This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
450 lines
12 KiB
C++
450 lines
12 KiB
C++
#include "stdafx.h"
|
||
|
||
#include "MultiPlayerLocalPlayer.h"
|
||
|
||
#include "..\Minecraft.World\LevelSettings.h"
|
||
#include "..\Minecraft.World\LevelData.h"
|
||
#include "..\Minecraft.World\Level.h"
|
||
|
||
#include "TelemetryManager.h"
|
||
|
||
#if !defined(_DURANGO) && !defined(_XBOX)
|
||
|
||
CTelemetryManager *TelemetryManager = new CTelemetryManager();
|
||
|
||
#endif
|
||
|
||
HRESULT CTelemetryManager::Init()
|
||
{
|
||
return S_OK;
|
||
}
|
||
|
||
HRESULT CTelemetryManager::Tick()
|
||
{
|
||
return S_OK;
|
||
}
|
||
|
||
HRESULT CTelemetryManager::Flush()
|
||
{
|
||
return S_OK;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordPlayerSessionStart(int iPad)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordPlayerSessionExit(int iPad, int exitStatus)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordHeartBeat(int iPad)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordLevelStart(int iPad, ESen_FriendOrMatch friendsOrMatch, ESen_CompeteOrCoop competeOrCoop, int difficulty, int numberOfLocalPlayers, int numberOfOnlinePlayers)
|
||
{
|
||
if(iPad == ProfileManager.GetPrimaryPad() ) m_bFirstFlush = true;
|
||
|
||
++m_levelInstanceID;
|
||
m_fLevelStartTime[iPad] = app.getAppTime();
|
||
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordLevelExit(int iPad, ESen_LevelExitStatus levelExitStatus)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordLevelSaveOrCheckpoint(int iPad, int saveOrCheckPointID, int saveSizeInBytes)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordLevelResume(int iPad, ESen_FriendOrMatch friendsOrMatch, ESen_CompeteOrCoop competeOrCoop, int difficulty, int numberOfLocalPlayers, int numberOfOnlinePlayers, int saveOrCheckPointID)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordPauseOrInactive(int iPad)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordUnpauseOrActive(int iPad)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordMenuShown(int iPad, EUIScene menuID, int optionalMenuSubID)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordAchievementUnlocked(int iPad, int achievementID, int achievementGamerscore)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordMediaShareUpload(int iPad, ESen_MediaDestination mediaDestination, ESen_MediaType mediaType)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordUpsellPresented(int iPad, ESen_UpsellID upsellId, int marketplaceOfferID)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordUpsellResponded(int iPad, ESen_UpsellID upsellId, int marketplaceOfferID, ESen_UpsellOutcome upsellOutcome)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordPlayerDiedOrFailed(int iPad, int lowResMapX, int lowResMapY, int lowResMapZ, int mapID, int playerWeaponID, int enemyWeaponID, ETelemetryChallenges enemyTypeID)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordEnemyKilledOrOvercome(int iPad, int lowResMapX, int lowResMapY, int lowResMapZ, int mapID, int playerWeaponID, int enemyWeaponID, ETelemetryChallenges enemyTypeID)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordTexturePackLoaded(int iPad, int texturePackId, bool purchased)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordSkinChanged(int iPad, int dwSkinId)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordBanLevel(int iPad)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool CTelemetryManager::RecordUnBanLevel(int iPad)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
|
||
///////////////////////////////////////////////////////////////////
|
||
// 4J-JEV: FOLLOWING LOGIC TAKEN FROM XBOX 'SentientManager.cpp' //
|
||
///////////////////////////////////////////////////////////////////
|
||
|
||
|
||
/*
|
||
Number of seconds elapsed since Sentient initialize.
|
||
Title needs to track this and report it as a property.
|
||
These times will be used to create timelines and understand durations.
|
||
This should be tracked independently of saved games (restoring a save should not reset the seconds since initialize)
|
||
*/
|
||
INT CTelemetryManager::GetSecondsSinceInitialize()
|
||
{
|
||
return (INT)(app.getAppTime() - m_initialiseTime);
|
||
}
|
||
|
||
/*
|
||
An in-game setting that significantly differentiates the play style of the game.
|
||
(This should be captured as an integer and correspond to mode specific to the game.)
|
||
Teams will have to provide the game mappings that correspond to the integers.
|
||
The intent is to allow teams to capture data on the highest level categories of gameplay in their game.
|
||
For example, a game mode could be the name of the specific mini game (eg: golf vs darts) or a specific multiplayer mode (eg: hoard vs beast.) ModeID = 0 means undefined or unknown.
|
||
The intent is to answer the question "How are players playing your game?"
|
||
*/
|
||
INT CTelemetryManager::GetMode(DWORD dwUserId)
|
||
{
|
||
INT mode = (INT)eTelem_ModeId_Undefined;
|
||
|
||
Minecraft *pMinecraft = Minecraft::GetInstance();
|
||
|
||
if( pMinecraft->localplayers[dwUserId] != NULL && pMinecraft->localplayers[dwUserId]->level != NULL && pMinecraft->localplayers[dwUserId]->level->getLevelData() != NULL )
|
||
{
|
||
GameType *gameType = pMinecraft->localplayers[dwUserId]->level->getLevelData()->getGameType();
|
||
|
||
if (gameType->isSurvival())
|
||
{
|
||
mode = (INT)eTelem_ModeId_Survival;
|
||
}
|
||
else if (gameType->isCreative())
|
||
{
|
||
mode = (INT)eTelem_ModeId_Creative;
|
||
}
|
||
else
|
||
{
|
||
mode = (INT)eTelem_ModeId_Undefined;
|
||
}
|
||
}
|
||
return mode;
|
||
}
|
||
|
||
/*
|
||
Used when a title has more heirarchy required.
|
||
OptionalSubMode ID = 0 means undefined or unknown.
|
||
For titles that have sub-modes (Sports/Football).
|
||
Mode is always an indicator of "How is the player choosing to play my game?" so these do not have to be consecutive.
|
||
LevelIDs and SubLevelIDs can be reused as they will always be paired with a Mode/SubModeID, Mode should be unique - SubMode can be shared between modes.
|
||
*/
|
||
INT CTelemetryManager::GetSubMode(DWORD dwUserId)
|
||
{
|
||
INT subMode = (INT)eTelem_SubModeId_Undefined;
|
||
|
||
if(Minecraft::GetInstance()->isTutorial())
|
||
{
|
||
subMode = (INT)eTelem_SubModeId_Tutorial;
|
||
}
|
||
else
|
||
{
|
||
subMode = (INT)eTelem_SubModeId_Normal;
|
||
}
|
||
|
||
return subMode;
|
||
}
|
||
|
||
/*
|
||
This is a more granular view of mode, allowing teams to get a sense of the levels or maps players are playing and providing some insight into how players progress through a game.
|
||
Teams will have to provide the game mappings that correspond to the integers.
|
||
The intent is that a level is highest level at which modes can be dissected and provides an indication of player progression in a game.
|
||
The intent is that level start and ends do not occur more than every 2 minutes or so, otherwise the data reported will be difficult to understand.
|
||
Levels are unique only within a given modeID - so you can have a ModeID =1, LevelID =1 and a different ModeID=2, LevelID = 1 indicate two completely different levels.
|
||
LevelID = 0 means undefined or unknown.
|
||
*/
|
||
INT CTelemetryManager::GetLevelId(DWORD dwUserId)
|
||
{
|
||
INT levelId = (INT)eTelem_LevelId_Undefined;
|
||
|
||
levelId = (INT)eTelem_LevelId_PlayerGeneratedLevel;
|
||
|
||
return levelId;
|
||
}
|
||
|
||
/*
|
||
Used when a title has more heirarchy required. OptionalSubLevel ID = 0 means undefined or unknown.
|
||
For titles that have sub-levels.
|
||
Level is always an indicator of "How far has the player progressed." so when possible these should be consecutive or at least monotonically increasing.
|
||
LevelIDs and SubLevelIDs can be reused as they will always be paired with a Mode/SubModeID
|
||
*/
|
||
INT CTelemetryManager::GetSubLevelId(DWORD dwUserId)
|
||
{
|
||
INT subLevelId = (INT)eTelem_SubLevelId_Undefined;
|
||
|
||
Minecraft *pMinecraft = Minecraft::GetInstance();
|
||
|
||
if(pMinecraft->localplayers[dwUserId] != NULL)
|
||
{
|
||
switch(pMinecraft->localplayers[dwUserId]->dimension)
|
||
{
|
||
case 0:
|
||
subLevelId = (INT)eTelem_SubLevelId_Overworld;
|
||
break;
|
||
case -1:
|
||
subLevelId = (INT)eTelem_SubLevelId_Nether;
|
||
break;
|
||
case 1:
|
||
subLevelId = (INT)eTelem_SubLevelId_End;
|
||
break;
|
||
};
|
||
}
|
||
|
||
return subLevelId;
|
||
}
|
||
|
||
/*
|
||
Build version of the title, used to track changes in development as well as patches/title updates
|
||
Allows developer to separate out stats from different builds
|
||
*/
|
||
INT CTelemetryManager::GetTitleBuildId()
|
||
{
|
||
return (INT)VER_PRODUCTBUILD;
|
||
}
|
||
|
||
/*
|
||
Generated by the game every time LevelStart or LevelResume is called.
|
||
This should be a unique ID (can be sequential) within a session.
|
||
Helps differentiate level attempts when a play plays the same mode/level - especially with aggregated stats
|
||
*/
|
||
INT CTelemetryManager::GetLevelInstanceID()
|
||
{
|
||
return (INT)m_levelInstanceID;
|
||
}
|
||
|
||
/*
|
||
MultiplayerinstanceID is a title-generated value that is the same for all players in the same multiplayer session.
|
||
Link up players into a single multiplayer session ID.
|
||
*/
|
||
INT CTelemetryManager::GetMultiplayerInstanceID()
|
||
{
|
||
return m_multiplayerInstanceID;
|
||
}
|
||
|
||
INT CTelemetryManager::GenerateMultiplayerInstanceId()
|
||
{
|
||
#if defined(_DURANGO) || defined(_XBOX)
|
||
FILETIME SystemTimeAsFileTime;
|
||
GetSystemTimeAsFileTime( &SystemTimeAsFileTime );
|
||
return *((INT *)&SystemTimeAsFileTime.dwLowDateTime);
|
||
#else
|
||
return 0;
|
||
#endif
|
||
}
|
||
|
||
void CTelemetryManager::SetMultiplayerInstanceId(INT value)
|
||
{
|
||
m_multiplayerInstanceID = value;
|
||
}
|
||
|
||
/*
|
||
Indicates whether the game is being played in single or multiplayer mode and whether multiplayer is being played locally or over live.
|
||
How social is your game? How do people play it?
|
||
*/
|
||
INT CTelemetryManager::GetSingleOrMultiplayer()
|
||
{
|
||
INT singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Undefined;
|
||
|
||
// Unused
|
||
//eSen_SingleOrMultiplayer_Single_Player
|
||
//eSen_SingleOrMultiplayer_Multiplayer_Live
|
||
|
||
if(app.GetLocalPlayerCount() == 1 && g_NetworkManager.GetOnlinePlayerCount() == 0)
|
||
{
|
||
singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Single_Player;
|
||
}
|
||
else if(app.GetLocalPlayerCount() > 1 && g_NetworkManager.GetOnlinePlayerCount() == 0)
|
||
{
|
||
singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Multiplayer_Local;
|
||
}
|
||
else if(app.GetLocalPlayerCount() == 1 && g_NetworkManager.GetOnlinePlayerCount() > 0)
|
||
{
|
||
singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Multiplayer_Live;
|
||
}
|
||
else if(app.GetLocalPlayerCount() > 1 && g_NetworkManager.GetOnlinePlayerCount() > 0)
|
||
{
|
||
singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Multiplayer_Both_Local_and_Live;
|
||
}
|
||
|
||
return singleOrMultiplayer;
|
||
}
|
||
|
||
/*
|
||
An in-game setting that differentiates the challenge imposed on the user.
|
||
Normalized to a standard 5-point scale. Are players changing the difficulty?
|
||
*/
|
||
INT CTelemetryManager::GetDifficultyLevel(INT diff)
|
||
{
|
||
INT difficultyLevel = (INT)eSen_DifficultyLevel_Undefined;
|
||
|
||
switch(diff)
|
||
{
|
||
case 0:
|
||
difficultyLevel = (INT)eSen_DifficultyLevel_Easiest;
|
||
break;
|
||
case 1:
|
||
difficultyLevel = (INT)eSen_DifficultyLevel_Easier;
|
||
break;
|
||
case 2:
|
||
difficultyLevel = (INT)eSen_DifficultyLevel_Normal;
|
||
break;
|
||
case 3:
|
||
difficultyLevel = (INT)eSen_DifficultyLevel_Harder;
|
||
break;
|
||
}
|
||
|
||
// Unused
|
||
//eSen_DifficultyLevel_Hardest = 5,
|
||
|
||
return difficultyLevel;
|
||
}
|
||
|
||
/*
|
||
Differentiates trial/demo from full purchased titles
|
||
Is this a full title or demo?
|
||
*/
|
||
INT CTelemetryManager::GetLicense()
|
||
{
|
||
INT license = eSen_License_Undefined;
|
||
|
||
if(ProfileManager.IsFullVersion())
|
||
{
|
||
license = (INT)eSen_License_Full_Purchased_Title;
|
||
}
|
||
else
|
||
{
|
||
license = (INT)eSen_License_Trial_or_Demo;
|
||
}
|
||
return license;
|
||
}
|
||
|
||
/*
|
||
This is intended to capture whether players played using default control scheme or customized the control scheme.
|
||
Are players customizing your controls?
|
||
*/
|
||
INT CTelemetryManager::GetDefaultGameControls()
|
||
{
|
||
INT defaultGameControls = eSen_DefaultGameControls_Undefined;
|
||
|
||
// Unused
|
||
//eSen_DefaultGameControls_Custom_controls
|
||
|
||
defaultGameControls = eSen_DefaultGameControls_Default_controls;
|
||
|
||
return defaultGameControls;
|
||
}
|
||
|
||
/*
|
||
Are players changing default audio settings?
|
||
This is intended to capture whether players are playing with or without volume and whether they make changes from the default audio settings.
|
||
*/
|
||
INT CTelemetryManager::GetAudioSettings(DWORD dwUserId)
|
||
{
|
||
INT audioSettings = (INT)eSen_AudioSettings_Undefined;
|
||
|
||
if(dwUserId == ProfileManager.GetPrimaryPad())
|
||
{
|
||
BYTE volume = app.GetGameSettings(dwUserId,eGameSetting_SoundFXVolume);
|
||
|
||
if(volume == 0)
|
||
{
|
||
audioSettings = (INT)eSen_AudioSettings_Off;
|
||
}
|
||
else if(volume == DEFAULT_VOLUME_LEVEL)
|
||
{
|
||
audioSettings = (INT)eSen_AudioSettings_On_Default;
|
||
}
|
||
else
|
||
{
|
||
audioSettings = (INT)eSen_AudioSettings_On_CustomSetting;
|
||
}
|
||
}
|
||
return audioSettings;
|
||
}
|
||
|
||
/*
|
||
Refers to the highest level performance metric for your game.
|
||
For example, a performance metric could points earned, race time, total kills, etc.
|
||
This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
|
||
How far did users progress before failing/exiting the level?
|
||
*/
|
||
INT CTelemetryManager::GetLevelExitProgressStat1()
|
||
{
|
||
// 4J Stu - Unused
|
||
return 0;
|
||
}
|
||
|
||
/*
|
||
Refers to the highest level performance metric for your game.
|
||
For example, a performance metric could points earned, race time, total kills, etc.
|
||
This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
|
||
How far did users progress before failing/exiting the level?
|
||
*/
|
||
INT CTelemetryManager::GetLevelExitProgressStat2()
|
||
{
|
||
// 4J Stu - Unused
|
||
return 0;
|
||
} |