branchrust_reboot/main/analytics_puzzle_resetcancel
3 Commits over 0 Days - ∞cph!
Use list of spawn groups as the "name" of the puzzle being reset
- cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur
- don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
Add analytics when puzzles reset
- how long it took before reset and how long players spent inside / blocking the puzzle
- log puzzle reset settings and monument of the puzzle