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#pragma once
// 4J Stu - Enums as defined by the common Sentient telemetry format
//##################################
// DO NOT CHANGE ANY OF THESE VALUES
//##################################
/*************************************
AudioSettings
*************************************
Are players changing default audio settings?
*/
enum ESen_AudioSettings
{
eSen_AudioSettings_Undefined = 0,
eSen_AudioSettings_Off = 1,
eSen_AudioSettings_On_Default = 2,
eSen_AudioSettings_On_CustomSetting = 3,
};
/*************************************
CompeteOrCoop
*************************************
Indicates whether players are playing a cooperative mode or a competitive mode.
*/
enum ESen_CompeteOrCoop
{
eSen_CompeteOrCoop_Undefined = 0,
eSen_CompeteOrCoop_Cooperative = 1,
eSen_CompeteOrCoop_Competitive = 2,
eSen_CompeteOrCoop_Coop_and_Competitive = 3,
};
/*************************************
DefaultGameControls
*************************************
This is intended to capture whether players played using default control scheme or customized the control scheme.
*/
enum ESen_DefaultGameControls
{
eSen_DefaultGameControls_Undefined = 0,
eSen_DefaultGameControls_Default_controls = 1,
eSen_DefaultGameControls_Custom_controls = 2,
};
/*************************************
DifficultyLevel
*************************************
An in-game setting that differentiates the challenge imposed on the user. Normalized to a standard 5-point scale.
*/
enum ESen_DifficultyLevel
{
eSen_DifficultyLevel_Undefined = 0,
eSen_DifficultyLevel_Easiest = 1,
eSen_DifficultyLevel_Easier = 2,
eSen_DifficultyLevel_Normal = 3,
eSen_DifficultyLevel_Harder = 4,
eSen_DifficultyLevel_Hardest = 5,
};
/*************************************
GameInputType
*************************************
Used to determine the different modes of input used in the game. For gamepad/keyboard/mouse usage, it is not necessary to call this for every single input.
Also, if polling is used, calling this event occasionally may also work.
*/
enum ESen_GameInputType
{
eSen_GameInputType_Undefined = 0,
eSen_GameInputType_Xbox_Controller = 1,
eSen_GameInputType_Gesture = 2,
eSen_GameInputType_Voice = 3,
eSen_GameInputType_Voice_and_Gesture_Together = 4,
eSen_GameInputType_Touch = 5,
eSen_GameInputType_Keyboard = 6,
eSen_GameInputType_Mouse = 7,
};
/*************************************
LevelExitStatus
*************************************
Indicates whether the player successfully completed the level. Critical for understanding the difficulty of a game with checkpoints or saves.
*/
enum ESen_LevelExitStatus
{
eSen_LevelExitStatus_Undefined = 0,
eSen_LevelExitStatus_Exited = 1,
eSen_LevelExitStatus_Succeeded = 2,
eSen_LevelExitStatus_Failed = 3,
};
/*************************************
License
*************************************
Differentiates trial/demo from full purchased titles
*/
enum ESen_License
{
eSen_License_Undefined = 0,
eSen_License_Trial_or_Demo = 1,
eSen_License_Full_Purchased_Title = 2,
};
/*************************************
MediaDestination
*************************************
Tracks where media is uploaded to (like facebook)
*/
enum ESen_MediaDestination
{
ESen_MediaDestination_Undefined = 0,
ESen_MediaDestination_Kinect_Share = 1,
ESen_MediaDestination_Facebook = 2,
ESen_MediaDestination_YouTube = 3,
ESen_MediaDestination_Other = 4
};
/*************************************
MediaType
*************************************
Used to capture the type of media players are uploading to KinectShare
*/
enum ESen_MediaType
{
eSen_MediaType_Undefined = 0,
eSen_MediaType_Picture = 1,
eSen_MediaType_Video = 2,
eSen_MediaType_Other_UGC = 3,
};
/*************************************
SingleOrMultiplayer
*************************************
Indicates whether the game is being played in single or multiplayer mode and whether multiplayer is being played locally or over live.
*/
enum ESen_SingleOrMultiplayer
{
eSen_SingleOrMultiplayer_Undefined = 0,
eSen_SingleOrMultiplayer_Single_Player = 1,
eSen_SingleOrMultiplayer_Multiplayer_Local = 2,
eSen_SingleOrMultiplayer_Multiplayer_Live = 3,
eSen_SingleOrMultiplayer_Multiplayer_Both_Local_and_Live = 4,
};
/*************************************
FriendOrMatch
*************************************
Are players playing with friends or were they matched?
*/
enum ESen_FriendOrMatch
{
eSen_FriendOrMatch_Undefined = 0, // (use if a single player game)
eSen_FriendOrMatch_Playing_With_Invited_Friends = 1,
eSen_FriendOrMatch_Playing_With_Match_Made_Opponents = 2,
eSen_FriendOrMatch_Playing_With_Both_Friends_And_Matched_Opponents = 3,
eSen_FriendOrMatch_Joined_Through_An_Xbox_Live_Party = 4,
eSen_FriendOrMatch_Joined_Through_An_In_Game_Party = 5,
};
/*************************************
UpsellID
*************************************
Which upsell has been presented?
*/
enum ESen_UpsellID
{
eSen_UpsellID_Undefined = 0,
eSen_UpsellID_Full_Version_Of_Game = 1,
// Added TU3
eSet_UpsellID_Skin_DLC = 2,
eSet_UpsellID_Texture_DLC = 3,
//2-max= Up to game
};
/*************************************
UpsellOutcome
*************************************
What was the outcome of the upsell?
*/
enum ESen_UpsellOutcome
{
eSen_UpsellOutcome_Undefined = 0,
eSen_UpsellOutcome_Accepted = 1,
eSen_UpsellOutcome_Declined = 2,
eSen_UpsellOutcome_Went_To_Guide = 3,
eSen_UpsellOutcome_Other = 4,
};
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