वेब games के लिए analytics और telemetry
Analytics से आपको समझ आता है कि players क्या करते हैं, कहाँ अटकते हैं और कौन सी चीज़ उन्हें जोड़े रखती है. यह tutorial बताता है कि क्या track करना है और कैसे.
1) क्या track करें
Engagement metrics:
- Session starts और duration
- शुरू किए गए और पूरे किए गए levels
- इस्तेमाल किए गए features
- Retention (वापस आने वाले visits)
Performance metrics:
- Load time
- Frame rate
- Memory usage
- Errors और crashes
Conversion metrics:
- Tutorial completion
- पहली purchase
- Social shares
2) सरल event tracking
class Analytics {
constructor(endpoint) {
this.endpoint = endpoint
this.sessionId = crypto.randomUUID()
this.queue = []
this.flushInterval = 30000 // 30 seconds
setInterval(() => this.flush(), this.flushInterval)
// Flush when the page is being hidden, not on beforeunload.
// beforeunload/unload are unreliable (often don't fire on mobile,
// and block the back/forward cache). visibilitychange + pagehide
// are the recommended events for end-of-session sends.
document.addEventListener('visibilitychange', () => {
if (document.visibilityState === 'hidden') this.flush()
})
window.addEventListener('pagehide', () => this.flush())
}
track(event, data = {}) {
this.queue.push({
event,
data,
sessionId: this.sessionId,
timestamp: Date.now(),
url: location.href,
})
// Flush immediately for important events
if (event === 'error' || event === 'purchase') {
this.flush()
}
}
async flush() {
if (this.queue.length === 0) return
const events = [...this.queue]
this.queue = []
try {
await fetch(this.endpoint, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ events }),
keepalive: true, // Important for beforeunload
})
} catch {
// Put events back in queue
this.queue.unshift(...events)
}
}
}
const analytics = new Analytics('/api/analytics')3) Session tracking
// Track session start
analytics.track('session_start', {
referrer: document.referrer,
screen: `${screen.width}x${screen.height}`,
devicePixelRatio: window.devicePixelRatio,
userAgent: navigator.userAgent,
})
// Track session end
let sessionStart = Date.now()
// Send session_end when the page is hidden, not on beforeunload.
// beforeunload is unreliable on mobile and breaks the bfcache.
function recordSessionEnd() {
analytics.track('session_end', {
duration: Date.now() - sessionStart,
})
}
document.addEventListener('visibilitychange', () => {
if (document.visibilityState === 'hidden') recordSessionEnd()
})
window.addEventListener('pagehide', recordSessionEnd)
// Track visibility changes
document.addEventListener('visibilitychange', () => {
if (document.hidden) {
analytics.track('tab_hidden')
} else {
analytics.track('tab_visible')
}
})4) Game-specific events
// Level tracking
function onLevelStart(levelId) {
analytics.track('level_start', { levelId })
}
function onLevelComplete(levelId, score, time) {
analytics.track('level_complete', {
levelId,
score,
timeSeconds: time,
})
}
function onLevelFail(levelId, reason) {
analytics.track('level_fail', {
levelId,
reason, // 'death', 'timeout', 'quit'
})
}
// Achievement tracking
function onAchievementUnlocked(achievementId) {
analytics.track('achievement', { achievementId })
}
// Tutorial tracking
function onTutorialStep(step, skipped = false) {
analytics.track('tutorial', { step, skipped })
}5) Performance monitoring
class PerformanceMonitor {
constructor(analytics) {
this.analytics = analytics
this.frameTimes = []
this.lastFrame = performance.now()
}
recordFrame() {
const now = performance.now()
this.frameTimes.push(now - this.lastFrame)
this.lastFrame = now
// Keep last 60 frames
if (this.frameTimes.length > 60) {
this.frameTimes.shift()
}
}
getAverageFPS() {
if (this.frameTimes.length === 0) return 0
const avgFrameTime = this.frameTimes.reduce((a, b) => a + b) / this.frameTimes.length
return 1000 / avgFrameTime
}
reportPerformance() {
const fps = this.getAverageFPS()
const memory = performance.memory?.usedJSHeapSize
this.analytics.track('performance', {
avgFPS: Math.round(fps),
memoryMB: memory ? Math.round(memory / 1024 / 1024) : null,
})
}
}
// Report every minute
const perfMonitor = new PerformanceMonitor(analytics)
setInterval(() => perfMonitor.reportPerformance(), 60000)Long Animation Frames से jank की वजह पता करें
ऊपर वाला FPS counter आपको बताता है कि frames कब गिर रहे हैं, पर यह नहीं कि क्यों. Long Animation Frames API (LoAF), जो Chrome और Edge 123 में आया, इस कमी को भरता है. यह 50ms से ज़्यादा लेने वाले किसी भी frame को flag करता है और बताता है कि किन scripts ने देरी कराई, ताकि आप अंदाज़ा लगाने के बजाय jank की वजह सही code तक जोड़ सकें.
if (PerformanceObserver.supportedEntryTypes?.includes('long-animation-frame')) {
const observer = new PerformanceObserver((list) => {
for (const entry of list.getEntries()) {
analytics.track('long_frame', {
durationMs: Math.round(entry.duration),
blockingMs: Math.round(entry.blockingDuration),
// scripts[] names the source URLs that ate the frame
scripts: entry.scripts?.map((s) => s.sourceURL),
})
}
})
observer.observe({ type: 'long-animation-frame', buffered: true })
}LoAF अभी सिर्फ Chromium पर है (Firefox या Safari पर नहीं), इसलिए इस्तेमाल से पहले feature-detect करें और FPS counter को अपने cross-browser baseline के तौर पर रखें.
6) Error tracking
window.addEventListener('error', (event) => {
analytics.track('error', {
message: event.message,
filename: event.filename,
lineno: event.lineno,
colno: event.colno,
stack: event.error?.stack,
})
})
window.addEventListener('unhandledrejection', (event) => {
analytics.track('error', {
message: event.reason?.message || String(event.reason),
type: 'unhandledrejection',
stack: event.reason?.stack,
})
})
// Custom error tracking
function trackGameError(context, error) {
analytics.track('game_error', {
context,
message: error.message,
stack: error.stack,
})
}7) Load time tracking
// Track initial load
window.addEventListener('load', () => {
const timing = performance.timing
const loadTime = timing.loadEventEnd - timing.navigationStart
const domReady = timing.domContentLoadedEventEnd - timing.navigationStart
analytics.track('page_load', {
totalMs: loadTime,
domReadyMs: domReady,
})
})
// Track game-specific load phases
async function loadGame() {
const start = performance.now()
await loadCriticalAssets()
const criticalTime = performance.now() - start
analytics.track('load_critical', { ms: Math.round(criticalTime) })
await loadGameAssets()
const totalTime = performance.now() - start
analytics.track('load_complete', { ms: Math.round(totalTime) })
}8) Funnel tracking
Players की key flows में बढ़त track करें:
class FunnelTracker {
constructor(analytics, funnelName) {
this.analytics = analytics
this.funnelName = funnelName
this.startTime = Date.now()
}
step(stepName) {
this.analytics.track('funnel_step', {
funnel: this.funnelName,
step: stepName,
elapsedMs: Date.now() - this.startTime,
})
}
complete() {
this.analytics.track('funnel_complete', {
funnel: this.funnelName,
totalMs: Date.now() - this.startTime,
})
}
abandon(reason) {
this.analytics.track('funnel_abandon', {
funnel: this.funnelName,
reason,
elapsedMs: Date.now() - this.startTime,
})
}
}
// Usage
const onboarding = new FunnelTracker(analytics, 'onboarding')
onboarding.step('welcome_shown')
// ... player clicks continue
onboarding.step('name_entered')
// ... player completes tutorial
onboarding.complete()9) A/B testing support
class ABTest {
constructor(testName, variants) {
this.testName = testName
this.variants = variants
// Get or assign variant
const stored = localStorage.getItem(`ab_${testName}`)
if (stored && variants.includes(stored)) {
this.variant = stored
} else {
this.variant = variants[Math.floor(Math.random() * variants.length)]
localStorage.setItem(`ab_${testName}`, this.variant)
}
// Track assignment
analytics.track('ab_assignment', {
test: testName,
variant: this.variant,
})
}
getVariant() {
return this.variant
}
trackConversion(metric) {
analytics.track('ab_conversion', {
test: this.testName,
variant: this.variant,
metric,
})
}
}
// Usage
const difficultyTest = new ABTest('difficulty', ['easy', 'normal', 'hard'])
game.difficulty = difficultyTest.getVariant()
// When player completes level
difficultyTest.trackConversion('level_complete')10) Privacy से जुड़ी बातें
class PrivacyAwareAnalytics extends Analytics {
constructor(endpoint) {
super(endpoint)
this.enabled = this.checkConsent()
}
checkConsent() {
return localStorage.getItem('analytics_consent') === 'true'
}
setConsent(enabled) {
localStorage.setItem('analytics_consent', enabled ? 'true' : 'false')
this.enabled = enabled
if (enabled) {
this.track('consent_granted')
}
}
track(event, data = {}) {
if (!this.enabled) return
// Strip PII
const sanitized = { ...data }
delete sanitized.email
delete sanitized.name
delete sanitized.ip
super.track(event, sanitized)
}
}
// Show consent dialog
function showConsentDialog() {
const dialog = document.createElement('div')
dialog.innerHTML = `
<p>We use analytics to improve the game. Is that okay?</p>
<button id="accept">Accept</button>
<button id="decline">Decline</button>
`
document.body.appendChild(dialog)
dialog.querySelector('#accept').onclick = () => {
analytics.setConsent(true)
dialog.remove()
}
dialog.querySelector('#decline').onclick = () => {
analytics.setConsent(false)
dialog.remove()
}
}Third-party विकल्प
अगर आप अपना खुद का नहीं बनाना चाहते:
- Plausible — Privacy पर केंद्रित, सरल
- Amplitude — Product analytics, funnels
- Mixpanel — Event tracking, user journeys
- Sentry — खास तौर पर error tracking
// Example: Plausible
const script = document.createElement('script')
script.defer = true
script.dataset.domain = 'yourgame.com'
script.src = 'https://plausible.io/js/plausible.js'
document.head.appendChild(script)
// Track custom events
window.plausible('level_complete', { props: { level: '1' } })संबंधित
- तेज़ी से load होने वाला वेब game ship करें
- IndexedDB game saves
- Creators के लिए
- अपने game को itch.io पर कैसे launch करें — itch.io analytics और downloads tracking
- Steam Next Fest रणनीति — wishlists और demo conversion rates मापना
बाहरी संसाधन
- Plausible Analytics — privacy के अनुकूल, हल्का analytics
- PostHog — event tracking वाला open-source product analytics
- Sentry — वेब apps के लिए error monitoring और crash reporting