/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ /** * This interface deals with reading & writing stats to the online subsytem. */ interface OnlineStatsInterface dependson(OnlineStatsRead,OnlineStatsWrite); //@HSL_BEGIN_XBOX /** * Reads a set of stats for a player * * @param LocalUserNum the local player having their stats queried * @param StatsRead holds the names of the stats to be queried and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsForPlayer(byte LocalUserNum, 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 names of the stats to be queried and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStats(byte LocalUserNum, const out array Players, OnlineStatsRead StatsRead); /** * Reads a player's stat and all of that player's friends' stats for the * specified stat name. This allows you to easily compare a player's * stat to their friends'. * * @param LocalUserNum the local player having their stats and friend's stats read * @param StatsRead holds the name of the stat to query and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsForFriends(byte LocalUserNum, OnlineStatsRead StatsRead, optional bool FavoriteFriendsOnly=false, 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 name of a leaderboard to be queried and * results are copied into the specified object * @param StartIndex the starting rank to begin reads at (1 for top) * @param NumToRead the number of rows to read (clamped at 100 underneath) * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsByRank(byte LocalUserNum, OnlineStatsRead StatsRead, optional int StartIndex = 1, optional int NumToRead = 100); //@HSL_END_XBOX /** * 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 name of the leaderboard to be queried and * results are copied into the specified object * @param NumRows the number of rows to read above and below the player's rank * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsByRankAroundPlayer(byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10); /** * Notifies the interested party that the last stats read has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadOnlineStatsComplete(bool bWasSuccessful); /** * Adds the delegate to a list used to notify the gameplay code that the stats read has completed * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddReadOnlineStatsCompleteDelegate(delegate ReadOnlineStatsCompleteDelegate); /** * Removes the delegate from the notify list * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearReadOnlineStatsCompleteDelegate(delegate ReadOnlineStatsCompleteDelegate); /** * Cleans up any platform specific allocated data contained in the stats data * * @param StatsRead the object to handle per platform clean up on */ function FreeStats(OnlineStatsRead StatsRead); /** * Writes out the stats contained within the stats write object to the online * subsystem's cache of stats data. Note the new data replaces the old. It does * not write the data to the permanent storage until a FlushOnlineStats() call * or a session ends. Stats cannot be written without a session or the write * request is ignored. No more than 5 stats views can be written to at a time * or the write request is ignored. * * @param SessionName the name of the session the stats are being written to * @param Player the player to write stats for * @param StatsWrite the object containing the information to write * * @return TRUE if the call is successful, FALSE otherwise */ function bool WriteOnlineStats(name SessionName,UniqueNetId Player,OnlineStatsWrite StatsWrite); /** * Commits any changes in the online stats cache to the permanent storage * * @param SessionName the name of the session having stats flushed for * * @return TRUE if the call is successful, FALSE otherwise */ function bool FlushOnlineStats(name SessionName); /** * Delegate called when the stats flush operation has completed * * @param SessionName the name of the session having stats flushed for * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnFlushOnlineStatsComplete(name SessionName,bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddFlushOnlineStatsCompleteDelegate(delegate FlushOnlineStatsCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearFlushOnlineStatsCompleteDelegate(delegate FlushOnlineStatsCompleteDelegate); /** * Writes the score data for the match * * @param SessionName the name of the session the player stats are being recorded for * @param LeaderboardId the leaderboard to write the score information to * @param PlayerScores the list of players, teams, and scores they earned * * @return TRUE if the call is successful, FALSE otherwise */ function bool WriteOnlinePlayerScores(name SessionName,int LeaderboardId,const out array PlayerScores); /** * Reads the host's stat guid for synching up stats. Only valid on the host. * * @return the host's stat guid */ function string GetHostStatGuid(); /** * Registers the host's stat guid with the client for verification they are part of * the stat. Note this is an async task for any backend communication that needs to * happen before the registration is deemed complete * * @param HostStatGuid the host's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ function bool RegisterHostStatGuid(const out string HostStatGuid); /** * Called when the host stat guid registration is complete * * @param bWasSuccessful whether the registration has completed or not */ delegate OnRegisterHostStatGuidComplete(bool bWasSuccessful); /** * Adds the delegate for notifying when the host guid registration is done * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function AddRegisterHostStatGuidCompleteDelegate(delegate RegisterHostStatGuidCompleteDelegate); /** * Clears the delegate used to notify the gameplay code * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function ClearRegisterHostStatGuidCompleteDelegateDelegate(delegate RegisterHostStatGuidCompleteDelegate); /** * Reads the client's stat guid that was generated by registering the host's guid * Used for synching up stats. Only valid on the client. Only callable after the * host registration has completed * * @return the client's stat guid */ function string GetClientStatGuid(); /** * Registers the client's stat guid on the host to validate that the client was in the stat. * Used for synching up stats. Only valid on the host. * * @param PlayerId the client's unique net id * @param ClientStatGuid the client's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ function bool RegisterStatGuid(UniqueNetId PlayerId,const out string ClientStatGuid); /** * Calculates the aggregate skill from an array of skills. * * @param Mus - array that holds the mu values * @param Sigmas - array that holds the sigma values * @param OutAggregateMu - aggregate Mu * @param OutAggregateSigma - aggregate Sigma */ function CalcAggregateSkill(array Mus, array Sigmas, out double OutAggregateMu, out double OutAggregateSigma); //@HSL_BEGIN_XBOX delegate OnStatisticChanged(UniqueNetId PlayerNetId, name StatName, string NewStatValue); function SubscribeToStatisticEvent(byte LocalUserNum, UniqueNetId PlayerNetId, name StatName, delegate EventDelegate); function UnsubscribeToStatisticEvent(byte LocalUserNum, UniqueNetId PlayerNetId, name StatName); function bool SendPlayerSessionStart(byte LocalUserNum, string MultiplayerCorrelationId, int GameplayModeId, int DifficultyLevelId); function bool SendPlayerSessionEnd(byte LocalUserNum, string MultiplayerCorrelationId, int GameplayModeId, int DifficultyLevelId, int ExitStatusId); function bool SendPlayerSessionPause(byte LocalUserNum, string MultiplayerCorrelationId); function bool SendPlayerSessionResume(byte LocalUserNum, string MultiplayerCorrelationId, int GameplayModeId, int DifficultyLevelId); function bool SendTestEvent(byte LocalUserNum, string TestStatInstancing, int TestStatParameter); //@HSL_END_XBOX