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KF2-Dev-Scripts/Engine/Classes/MultiProviderAnalytics.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* Wrapper for multiple analytics providers
*/
class MultiProviderAnalytics extends AnalyticEventsBase
native(PlatformInterface)
config(Engine);
/** List of analytics providers classes to instantiate */
var config array<string> AnalyticsProviderClassNames;
/** List of analytics providers to route all calls to */
var transient array<AnalyticEventsBase> AnalyticsProviders;
/**
* Perform any initialization. Called once after singleton instantiation
*/
function Init()
{
local string AnalyticsClassStr;
local class<AnalyticEventsBase> AnalyticsClass;
local AnalyticEventsBase Analytics;
// Create an instance of each analytics provider class
foreach AnalyticsProviderClassNames(AnalyticsClassStr)
{
AnalyticsClass = class<AnalyticEventsBase>(DynamicLoadObject(AnalyticsClassStr,class'class'));
if (AnalyticsClass != None)
{
// Create instance and initialize it
Analytics = new AnalyticsClass;
if (Analytics != None)
{
Analytics.Init();
AnalyticsProviders.AddItem(Analytics);
}
}
}
}
/**
* Set the UserID for use with analytics.
*/
native event SetUserId(string NewUserId);
/**
* Start capturing stats for upload
*/
native event StartSession();
/**
* End capturing stats and queue the upload
*/
native event EndSession();
/**
* Adds a named event to the session
*
* @param EventName unique string for named event
* @param bTimed if true then event is logged with timing
*/
native event LogStringEvent(string EventName, bool bTimed);
/**
* Ends a timed string event
*
* @param EventName unique string for named event
*/
native event EndStringEvent(string EventName);
/**
* Adds a named event to the session with a single parameter/value
*
* @param EventName unique string for named
* @param ParamName parameter name for the event
* @param ParamValue parameter value for the event
* @param bTimed if true then event is logged with timing
*/
native event LogStringEventParam(string EventName, string ParamName, string ParamValue, bool bTimed);
/**
* Ends a timed event with a single parameter/value. Param values are updated for ended event.
*
* @param EventName unique string for named
* @param ParamName parameter name for the event
* @param ParamValue parameter value for the event
*/
native event EndStringEventParam(string EventName, string ParamName, string ParamValue);
/**
* Adds a named event to the session with an array of parameter/values
*
* @param EventName unique string for named
* @param ParamArray array of parameter name/value pairs
* @param bTimed if true then event is logged with timing
*/
native event LogStringEventParamArray(string EventName, array<EventStringParam> ParamArray, bool bTimed);
/**
* Ends a timed event with an array of parameter/values. Param values are updated for ended event unless array is empty
*
* @param EventName unique string for named
* @param ParamArray array of parameter name/value pairs. If array is empty ending the event wont update values
*/
native event EndStringEventParamArray(string EventName, array<EventStringParam> ParamArray);
/**
* Adds a named error event with corresponding error message
*
* @param ErrorName unique string for error event
* @param ErrorMessage message detailing the error encountered
*/
native event LogErrorMessage(string ErrorName, string ErrorMessage);
/**
* Update a single user attribute.
*
* Note that not all providers support user attributes. In this case this method
* is equivalent to sending a regular event.
*
* @param AttributeName - the name of the attribute
* @param AttributeValue - the value of the attribute.
*/
native event LogUserAttributeUpdate(string AttributeName, string AttributeValue);
/**
* Update an array of user attributes.
*
* Note that not all providers support user attributes. In this case this method
* is equivalent to sending a regular event.
*
* @param AttributeArray - the array of attribute name/values to set.
*/
native event LogUserAttributeUpdateArray(array<EventStringParam> AttributeArray);
/**
* Record an in-game purchase of a an item.
*
* Note that not all providers support user attributes. In this case this method
* is equivalent to sending a regular event.
*
* @param ItemId - the ID of the item, should be registered with the provider first.
* @param Currency - the currency of the purchase (ie, Gold, Coins, etc), should be registered with the provider first.
* @param PerItemCost - the cost of one item in the currency given.
* @param ItemQuantity - the number of Items purchased.
*/
native event LogItemPurchaseEvent(string ItemId, string Currency, int PerItemCost, int ItemQuantity);
/**
* Record a purchase of in-game currency using real-world money.
*
* Note that not all providers support user attributes. In this case this method
* is equivalent to sending a regular event.
*
* @param GameCurrencyType - type of in game currency purchased, should be registered with the provider first.
* @param GameCurrencyAmount - amount of in game currency purchased.
* @param RealCurrencyType - real-world currency type (like a 3-character ISO 4217 currency code, but provider dependent).
* @param RealMoneyCost - cost of the currency in real world money, expressed in RealCurrencyType units.
* @param PaymentProvider - Provider who brokered the transaction. Generally arbitrary, but examples are PayPal, Facebook Credits, App Store, etc.
*/
native event LogCurrencyPurchaseEvent(string GameCurrencyType, int GameCurrencyAmount, string RealCurrencyType, float RealMoneyCost, string PaymentProvider);
/**
* Record a gift of in-game currency from the game itself.
*
* Note that not all providers support user attributes. In this case this method
* is equivalent to sending a regular event.
*
* @param GameCurrencyType - type of in game currency given, should be registered with the provider first.
* @param GameCurrencyAmount - amount of in game currency given.
*/
native event LogCurrencyGivenEvent(string GameCurrencyType, int GameCurrencyAmount);
/**
* Flush any cached events to the analytics provider.
*
* Note that not all providers support explicitly sending any cached events. In this case this method
* does nothing.
*/
native event SendCachedEvents();