Merge pull request 'Add analytics integration with Horchposten backend' (#1) from feature/analytics-integration into main

Reviewed-on: #1
This commit was merged in pull request #1.
This commit is contained in:
tas
2026-03-08 19:42:58 +00:00
8 changed files with 374 additions and 1 deletions

189
src/game/analytics.c Normal file
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@@ -0,0 +1,189 @@
#include "game/analytics.h"
#include <stdio.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
/* ── EM_JS bridge: JavaScript functions callable from C ─────────── */
/* Initialize client_id in localStorage and store the analytics
* API URL + key. Called once at startup. */
EM_JS(void, js_analytics_init, (), {
/* Generate or retrieve a persistent client UUID */
if (!localStorage.getItem('jnr_client_id')) {
localStorage.setItem('jnr_client_id', crypto.randomUUID());
}
/* Store config on the Module for later use by other EM_JS calls.
* ANALYTICS_URL and ANALYTICS_KEY are replaced at build time via
* -D defines, falling back to sensible defaults. */
Module._analyticsClientId = localStorage.getItem('jnr_client_id');
Module._analyticsSessionId = null;
Module._analyticsStartPending = null; /* Promise while start is in-flight */
Module._analyticsLastStats = null; /* stashed for beforeunload fallback */
/* Runtime config: check for data attributes on the canvas container
* first, then fall back to compiled-in defaults. */
var container = document.getElementById('canvas-container');
Module._analyticsUrl = (container && container.dataset.analyticsUrl)
? container.dataset.analyticsUrl
: (typeof ANALYTICS_URL !== 'undefined' ? ANALYTICS_URL : '');
Module._analyticsKey = (container && container.dataset.analyticsKey)
? container.dataset.analyticsKey
: (typeof ANALYTICS_KEY !== 'undefined' ? ANALYTICS_KEY : '');
if (!Module._analyticsUrl) {
console.log('[analytics] No analytics URL configured analytics disabled');
} else {
console.log('[analytics] Initialized, client_id=' + Module._analyticsClientId);
}
});
/* Start a new session. Sends POST /api/analytics/session/start/.
* Stores the in-flight promise so session_end can wait for it. */
EM_JS(void, js_analytics_session_start, (), {
if (!Module._analyticsUrl) return;
var body = JSON.stringify({
client_id: Module._analyticsClientId,
device: {
platform: navigator.platform || '',
language: navigator.language || '',
screen_width: screen.width,
screen_height: screen.height,
device_pixel_ratio: window.devicePixelRatio || 1,
timezone: Intl.DateTimeFormat().resolvedOptions().timeZone || '',
webgl_renderer: (function() {
try {
var c = document.createElement('canvas');
var gl = c.getContext('webgl') || c.getContext('experimental-webgl');
if (gl) {
var ext = gl.getExtension('WEBGL_debug_renderer_info');
return ext ? gl.getParameter(ext.UNMASKED_RENDERER_WEBGL) : '';
}
} catch(e) {}
return '';
})(),
touch_support: ('ontouchstart' in window)
}
});
Module._analyticsStartPending = fetch(Module._analyticsUrl + '/api/analytics/session/start/', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'X-API-Key': Module._analyticsKey
},
body: body
})
.then(function(r) { return r.json(); })
.then(function(data) {
Module._analyticsSessionId = data.session_id || null;
Module._analyticsStartPending = null;
console.log('[analytics] Session started: ' + Module._analyticsSessionId);
})
.catch(function(err) {
Module._analyticsStartPending = null;
console.error('[analytics] Session start failed:', err);
});
});
/* Internal helper: send the session-end POST (used by both the C wrapper
* and the beforeunload fallback). */
EM_JS(void, js_analytics_send_end, (int score, int level_reached,
int lives_used, int duration_secs,
const char *end_reason_ptr), {
/* Helper that performs the actual end request given a session id. */
function doEnd(sid, endReason, score, levelReached, livesUsed, durationSecs) {
var body = JSON.stringify({
score: score,
level_reached: levelReached > 0 ? levelReached : 1,
lives_used: livesUsed,
duration_seconds: durationSecs,
end_reason: endReason
});
/* Stash stats for the beforeunload fallback */
Module._analyticsLastStats = body;
return fetch(Module._analyticsUrl + '/api/analytics/session/' + sid + '/end/', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'X-API-Key': Module._analyticsKey
},
body: body,
keepalive: true
})
.then(function(r) { return r.json(); })
.then(function(data) {
console.log('[analytics] Session ended: ' + sid +
(data.new_high_score ? ' (NEW HIGH SCORE!)' : ''));
})
.catch(function(err) {
console.error('[analytics] Session end failed:', err);
});
}
if (!Module._analyticsUrl) return;
var endReason = UTF8ToString(end_reason_ptr);
/* If session start is still in-flight, wait for it before ending. */
if (Module._analyticsStartPending) {
var pending = Module._analyticsStartPending;
/* Clear session synchronously so duplicate end calls are harmless */
Module._analyticsStartPending = null;
pending.then(function() {
var sid = Module._analyticsSessionId;
if (sid) {
Module._analyticsSessionId = null;
doEnd(sid, endReason, score, level_reached, lives_used, duration_secs);
}
});
return;
}
if (!Module._analyticsSessionId) return;
var sid = Module._analyticsSessionId;
/* Clear synchronously before the async request to prevent races */
Module._analyticsSessionId = null;
doEnd(sid, endReason, score, level_reached, lives_used, duration_secs);
});
/* ── C wrappers ─────────────────────────────────────────────────── */
void analytics_init(void) {
js_analytics_init();
}
void analytics_session_start(void) {
js_analytics_session_start();
}
void analytics_session_end(GameStats *stats, const char *end_reason) {
stats_update_score(stats);
js_analytics_send_end(
stats->score,
stats->levels_completed > 0 ? stats->levels_completed : 1,
stats->deaths,
(int)stats->time_elapsed,
end_reason
);
}
#else
/* ── Non-WASM stubs ─────────────────────────────────────────────── */
void analytics_init(void) {
printf("[analytics] Analytics disabled (native build)\n");
}
void analytics_session_start(void) {}
void analytics_session_end(GameStats *stats, const char *end_reason) {
(void)stats;
(void)end_reason;
}
#endif /* __EMSCRIPTEN__ */

18
src/game/analytics.h Normal file
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@@ -0,0 +1,18 @@
#ifndef JNR_ANALYTICS_H
#define JNR_ANALYTICS_H
#include "game/stats.h"
/* Initialize analytics subsystem (load/generate client_id).
* No-op on non-WASM builds. */
void analytics_init(void);
/* Start a new analytics session. Sends POST to the backend. */
void analytics_session_start(void);
/* End the current analytics session with final stats.
* Computes the composite score before sending.
* end_reason: "death", "quit", "timeout", or "completed". */
void analytics_session_end(GameStats *stats, const char *end_reason);
#endif /* JNR_ANALYTICS_H */

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@@ -8,6 +8,7 @@
#include "game/spacecraft.h"
#include "game/sprites.h"
#include "game/entity_registry.h"
#include "game/stats.h"
#include "engine/core.h"
#include "engine/renderer.h"
#include "engine/physics.h"
@@ -210,7 +211,10 @@ static void damage_entity(Entity *target, int damage) {
static void damage_player(Entity *player, int damage, Entity *source) {
PlayerData *ppd = (PlayerData *)player->data;
stats_record_damage_taken(damage);
damage_entity(player, damage);
/* Note: damage_taken is recorded here; damage_dealt and kills are
* recorded at the specific call sites that deal player-sourced damage. */
/* Screen shake on player hit (stronger) */
if (s_active_camera) {
@@ -263,7 +267,10 @@ static void handle_collisions(EntityManager *em) {
/* Player bullet hits enemies */
if (from_player && entity_is_enemy(b)) {
if (physics_overlap(&a->body, &b->body)) {
stats_record_damage_dealt(a->damage);
damage_entity(b, a->damage);
stats_record_shot_hit();
if (b->flags & ENTITY_DEAD) stats_record_kill();
hit = true;
}
}
@@ -295,7 +302,9 @@ static void handle_collisions(EntityManager *em) {
a->body.pos.y + a->body.size.y * 0.5f);
if (stomping) {
stats_record_damage_dealt(2);
damage_entity(a, 2);
if (a->flags & ENTITY_DEAD) stats_record_kill();
player->body.vel.y = -PLAYER_JUMP_FORCE * 0.7f;
} else {
damage_player(player, a->damage, a);
@@ -366,6 +375,7 @@ static void handle_collisions(EntityManager *em) {
}
if (picked_up) {
stats_record_pickup();
/* Pickup particles */
Vec2 center = vec2(
a->body.pos.x + a->body.size.x * 0.5f,
@@ -566,6 +576,7 @@ void level_update(Level *level, float dt) {
for (int i = 0; i < level->entities.count; i++) {
Entity *e = &level->entities.entities[i];
if (e->active && e->type == ENT_PLAYER && player_wants_respawn(e)) {
stats_record_death();
player_respawn(e, level->map.player_spawn);
Vec2 center = vec2(
e->body.pos.x + e->body.size.x * 0.5f,

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@@ -1,6 +1,7 @@
#include "game/player.h"
#include "game/sprites.h"
#include "game/projectile.h"
#include "game/stats.h"
#include "engine/input.h"
#include "engine/physics.h"
#include "engine/renderer.h"
@@ -301,6 +302,7 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
if (input_pressed(ACTION_DASH) && pd->dash_charges > 0) {
pd->dash_charges--;
stats_record_dash();
/* Start recharge timer only if not already recharging */
if (pd->dash_recharge_timer <= 0) {
pd->dash_recharge_timer = (pd->jetpack_boost_timer > 0)
@@ -410,6 +412,7 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
pd->jumping = true;
pd->jump_buffer_timer = 0;
pd->coyote_timer = 0;
stats_record_jump();
audio_play_sound(s_sfx_jump, 96);
}
@@ -460,6 +463,7 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
}
projectile_spawn_dir(s_em, bullet_pos, shoot_dir, true);
stats_record_shot_fired();
/* Muzzle flash slightly ahead of bullet origin (at barrel tip) */
Vec2 flash_pos = vec2(
bullet_pos.x + shoot_dir.x * 4.0f,

29
src/game/stats.c Normal file
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@@ -0,0 +1,29 @@
#include "game/stats.h"
#include <string.h>
static GameStats *s_active = NULL;
void stats_reset(GameStats *s) {
memset(s, 0, sizeof(GameStats));
}
void stats_update_score(GameStats *s) {
int score = s->levels_completed * 100
+ s->enemies_killed * 10
- s->deaths * 25
+ s->pickups_collected * 5;
s->score = score > 0 ? score : 0;
}
void stats_set_active(GameStats *s) { s_active = s; }
GameStats *stats_get_active(void) { return s_active; }
void stats_record_kill(void) { if (s_active) s_active->enemies_killed++; }
void stats_record_death(void) { if (s_active) s_active->deaths++; }
void stats_record_shot_fired(void) { if (s_active) s_active->shots_fired++; }
void stats_record_shot_hit(void) { if (s_active) s_active->shots_hit++; }
void stats_record_dash(void) { if (s_active) s_active->dashes_used++; }
void stats_record_jump(void) { if (s_active) s_active->jumps++; }
void stats_record_pickup(void) { if (s_active) s_active->pickups_collected++; }
void stats_record_damage_taken(int n) { if (s_active) s_active->damage_taken += n; }
void stats_record_damage_dealt(int n) { if (s_active) s_active->damage_dealt += n; }

43
src/game/stats.h Normal file
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@@ -0,0 +1,43 @@
#ifndef JNR_STATS_H
#define JNR_STATS_H
/* Per-session gameplay statistics, accumulated during play and
* submitted to the analytics backend when the session ends. */
typedef struct GameStats {
int score; /* composite score */
int levels_completed; /* exit zone triggers */
int enemies_killed; /* total kills */
int deaths; /* player respawn count */
int shots_fired; /* projectiles spawned by player */
int shots_hit; /* player projectiles that hit */
int dashes_used; /* dash activations */
int jumps; /* jump count */
int pickups_collected; /* all powerup pickups */
int damage_taken; /* total HP lost */
int damage_dealt; /* total HP dealt to enemies */
float time_elapsed; /* wall-clock seconds */
} GameStats;
/* Reset all stats to zero (call at session start). */
void stats_reset(GameStats *s);
/* Recompute the composite score from raw metrics. */
void stats_update_score(GameStats *s);
/* Set/get the active stats instance (global pointer used by
* level.c and player.c to record events during gameplay). */
void stats_set_active(GameStats *s);
GameStats *stats_get_active(void);
/* Convenience: increment a stat on the active instance (no-op if NULL). */
void stats_record_kill(void);
void stats_record_death(void);
void stats_record_shot_fired(void);
void stats_record_shot_hit(void);
void stats_record_dash(void);
void stats_record_jump(void);
void stats_record_pickup(void);
void stats_record_damage_taken(int amount);
void stats_record_damage_dealt(int amount);
#endif /* JNR_STATS_H */

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@@ -4,6 +4,8 @@
#include "game/level.h"
#include "game/levelgen.h"
#include "game/editor.h"
#include "game/stats.h"
#include "game/analytics.h"
#include "config.h"
#include <stdio.h>
#include <string.h>
@@ -46,6 +48,10 @@ static int s_station_depth = 0;
static int s_mars_depth = 0;
#define MARS_BASE_GEN_COUNT 2
/* ── Analytics / stats tracking ── */
static GameStats s_stats;
static bool s_session_active = false;
/* ── Pause menu state ── */
#define PAUSE_ITEM_COUNT 3
static int s_pause_selection = 0; /* 0=Resume, 1=Restart, 2=Quit */
@@ -238,6 +244,21 @@ static void load_mars_base_level(void) {
s_level_path[0] = '\0';
}
/* ── Analytics session helpers ── */
static void begin_session(void) {
stats_reset(&s_stats);
stats_set_active(&s_stats);
analytics_session_start();
s_session_active = true;
}
static void end_session(const char *reason) {
if (!s_session_active) return;
s_session_active = false;
stats_set_active(NULL);
analytics_session_end(&s_stats, reason);
}
/* ── Switch to editor mode ── */
static void enter_editor(void) {
if (s_mode == MODE_PLAY) {
@@ -305,15 +326,19 @@ static void restart_level(void) {
* ═══════════════════════════════════════════════════ */
static void game_init(void) {
analytics_init();
if (s_use_editor) {
enter_editor();
} else if (s_use_procgen) {
load_generated_level();
begin_session();
} else {
if (!load_level_file("assets/levels/moon01.lvl")) {
fprintf(stderr, "Failed to load level!\n");
g_engine.running = false;
}
begin_session();
}
}
@@ -347,12 +372,15 @@ static void pause_update(void) {
break;
case 1: /* Restart */
s_mode = MODE_PLAY;
end_session("quit");
restart_level();
begin_session();
break;
case 2: /* Quit */
if (s_testing_from_editor) {
return_to_editor();
} else {
end_session("quit");
g_engine.running = false;
}
break;
@@ -364,6 +392,7 @@ static void game_update(float dt) {
/* Handle deferred level load from JS shell dropdown. */
if (s_js_load_request && s_js_load_path[0]) {
s_js_load_request = 0;
end_session("quit");
/* Tear down whatever mode we are in. */
if (s_mode == MODE_PLAY || s_mode == MODE_PAUSED) {
@@ -389,6 +418,7 @@ static void game_update(float dt) {
s_js_load_path[0] = '\0';
SDL_SetWindowTitle(g_engine.window, "Jump 'n Run");
begin_session();
return;
}
#endif
@@ -437,22 +467,35 @@ static void game_update(float dt) {
bool r_pressed = input_key_held(SDL_SCANCODE_R);
if (r_pressed && !r_was_pressed) {
printf("\n=== Regenerating level ===\n");
end_session("quit");
level_free(&s_level);
s_gen_seed = (uint32_t)time(NULL);
s_use_procgen = true;
load_generated_level();
begin_session();
}
r_was_pressed = r_pressed;
level_update(&s_level, dt);
/* Accumulate play time */
if (s_session_active) {
s_stats.time_elapsed += dt;
}
/* Check for level exit transition */
if (level_exit_triggered(&s_level)) {
const char *target = s_level.exit_target;
/* Record the level completion in stats */
if (s_session_active) {
s_stats.levels_completed++;
}
if (target[0] == '\0') {
/* Empty target = victory / end of game */
printf("Level complete! (no next level)\n");
end_session("completed");
/* Loop back to the beginning, reset progression state */
level_free(&s_level);
s_station_depth = 0;
@@ -460,6 +503,7 @@ static void game_update(float dt) {
if (!load_level_file("assets/levels/moon01.lvl")) {
g_engine.running = false;
}
begin_session();
} else if (strcmp(target, "generate") == 0) {
/* Procedurally generated next level */
printf("Transitioning to generated level\n");
@@ -549,6 +593,8 @@ static void game_render(float interpolation) {
}
static void game_shutdown(void) {
end_session("quit");
/* Always free both — editor may have been initialized even if we're
* currently in play mode (e.g. shutdown during test play). editor_free
* and level_free are safe to call on zeroed/already-freed structs. */

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@@ -107,7 +107,9 @@
</style>
</head>
<body>
<div id="canvas-container">
<div id="canvas-container"
data-analytics-url=""
data-analytics-key="">
<canvas class="emscripten" id="canvas" tabindex="1"
width="640" height="360"></canvas>
</div>
@@ -282,6 +284,37 @@
document.title = 'Jump \'n Run - Level Editor';
}
}
/* ── Analytics: end session on tab close ────────────── */
/* Fallback for when the WASM shutdown path didn't get a chance to
* run (e.g. user closes tab mid-game). Uses fetch with keepalive
* so the browser can send the request after the page is gone, and
* includes the X-API-Key header that sendBeacon can't carry. */
window.addEventListener('beforeunload', function() {
if (typeof Module !== 'undefined' && Module._analyticsSessionId &&
Module._analyticsUrl) {
var sid = Module._analyticsSessionId;
Module._analyticsSessionId = null;
/* Use stashed stats from the last C-side update if available,
* otherwise send minimal data so the session isn't left open. */
var body = Module._analyticsLastStats || JSON.stringify({
score: 0,
level_reached: 1,
lives_used: 0,
duration_seconds: 0,
end_reason: 'quit'
});
fetch(Module._analyticsUrl + '/api/analytics/session/' + sid + '/end/', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'X-API-Key': Module._analyticsKey
},
body: body,
keepalive: true
});
}
});
</script>
{{{ SCRIPT }}}
</body>