void FEngineAnalytics::Initialize() { checkf(!bIsInitialized, TEXT("FEngineAnalytics::Initialize called more than once.")); check(GEngine); // this will only be true for builds that have editor support (currently PC, Mac, Linux) // The idea here is to only send editor events for actual editor runs, not for things like -game runs of the editor. const bool bIsEditorRun = WITH_EDITOR && GIsEditor && !IsRunningCommandlet(); // We also want to identify a real run of a game, which is NOT necessarily the opposite of an editor run. // Ideally we'd be able to tell explicitly, but with content-only games, it becomes difficult. // So we ensure we are not an editor run, we don't have EDITOR stuff compiled in, we are not running a commandlet, // we are not a generic, utility program, and we require cooked data. const bool bIsGameRun = !WITH_EDITOR && !IsRunningCommandlet() && !FPlatformProperties::IsProgram() && FPlatformProperties::RequiresCookedData(); const bool bShouldInitAnalytics = bIsEditorRun || bIsGameRun; // Outside of the editor, the only engine analytics usage is the hardware survey bShouldSendUsageEvents = bIsEditorRun ? GEngine->AreEditorAnalyticsEnabled() : bIsGameRun ? GEngine->bHardwareSurveyEnabled : false; if (bShouldInitAnalytics) { { // Setup some default engine analytics if there is nothing custom bound FAnalytics::FProviderConfigurationDelegate DefaultEngineAnalyticsConfig; DefaultEngineAnalyticsConfig.BindLambda( [=]( const FString& KeyName, bool bIsValueRequired ) -> FString { static TMap<FString, FString> ConfigMap; if (ConfigMap.Num() == 0) { ConfigMap.Add(TEXT("ProviderModuleName"), TEXT("AnalyticsET")); ConfigMap.Add(TEXT("APIServerET"), TEXT("http://etsource.epicgames.com/ET2/")); // We always use the "Release" analytics account unless we're running in analytics test mode (usually with // a command-line parameter), or we're an internal Epic build const FAnalytics::BuildType AnalyticsBuildType = FAnalytics::Get().GetBuildType(); const bool bUseReleaseAccount = (AnalyticsBuildType == FAnalytics::Development || AnalyticsBuildType == FAnalytics::Release) && !FEngineBuildSettings::IsInternalBuild(); // Internal Epic build const TCHAR* BuildTypeStr = bUseReleaseAccount ? TEXT("Release") : TEXT("Dev"); const TCHAR* UE4TypeStr = FRocketSupport::IsRocket() ? TEXT("Rocket") : FEngineBuildSettings::IsPerforceBuild() ? TEXT("Perforce") : TEXT("UnrealEngine"); if (bIsEditorRun) { ConfigMap.Add(TEXT("APIKeyET"), FString::Printf(TEXT("UEEditor.%s.%s"), UE4TypeStr, BuildTypeStr)); } else { const UGeneralProjectSettings& ProjectSettings = *GetDefault<UGeneralProjectSettings>(); ConfigMap.Add(TEXT("APIKeyET"), FString::Printf(TEXT("UEGame.%s.%s|%s|%s"), UE4TypeStr, BuildTypeStr, *ProjectSettings.ProjectID.ToString(), *ProjectSettings.ProjectName)); } } // Check for overrides if( GetEngineAnalyticsOverrideConfigDelegate().IsBound() ) { const FString OverrideValue = GetEngineAnalyticsOverrideConfigDelegate().Execute( KeyName, bIsValueRequired ); if( !OverrideValue.IsEmpty() ) { return OverrideValue; } } FString* ConfigValue = ConfigMap.Find(KeyName); return ConfigValue != NULL ? *ConfigValue : TEXT(""); } ); // Connect the engine analytics provider (if there is a configuration delegate installed) Analytics = FAnalytics::Get().CreateAnalyticsProvider( FName(*DefaultEngineAnalyticsConfig.Execute(TEXT("ProviderModuleName"), true)), DefaultEngineAnalyticsConfig); if (Analytics.IsValid()) { Analytics->SetUserID(FString::Printf(TEXT("%s|%s|%s"), *FPlatformMisc::GetMachineId().ToString(EGuidFormats::Digits).ToLower(), *FPlatformMisc::GetEpicAccountId(), *FPlatformMisc::GetOperatingSystemId())); TArray<FAnalyticsEventAttribute> StartSessionAttributes; GEngine->CreateStartupAnalyticsAttributes( StartSessionAttributes ); // Add project info whether we are in editor or game. const UGeneralProjectSettings& ProjectSettings = *GetDefault<UGeneralProjectSettings>(); StartSessionAttributes.Emplace(TEXT("ProjectName"), ProjectSettings.ProjectName); StartSessionAttributes.Emplace(TEXT("ProjectID"), ProjectSettings.ProjectID); StartSessionAttributes.Emplace(TEXT("ProjectDescription"), ProjectSettings.Description); StartSessionAttributes.Emplace(TEXT("ProjectVersion"), ProjectSettings.ProjectVersion); Analytics->StartSession( StartSessionAttributes ); } } } bIsInitialized = true; }
void FEngineAnalytics::Initialize() { checkf(!bIsInitialized, TEXT("FEngineAnalytics::Initialize called more than once.")); // Never use analytics when running a commandlet tool const bool bShouldInitAnalytics = !IsRunningCommandlet(); check(GEngine); #if WITH_EDITORONLY_DATA if (GIsEditor) { bShouldSendUsageEvents = GEngine->AreEditorAnalyticsEnabled(); } else #endif { // Outside of the editor, the only engine analytics usage is the hardware survey bShouldSendUsageEvents = GEngine->bHardwareSurveyEnabled; } if (bShouldInitAnalytics) { { // Setup some default engine analytics if there is nothing custom bound FAnalytics::FProviderConfigurationDelegate DefaultEngineAnalyticsConfig; DefaultEngineAnalyticsConfig.BindStatic( []( const FString& KeyName, bool bIsValueRequired ) -> FString { static TMap<FString, FString> ConfigMap; if (ConfigMap.Num() == 0) { ConfigMap.Add(TEXT("ProviderModuleName"), TEXT("AnalyticsET")); ConfigMap.Add(TEXT("APIServerET"), TEXT("http://etsource.epicgames.com/ET2/")); // We always use the "Release" analytics account unless we're running in analytics test mode (usually with // a command-line parameter), or we're an internal Epic build bool bUseReleaseAccount = (FAnalytics::Get().GetBuildType() == FAnalytics::Development || FAnalytics::Get().GetBuildType() == FAnalytics::Release) && !FEngineBuildSettings::IsInternalBuild(); // Internal Epic build if( FRocketSupport::IsRocket() ) { const TCHAR* DevelopmentAccountAPIKeyET = TEXT("Rocket.Dev"); const TCHAR* ReleaseAccountAPIKeyET = TEXT("Rocket.Release"); ConfigMap.Add(TEXT("APIKeyET"), bUseReleaseAccount ? ReleaseAccountAPIKeyET : DevelopmentAccountAPIKeyET); } else if( FEngineBuildSettings::IsPerforceBuild() ) { const TCHAR* DevelopmentAccountAPIKeyET = TEXT("Perforce.Dev"); const TCHAR* ReleaseAccountAPIKeyET = TEXT("Perforce.Release"); ConfigMap.Add(TEXT("APIKeyET"), bUseReleaseAccount ? ReleaseAccountAPIKeyET : DevelopmentAccountAPIKeyET); } else { const TCHAR* DevelopmentAccountAPIKeyET = TEXT("UnrealEngine.Dev"); const TCHAR* ReleaseAccountAPIKeyET = TEXT("UnrealEngine.Release"); ConfigMap.Add(TEXT("APIKeyET"), bUseReleaseAccount ? ReleaseAccountAPIKeyET : DevelopmentAccountAPIKeyET); } } // Check for overrides if( GetEngineAnalyticsOverrideConfigDelegate().IsBound() ) { const FString OverrideValue = GetEngineAnalyticsOverrideConfigDelegate().Execute( KeyName, bIsValueRequired ); if( !OverrideValue.IsEmpty() ) { return OverrideValue; } } FString* ConfigValue = ConfigMap.Find(KeyName); return ConfigValue != NULL ? *ConfigValue : TEXT(""); } ); // Connect the engine analytics provider (if there is a configuration delegate installed) Analytics = FAnalytics::Get().CreateAnalyticsProvider( FName(*DefaultEngineAnalyticsConfig.Execute(TEXT("ProviderModuleName"), true)), DefaultEngineAnalyticsConfig); if (Analytics.IsValid()) { Analytics->SetUserID(FString::Printf(TEXT("%s|%s|%s"), *FPlatformMisc::GetMachineId().ToString(EGuidFormats::Digits).ToLower(), *FPlatformMisc::GetEpicAccountId(), *FPlatformMisc::GetOperatingSystemId())); TArray<FAnalyticsEventAttribute> StartSessionAttributes; GEngine->CreateStartupAnalyticsAttributes( StartSessionAttributes ); Analytics->StartSession( StartSessionAttributes ); } } } bIsInitialized = true; }