Play Games Services Game Stats

Native API for Play Games Services Game Stats.

Summary

Typedefs

PgsGameStatsClient_RecordEventImmediateCallback)(PgsStatusCode status_code, void *user_data) typedef
void(*
Callback for PgsGameStatsClient_recordEventImmediate.
PgsGameStatsClient_RecordEventsImmediateCallback)(PgsStatusCode status_code, void *user_data) typedef
void(*
Callback for PgsGameStatsClient_recordEventsImmediate.

Functions

PgsGameStatsClient_recordEvent(PgsGameStatsClient *client, PgsPlayerGameEvent *event)
void
Records a single player game event.
PgsGameStatsClient_recordEventImmediate(PgsGameStatsClient *client, PgsPlayerGameEvent *event, PgsGameStatsClient_RecordEventImmediateCallback callback, void *user_data)
void
Records a single player game event immediately.
PgsGameStatsClient_recordEvents(PgsGameStatsClient *client, const PgsPlayerGameEvent *events, int32_t events_count)
void
Records a list of player game events.
PgsGameStatsClient_recordEventsImmediate(PgsGameStatsClient *client, const PgsPlayerGameEvent *events, int32_t events_count, PgsGameStatsClient_RecordEventsImmediateCallback callback, void *user_data)
void
Records a list of player game events immediately.
PgsGameStatsClient_requestEventsUpload(PgsGameStatsClient *client)
void
Requests an upload of player game events.

Typedefs

PgsGameStatsClient_RecordEventImmediateCallback

void(* PgsGameStatsClient_RecordEventImmediateCallback)(PgsStatusCode status_code, void *user_data)

Callback for PgsGameStatsClient_recordEventImmediate.

This is invoked after the asynchronous operation to record the event completes or fails.

Details
Parameters
status_code
Result of the operation. PGS_STATUS_SUCCESS on success.
user_data
Pointer to the user-provided data passed in the original call.

PgsGameStatsClient_RecordEventsImmediateCallback

void(* PgsGameStatsClient_RecordEventsImmediateCallback)(PgsStatusCode status_code, void *user_data)

Callback for PgsGameStatsClient_recordEventsImmediate.

This is invoked after the asynchronous operation to record the events completes or fails.

Details
Parameters
status_code
Result of the operation. PGS_STATUS_SUCCESS on success.
user_data
Pointer to the user-provided data passed in the original call.

Functions

PgsGameStatsClient_recordEvent

void PgsGameStatsClient_recordEvent(
  PgsGameStatsClient *client,
  PgsPlayerGameEvent *event
)

Records a single player game event.

This method operates in a "fire-and-forget" manner. The event is buffered locally for background upload. Note that the event may not be sent to the server until the next scheduled sync. See PgsGameStatsClient_requestEventsUpload() if you need to trigger an upload of buffered events.

Details
Parameters
client
The client handle.
event
The player game event to record.

PgsGameStatsClient_recordEventImmediate

void PgsGameStatsClient_recordEventImmediate(
  PgsGameStatsClient *client,
  PgsPlayerGameEvent *event,
  PgsGameStatsClient_RecordEventImmediateCallback callback,
  void *user_data
)

Records a single player game event immediately.

This method attempts to record the event locally and invokes the callback when the local write is successful. Note that the event is still buffered locally for background upload. See PgsGameStatsClient_requestEventsUpload() if you need to trigger an upload of buffered events.

Details
Parameters
client
The client handle.
event
The player game event to record.
callback
Function to be called with the result of the asynchronous operation. See PgsGameStatsClient_RecordEventImmediateCallback.
user_data
Arbitrary data pointer to be passed back to the callback.

PgsGameStatsClient_recordEvents

void PgsGameStatsClient_recordEvents(
  PgsGameStatsClient *client,
  const PgsPlayerGameEvent *events,
  int32_t events_count
)

Records a list of player game events.

This method operates in a "fire-and-forget" manner. The events are buffered locally for background upload. Note that the events may not be sent to the server until the next scheduled sync. See PgsGameStatsClient_requestEventsUpload() if you need to trigger an upload of buffered events.

Batching events into a list is more efficient than calling PgsGameStatsClient_recordEvent() multiple times in rapid succession.

Details
Parameters
client
The client handle.
events
An array of player game events to record.
events_count
The number of events in the array.

PgsGameStatsClient_recordEventsImmediate

void PgsGameStatsClient_recordEventsImmediate(
  PgsGameStatsClient *client,
  const PgsPlayerGameEvent *events,
  int32_t events_count,
  PgsGameStatsClient_RecordEventsImmediateCallback callback,
  void *user_data
)

Records a list of player game events immediately.

This method attempts to record the events locally and invokes the callback when the local write is successful. Note that the events are still buffered locally for background upload. See PgsGameStatsClient_requestEventsUpload() if you need to trigger an upload of buffered events.

Batching events into a list is more efficient than calling PgsGameStatsClient_recordEventImmediate() multiple times in rapid succession.

Details
Parameters
client
The client handle.
events
An array of player game events to record.
events_count
The number of events in the array.
callback
Function to be called with the result of the asynchronous operation. See PgsGameStatsClient_RecordEventsImmediateCallback.
user_data
Arbitrary data pointer to be passed back to the callback.

PgsGameStatsClient_requestEventsUpload

void PgsGameStatsClient_requestEventsUpload(
  PgsGameStatsClient *client
)

Requests an upload of player game events.

This method operates in a "fire-and-forget" manner. It requests an asynchronous background upload of all locally buffered events. Locally stored events are cleared upon successful upload.

Details
Parameters
client
The client handle.