GameAnalytics C++ SDK
Documentation can be found here.
Supported platforms:
- Mac OSX
- Windows 32-bit and 64-bit
- Linux
- python 3.6 or higher
- cmake 3.20 or higher
- Mac: XCode
- Windows: Visual Studio 2017 or later
- Linux: clang or gcc
4.0.0
- updated to C++17
- public functions will now expect
std::string
instead ofconst char*
- configureAvailableCustomDimensions, configureAvailableResourceCurrencies and configureAvailableItemTypes will now require a
std::vector<std::string>
as argument - removed duplicated public functions, replaced with default arguments
- added argument for IRemoteConfigsListener callback
- rewritten build scripts, now requires python3
- changed user id logic to always use randomized id (except if custom id is set)
- replaced usage of unsafe cstrings and functions with safer alternatives
- refactored the internal codebase
- rewritten threading logic
- replaced RapidJson
- removed Tizien support
- added SDK init event
- added health event
- added external user id
- safer handling of device properties retrieval
- added exception handling
- improved stability
- various bug fixes
- added sample app
Run setup.py
with the required argument for your platform:
python setup.py --platform {linux_x64,linux_x86,osx,win32,win64,uwp} [--cfg {Release,Debug}] [--build] [--test] [--coverage]
The following arguments are supported:
linux_x64
linux_x86
osx
win32
win64
The generated project can be found inside the build
folder.
- crossguid (as source) - Cross platform library to generate a Guid.
- cryptoC++ (as source) - collection of functions and classes for cryptography related tasks.
- curl (as binary) - library used to make HTTP requests.
- nlohmann json (as source) - lightweight C++ library for manipulating JSON values including serialization and deserialization.
- openssl (as binary) - used by curl to make HTTPS requests.
- SQLite (as source) - SQLite is a software library that implements a self-contained, serverless, zero-configuration, transactional SQL database engine.
as source means the dependency will be compiled with the project itself, as binary means the dependency is prebuild and will be linked to the project
Remember to include the GameAnalytics header file wherever you are using the SDK:
#include "GameAnalytics/GameAnalytics.h"
If you want to use your own custom log handler here is how it is done:
void logHandler(const char *message, gameanalytics::EGALoggerMessageType type)
{
// add your logging in here
}
gameanalytics::GameAnalytics::configureCustomLogHandler(logHandler);
Example:
gameanalytics::GameAnalytics::setEnabledInfoLog(true);
gameanalytics::GameAnalytics::setEnabledVerboseLog(true);
gameanalytics::GameAnalytics::configureBuild("0.10");
{
std::vector<std::string> list;
list.push_back("gems");
list.push_back("gold");
gameanalytics::GameAnalytics::configureAvailableResourceCurrencies(list);
}
{
std::vector<std::string> list;
list.push_back("boost");
list.push_back("lives");
gameanalytics::GameAnalytics::configureAvailableResourceItemTypes(list);
}
{
std::vector<std::string> list;
list.push_back("ninja");
list.push_back("samurai");
gameanalytics::GameAnalytics::configureAvailableCustomDimensions01(list);
}
{
std::vector<std::string> list;
list.push_back("whale");
list.push_back("dolphin");
gameanalytics::GameAnalytics::configureAvailableCustomDimensions02(list);
}
{
std::vector<std::string> list;
list.push_back("horde");
list.push_back("alliance");
gameanalytics::GameAnalytics::configureAvailableCustomDimensions03(list);
}
Example:
gameanalytics::GameAnalytics::initialize("<your game key>", "<your secret key");
Example:
gameanalytics::GameAnalytics::addDesignEvent("testEvent");
gameanalytics::GameAnalytics::addBusinessEvent("USD", 100, "boost", "super_boost", "shop");
gameanalytics::GameAnalytics::addResourceEvent(gameanalytics::Source, "gems", 10, "lives", "extra_life");
gameanalytics::GameAnalytics::addProgressionEvent(gameanalytics::Start, "progression01", "progression02");