import { globalConfig } from "../../core/config"; import { createLogger } from "../../core/logging"; import { BeltComponent } from "../../game/components/belt"; import { StaticMapEntityComponent } from "../../game/components/static_map_entity"; import { RegularGameMode } from "../../game/modes/regular"; import { GameRoot } from "../../game/root"; import { InGameState } from "../../states/ingame"; import { GameAnalyticsInterface } from "../game_analytics"; import { FILE_NOT_FOUND } from "../storage"; const logger = createLogger("game_analytics"); const analyticsUrl = G_IS_DEV ? "http://localhost:8001" : "https://analytics.shapez.io"; // Be sure to increment the ID whenever it changes to make sure all // users are tracked const analyticsLocalFile = "shapez_token_123.bin"; export class ShapezGameAnalytics extends GameAnalyticsInterface { get environment() { if (G_IS_DEV) { return "dev"; } if (G_IS_STANDALONE) { return "steam"; } if (G_IS_RELEASE) { return "prod"; } if (window.location.host.indexOf("alpha") >= 0) { return "alpha"; } else { return "beta"; } } /** * @returns {Promise} */ initialize() { this.syncKey = null; if (G_WEGAME_VERSION) { return; } setInterval(() => this.sendTimePoints(), 60 * 1000); // Retrieve sync key from player return this.app.storage.readFileAsync(analyticsLocalFile).then( syncKey => { this.syncKey = syncKey; logger.log("Player sync key read:", this.syncKey); }, error => { // File was not found, retrieve new key if (error === FILE_NOT_FOUND) { logger.log("Retrieving new player key"); // Perform call to get a new key from the API this.sendToApi("/v1/register", { environment: this.environment, }) .then(res => { // Try to read and parse the key from the api if (res.key && typeof res.key === "string" && res.key.length === 40) { this.syncKey = res.key; logger.log("Key retrieved:", this.syncKey); this.app.storage.writeFileAsync(analyticsLocalFile, res.key); } else { throw new Error("Bad response from analytics server: " + res); } }) .catch(err => { logger.error("Failed to register on analytics api:", err); }); } else { logger.error("Failed to read ga key:", error); } return; } ); } /** * Makes sure a DLC is activated on steam * @param {string} dlc */ activateDlc(dlc) { logger.log("Activating dlc:", dlc); return this.sendToApi("/v1/activate-dlc/" + dlc, {}); } /** * Sends a request to the api * @param {string} endpoint Endpoint without base url * @param {object} data payload * @returns {Promise} */ sendToApi(endpoint, data) { if (G_WEGAME_VERSION) { return Promise.resolve(); } return new Promise((resolve, reject) => { const timeout = setTimeout(() => reject("Request to " + endpoint + " timed out"), 20000); fetch(analyticsUrl + endpoint, { method: "POST", mode: "cors", cache: "no-cache", referrer: "no-referrer", credentials: "omit", headers: { "Content-Type": "application/json", "Accept": "application/json", "x-api-key": globalConfig.info.analyticsApiKey, }, body: JSON.stringify(data), }) .then(res => { clearTimeout(timeout); if (!res.ok || res.status !== 200) { reject("Fetch error: Bad status " + res.status); } else { return res.json(); } }) .then(resolve) .catch(reason => { clearTimeout(timeout); reject(reason); }); }); } /** * Sends a game event to the analytics * @param {string} category * @param {string} value */ sendGameEvent(category, value) { if (G_WEGAME_VERSION) { return; } if (!this.syncKey) { logger.warn("Can not send event due to missing sync key"); return; } const gameState = this.app.stateMgr.currentState; if (!(gameState instanceof InGameState)) { logger.warn("Trying to send analytics event outside of ingame state"); return; } const savegame = gameState.savegame; if (!savegame) { logger.warn("Ingame state has empty savegame"); return; } const savegameId = savegame.internalId; if (!gameState.core) { logger.warn("Game state has no core"); return; } const root = gameState.core.root; if (!root) { logger.warn("Root is not initialized"); return; } if (!(root.gameMode instanceof RegularGameMode)) { return; } logger.log("Sending event", category, value); this.sendToApi("/v1/game-event", { playerKey: this.syncKey, gameKey: savegameId, ingameTime: root.time.now(), environment: this.environment, category, value, version: G_BUILD_VERSION, level: root.hubGoals.level, gameDump: this.generateGameDump(root), }); } sendTimePoints() { const gameState = this.app.stateMgr.currentState; if (gameState instanceof InGameState) { logger.log("Syncing analytics"); this.sendGameEvent("sync", ""); } } /** * Returns true if the shape is interesting * @param {GameRoot} root * @param {string} key */ isInterestingShape(root, key) { if (key === root.gameMode.getBlueprintShapeKey()) { return true; } // Check if its a story goal const levels = root.gameMode.getLevelDefinitions(); for (let i = 0; i < levels.length; ++i) { if (key === levels[i].shape) { return true; } } // Check if its required to unlock an upgrade const upgrades = root.gameMode.getUpgrades(); for (const upgradeKey in upgrades) { const upgradeTiers = upgrades[upgradeKey]; for (let i = 0; i < upgradeTiers.length; ++i) { const tier = upgradeTiers[i]; const required = tier.required; for (let k = 0; k < required.length; ++k) { if (required[k].shape === key) { return true; } } } } return false; } /** * Generates a game dump * @param {GameRoot} root */ generateGameDump(root) { const shapeIds = Object.keys(root.hubGoals.storedShapes).filter(key => this.isInterestingShape(root, key) ); let shapes = {}; for (let i = 0; i < shapeIds.length; ++i) { shapes[shapeIds[i]] = root.hubGoals.storedShapes[shapeIds[i]]; } return { shapes, upgrades: root.hubGoals.upgradeLevels, belts: root.entityMgr.getAllWithComponent(BeltComponent).length, buildings: root.entityMgr.getAllWithComponent(StaticMapEntityComponent).length - root.entityMgr.getAllWithComponent(BeltComponent).length, }; } /** */ handleGameStarted() { this.sendGameEvent("game_start", ""); } /** */ handleGameResumed() { this.sendTimePoints(); } /** * Handles the given level completed * @param {number} level */ handleLevelCompleted(level) { logger.log("Complete level", level); this.sendGameEvent("level_complete", "" + level); } /** * Handles the given upgrade completed * @param {string} id * @param {number} level */ handleUpgradeUnlocked(id, level) { logger.log("Unlock upgrade", id, level); this.sendGameEvent("upgrade_unlock", id + "@" + level); } }