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KF2-Dev-Scripts/Engine/Classes/UIDataStore_OnlineStats.uc
2020-12-13 18:01:13 +03:00

254 lines
6.9 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
/**
* This class is responsible for mapping properties in an OnlineStatsRead
* class to the UI. It maintains a set of different read objects that are
* switched between at run time. This allows you to show leaderboards by
* age (one week, month, year, etc.) from the same UI by having this
* data store just use different query objects
*
* NOTE: Each game needs to derive at least one class from this one in
* order to expose the game's specific stats class(es)
*/
class UIDataStore_OnlineStats extends UIDataStore_Remote
native(inherit)
abstract
transient;
/**
* The OnlineStatsRead derived classes to load and populate the UI with
*/
var array<class<OnlineStatsRead> > StatsReadClasses;
/** Cached FName for faster compares */
var const name StatsReadName;
struct native PlayerNickMetaData
{
/** Cached FName for faster compares */
var const name PlayerNickName;
/** The name displayed in column headings in the UI */
var localized string PlayerNickColumnName;
};
var const PlayerNickMetaData PlayerNickData;
struct native RankMetaData
{
/** Cached FName for faster compares */
var const name RankName;
/** The name displayed in column headings in the UI */
var localized string RankColumnName;
};
/** Cached FName for faster compares */
var const RankMetaData RankNameMetaData;
/** Cached FName for faster compares */
var const name TotalRowsName;
/** The set of stats read objects that will be used for display purposes */
var array<OnlineStatsRead> StatsReadObjects;
/**
* The OnlineStatsRead object that will be exposed to the UI. One of the objects
* from the array above. The game specific version of this class needs to change
* the current setting based on its rules
*/
var OnlineStatsRead StatsRead;
/** The types of stats to fetch */
enum EStatsFetchType
{
/** The player's stats */
SFT_Player,
/** The player and people above/below them */
SFT_CenteredOnPlayer,
/** The player's frinds list and them */
SFT_Friends,
/** The top n ranked players */
SFT_TopRankings,
};
/** The current type to read */
var EStatsFetchType CurrentReadType;
/** The stats interface to use for reading stats data */
var OnlineStatsInterface StatsInterface;
/** The player interface to use for performing player specific functions */
var OnlinePlayerInterface PlayerInterface;
cpptext
{
protected:
// UIDataStore interface
/**
* Loads and creates an instance of the registered stats read object
*/
virtual void InitializeDataStore(void);
}
/**
* Grabs the interface pointers and sets the read delegate
*/
event Init()
{
local OnlineSubsystem OnlineSub;
OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
if ( OnlineSub != None )
{
// Grab the stats and player interfaces
StatsInterface = OnlineSub.StatsInterface;
PlayerInterface = OnlineSub.PlayerInterface;
// Set the delegate that tells the UI to refresh
StatsInterface.AddReadOnlineStatsCompleteDelegate(OnReadComplete);
}
}
/**
* This function should be overloaded with a game specific version. It is used
* to determine which search class to use and in which mode
*/
function SetStatsReadInfo()
{
StatsRead = StatsReadObjects[0];
CurrentReadType = SFT_Player;
}
/**
* Tells the online subsystem to re-read the stats data using the current read
* mode and the current object to add the results to
*/
event bool RefreshStats(byte ControllerIndex)
{
SetStatsReadInfo();
// Clear the previous results and tell the UI to update
StatsInterface.FreeStats(StatsRead);
OnReadComplete(true);
// Figure out what type of stats read we are doing
switch (CurrentReadType)
{
case SFT_Player:
//@HSL_BEGIN_XBOX
if (StatsInterface.ReadOnlineStatsForPlayer(ControllerIndex, StatsRead) == false)
//@HSL_END_XBOX
{
// Clear the delegate that tells the UI to refresh
`warn("Querying Player failed.");
return false;
}
return true;
case SFT_CenteredOnPlayer:
if (StatsInterface.ReadOnlineStatsByRankAroundPlayer(ControllerIndex, StatsRead, 10) == false)
{
// Clear the delegate that tells the UI to refresh
`warn("Querying CenteredOnPlayer failed.");
return false;
}
return true;
case SFT_Friends:
if (StatsInterface.ReadOnlineStatsForFriends(ControllerIndex, StatsRead) == false)
{
// Clear the delegate that tells the UI to refresh
`warn("Querying Friends failed.");
return false;
}
return true;
case SFT_TopRankings:
//@todo joeg -- expose a way to do virtual paging...different Kismet object?
//@HSL_BEGIN_XBOX
if (StatsInterface.ReadOnlineStatsByRank(ControllerIndex, StatsRead) == false)
//@HSL_END_XBOX
{
// Clear the delegate that tells the UI to refresh
`log("Querying Top Rankings failed.");
return false;
}
return true;
}
}
/**
* Displays the gamercard for the specified list index
*
* @param ConrollerIndex the ControllerId for the player displaying the gamercard
* @param ListIndex the item in the list to display the gamercard for
*/
event bool ShowGamercard(byte ConrollerIndex,int ListIndex)
{
local OnlineSubsystem OnlineSub;
local OnlinePlayerInterfaceEx PlayerExt;
local UniqueNetId PlayerId;
// Validate the specified index is within the stats results
if (ListIndex >= 0 && ListIndex < StatsRead.Rows.Length)
{
OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
if (OnlineSub != None)
{
PlayerExt = OnlineSub.PlayerInterfaceEx;
if (PlayerExt != None)
{
// Get the player id of the player we are going to show the gamer card of
PlayerId = StatsRead.Rows[ListIndex].PlayerId;
// Show the gamer card
return PlayerExt.ShowGamerCardUI(ConrollerIndex,PlayerId);
}
else
{
`warn("OnlineSubsystem does not support the extended player interface. Can't show gamercard");
}
}
else
{
`warn("No OnlineSubsystem present. Can't show gamercard");
}
}
else
{
`warn("Invalid index ("$ListIndex$") specified for online game to show the gamercard of");
}
}
/**
* Called by the online subsystem when the stats read has completed
*
* @param bWasSuccessful whether the stats read was successful or not
*/
function OnReadComplete(bool bWasSuccessful)
{
// If the call worked, sort the items before telling the list to refresh
if (bWasSuccessful)
{
SortResultsByRank(StatsRead);
}
//@todo - display a message box upon error?
// Notify any subscribers that we have new data
RefreshSubscribers();
}
/**
* Sorts the returned results by their rank (lowest to highest)
*/
native static function SortResultsByRank(OnlineStatsRead StatsToSort);
defaultproperties
{
// Change this value in the derived class
Tag=OnlineStats
StatsReadName=StatsReadResults
PlayerNickData=(PlayerNickName="Player Nick")
RankNameMetaData=(RankName="Rank")
TotalRowsName="TotalRows"
}