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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/Common/Telemetry/TelemetryManager.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.Client/Common/Telemetry/TelemetryManager.cpp')
-rw-r--r--Minecraft.Client/Common/Telemetry/TelemetryManager.cpp450
1 files changed, 450 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/Telemetry/TelemetryManager.cpp b/Minecraft.Client/Common/Telemetry/TelemetryManager.cpp
new file mode 100644
index 00000000..4b04b19c
--- /dev/null
+++ b/Minecraft.Client/Common/Telemetry/TelemetryManager.cpp
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+#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  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  in the level before exiting.
+How far did users progress before failing/exiting the level?
+*/
+INT CTelemetryManager::GetLevelExitProgressStat2()
+{
+ // 4J Stu - Unused
+ return 0;
+} \ No newline at end of file