dolphin/Source/Core/Core/Analytics.cpp
Lioncash 696e1b40b5 Common: Move version strings to their own header
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label

This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.

This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
2017-09-09 19:28:10 -04:00

279 lines
10 KiB
C++

#include "Core/Analytics.h"
#include <cinttypes>
#include <mbedtls/sha1.h>
#include <memory>
#include <mutex>
#include <random>
#include <string>
#if defined(_WIN32)
#include <windows.h>
#elif defined(__APPLE__)
#include <CoreServices/CoreServices.h>
#endif
#include "Common/Analytics.h"
#include "Common/CPUDetect.h"
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#include "Common/Version.h"
#include "Core/ConfigManager.h"
#include "Core/HW/GCPad.h"
#include "Core/Movie.h"
#include "Core/NetPlayProto.h"
#include "InputCommon/GCAdapter.h"
#include "InputCommon/InputConfig.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
namespace
{
constexpr const char* ANALYTICS_ENDPOINT = "https://analytics.dolphin-emu.org/report";
} // namespace
std::mutex DolphinAnalytics::s_instance_mutex;
std::shared_ptr<DolphinAnalytics> DolphinAnalytics::s_instance;
DolphinAnalytics::DolphinAnalytics()
{
ReloadConfig();
MakeBaseBuilder();
}
std::shared_ptr<DolphinAnalytics> DolphinAnalytics::Instance()
{
std::lock_guard<std::mutex> lk(s_instance_mutex);
if (!s_instance)
{
s_instance.reset(new DolphinAnalytics());
}
return s_instance;
}
void DolphinAnalytics::ReloadConfig()
{
std::lock_guard<std::mutex> lk(m_reporter_mutex);
// Install the HTTP backend if analytics support is enabled.
std::unique_ptr<Common::AnalyticsReportingBackend> new_backend;
if (SConfig::GetInstance().m_analytics_enabled)
{
new_backend = std::make_unique<Common::HttpAnalyticsBackend>(ANALYTICS_ENDPOINT);
}
m_reporter.SetBackend(std::move(new_backend));
// Load the unique ID or generate it if needed.
m_unique_id = SConfig::GetInstance().m_analytics_id;
if (m_unique_id.empty())
{
GenerateNewIdentity();
}
}
void DolphinAnalytics::GenerateNewIdentity()
{
std::random_device rd;
u64 id_high = (static_cast<u64>(rd()) << 32) | rd();
u64 id_low = (static_cast<u64>(rd()) << 32) | rd();
m_unique_id = StringFromFormat("%016" PRIx64 "%016" PRIx64, id_high, id_low);
// Save the new id in the configuration.
SConfig::GetInstance().m_analytics_id = m_unique_id;
SConfig::GetInstance().SaveSettings();
}
std::string DolphinAnalytics::MakeUniqueId(const std::string& data)
{
u8 digest[20];
std::string input = m_unique_id + data;
mbedtls_sha1(reinterpret_cast<const u8*>(input.c_str()), input.size(), digest);
// Convert to hex string and truncate to 64 bits.
std::string out;
for (int i = 0; i < 8; ++i)
{
out += StringFromFormat("%02hhx", digest[i]);
}
return out;
}
void DolphinAnalytics::ReportDolphinStart(const std::string& ui_type)
{
Common::AnalyticsReportBuilder builder(m_base_builder);
builder.AddData("type", "dolphin-start");
builder.AddData("ui-type", ui_type);
builder.AddData("id", MakeUniqueId("dolphin-start"));
Send(builder);
}
void DolphinAnalytics::ReportGameStart()
{
MakePerGameBuilder();
Common::AnalyticsReportBuilder builder(m_per_game_builder);
builder.AddData("type", "game-start");
Send(builder);
}
void DolphinAnalytics::MakeBaseBuilder()
{
Common::AnalyticsReportBuilder builder;
// Version information.
builder.AddData("version-desc", Common::scm_desc_str);
builder.AddData("version-hash", Common::scm_rev_git_str);
builder.AddData("version-branch", Common::scm_branch_str);
builder.AddData("version-dist", Common::scm_distributor_str);
// CPU information.
builder.AddData("cpu-summary", cpu_info.Summarize());
// OS information.
#if defined(_WIN32)
builder.AddData("os-type", "windows");
// Windows 8 removes support for GetVersionEx and such. Stupid.
DWORD(WINAPI * RtlGetVersion)(LPOSVERSIONINFOEXW);
*(FARPROC*)&RtlGetVersion = GetProcAddress(GetModuleHandle(TEXT("ntdll")), "RtlGetVersion");
OSVERSIONINFOEXW winver;
winver.dwOSVersionInfoSize = sizeof(winver);
if (RtlGetVersion != nullptr)
{
RtlGetVersion(&winver);
builder.AddData("win-ver-major", static_cast<u32>(winver.dwMajorVersion));
builder.AddData("win-ver-minor", static_cast<u32>(winver.dwMinorVersion));
builder.AddData("win-ver-build", static_cast<u32>(winver.dwBuildNumber));
builder.AddData("win-ver-spmajor", static_cast<u32>(winver.wServicePackMajor));
builder.AddData("win-ver-spminor", static_cast<u32>(winver.wServicePackMinor));
}
#elif defined(ANDROID)
builder.AddData("os-type", "android");
#elif defined(__APPLE__)
builder.AddData("os-type", "osx");
SInt32 osxmajor, osxminor, osxbugfix;
// Gestalt is deprecated, but the replacement (NSProcessInfo
// operatingSystemVersion) is only available on OS X 10.10, so we need to use
// it anyway. Change this someday when Dolphin depends on 10.10+.
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
Gestalt(gestaltSystemVersionMajor, &osxmajor);
Gestalt(gestaltSystemVersionMinor, &osxminor);
Gestalt(gestaltSystemVersionBugFix, &osxbugfix);
#pragma GCC diagnostic pop
builder.AddData("osx-ver-major", osxmajor);
builder.AddData("osx-ver-minor", osxminor);
builder.AddData("osx-ver-bugfix", osxbugfix);
#elif defined(__linux__)
builder.AddData("os-type", "linux");
#elif defined(__FreeBSD__)
builder.AddData("os-type", "freebsd");
#else
builder.AddData("os-type", "unknown");
#endif
m_base_builder = builder;
}
static const char* GetUbershaderMode(const VideoConfig& video_config)
{
if (video_config.bDisableSpecializedShaders)
return "exclusive";
if (video_config.bBackgroundShaderCompiling)
return "hybrid";
return "disabled";
}
void DolphinAnalytics::MakePerGameBuilder()
{
Common::AnalyticsReportBuilder builder(m_base_builder);
// Gameid.
builder.AddData("gameid", SConfig::GetInstance().GetGameID());
// Unique id bound to the gameid.
builder.AddData("id", MakeUniqueId(SConfig::GetInstance().GetGameID()));
// Configuration.
builder.AddData("cfg-dsp-hle", SConfig::GetInstance().bDSPHLE);
builder.AddData("cfg-dsp-jit", SConfig::GetInstance().m_DSPEnableJIT);
builder.AddData("cfg-dsp-thread", SConfig::GetInstance().bDSPThread);
builder.AddData("cfg-cpu-thread", SConfig::GetInstance().bCPUThread);
builder.AddData("cfg-fastmem", SConfig::GetInstance().bFastmem);
builder.AddData("cfg-syncgpu", SConfig::GetInstance().bSyncGPU);
builder.AddData("cfg-audio-backend", SConfig::GetInstance().sBackend);
builder.AddData("cfg-oc-enable", SConfig::GetInstance().m_OCEnable);
builder.AddData("cfg-oc-factor", SConfig::GetInstance().m_OCFactor);
builder.AddData("cfg-render-to-main", SConfig::GetInstance().bRenderToMain);
if (g_video_backend)
{
builder.AddData("cfg-video-backend", g_video_backend->GetName());
}
// Video configuration.
builder.AddData("cfg-gfx-multisamples", g_Config.iMultisamples);
builder.AddData("cfg-gfx-ssaa", g_Config.bSSAA);
builder.AddData("cfg-gfx-anisotropy", g_Config.iMaxAnisotropy);
builder.AddData("cfg-gfx-realxfb", g_Config.RealXFBEnabled());
builder.AddData("cfg-gfx-virtualxfb", g_Config.VirtualXFBEnabled());
builder.AddData("cfg-gfx-vsync", g_Config.bVSync);
builder.AddData("cfg-gfx-aspect-ratio", g_Config.iAspectRatio);
builder.AddData("cfg-gfx-efb-access", g_Config.bEFBAccessEnable);
builder.AddData("cfg-gfx-efb-scale", g_Config.iEFBScale);
builder.AddData("cfg-gfx-efb-copy-format-changes", g_Config.bEFBEmulateFormatChanges);
builder.AddData("cfg-gfx-efb-copy-ram", !g_Config.bSkipEFBCopyToRam);
builder.AddData("cfg-gfx-efb-copy-scaled", g_Config.bCopyEFBScaled);
builder.AddData("cfg-gfx-tc-samples", g_Config.iSafeTextureCache_ColorSamples);
builder.AddData("cfg-gfx-stereo-mode", g_Config.iStereoMode);
builder.AddData("cfg-gfx-per-pixel-lighting", g_Config.bEnablePixelLighting);
builder.AddData("cfg-gfx-ubershader-mode", GetUbershaderMode(g_Config));
builder.AddData("cfg-gfx-fast-depth", g_Config.bFastDepthCalc);
builder.AddData("cfg-gfx-vertex-rounding", g_Config.UseVertexRounding());
// GPU features.
if (g_Config.iAdapter < static_cast<int>(g_Config.backend_info.Adapters.size()))
{
builder.AddData("gpu-adapter", g_Config.backend_info.Adapters[g_Config.iAdapter]);
}
else if (!g_Config.backend_info.AdapterName.empty())
{
builder.AddData("gpu-adapter", g_Config.backend_info.AdapterName);
}
builder.AddData("gpu-has-exclusive-fullscreen",
g_Config.backend_info.bSupportsExclusiveFullscreen);
builder.AddData("gpu-has-dual-source-blend", g_Config.backend_info.bSupportsDualSourceBlend);
builder.AddData("gpu-has-primitive-restart", g_Config.backend_info.bSupportsPrimitiveRestart);
builder.AddData("gpu-has-oversized-viewports", g_Config.backend_info.bSupportsOversizedViewports);
builder.AddData("gpu-has-geometry-shaders", g_Config.backend_info.bSupportsGeometryShaders);
builder.AddData("gpu-has-3d-vision", g_Config.backend_info.bSupports3DVision);
builder.AddData("gpu-has-early-z", g_Config.backend_info.bSupportsEarlyZ);
builder.AddData("gpu-has-binding-layout", g_Config.backend_info.bSupportsBindingLayout);
builder.AddData("gpu-has-bbox", g_Config.backend_info.bSupportsBBox);
builder.AddData("gpu-has-fragment-stores-and-atomics",
g_Config.backend_info.bSupportsFragmentStoresAndAtomics);
builder.AddData("gpu-has-gs-instancing", g_Config.backend_info.bSupportsGSInstancing);
builder.AddData("gpu-has-post-processing", g_Config.backend_info.bSupportsPostProcessing);
builder.AddData("gpu-has-palette-conversion", g_Config.backend_info.bSupportsPaletteConversion);
builder.AddData("gpu-has-clip-control", g_Config.backend_info.bSupportsClipControl);
builder.AddData("gpu-has-ssaa", g_Config.backend_info.bSupportsSSAA);
// NetPlay / recording.
builder.AddData("netplay", NetPlay::IsNetPlayRunning());
builder.AddData("movie", Movie::IsMovieActive());
// Controller information
// We grab enough to tell what percentage of our users are playing with keyboard/mouse, some kind
// of gamepad
// or the official gamecube adapter.
builder.AddData("gcadapter-detected", GCAdapter::IsDetected());
builder.AddData("has-controller", Pad::GetConfig()->IsControllerControlledByGamepadDevice(0) ||
GCAdapter::IsDetected());
m_per_game_builder = builder;
}