struct IStatsTrack : public INetworkInterface { };
INetworkService.h
Player/Team id semantic differ from ServerReport, as ServerReport is stateless, and StatsTrack is not
virtual int AddPlayer(int id) = 0;
player
virtual int AddTeam(int id) = 0;
team
virtual void EndGame() = 0;
send data off
virtual void PlayerConnected(int id) = 0;
user returned to game
virtual void PlayerDisconnected(int id) = 0;
user left the game
virtual void Reset() = 0;
reset game... don't send anything
virtual void SetListener(IStatsTrackListener*) = 0;
virtual void SetPlayerValue(int, int key, const char* value) = 0;
virtual void SetPlayerValue(int, int key, int value) = 0;
virtual void SetServerValue(int key, const char* value) = 0;
virtual void SetServerValue(int key, int value) = 0;
virtual void SetTeamValue(int, int key, const char* value) = 0;
virtual void SetTeamValue(int, int key, int value) = 0;
virtual void StartGame() = 0;
clear data