Replace all windows types
This commit is contained in:
@@ -14,17 +14,17 @@ CTelemetryManager *TelemetryManager = new CTelemetryManager();
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#endif
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HRESULT CTelemetryManager::Init()
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int CTelemetryManager::Init()
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{
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return S_OK;
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}
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HRESULT CTelemetryManager::Tick()
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int CTelemetryManager::Tick()
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{
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return S_OK;
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}
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HRESULT CTelemetryManager::Flush()
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int CTelemetryManager::Flush()
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{
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return S_OK;
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}
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@@ -146,9 +146,9 @@ Title needs to track this and report it as a property.
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These times will be used to create timelines and understand durations.
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This should be tracked independently of saved games (restoring a save should not reset the seconds since initialize)
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*/
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INT CTelemetryManager::GetSecondsSinceInitialize()
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int CTelemetryManager::GetSecondsSinceInitialize()
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{
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return (INT)(app.getAppTime() - m_initialiseTime);
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return (int)(app.getAppTime() - m_initialiseTime);
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}
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/*
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@@ -159,9 +159,9 @@ The intent is to allow teams to capture data on the highest level categories of
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For example, a game mode could be the name of the specific mini game (eg: golf vs darts) or a specific multiplayer mode (eg: hoard vs beast.) ModeID = 0 means undefined or unknown.
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The intent is to answer the question "How are players playing your game?"
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*/
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INT CTelemetryManager::GetMode(DWORD dwUserId)
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int CTelemetryManager::GetMode(unsigned long dwUserId)
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{
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INT mode = (INT)eTelem_ModeId_Undefined;
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int mode = (int)eTelem_ModeId_Undefined;
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Minecraft *pMinecraft = Minecraft::GetInstance();
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@@ -171,15 +171,15 @@ INT CTelemetryManager::GetMode(DWORD dwUserId)
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if (gameType->isSurvival())
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{
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mode = (INT)eTelem_ModeId_Survival;
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mode = (int)eTelem_ModeId_Survival;
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}
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else if (gameType->isCreative())
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{
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mode = (INT)eTelem_ModeId_Creative;
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mode = (int)eTelem_ModeId_Creative;
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}
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else
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{
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mode = (INT)eTelem_ModeId_Undefined;
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mode = (int)eTelem_ModeId_Undefined;
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}
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}
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return mode;
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@@ -192,17 +192,17 @@ For titles that have sub-modes (Sports/Football).
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Mode is always an indicator of "How is the player choosing to play my game?" so these do not have to be consecutive.
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LevelIDs and SubLevelIDs can be reused as they will always be paired with a Mode/SubModeID, Mode should be unique - SubMode can be shared between modes.
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*/
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INT CTelemetryManager::GetSubMode(DWORD dwUserId)
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int CTelemetryManager::GetSubMode(unsigned long dwUserId)
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{
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INT subMode = (INT)eTelem_SubModeId_Undefined;
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int subMode = (int)eTelem_SubModeId_Undefined;
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if(Minecraft::GetInstance()->isTutorial())
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{
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subMode = (INT)eTelem_SubModeId_Tutorial;
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subMode = (int)eTelem_SubModeId_Tutorial;
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}
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else
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{
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subMode = (INT)eTelem_SubModeId_Normal;
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subMode = (int)eTelem_SubModeId_Normal;
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}
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return subMode;
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@@ -216,11 +216,11 @@ The intent is that level start and ends do not occur more than every 2 minutes o
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Levels are unique only within a given modeID - so you can have a ModeID =1, LevelID =1 and a different ModeID=2, LevelID = 1 indicate two completely different levels.
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LevelID = 0 means undefined or unknown.
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*/
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INT CTelemetryManager::GetLevelId(DWORD dwUserId)
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int CTelemetryManager::GetLevelId(unsigned long dwUserId)
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{
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INT levelId = (INT)eTelem_LevelId_Undefined;
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int levelId = (int)eTelem_LevelId_Undefined;
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levelId = (INT)eTelem_LevelId_PlayerGeneratedLevel;
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levelId = (int)eTelem_LevelId_PlayerGeneratedLevel;
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return levelId;
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}
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@@ -231,9 +231,9 @@ For titles that have sub-levels.
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Level is always an indicator of "How far has the player progressed." so when possible these should be consecutive or at least monotonically increasing.
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LevelIDs and SubLevelIDs can be reused as they will always be paired with a Mode/SubModeID
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*/
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INT CTelemetryManager::GetSubLevelId(DWORD dwUserId)
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int CTelemetryManager::GetSubLevelId(unsigned long dwUserId)
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{
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INT subLevelId = (INT)eTelem_SubLevelId_Undefined;
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int subLevelId = (int)eTelem_SubLevelId_Undefined;
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Minecraft *pMinecraft = Minecraft::GetInstance();
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@@ -242,13 +242,13 @@ INT CTelemetryManager::GetSubLevelId(DWORD dwUserId)
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switch(pMinecraft->localplayers[dwUserId]->dimension)
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{
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case 0:
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subLevelId = (INT)eTelem_SubLevelId_Overworld;
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subLevelId = (int)eTelem_SubLevelId_Overworld;
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break;
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case -1:
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subLevelId = (INT)eTelem_SubLevelId_Nether;
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subLevelId = (int)eTelem_SubLevelId_Nether;
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break;
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case 1:
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subLevelId = (INT)eTelem_SubLevelId_End;
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subLevelId = (int)eTelem_SubLevelId_End;
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break;
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};
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}
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@@ -260,9 +260,9 @@ INT CTelemetryManager::GetSubLevelId(DWORD dwUserId)
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Build version of the title, used to track changes in development as well as patches/title updates
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Allows developer to separate out stats from different builds
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*/
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INT CTelemetryManager::GetTitleBuildId()
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int CTelemetryManager::GetTitleBuildId()
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{
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return (INT)VER_PRODUCTBUILD;
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return (int)VER_PRODUCTBUILD;
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}
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/*
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@@ -270,32 +270,32 @@ Generated by the game every time LevelStart or LevelResume is called.
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This should be a unique ID (can be sequential) within a session.
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Helps differentiate level attempts when a play plays the same mode/level - especially with aggregated stats
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*/
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INT CTelemetryManager::GetLevelInstanceID()
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int CTelemetryManager::GetLevelInstanceID()
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{
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return (INT)m_levelInstanceID;
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return (int)m_levelInstanceID;
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}
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/*
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MultiplayerinstanceID is a title-generated value that is the same for all players in the same multiplayer session.
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Link up players into a single multiplayer session ID.
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*/
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INT CTelemetryManager::GetMultiplayerInstanceID()
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int CTelemetryManager::GetMultiplayerInstanceID()
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{
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return m_multiplayerInstanceID;
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}
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INT CTelemetryManager::GenerateMultiplayerInstanceId()
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int CTelemetryManager::GenerateMultiplayerInstanceId()
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{
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#if defined(_DURANGO) || defined(_XBOX)
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FILETIME SystemTimeAsFileTime;
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GetSystemTimeAsFileTime( &SystemTimeAsFileTime );
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return *((INT *)&SystemTimeAsFileTime.dwLowDateTime);
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return *((int *)&SystemTimeAsFileTime.dwLowDateTime);
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#else
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return 0;
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#endif
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}
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void CTelemetryManager::SetMultiplayerInstanceId(INT value)
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void CTelemetryManager::SetMultiplayerInstanceId(int value)
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{
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m_multiplayerInstanceID = value;
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}
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@@ -304,9 +304,9 @@ void CTelemetryManager::SetMultiplayerInstanceId(INT value)
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Indicates whether the game is being played in single or multiplayer mode and whether multiplayer is being played locally or over live.
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How social is your game? How do people play it?
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*/
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INT CTelemetryManager::GetSingleOrMultiplayer()
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int CTelemetryManager::GetSingleOrMultiplayer()
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{
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INT singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Undefined;
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int singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Undefined;
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// Unused
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//eSen_SingleOrMultiplayer_Single_Player
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@@ -314,19 +314,19 @@ INT CTelemetryManager::GetSingleOrMultiplayer()
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if(app.GetLocalPlayerCount() == 1 && g_NetworkManager.GetOnlinePlayerCount() == 0)
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{
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singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Single_Player;
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singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Single_Player;
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}
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else if(app.GetLocalPlayerCount() > 1 && g_NetworkManager.GetOnlinePlayerCount() == 0)
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{
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singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Multiplayer_Local;
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singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Multiplayer_Local;
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}
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else if(app.GetLocalPlayerCount() == 1 && g_NetworkManager.GetOnlinePlayerCount() > 0)
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{
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singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Multiplayer_Live;
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singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Multiplayer_Live;
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}
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else if(app.GetLocalPlayerCount() > 1 && g_NetworkManager.GetOnlinePlayerCount() > 0)
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{
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singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Multiplayer_Both_Local_and_Live;
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singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Multiplayer_Both_Local_and_Live;
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}
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return singleOrMultiplayer;
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@@ -336,23 +336,23 @@ INT CTelemetryManager::GetSingleOrMultiplayer()
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An in-game setting that differentiates the challenge imposed on the user.
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Normalized to a standard 5-point scale. Are players changing the difficulty?
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*/
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INT CTelemetryManager::GetDifficultyLevel(INT diff)
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int CTelemetryManager::GetDifficultyLevel(int diff)
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{
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INT difficultyLevel = (INT)eSen_DifficultyLevel_Undefined;
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int difficultyLevel = (int)eSen_DifficultyLevel_Undefined;
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switch(diff)
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{
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case 0:
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difficultyLevel = (INT)eSen_DifficultyLevel_Easiest;
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difficultyLevel = (int)eSen_DifficultyLevel_Easiest;
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break;
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case 1:
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difficultyLevel = (INT)eSen_DifficultyLevel_Easier;
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difficultyLevel = (int)eSen_DifficultyLevel_Easier;
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break;
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case 2:
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difficultyLevel = (INT)eSen_DifficultyLevel_Normal;
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difficultyLevel = (int)eSen_DifficultyLevel_Normal;
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break;
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case 3:
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difficultyLevel = (INT)eSen_DifficultyLevel_Harder;
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difficultyLevel = (int)eSen_DifficultyLevel_Harder;
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break;
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}
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@@ -366,17 +366,17 @@ INT CTelemetryManager::GetDifficultyLevel(INT diff)
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Differentiates trial/demo from full purchased titles
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Is this a full title or demo?
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*/
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INT CTelemetryManager::GetLicense()
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int CTelemetryManager::GetLicense()
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{
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INT license = eSen_License_Undefined;
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int license = eSen_License_Undefined;
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if(ProfileManager.IsFullVersion())
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{
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license = (INT)eSen_License_Full_Purchased_Title;
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license = (int)eSen_License_Full_Purchased_Title;
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}
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else
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{
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license = (INT)eSen_License_Trial_or_Demo;
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license = (int)eSen_License_Trial_or_Demo;
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}
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return license;
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}
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@@ -385,9 +385,9 @@ INT CTelemetryManager::GetLicense()
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This is intended to capture whether players played using default control scheme or customized the control scheme.
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Are players customizing your controls?
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*/
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INT CTelemetryManager::GetDefaultGameControls()
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int CTelemetryManager::GetDefaultGameControls()
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{
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INT defaultGameControls = eSen_DefaultGameControls_Undefined;
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int defaultGameControls = eSen_DefaultGameControls_Undefined;
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// Unused
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//eSen_DefaultGameControls_Custom_controls
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@@ -401,25 +401,25 @@ INT CTelemetryManager::GetDefaultGameControls()
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Are players changing default audio settings?
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This is intended to capture whether players are playing with or without volume and whether they make changes from the default audio settings.
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*/
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INT CTelemetryManager::GetAudioSettings(DWORD dwUserId)
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int CTelemetryManager::GetAudioSettings(unsigned long dwUserId)
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{
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INT audioSettings = (INT)eSen_AudioSettings_Undefined;
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int audioSettings = (int)eSen_AudioSettings_Undefined;
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if(dwUserId == ProfileManager.GetPrimaryPad())
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{
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BYTE volume = app.GetGameSettings(dwUserId,eGameSetting_SoundFXVolume);
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uint8_t volume = app.GetGameSettings(dwUserId,eGameSetting_SoundFXVolume);
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if(volume == 0)
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{
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audioSettings = (INT)eSen_AudioSettings_Off;
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audioSettings = (int)eSen_AudioSettings_Off;
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}
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else if(volume == DEFAULT_VOLUME_LEVEL)
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{
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audioSettings = (INT)eSen_AudioSettings_On_Default;
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audioSettings = (int)eSen_AudioSettings_On_Default;
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}
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else
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{
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audioSettings = (INT)eSen_AudioSettings_On_CustomSetting;
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audioSettings = (int)eSen_AudioSettings_On_CustomSetting;
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}
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}
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return audioSettings;
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@@ -431,7 +431,7 @@ For example, a performance metric could points earned, race time, total kills, e
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This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
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How far did users progress before failing/exiting the level?
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*/
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INT CTelemetryManager::GetLevelExitProgressStat1()
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int CTelemetryManager::GetLevelExitProgressStat1()
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{
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// 4J Stu - Unused
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return 0;
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@@ -443,7 +443,7 @@ For example, a performance metric could points earned, race time, total kills, e
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This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
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How far did users progress before failing/exiting the level?
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*/
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INT CTelemetryManager::GetLevelExitProgressStat2()
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int CTelemetryManager::GetLevelExitProgressStat2()
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{
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// 4J Stu - Unused
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return 0;
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