128 lines
4.1 KiB
C++
128 lines
4.1 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "Common/Analytics.h"
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#include "Common/CommonTypes.h"
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#if defined(ANDROID)
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#include <functional>
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#endif
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// Non generic part of the Dolphin Analytics framework. See Common/Analytics.h
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// for the main documentation.
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enum class GameQuirk
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{
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// Sometimes code run from ICache is different from its mirror in RAM.
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ICACHE_MATTERS = 0,
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// The Wii remote hardware makes it possible to bypass normal data reporting and directly
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// "read" extension or IR data. This would break our current TAS/NetPlay implementation.
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DIRECTLY_READS_WIIMOTE_INPUT,
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COUNT,
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};
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class DolphinAnalytics
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{
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public:
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// Performs lazy-initialization of a singleton and returns the instance.
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static DolphinAnalytics& Instance();
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#if defined(ANDROID)
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// Get value from java.
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static void AndroidSetGetValFunc(std::function<std::string(std::string)> function);
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#endif
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// Resets and recreates the analytics system in order to reload
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// configuration.
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void ReloadConfig();
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// Rotates the unique identifier used for this instance of Dolphin and saves
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// it into the configuration.
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void GenerateNewIdentity();
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// Reports a Dolphin start event.
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void ReportDolphinStart(std::string_view ui_type);
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// Generates a base report for a "Game start" event. Also preseeds the
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// per-game base data.
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void ReportGameStart();
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// Generates a report for a special condition being hit by a game. This is automatically throttled
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// to once per game run.
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void ReportGameQuirk(GameQuirk quirk);
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struct PerformanceSample
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{
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double speed_ratio; // See SystemTimers::GetEstimatedEmulationPerformance().
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int num_prims;
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int num_draw_calls;
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};
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// Reports performance information. This method performs its own throttling / aggregation --
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// calling it does not guarantee when a report will actually be sent.
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//
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// This method is NOT thread-safe.
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void ReportPerformanceInfo(PerformanceSample&& sample);
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// Forward Send method calls to the reporter.
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template <typename T>
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void Send(T report)
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{
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std::lock_guard lk{m_reporter_mutex};
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m_reporter.Send(report);
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}
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private:
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DolphinAnalytics();
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void MakeBaseBuilder();
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void MakePerGameBuilder();
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// Returns a unique ID derived on the global unique ID, hashed with some
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// report-specific data. This avoid correlation between different types of
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// events.
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std::string MakeUniqueId(std::string_view data) const;
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// Unique ID. This should never leave the application. Only used derived
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// values created by MakeUniqueId.
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std::string m_unique_id;
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// Performance sampling configuration constants.
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//
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// 5min after startup + rand(0, 3min) jitter time, collect performance for 100 frames in a row.
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// Repeat collection after 30min + rand(0, 3min).
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static constexpr int NUM_PERFORMANCE_SAMPLES_PER_REPORT = 100;
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static constexpr int PERFORMANCE_SAMPLING_INITIAL_WAIT_TIME_SECS = 300;
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static constexpr int PERFORMANCE_SAMPLING_WAIT_TIME_JITTER_SECS = 180;
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static constexpr int PERFORMANCE_SAMPLING_INTERVAL_SECS = 1800;
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// Performance sampling state & internal helpers.
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void InitializePerformanceSampling(); // Called on game start / title switch.
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bool ShouldStartPerformanceSampling();
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u64 m_sampling_next_start_us; // Next timestamp (in us) at which to trigger sampling.
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bool m_sampling_performance_info = false; // Whether we are currently collecting samples.
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std::vector<PerformanceSample> m_performance_samples;
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// What quirks have already been reported about the current game.
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std::array<bool, static_cast<size_t>(GameQuirk::COUNT)> m_reported_quirks;
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// Builder that contains all non variable data that should be sent with all
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// reports.
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Common::AnalyticsReportBuilder m_base_builder;
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// Builder that contains per game data and is initialized when a game start
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// report is sent.
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Common::AnalyticsReportBuilder m_per_game_builder;
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std::mutex m_reporter_mutex;
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Common::AnalyticsReporter m_reporter;
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};
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