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Firebase Integration Guide

For the Lua version of cocos2d-x v3.x - (all other versions)

SDK Version

Integration

Open a terminal and use the following command to install the SDKBOX Firebase plugin. Make sure you setup the SDKBOX installer correctly.

$ sdkbox import firebase

Important Notice

Please make sure the following settings in your project to make the plugin work well.

Disable App Transport Security

Adding the following entry to the info.plist file:

<key>NSAppTransportSecurity</key>
<dict>
    <key>NSAllowsArbitraryLoads</key>
    <true/>
</dict>

It should look like this:

Disable Bitcode support

You have to turn off Bitcode support. If you don't, cocos2d-x will fail to build.

Set your game requires full screen

If your game doesn't support all screen orientations, you will need to check Requires full screen in Xcode. If you do not, your app will fail Apple's submission process.

Whitelist canOpenURL function

This setting depends on what plugins are in your project. You may need to add the required entry to the info.plist, under LSApplicationQueriesSchemes.

JSON Configuration

Firebase's configuration file can download from firebase website

iOS Plist

you can download iOS configuration file GoogleService-Info.plist from iOS Project -> Settings, and then drag GoogleService-Info.plist to your iOS project

Android Json

For Android Studio

https://firebase.google.com/docs/android/setup?authuser=0#add-config-file

For Eclipse

you can download Android configuration file google-services.json from Android Project -> Settings

Notice: You must translate google-services.json to xml to use.

python -c """import urllib; import sys; sys.argv = ['transpy', '-i', './google-services.json', '-o', './googleservices.xml']; s = urllib.urlopen('https://raw.githubusercontent.com/sdkbox-doc/en/master/tools/generate_xml_from_google_services_json.py').read(); exec(s);"""

more info, take a look at this

google_app_id Conflict

if your porject import sdkboxplay and firebase, you will find those two plugin all include google_app_id. at the time, you should change google_app_id in sdkboxplay to another word, e.g. google_app_id_2.

your modification should be like follow:

<string name="google_app_id">340534096218</string>

<string name="google_app_id_2">340534096218</string>

<meta-data android:name="com.google.android.gms.games.APP_ID" android:value="@string/google_app_id"/>

<meta-data android:name="com.google.android.gms.games.APP_ID" android:value="@string/google_app_id_2"/>

Usage

Register Lua Functions

You need to register all the Firebase Lua functions with cocos2d-x before using them.

To do this: * Modify ./frameworks/runtime-src/Classes/AppDelegate.cpp to include the following headers:

#include "PluginFirebaseLua.hpp"
#include "PluginFirebaseLuaHelper.h"
    register_all_PluginFirebaseLua(LuaEngine::getInstance()->getLuaStack()->getLuaState());
    register_all_PluginFirebaseLua_helper(LuaEngine::getInstance()->getLuaStack()->getLuaState());

Initialize Firebase

Initialize the plugin by calling init() where appropriate in your code.Example:

sdkbox.firebase.Analytics:init()

Log event

You can log game event

local evt = {
    [sdkbox.firebase.Analytics.Param.kFIRParameterItemID] = 'id123456',
    [sdkbox.firebase.Analytics.Param.kFIRParameterItemName] = 'name123456',
    [sdkbox.firebase.Analytics.Param.kFIRParameterItemCategory] = 'category123456',
    [sdkbox.firebase.Analytics.Param.kFIRParameterPrice] = '123.4'
    }
sdkbox.firebase.Analytics:logEvent(sdkbox.firebase.Analytics.Event.kFIREventViewItem, evt)

API Reference

Methods

sdkbox.firebase.Analytics:init()

initialize the plugin instance.

sdkbox.firebase.Analytics:getVersion()

Use this to get the version of the SDK. @return The version of the SDK.

sdkbox.firebase.Analytics:setUserProperty(name, value)
sdkbox.firebase.Analytics:setUserID(userID)
sdkbox.firebase.Analytics:setScreenName(screen, screenClass)
sdkbox.firebase.Analytics:logEvent(event, params)
sdkbox.firebase.Analytics:resetAnalyticsData()

Clears all analytics data for this instance from the device and resets the app instance ID. FIRAnalyticsConfiguration values will be reset to the default values.

sdkbox.firebase.Analytics:setAnalyticsCollectionEnabled(enabled)

Sets whether analytics collection is enabled for this app on this device. This setting is persisted across app sessions. By default it is enabled. (Only for Android)

Listeners

Manual Integration

If the SDKBOX Installer fails to complete successfully, it is possible to integrate SDKBOX manually. If the installer complete successfully, please do not complete anymore of this document. It is not necessary.

These steps are listed last in this document on purpose as they are seldom needed. If you find yourself using these steps, please, after completing, double back and re-read the steps above for other integration items.

Manual Integration For iOS

Drag and drop the following frameworks from the plugins/ios folder of the Firebase bundle into your Xcode project, check Copy items if needed when adding frameworks:

sdkbox.framework

PluginFirebase.framework

add the following system frameworks, if you don't already have them:

'GameController.framework'

'libsqlite3.0.tbd'

'libz.tbd'

Copy all source and header files from plugin/luabindings/ to your projects Classes folder.

Add these same files, that you just copied, to Xcode by either dragging and dropping them into Xcode or by using File -> Add files to....

Manual Integration For Android

SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.

Copy Files

Copy the following jar files from plugin/android/libs folder of this bundle into your project's /libs folder.

sdkbox-firebase.jar

android-support-v4.jar

PluginFirebase.jar

sdkbox.jar

Copy jni libs

Copy and overwrite all the folders from plugin/android/jni to your <project_root>/jni/ directory.

Edit AndroidManifest.xml

<uses-permission android:name="android.permission.INTERNET"/>
<!--Required for Google Play Services-->

<meta-data android:name="com.google.android.gms.version"
            android:value="@integer/google_play_services_version"/>

Edit Android.mk

Edit <project_root>/jni/Android.mk to:

Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:

LOCAL_WHOLE_STATIC_LIBRARIES += PluginFirebase
LOCAL_WHOLE_STATIC_LIBRARIES += sdkbox

Add a call to:

$(call import-add-path,$(LOCAL_PATH))

before any import-module statements.

Add additional import-module statements at the end:

$(call import-module, ./sdkbox)
$(call import-module, ./pluginfirebase)

This means that your ordering should look similar to this:

$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginfirebase)

Note: It is important to make sure these statements are above the existing $(call import-module,./prebuilt-mk) statement, if you are using the pre-built libraries.

Modify Application.mk (Cocos2d-x v3.0 to v3.2 only)

Edit <project_root>/jni/Application.mk to make sure APP_STL is defined correctly. If Application.mk contains APP_STL := c++_static, it should be changed to:

APP_STL := gnustl_static

Copy all source and header files from plugin/luabindings/ to your projects Classes folder.

Add all .cpp files, that you just copied, to Android.mk in the LOCAL_SRC_FILES section. Example

LOCAL_SRC_FILES := hellocpp/main.cpp \
                ../../Classes/AppDelegate.cpp \
                ../../Classes/HelloWorldScene.cpp \
                                ../../Classes/NewSourceFile.cpp

Modify AppActivity.java

Plugin >= 2.4.0.3

  1. Find the AppActivity.java
find . -name "AppActivity.java"
  1. Replace extends Cocos2dxActivity with extends com.sdkbox.plugin.SDKBoxActivity

Example of the directory where the AppActivity.java file is located:

cpp
  - proj.android/src/org/cocos2dx/cpp/AppActivity.java
  - proj.android-studio/app/src/org/cocos2dx/cpp/AppActivity.java
  - proj.android/app/src/org/cocos2dx/cpp/AppActivity.java ( from cocos2d-x 3.17)

lua
  - frameworks/runtime-src/proj.android/src/org/cocos2dx/lua/AppActivity.java
  - frameworks/runtime-src/proj.android-studio/app/src/org/cocos2dx/lua/AppActivity.java
  - frameworks/runtime-src/proj.android/app/src/org/cocos2dx/lua/AppActivity.java (from cocos2d-x 3.17)

js
  - frameworks/runtime-src/proj.android/src/org/cocos2dx/javascript/AppActivity.java
  - frameworks/runtime-src/proj.android/app/src/org/cocos2dx/javascript/AppActivity.java ( from cocos2d-x 3.17)

Plugin < 2.4.0.3

Note: When using Cocos2d-x from source, different versions have Cocos2dxActivity.java in a different location. One way to find the location is to look in proj.android/project.properties. Example: android.library.reference.1=../../cocos2d-x/cocos/platform/android/java

In this case, Cocos2dxActivity.java should be located at:

../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/lib/Cocos2dxActivity.java
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
onLoadNativeLibraries();
SDKBox.init(this);
    @Override
    protected void onActivityResult(int requestCode, int resultCode, Intent data) {
          if(!SDKBox.onActivityResult(requestCode, resultCode, data)) {
            super.onActivityResult(requestCode, resultCode, data);
          }
    }
    @Override
    protected void onStart() {
          super.onStart();
          SDKBox.onStart();
    }
    @Override
    protected void onStop() {
          super.onStop();
          SDKBox.onStop();
    }
    @Override
    protected void onResume() {
          super.onResume();
          SDKBox.onResume();
    }
    @Override
    protected void onPause() {
          super.onPause();
          SDKBox.onPause();
    }
    @Override
    public void onBackPressed() {
          if(!SDKBox.onBackPressed()) {
            super.onBackPressed();
          }
    }

Manual Integration for Google Play Services SDK (dependent library only)

Suggestion

Please try the SDKBOX installer first. It will do all the following step for you automatically.

$ sdkbox import googleplayservices

Modify project.properties

An Android Library Reference for Google Play Services is required. The path will be different depending upon your setup. Also, this is an additional download that does not come as part of a standard install. To install use the sdk installer and choose extras->google play services. Here is an example of what this line could look like:

android.library.reference.1=
../android/sdk.latest/extras/google/google_play_services/libproject/
google-play-services_lib

Note: if you already have an android.library.reference.1 you can add another by incrementing the number as android.library.reference.2, etc.

Integration manually

We make a lite version of Google Play Services, the project repo is https://github.com/darkdukey/Google-Play-Service-Lite

Copy Files

Copy the gps folder from plugin folder of this bundle into your project's /libs folder.

Modify files for Eclipse

  1. Modify project.properties
# For source project
android.library.reference.2=../cocos2d/cocos/platform/android/java/libs/gps/

# Or
# For framework project
android.library.reference.1=libs/gps/

Modify files for Android Studio

1. Modify cocos2d/cocos/platform/android/libcocos2dx/build.gradle
 dependencies {
+    compile project(':gps')
     compile fileTree(dir: '../java/libs', include: ['*.jar'])
 }
2. Modify proj.android-studio/app/project.properties
 # Project target.
 target=android-14
+android.library.reference.1=../cocos2d/cocos/platform/android/java/libs/gps/
3. Modify proj.android-studio/settings.gradle
 project(':libcocos2dx').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/libcocos2dx')
 include ':your_project_name'
 project(':your_project_name').projectDir = new File(settingsDir, 'app')
+
+include ':gps'
+project(':gps').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/java/libs/gps')

Proguard (optional)

proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# firebase
-keep class com.google.firebase.** { *; }
-dontwarn com.google.firebase.**


# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**

# google play service
-keep public class com.google.android.gms.** { public *; }
-dontwarn com.google.android.gms.**

-keep class com.google.protobuf.** { *; }
-dontwarn com.google.protobuf.**

-keep class * extends java.util.ListResourceBundle {
    protected Object[][] getContents();
}

-keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable {
    public static final *** NULL;
}

-keepnames @com.google.android.gms.common.annotation.KeepName class *
-keepclassmembernames class * {
    @com.google.android.gms.common.annotation.KeepName *;
}

-keepnames class * implements android.os.Parcelable {
    public static final ** CREATOR;
}

#sdkbox
-keep public class com.sdkbox.** { *; }
-dontwarn com.sdkbox.**

Note: Proguard only works with Release builds (i.e cocos run -m release) debug builds do not invoke Proguard rules.

View Event immediately

if you want to immediately verify events what are being sent, take a look at this iOS, Android