Networking::Sockets::WebSocketClosedEventArgs^ args);
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void SubscribeToRTA(FRealTimeActivitySubscriptionData& SubscriptionData);
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void UnsubscribeToRTA(FRealTimeActivitySubscriptionData& SubscriptionData);
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static FCriticalSection RTACriticalSection;
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public:
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}
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};
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var native map{QWORD, FXboxLiveContextPlayerData} PlayerXboxLiveContextMap;
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/**
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* Notifies the interested party that the last stats read has completed
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*
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnReadOnlineStatsComplete(bool bWasSuccessful);
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/**
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* Reads a set of stats for a player
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*
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* @param LocalUserNum the local player having their stats queried
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* @param StatsRead holds the names of the stats to be queried and
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* results are copied into the specified object
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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native function bool ReadOnlineStatsForPlayer(byte LocalUserNum, OnlineStatsRead StatsRead);
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/**
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* Reads a set of stats for the specified list of players
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*
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* @param Players the array of unique ids to read stats for
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* @param StatsRead holds the definitions of the tables to read the data from and
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* results are copied into the specified object
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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native function bool ReadOnlineStats(byte LocalUserNum, const out array<UniqueNetId> Players,OnlineStatsRead StatsRead);
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/**
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* Reads a player's stats and all of that player's friends stats for the
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* specified set of stat views. This allows you to easily compare a player's
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* stats to their friends.
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*
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* @param LocalUserNum the local player having their stats and friend's stats read for
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* @param StatsRead holds the definitions of the tables to read the data from and
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* results are copied into the specified object
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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native function bool ReadOnlineStatsForFriends(byte LocalUserNum,OnlineStatsRead StatsRead, optional bool FavoriteFriendsOnly=false, optional int NumToRead = 100);
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/**
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* Reads stats by ranking. This grabs the rows starting at StartIndex through
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* NumToRead and places them in the StatsRead object.
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*
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* @param StatsRead holds the definitions of the tables to read the data from and
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* results are copied into the specified object
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* @param StartIndex the starting rank to begin reads at (1 for top)
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* @param NumToRead the number of rows to read (clamped at 100 underneath)
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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native function bool ReadOnlineStatsByRank(byte LocalUserNum, OnlineStatsRead StatsRead,optional int StartIndex = 1,optional int NumToRead = 100);
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/**
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* Reads stats by ranking centered around a player. This grabs a set of rows
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* above and below the player's current rank
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*
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* @param LocalUserNum the local player having their stats being centered upon
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* @param StatsRead holds the definitions of the tables to read the data from and
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* results are copied into the specified object
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* @param NumRows the number of rows to read above and below the player's rank
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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native function bool ReadOnlineStatsByRankAroundPlayer(byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10);
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/**
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* Adds the delegate to a list used to notify the gameplay code that the stats read has completed
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*
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* @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications
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*/
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function AddReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate)
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{
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if (ReadOnlineStatsCompleteDelegates.Find(ReadOnlineStatsCompleteDelegate) == INDEX_NONE)
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{
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ReadOnlineStatsCompleteDelegates.AddItem(ReadOnlineStatsCompleteDelegate);
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}
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}
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/**
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* Removes the delegate from the notify list
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*
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* @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications
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*/
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function ClearReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate)
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{
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local int RemoveIndex;
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// Find it in the list
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RemoveIndex = ReadOnlineStatsCompleteDelegates.Find(ReadOnlineStatsCompleteDelegate);
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// Only remove if found
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if (RemoveIndex != INDEX_NONE)
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{
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ReadOnlineStatsCompleteDelegates.Remove(RemoveIndex,1);
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}
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}
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/**
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* Cleans up any platform specific allocated data contained in the stats data
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*
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* @param StatsRead the object to handle per platform clean up on
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*/
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native function FreeStats(OnlineStatsRead StatsRead);
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/**
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* Writes out the stats contained within the stats write object to the online
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* subsystem's cache of stats data. Note the new data replaces the old. It does
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* not write the data to the permanent storage until a FlushOnlineStats() call
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* or a session ends. Stats cannot be written without a session or the write
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* request is ignored. No more than 5 stats views can be written to at a time
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* or the write request is ignored.
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*
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* @param SessionName the name of the session to write stats for
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* @param Player the player to write stats for
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* @param StatsWrite the object containing the information to write
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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native function bool WriteOnlineStats(name SessionName, UniqueNetId Player, OnlineStatsWrite StatsWrite);
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/**
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* Commits any changes in the online stats cache to the permanent storage
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*
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* @param SessionName the name of the session having stats flushed
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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function bool FlushOnlineStats(name SessionName)
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{
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}
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/**
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* Delegate called when the stats flush operation has completed
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*
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* @param SessionName the name of the session having stats flushed
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnFlushOnlineStatsComplete(name SessionName,bool bWasSuccessful);
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/**
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* Adds the delegate used to notify the gameplay code that the stats flush has completed
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*
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* @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications
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*/
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function AddFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate)
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{
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}
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/**
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* Clears the delegate used to notify the gameplay code that the stats flush has completed
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*
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* @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications
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*/
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function ClearFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate)
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{
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}
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/**
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* Writes the score data for the match
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*
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* @param SessionName the name of the session to write scores for
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* @param LeaderboardId the leaderboard to write the score information to
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* @param PlayerScores the list of players, teams, and scores they earned
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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function bool WriteOnlinePlayerScores(name SessionName,int LeaderboardId,const out array<OnlinePlayerScore> PlayerScores)
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{
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}
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/**
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* Reads the host's stat guid for synching up stats. Only valid on the host.
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*
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* @return the host's stat guid
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*/
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function string GetHostStatGuid();
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/**
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* Registers the host's stat guid with the client for verification they are part of
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* the stat. Note this is an async task for any backend communication that needs to
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* happen before the registration is deemed complete
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*
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* @param HostStatGuid the host's stat guid
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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function bool RegisterHostStatGuid(const out string HostStatGuid);
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/**
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* Called when the host stat guid registration is complete
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*
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* @param bWasSuccessful whether the registration has completed or not
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*/
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delegate OnRegisterHostStatGuidComplete(bool bWasSuccessful);
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/**
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* Adds the delegate for notifying when the host guid registration is done
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*
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* @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications
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*/
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function AddRegisterHostStatGuidCompleteDelegate(delegate<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate);
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/**
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* Clears the delegate used to notify the gameplay code
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*
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* @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications
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*/
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function ClearRegisterHostStatGuidCompleteDelegateDelegate(delegate<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate);
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/**
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* Reads the client's stat guid that was generated by registering the host's guid
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* Used for synching up stats. Only valid on the client. Only callable after the
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* host registration has completed
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*
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* @return the client's stat guid
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*/
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function string GetClientStatGuid();
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/**
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* Registers the client's stat guid on the host to validate that the client was in the stat.
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* Used for synching up stats. Only valid on the host.
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*
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* @param PlayerId the client's unique net id
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* @param ClientStatGuid the client's stat guid
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*
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* @return TRUE if the call is successful, FALSE otherwise
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*/
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function bool RegisterStatGuid(UniqueNetId PlayerId,const out string ClientStatGuid);
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/**
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* Calculates the aggregate skill from an array of skills.
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*
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* @param Mus - array that holds the mu values
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* @param Sigmas - array that holds the sigma values
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* @param OutAggregateMu - aggregate Mu
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* @param OutAggregateSigma - aggregate Sigma
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*/
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function CalcAggregateSkill(array<double> Mus, array<double> Sigmas, out double OutAggregateMu, out double OutAggregateSigma);
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/**
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* Delegate used when an event subscription is notified
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*
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* @param PlayerNetId: the player whos stat change caused the event to occur
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* @param StatName: the name of the stat that changed
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* @param NewStatValue: the new value of that stat
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*/
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delegate OnStatisticChanged(UniqueNetId PlayerNetId, name StatName, string NewStatValue);
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/**
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* Subscribe and unsubscribe from RTA events.
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* Unfortunately these need to be tied to a User on the recieving end too since that is how the API is defined.
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*
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* @param LocalUserNum: the user that will be subscribed to listen for stat-event changes
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* @param PlayerNetId: the (probably remote) player whos events we want to listen for
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* @param StatName: the name of the stat that we want to get events for
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* @param EventDelegate: the delegate that will be notified when a stat event occurs
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*/
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native function SubscribeToStatisticEvent(byte LocalUserNum, UniqueNetId PlayerNetId, name StatName, delegate<OnStatisticChanged> EventDelegate);
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native function UnsubscribeToStatisticEvent(byte LocalUserNum, UniqueNetId PlayerNetId, name StatName);
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//@HSL_BEGIN_XBOX - JRO - 1/23/2015 - Adding game events to update stats
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function bool SendPlayerSessionStart(byte LocalUserNum, string MultiplayerCorrelationId, int GameplayModeId, int DifficultyLevelId);
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function bool SendPlayerSessionEnd(byte LocalUserNum, string MultiplayerCorrelationId, int GameplayModeId, int DifficultyLevelId, int ExitStatusId);
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function bool SendPlayerSessionPause(byte LocalUserNum, string MultiplayerCorrelationId);
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function bool SendPlayerSessionResume(byte LocalUserNum, string MultiplayerCorrelationId, int GameplayModeId, int DifficultyLevelId);
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function bool SendTestEvent(byte LocalUserNum, string TestStatInstancing, int TestStatParameter);
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//@HSL_END_XBOX
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cpptext
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{
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/**
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* Handles updating of any async tasks that need to be performed
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*
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* @param DeltaTime the amount of time that has passed since the last tick
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*/
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virtual void Tick(FLOAT DeltaTime);
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/**
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* Retrieves or creates the LiveContextUserData for a particular player
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*/
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FXboxLiveContextPlayerData* GetLiveContextDataForLocalPlayer(BYTE LocalUserNum);
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void RemoveXboxLiveContextPlayerData(QWORD Xuid);
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/**
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* Updates each XboxLiveContextPlayerData so that they can handle messages from callbacks received on other threads
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*/
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void TickXboxLiveContextDatas();
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}
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