197 lines
6.4 KiB
Ucode
197 lines
6.4 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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* Uploads stream of gameplay events recorded during a session to analytics service
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*/
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class GameplayEventsUploadAnalytics extends GameplayEventsWriterBase
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native;
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/**
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* Mark a new session, clear existing events, etc
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*
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* @param HeartbeatDelta - polling frequency (0 turns it off)
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*/
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native function StartLogging(optional float HeartbeatDelta);
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/**
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* Resets the session, clearing all event data, but keeps the session ID/Timestamp intact
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* @param HeartbeatDelta - polling frequency (0 turns it off)
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*/
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native function ResetLogging(optional float HeartbeatDelta);
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/**
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* Mark the end of a logging session
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* closes file, stops polling, etc
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*/
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native function EndLogging();
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/**
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* Logs an int base game event
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*
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* @param EventId the event being logged
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* @param Value the value associated with the event
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*/
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native function LogGameIntEvent(int EventId, int Value);
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/**
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* Logs a string based game event
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*
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* @param EventId the event being logged
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* @param Value the value associated with the event
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*/
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native function LogGameStringEvent(int EventId, string Value);
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/**
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* Logs a float based game event
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*
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* @param EventId the event being logged
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* @param Value the value associated with the event
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*/
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native function LogGameFloatEvent(int EventId, float Value);
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/**
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* Logs a position based game event
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*
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* @param EventId the event being logged
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* @param Position the position of the event
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* @param Value the value associated with the event
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*/
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native function LogGamePositionEvent(int EventId, const out vector Position, float Value);
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/**
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* Logs a int based team event
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*
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* @param EventId - the event being logged
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* @param Team - the team associated with this event
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* @param Value - the value associated with the event
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*/
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native function LogTeamIntEvent(int EventId, TeamInfo Team, int Value);
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/**
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* Logs a float based team event
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*
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* @param EventId - the event being logged
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* @param Team - the team associated with this event
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* @param Value - the value associated with the event
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*/
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native function LogTeamFloatEvent(int EventId, TeamInfo Team, float Value);
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/**
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* Logs a string based team event
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*
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* @param EventId - the event being logged
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* @param Team - the team associated with this event
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* @param Value - the value associated with the event
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*/
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native function LogTeamStringEvent(int EventId, TeamInfo Team, string Value);
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/**
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* Logs an event with an integer value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param Value the value for this event
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*/
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native function LogPlayerIntEvent(int EventId, Controller Player, int Value);
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/**
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* Logs an event with an float value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param Value the value for this event
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*/
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native function LogPlayerFloatEvent(int EventId, Controller Player, float Value);
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/**
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* Logs an event with an string value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param EventString the value for this event
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*/
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native function LogPlayerStringEvent(int EventId, Controller Player, string EventString);
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/**
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* Logs a spawn event for a player (team, class, etc)
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param PawnClass the pawn this player spawned with
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* @param Team the team the player is on
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*/
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native function LogPlayerSpawnEvent(int EventId, Controller Player, class<Pawn> PawnClass, int TeamID);
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/**
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* Logs when a player leaves/joins a session
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*
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* @param EventId the login/logout event for the player
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* @param Player the player that joined/left
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* @param PlayerName the name of the player in question
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* @param PlayerId the net id of the player in question
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* @param bSplitScreen whether the player is on splitscreen
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*/
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native function LogPlayerLoginChange(int EventId, Controller Player, string PlayerName, UniqueNetId PlayerId, bool bSplitScreen);
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/**
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* Logs the location of all players when this event occurred
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*
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* @param EventId the event being logged
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*/
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native function LogAllPlayerPositionsEvent(int EventId);
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/**
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* Logs a player killing and a player being killed
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*
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* @param EventId the event that should be written
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* @param KillType the additional information about a kill
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* @param Killer the player that did the killing
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* @param DmgType the damage type that was done
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* @param Dead the player that was killed
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*/
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native function LogPlayerKillDeath(int EventId, int KillType, Controller Killer, class<DamageType> DmgType, Controller Dead);
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/**
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* Logs a player to player event
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*
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* @param EventId the event that should be written
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* @param Player the player that triggered the event
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* @param Target the player that was the recipient
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*/
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native function LogPlayerPlayerEvent(int EventId, Controller Player, Controller Target);
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/**
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* Logs a weapon event with an integer value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param WeaponClass the weapon class associated with the event
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* @param Value the value for this event
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*/
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native function LogWeaponIntEvent(int EventId, Controller Player, class<Weapon> WeaponClass, int Value);
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/**
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* Logs damage with the amount that was done and to whom it was done
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param DmgType the damage type that was done
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* @param Target the player being damaged
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* @param Amount the amount of damage done
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*/
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native function LogDamageEvent(int EventId, Controller Player, class<DamageType> DmgType, Controller Target, int Amount);
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/**
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* Logs a projectile event with an integer value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param Proj the projectile class associated with the event
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* @param Value the value for this event
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*/
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native function LogProjectileIntEvent(int EventId, Controller Player, class<Projectile> Proj, int Value);
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function GenericParamListStatEntry GetGenericParamListEntry();
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function RecordAIPathFail(Controller AI, coerce string reason, vector dest);
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function int RecordCoverLinkFireLinks(CoverLink Link,Controller Player);
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