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Tracker

Dan Cristian, Rotaru edited this page Jun 29, 2016 · 20 revisions

You can integrate the tracker in your code to start generating traces from your game. These traces will be normally sent to an analysis server, however, you can also configure the tracker to store them locally for other purposes (debugging, manual analysis...).

To make the tracker work you need to do two things: configure the storage and start sending some traces.

Storage types

Network Storage

This storage sends the traces to an analysis server. The RAGE Analytics Backend server expects the tracker to be configured using the xAPI traces format. It needs the following configuration parameters:

  • Host: where the server is at. This value usually looks like <rage_server_hostmane>/api/proxy/gleaner/collector. The collector is an endpoint designed to retrieve traces and send them to the analysis pipeline.
  • Tracking code: an unique tracking code identifying the game. This code is created in the frontend, when creating a new game.

Local Storage

This storage writes the traces in a local file. It needs the path where the traces should be stored.

Generating traces

Once the storage is configured, you can start sending traces. These are the types of traces you can send:

  • screen(String screenId): The player has entered in a new screen of the game, uniquely identified by screenId. Examples of screenId: menu, credits, game...
  • choice(String choiceId, String optionId): The player has chosen an option between several available. You can use this to track selections in menus or in option dialogues.
  • zone(String zoneId): The player has entered in a "physical" area inside the virtual word of the game, uniquely identified by zoneId. Examples of zoneId: level-1, boss-fight-1, potions-store...
  • var(String var, Object newValue): A significant variable in the game, uniquely identified by var, has changed its value to newValue. This could be used, for instance, to log that the variable score was set to 1000.

Implementations

The tracker is implemented in the following technologies:

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