Send telemetry data securely and the user should be logged in first. More...
#include <AccelByteGameTelemetryApi.h>
Public Member Functions | |
| GameTelemetry (Credentials &InCredentialsRef, Settings const &InSettingsRef, FHttpRetrySchedulerBase &InHttpRef, TSharedPtr< AccelByte::FApiClient, ESPMode::ThreadSafe > const &InApiClient=nullptr, bool bInCacheEvent=true, bool bInRetryOnFailed=false) | |
| GameTelemetry (Credentials &InCredentialsRef, Settings const &InSettingsRef, FHttpRetrySchedulerBase &InHttpRef, FAccelBytePlatformPtr const &InAccelBytePlatform, bool bInCacheEvent=true, bool bInRetryOnFailed=false) | |
| void | SetBatchFrequency (FTimespan Interval) |
| Set the interval of sending telemetry event to the backend. By default it sends the queued events once a minute. Should not be less than 5 seconds. | |
| void | SetCriticalEventList (TArray< FString > const &EventNames) |
| Set list of event that need to be backed up on disc before sending in order to be able to recover in case of failure. | |
| void | SetImmediateEventList (TArray< FString > const &EventNames) |
| Set list of event that need to be sent immediately without the needs to jobQueue it. | |
| void | Send (FAccelByteModelsTelemetryBody TelemetryBody, FVoidHandler const &OnSuccess, FErrorHandler const &OnError) |
| Send/enqueue a single authorized telemetry data. Server should be logged in. See DedicatedServer::LoginWithClientCredentials(). | |
| void | Flush () |
| Flush pending telemetry events. | |
| void | Startup () |
| Startup module. | |
| void | Shutdown () |
| Shutdown module. | |
| bool | IsCacheUpdated () |
| Check the cache has been updated or not. | |
| void | ShouldCacheEnabled (bool bShouldCache) |
| Set a flag to cache events. | |
| bool | IsCacheEnabled () const |
| Check the flag value to cache events. | |
| Public Member Functions inherited from AccelByte::FApiBase | |
| FApiBase (Credentials const &InCredentialsRef, Settings const &InSettingsRef, FHttpRetrySchedulerBase &InHttpRef, TSharedPtr< AccelByte::FApiClient, ESPMode::ThreadSafe > const &InApiClient) | |
| FApiBase (Credentials const &InCredentialsRef, Settings const &InSettingsRef, FHttpRetrySchedulerBase &InHttpRef, FAccelBytePlatformPtr const &InAccelBytePlatform) | |
| void | SetApiClient (TSharedPtr< AccelByte::FApiClient, ESPMode::ThreadSafe > const &InApiClient) |
Protected Member Functions | |
| bool | EventsJsonToArray (FString &InJsonString, TArray< TelemetryBodyPtr > &OutArray) |
| virtual FString | GetTelemetryKey () |
| Protected Member Functions inherited from AccelByte::FApiBase | |
| template<typename T> | |
| bool | ValidateAccelByteId (FString const &Id, EAccelByteIdHypensRule HypenRule, FString const &ErrorMessage, T const &OnError) |
Additional Inherited Members | |
| Protected Attributes inherited from AccelByte::FApiBase | |
| TSharedRef< Credentials const, ESPMode::ThreadSafe > | CredentialsRef |
| Settings const & | SettingsRef |
| FHttpRetrySchedulerBase & | HttpRef |
| FHttpClient | HttpClient |
| FAccelBytePlatformPtr | AccelBytePlatformPtr |
Send telemetry data securely and the user should be logged in first.
| void AccelByte::Api::GameTelemetry::Send | ( | FAccelByteModelsTelemetryBody | TelemetryBody, |
| FVoidHandler const & | OnSuccess, | ||
| FErrorHandler const & | OnError ) |
Send/enqueue a single authorized telemetry data. Server should be logged in. See DedicatedServer::LoginWithClientCredentials().
| TelemetryBody | Telemetry request with arbitrary payload. |
| OnSuccess | This will be called when the operation succeeded. |
| OnError | This will be called when the operation failed. |
| void AccelByte::Api::GameTelemetry::SetBatchFrequency | ( | FTimespan | Interval | ) |
Set the interval of sending telemetry event to the backend. By default it sends the queued events once a minute. Should not be less than 5 seconds.
| Interval | The interval between telemetry event |
| void AccelByte::Api::GameTelemetry::SetCriticalEventList | ( | TArray< FString > const & | EventNames | ) |
Set list of event that need to be backed up on disc before sending in order to be able to recover in case of failure.
| EventNames | FString Array of payload EventName. |
| void AccelByte::Api::GameTelemetry::SetImmediateEventList | ( | TArray< FString > const & | EventNames | ) |
Set list of event that need to be sent immediately without the needs to jobQueue it.
| EventNames | FString Array of payload EventName. |
| void AccelByte::Api::GameTelemetry::ShouldCacheEnabled | ( | bool | bShouldCache | ) |
Set a flag to cache events.
| bShouldCache | boolean flag to cache events |