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// class binded to engine
class StatsEventMeasuresData
{
string m_CharacterId; //!< character ID
int m_TimeInterval; //!< amount of real time in seconds covered by this event
int m_DaytimeHour; //!< current daytime in gameplay (hour in 24h format)
vector m_PositionStart; //!< player world position at the start of interval
vector m_PositionEnd; //!< player world position at the end of interval
float m_DistanceOnFoot; //!< traveled distance on foot (meters) during interval
float m_DistanceVehicle; //!< traveled distance (meters) in vehicle during interval
float m_TimeVONIn; //!< amount of time in seconds with inbound VON during interval
float m_TimeVONOut; //!< amount of time in seconds with outbound VON during interval
int m_CntLootAny; //!< count of any loot collected during interval
int m_CntLootFood; //!< count of any food or consumables collected during interval
int m_CntLootCloth; //!< count of cloth collected during interval
int m_CntLootFirearm; //!< count of firearms collected during interval
int m_CntLootAmmo; //!< count of ammo collected during interval
int m_CntKillInfected; //!< count of infected kills during interval
int m_CntConsumedFood; //!< count of consumed food during interval
int m_CntConsumedWater; //!< count of consumed water during interval
int m_HealthRestored; //!< number of health point restored during interval
int m_CntFiredAmmo; //!< firearm rounds fired during interval
int m_CntCraftedItem; //!< number of items crafted during interval
// listStatus // state metric of health, hunger, thirst, etc... when event is created/send
int m_HealthStatus; //!< state of health (current state)
int m_BloodStatus; //!< state of blood (current state)
int m_SicknessStatus; //!< state of sickness (current state)
int m_TemperatureStatus; //!< state of temperature (current state)
int m_FoodStatus; //!< state of food (hunger) (current state)
int m_HydrationStatus; //!< state of hydration (thirst) (current state)
};
// class binded to engine
class StatsEventDeathData
{
string m_CharacterId; //!< character ID
int m_CharacterLifetime; //!< lifetime of character in seconds
string m_Cause; //!< cause of death (hunger, sickness, player-killed, zombie-killed...)
string m_WeaponName; //!< name of weapon which caused death
float m_Distance; //!< distance in meters (rounded) from spawn position to death position
vector m_Position; //!< position of player when died
int m_ListDamages[5]; //!< list of damages (5 values) during last n sec. For example: {20, 80, 0, 0, 0}
};
// class binded to engine
class StatsEventScoredKillData
{
string m_CharacterId; //!< character ID
string m_WeaponName; //!< name of weapon which killed player (victim)
int m_KillDistance; //!< distance in meters (rounded) between killer and victim
vector m_PositionKiller; //!< position of killer
vector m_PositionVictim; //!< position of victim
};
// class binded to engine
class StatsEventDisconnectedData
{
string m_CharacterId; //!< character ID
string m_Reason; //!< reason of disconnect (quit, kick, ban, sign-out...)
};
// class binded to engine
class StatsEventSpawnedData
{
string m_CharacterId; //!< character ID
int m_Lifetime; //!< lifetime of character in seconds
vector m_Position; //!< position of spawn
int m_Population; //!< population of current gameplay (server)
int m_DaytimeHour; //!< current time in hour (hour in 24h)
};
// class binded to engine
class StatsEventData
{
void StatsEventData(string eventName)
{
m_eventName = eventName;
m_valuesBool = new map<string, int>();
m_valuesInt = new map<string, int>();
m_valuesFloat = new map<string, float>();
m_valuesString = new map<string, string>();
m_valuesVector = new map<string, vector>();
}
void AddBool(string key, bool value)
{
m_valuesBool.Insert(key, (int)value);
}
void AddInt(string key, int value)
{
m_valuesInt.Insert(key, value);
}
void AddFloat(string key, float value)
{
m_valuesFloat.Insert(key, value);
}
void AddString(string key, string value)
{
m_valuesString.Insert(key, value);
}
void AddVector(string key, vector value)
{
m_valuesVector.Insert(key, value);
}
private string m_eventName;
private autoptr map<string, int> m_valuesBool;//TODO: use bool instead of int (problem with engine type binding)
private autoptr map<string, int> m_valuesInt;
private autoptr map<string, float> m_valuesFloat;
private autoptr map<string, string> m_valuesString;
private autoptr map<string, vector> m_valuesVector;
}
class ScriptAnalytics
{
//! send event about death to statistic DB
static proto native void SendPlayerDeath(StatsEventDeathData data);
//! send event about kill to statistic DB
static proto native void SendPlayerScoredKill(StatsEventScoredKillData data);
//! send event to statistic DB
static proto native void SendPlayerDisconnected(StatsEventDisconnectedData data);
//! send event about player status to statistic DB
static proto native void SendPlayerMeasures(StatsEventMeasuresData data);
//! send event about spawning to statistic DB
static proto native void SendPlayerSpawned(StatsEventSpawnedData data);
//! universal analytics event
static proto native void SendEvent(StatsEventData data);
};
class Analytics
{
// send stats data with log
static void PlayerDeath(StatsEventDeathData data)
{
ScriptAnalytics.SendPlayerDeath(data);
}
// send stats data with log
static void PlayerScoredKill(StatsEventScoredKillData data)
{
ScriptAnalytics.SendPlayerScoredKill(data);
}
// send stats data with log
static void PlayerDisconnected(StatsEventDisconnectedData data)
{
ScriptAnalytics.SendPlayerDisconnected(data);
}
// send stats data with log
static void PlayerMeasures(StatsEventMeasuresData data)
{
ScriptAnalytics.SendPlayerMeasures(data);
}
// send stats data with log
static void PlayerSpawned(StatsEventSpawnedData data)
{
ScriptAnalytics.SendPlayerSpawned(data);
}
}