feat(analytics): opt-in usage analytics with server ingest and settings toggle
- Server: POST /api/analytics endpoint with per-IP rate limit (5/min), batch validation (≤50 events, event_type regex, UUID dedup, clock check), INSERT OR IGNORE for idempotency, and migration 004_analytics.sql - Client (solitaire_data): AnalyticsClient with in-memory Mutex buffer, UUID session_id per launch, async flush via background task - Engine: AnalyticsPlugin records game_won, game_forfeit, game_start, achievement_unlocked; flushes immediately on game-end, every 60 s otherwise - Settings UI: Privacy section with ON/OFF toggle, hidden in local-only mode - Default: analytics_enabled = false (explicit opt-in required) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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//! Analytics plugin — buffers game-play events and flushes them to the
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//! configured server in the background.
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//!
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//! Disabled by default (opt-in via Settings → Privacy). Only active when
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//! `settings.analytics_enabled` is `true` AND `sync_backend` is a
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//! `SolitaireServer` with a URL to send to.
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use std::sync::Arc;
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use bevy::prelude::*;
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use bevy::tasks::AsyncComputeTaskPool;
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use solitaire_core::game_state::GameMode;
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use solitaire_data::{analytics_client::AnalyticsClient, settings::SyncBackend, Settings};
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use crate::events::{AchievementUnlockedEvent, ForfeitEvent, GameWonEvent, NewGameRequestEvent};
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use crate::resources::GameStateResource;
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use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
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// ---------------------------------------------------------------------------
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// Resource
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// ---------------------------------------------------------------------------
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/// Holds the active analytics client. `None` when the feature is disabled.
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#[derive(Resource)]
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pub struct AnalyticsResource {
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pub client: Option<Arc<AnalyticsClient>>,
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flush_timer: Timer,
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}
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impl Default for AnalyticsResource {
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fn default() -> Self {
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Self {
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client: None,
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flush_timer: Timer::from_seconds(60.0, TimerMode::Repeating),
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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/// Registers analytics systems. Add after `SettingsPlugin` in the app.
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pub struct AnalyticsPlugin;
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impl Plugin for AnalyticsPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<AnalyticsResource>()
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.add_systems(Startup, init_analytics)
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.add_systems(
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Update,
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(
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react_to_settings_change,
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on_game_won,
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on_forfeit,
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on_new_game,
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on_achievement_unlocked,
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tick_flush_timer,
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),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// Systems
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// ---------------------------------------------------------------------------
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fn init_analytics(settings: Res<SettingsResource>, mut analytics: ResMut<AnalyticsResource>) {
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analytics.client = client_for(&settings.0);
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}
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fn react_to_settings_change(
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mut events: MessageReader<SettingsChangedEvent>,
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mut analytics: ResMut<AnalyticsResource>,
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) {
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for ev in events.read() {
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analytics.client = client_for(&ev.0);
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}
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}
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fn on_game_won(
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mut wins: MessageReader<GameWonEvent>,
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analytics: Res<AnalyticsResource>,
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settings: Res<SettingsResource>,
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) {
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let Some(client) = analytics.client.clone() else {
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return;
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};
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for ev in wins.read() {
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client.record(
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"game_won",
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serde_json::json!({
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"score": ev.score,
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"time_seconds": ev.time_seconds,
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}),
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);
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fire_flush(client.clone(), &settings.0);
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}
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}
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fn on_forfeit(
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mut forfeits: MessageReader<ForfeitEvent>,
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analytics: Res<AnalyticsResource>,
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settings: Res<SettingsResource>,
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) {
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let Some(client) = analytics.client.clone() else {
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return;
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};
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for _ev in forfeits.read() {
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client.record("game_forfeit", serde_json::json!({}));
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fire_flush(client.clone(), &settings.0);
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}
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}
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fn on_new_game(
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mut requests: MessageReader<NewGameRequestEvent>,
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analytics: Res<AnalyticsResource>,
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game: Res<GameStateResource>,
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) {
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let Some(client) = analytics.client.clone() else {
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return;
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};
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for ev in requests.read() {
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// Only record confirmed starts — skip the first unconfirmed request
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// that spawns the "abandon game?" modal.
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if !ev.confirmed {
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continue;
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}
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// mode = None means "reuse current game mode". Reading from
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// GameStateResource at this point gives the still-active game's mode,
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// which is exactly what the new game will inherit.
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let mode = ev.mode.unwrap_or(game.0.mode);
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client.record(
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"game_start",
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serde_json::json!({ "mode": mode_str(mode) }),
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);
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}
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}
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fn on_achievement_unlocked(
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mut achievements: MessageReader<AchievementUnlockedEvent>,
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analytics: Res<AnalyticsResource>,
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) {
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let Some(client) = analytics.client.clone() else {
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return;
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};
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for ev in achievements.read() {
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client.record(
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"achievement_unlocked",
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serde_json::json!({ "achievement_id": ev.0.id }),
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);
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}
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}
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fn tick_flush_timer(
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time: Res<Time>,
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mut analytics: ResMut<AnalyticsResource>,
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settings: Res<SettingsResource>,
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) {
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analytics.flush_timer.tick(time.delta());
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if !analytics.flush_timer.just_finished() {
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return;
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}
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if let Some(client) = analytics.client.clone() {
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fire_flush(client, &settings.0);
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}
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}
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// ---------------------------------------------------------------------------
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// Helpers
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// ---------------------------------------------------------------------------
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fn client_for(settings: &Settings) -> Option<Arc<AnalyticsClient>> {
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if !settings.analytics_enabled {
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return None;
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}
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match &settings.sync_backend {
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SyncBackend::SolitaireServer { url, .. } => {
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Some(Arc::new(AnalyticsClient::new(url.clone())))
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}
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SyncBackend::Local => None,
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}
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}
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fn fire_flush(client: Arc<AnalyticsClient>, settings: &Settings) {
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let user_id = match &settings.sync_backend {
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SyncBackend::SolitaireServer { username, .. } => Some(username.clone()),
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SyncBackend::Local => None,
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};
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AsyncComputeTaskPool::get()
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.spawn(async move {
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if let Ok(rt) = tokio::runtime::Builder::new_current_thread()
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.enable_all()
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.build()
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{
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rt.block_on(client.flush(user_id));
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}
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})
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.detach();
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}
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fn mode_str(mode: GameMode) -> &'static str {
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match mode {
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GameMode::Classic => "classic",
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GameMode::Zen => "zen",
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GameMode::Challenge => "challenge",
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GameMode::TimeAttack => "time_attack",
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GameMode::Difficulty(_) => "difficulty",
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}
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}
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