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Google Play Games Services Integration Guide
For the Lua version of cocos2d-x v3.x - (all other versions)
SDK Version
- ios: Play Games C++ SDK Version 2.1
- android: Google Play Games C++ SDK Version 3.0.1
Integration
Open a terminal and use the following command to install the SDKBOX Google Play Games Services plugin. Make sure you setup the SDKBOX installer correctly.
$ sdkbox import gpg
Warning: Account creation within iOS is no longer supported, please read this blog post for details
After Installation
Android
Update AndroidManifest.xml
Add this meta-data tag to your AndroidManifest.xml
<meta-data android:name="com.google.android.gms.games.APP_ID"
android:value="@string/google_app_id" />
Update string.xml
Add this entry to proj.android/res/values/string.xml
<string name="google_app_id">777734739048</string>
Replace google_app_id
value with your own App Id.
iOS
Set a rootview controller for GPG:
Update proj.ios_mac/ios/RootViewController.h
Add this:
#import <GoogleSignIn/GoogleSignIn.h>
// Change RootViewController class definition to:
@interface RootViewController : UIViewController<GIDSignInUIDelegate>
Set Google Play signin listeners
Update proj.ios_mac/ios/AppController.mm
- Add this method:
- (BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:(NSDictionary *)options {
return [[GIDSignIn sharedInstance] handleURL:url
sourceApplication:options[UIApplicationOpenURLOptionsSourceApplicationKey]
annotation:options[UIApplicationOpenURLOptionsAnnotationKey]];
}
- In this method:
(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
add a call to (before return YES):
// _viewController could also be named
// viewController, depending of the project type.
[GIDSignIn sharedInstance].uiDelegate = _viewController;
Add URL types
Add the following URL types under your project > Info > URL Types
-
URL 1:
- Identifier:
com.google.ReverseClientId
- Url schemes:
com.googleusercontent.apps.777734739048-cdkbeieil19d6pfkavddrri5o19gk4ni
(use this as sample, or put your very own application's url scheme)
- Identifier:
-
URL 2:
- Identifier:
com.google.BundleId
- URL schemes:
com.sdkbox.gpg
(use this as sample or put your own application's bundle id)
- Identifier:
Further info
For more information check out the official documentation
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
.
Usage
Pre-requisites
Your must create your app on Google Play Developer console and all the services must be explicitly enabled and configured in the console.
- Please follow setup guide to setup Google Play Games Services for your game.
- After the setup, please follow config guide to enable different Games Services for your game.
Note: Google Play Games Services will use your release keystore by default, if you want to test your game in debug settings, please link an additional app with debug keystore
Initialization
Currently the configuration process is done in Lua and passed into Google Play Services when creating the game services object. This object is managed for you, and is available from the gpg
Lua namespace.
To create the game services instance, you need to pass in a table that contains the ClientID
that represents the game you have created in the Google Play Console.
local config = {ClientID="..."}
gpg:CreateGameServices(config)
Note that the ClientID
used is the forwards version from the Google Play Console. There is also a reversed version that is used in the plist. Make sure that you have the correct version, else the initialization will fail.
The full list of configuration data that can be passed is as follows.
{
LogLevel = 1 or 2,
EnableSnapshots = true or false,
ClientID = forwards client id
}
Callbacks
Most of the Google Play Services methods take a callback argument to return the results. This is mainly because the methods are performed asynchronously, and the results may only be available in the future.
Two types of callbacks are supported. Class method callbacks, and function callbacks (which includes lambda functions)
Class method example
ExampleClass:CallbackMethod(result)
-- use result here
end
local someClass = ExampleClass:new()
gpg:MethodWithCallback({someClass, ExampleClass.CallbackMethod})
Notice that in the class method example, you must pass in the instance of the class as well as the method.
Lambda function example
gpg:MethodWithCallback(function(result)
-- use result here
end)
Authorization
Before you can do anything with Google Play Services, you must authenticate. If you have previously authenticated, then sdkbox will attempt to log you in automatically. You will still get the same events that you normally would if you are logged in automatically.
To begin the authentication process, you call the following, and pass in either a class method or a lambda method (see Callbacks) to receive the response.
gpg:StartAuthorizationUI(function(result)
if result.authStatus == gpg.AuthStatus.VALID then
-- successfully authenticated
end
end)
Quests API
Before you begin
Make sure to checkout the Google Play Services Quests documentation in order to better understand how to setup quests using their portal, and for a reference on the API.
Before your game can access events and quests, you must define them first in the Google Play Developer Console
Submitting an event
You send events to the Events service in order to let it know that something has happened. There is no result to this method, so no callback is needed.
gpg.Events:Increment("<event id>")
Retrieving events
To retrieve the current count of events, use one of the Fetch methods.
gpg.Events:Fetch("<event id>", function(result)
-- use result.count here
end)
-- or
gpg.Events:FetchAll(function(results)
for k,v in pairs(results.data) do
-- k is the event id
-- use v.count here
end
end)
The complete list of members to callback results can be found in the callback result descriptions section at the end of this documentation.
Displaying quests
Google Play Services provides a UI to select quests, or you can provide your own using the quest data from callbacks.
To use the one provided, you can either display all available quests, or just a single quest UI.
gpg.Quests:ShowUI("<quest id>", function(result)
-- use result.quest here
end)
-- or
gpg.Quests:ShowAllUI(function(result)
-- use result.quest here
end)
Handling quest acceptance
If your game uses the built-in quest UI, then the callback result will have a valid Quest object, which you can test using quest.valid()
otherwise if you are using your own UI, then you can call accept as follows.
gpg.Quests:Accept("<quest id>", function(result)
-- use result.quest here
end)
Handling quest completion
After players accept a quest, you send events to the quest service to inform it of progress on the quest.
One all the criteria for the quest have been satisfied, you can claim the reward in the built-in UI or your own.
You claim a quest milestone by calling the claim method.
gpg.Quests:ClaimMilestone("<milestone id>", function(result)
if result.status == gpg.ClaimMilestoneResponse.VALID
-- use result.milestone.completionRewardData here
end
end)
Player statistics
For a complete description of what player statistics are, and how to use them, please refer to the Google Play Services section on the topic here
Getting stats for the currently signed in player
You can fetch stats for the current player like this.
gpg.Stats:FetchForPlayer(function(result)
if result.status == gpg.FetchForPlayerResponse.VALID then
-- use PlayerStats here
end
end)
Achievements
For the complete documentation, check out achievements
State
Achievements can be hidden, revealed, and unlocked.
Achievements can be designated as standard or incremental. Generally, an incremental achievement involves a player making gradual progress towards earning the achievement over a longer period of time
Showing the UI
gpg.Achievements:ShowAllUI(function(result)
-- handle the result here
end)
Fetch Achievements
gpg.Achievements:FetchAll(nil, function(result)
log:d(log:to_str(result))
end)
Fetch Achievement
gpg.Achievements:Fetch('CgkI6KjppNEWEAIQBQ', nil, function(result)
log:d(log:to_str(result))
end)
Increment Achievement
gpg.Achievements:Increment('CgkI6KjppNEWEAIQBQ')
Unlock Achievement
gpg.Achievements:Unlock('CgkI6KjppNEWEAIQBQ')
Reveal Achievement
gpg.Achievements:Reveal('CgkI6KjppNEWEAIQBQ')
Leaderboards
Checkout additional docs for leaderboards here
Show UI
gpg.Leaderboards:ShowUI("achievement id")
ShowAllUI
gpg.Leaderboards:ShowAllUI()
Submit Score
gpg.Leaderboards:SubmitScore("achievement id", score, "meta data", function(result)
end)
FetchAllScoreSummaries
gpg.Leaderboards:FetchAllScoreSummaries("achievement id", data source, function(result)
end)
FetchAll
gpg.Leaderboards:FetchAll(datasource, function(result)
end)
FetchScorePage
gpg.Leaderboards:FetchScorePage("achievement id", datasource, time, timespan, collection, maxitmes, function(result)
end)
FetchNextScorePage
gpg.Leaderboards:FetchNextScorePage(datasource, max items, function(result)
end)
Realtime Multiplayer
Before you begin, familiarize yourself with the Google Play Games real time multiplayer game concepts here.
In order to use real time multiplayer, you must enable it in the Google Play Developer Console.
To begin a real time multiplayer game, there are three ways to connect with other players to start a real time multiplayer games.
Quick game
Lets the player play against randomly selected opponents (via auto-matching).
gpg.Realtime:CreateRealTimeRoom(
{
type = "quick_match", -- select automatching
quick_match_params =
{
maximumAutomatchingPlayers = 1,
minimumAutomatchingPlayers = 1
}
},
listener,
function(result)
if (gpg:IsSuccess(result.result)) then
-- use result.room here
end
end
)
Invite players
This lets you choose specific players to invite.
gpg.Realtime:CreateRealTimeRoom(
{
type = "ui", -- select invite players UI
ui_params =
{
maximumPlayers = 1,
minimumPlayers = 1
}
},
listener,
function(result)
if (gpg:IsSuccess(result.result)) then
-- use result.room here
end
end
)
Accept an invitation
In the case of choosing specific players, you will receive and invitation that you can either accept or decline.
-- you can fetch all pending invitations like this
-- this will call you back with a result and array of invitations
gpg.Realtime:FetchInvitations(function(result)
if (gpg:IsSuccess(result.result)) then
-- do something with result.invitations
end
end)
-- or you can use the UI to accept or decline an invitation
gpg.Realtime:ShowRoomInboxUI(function(result)
if (gpg:IsSuccess(result.result)) then
-- do something with result.invitation
end
end)
The listener
The room creation methods, including accepting an invitation, take a listener object. This is so that when things happen in the room, the listener can be informed.
This is also where you will receive data messages from other players, via the onDataReceived
callback method.
listener =
{
-- called when something about the room changes
onRoomStatusChanged = function(room)
end,
-- called when something about the connection changes
onConnectedSetChanged = function(room)
end,
-- called when you get connected
onP2PConnected = function(room, participant)
end,
-- called when you get disconnected
onP2PDisconnected = function(room, participant)
end,
-- called if the status of one of the room participants changes
onParticipantStatusChanged = function(room, participant)
end,
-- called whenever someone sends you a message
onDataReceived = function(room, from_participant, data, is_reliable)
end
}
Sending messages to other players
There are two types of messages you can send, reliable and unreliable. Reliable messages are guaranteed, and will automatically resend if they get lost. There is some overhead to this, so if you don't need reliability, then you can send an unreliable message which is a little more efficient at the cost of reliability.
gpg.Realtime:SendReliableMessage(room_id, participant_id, message, function(result)
if (gpg:IsSuccess(result.result)) then
-- message send was successful
end
end)
Sending an unreliable message takes a json encoded string for the parameters. There is no callback, since being unreliable, there is no return status.
gpg.Realtime:SendUnreliableMessage(json.encode({
data = message,
room_id = room_id
participant_ids = {}
}))
Leaving a room
gpg.Realtime:LeaveRoom(room_id, function(result)
end)
Accepting / declining and dismissing invitations
For accepting invitations, you must provide a listener that will handle all the events for the room you are joining.
gpg.Realtime:AcceptInvitation(invitation_id, listener, function(result)
end)
Decline and Dismiss do not take callbacks, they just inform the server that you are no longer interested in the invitation. Dismissing an invitation is for when the game is over, but the invitation is still in your inbox.
gpg.Realtime:DeclineInvitation(invitation_id)
gpg.Realtime:DismissInvitation(invitation_id)
Turn Based Multiplayer
Before you begin make sure to checkout Google's documentation here and also checkout the turn based multiplayer game concepts here
To start a turn based multiplayer game, there are two ways to do so. You can either use a UI to select players (either Google's or your own), or you can start a quick match which will choose players for you.
Quick Match
local minimumPlayers = 1
local maximumPlayers = 2
local allowAutoMatching = false
gpg.Turnbased:ShowPlayerSelectUI(minimumPlayers, maximumPlayers, allowAutoMatching, function(result)
params = {
type = "quick_match",
minimumAutomatchingPlayers = result.minimumAutomatchingPlayers,
maximumAutomatchingPlayers = result.maximumAutomatchingPlayers,
playerIds = result.playerIds
}
gpg.Turnbased:CreateTurnBasedMatch(params, function(result)
if gpg:IsSuccess(result.result) then
-- use result.match to start playing
end
end)
end)
Choose Players UI
params = {
type = "ui",
minimumAutomatchingPlayers = 1,
maximumAutomatchingPlayers = 2
}
gpg.Turnbased:CreateTurnBasedMatch(params, function(result)
if gpg:IsSuccess(result.result) then
-- use result.match to start playing
end
end)
Handling match events
There are two events that need to be handled for turn based multiplayer. You can register for two callbacks (see Callbacks) in order to handle these events.
gpg.Turnbased:addMatchEventCallback(
gpg.DefaultCallbacks.TURN_BASED_MATCH_EVENT,
function(event)
gpg.Turnbased:ShowMatchInboxUI(function(result)
if gpg:IsSuccess(result.result) then
-- start using result.match here
end
end)
end
)
-- or
gpg.Turnbased:addMatchEventCallback(
gpg.DefaultCallbacks.MULTIPLAYER_INVITATION_EVENT,
{instance, method}
)
function class:method()
gpg.Turnbased:ShowMatchInboxUI(function(result)
if gpg:IsSuccess(result.result) then
local match = result.match
if match.matchStatus == gpg.MatchStatus.MY_TURN then
-- do something with match, take a turn
elseif match.matchStatus == gpg.MatchStatus.THEIR_TURN then
-- update for their turn
elseif match.matchStatus == gpg.MatchStatus.COMPLETED then
-- complete match, dismiss
else match.matchStatus == gpg.MatchStatus.EXPIRED then
-- dismiss
end
end
end)
end
Taking a turn
To take a turn, you must update the match data with your turn data, and pass it to the next participant. You can use the id "AUTOMATCHING_PARTICIPANT" if you would like the next participant to be automatched.
local results = match.participantResults
if winnig then
results = gpg.Turnbased:createParticipantResult(match_id, match.pendingParticipant.id, my_rank, win_token)
elseif losing then
results = gpg.Turnbased:createParticipantResult(match.id, match.pendingParticipant.id, my_rank, lose_token)
end
local nextParticipant = "AUTOMATCHING_PARTICIPANT"
if match.suggestedNextParticipant.valid and
match.suggestedNextParticipant.id ~= "" then
nextParticipant = match.suggestedNextParticipant.id
end
gpg.Turnbased:TakeMyTurn(match_id, match.pendingParticipant.id, nextParticipant, data, function(result)
end)
Creating participant results
Sometimes you need to pass participant results to a method. In c++ this is done directly using a struct, but in Lua you need to use an id. This id is used to lookup the struct and pass it for you. You can reuse existing participant ids or just create your own. The method will also return the struct as a Lua object.
local results = gpg.Turnbased:CreateParticipantResult(match_id, participant_id, placement, match_result)
-- use results, or call method and pass participant_id
Completing a match
gpg.Turnbased:FinishMatchDuringMyTurn(match_id, participant_results_id, data, function(result)
if gpg:IsSuccess(result.result) then
-- success
end
end)
Leaving a match
You can leave a match at any time, but you need to call the right method, either of the following.
gpg.Turnbased:LeaveMatchDuringMyTurn(match_id, next_participant_id, function(result)
if gpg:IsSuccess(result.result) then
-- success
end
end)
-- or
gpg.Turnbased:LeaveMatchDuringTheirTurn(match_id, function(result)
if gpg:IsSuccess(result.result) then
-- success
end
end)
Cancelling a match
gpg.Turnbased:CancelMatch(match_id, function(result)
if gpg:IsSuccess(result.result) then
-- success
end
end)
Dismissing a match
gpg.Turnbased:CancelMatch(match_id)
Starting rematch
gpg.Turnbased:Rematch(match_id, function(result)
if gpg:IsSuccess(result.result) then
-- success
end
end)
Fetching a previous match
gpg.Turnbased:FetchMatch(match_id, function(result)
if gpg:IsSuccess(result.result) then
-- success
end
end)
Fetch all matches
gpg.Turnbased:FetchMatches(function(result)
if gpg:IsSuccess(result.result) then
-- use result.matches here
end
end)
NearbyConnections
For the complete documentation, check out Nearby Connections
Init
init nearby connection, if not support current platform, will return false
local support = gpg.NearbyConnections:Init("{\"LogLevel\":1}",
function(result)
if result.InitializationStatus then
print('GPG Nearby init success')
else
print('GPG Nearby init failed')
end
end)
if not support then
print('GPG Nearby is not support ios')
end
Get local endpoint id
get local endpoint id when connect success
local endpoint = gpg.NearbyConnections:GetLocalEndpointId();
print('Local Endpoint Id:' .. endpoint)
Get local device id
local deviceid = gpg.NearbyConnections:GetLocalDeviceId();
print('Local device id:' .. deviceid)
Advertising
start advertising
gpg.NearbyConnections:StartAdvertising(
"\"name\":\"\",\"duration\":0,\"app_identifiers\":{\"identifier\":\"com.sdkbox.gpg\"},",
function(result)
-- start advertising result
if (1 == result.start_advertising_result.status) then
print("GPG start advertising result:" .. result.client_id
.. " status:" .. result.start_advertising_result.status
.. " local_endpoint_name:" .. result.start_advertising_result.local_endpoint_name)
else
print('start advertising failed:' .. result.start_advertising_result.status)
end
end,
function(result)
--request connect callback
local remote_endpoint_id = result.request.remote_endpoint_id
local payload = result.request.payload
log:d('GPG receive connect request:' .. remote_endpoint_id)
-- auto accept or query user
-- 1. accept connect request
-- invoke AcceptConnectionRequest
-- gpg.NearbyConnections:AcceptConnectionRequest(remote_endpoint_id, payload, function (result) end)
-- 2. reject connect request
-- invoke RejectConnectionRequest
end)
Stop advertising
gpg.NearbyConnections:StopAdvertising()
Accept connect request
gpg.NearbyConnections:AcceptConnectionRequest(
remote_endpoint_id,
payload,
function (result)
print('event:' .. result.event)
if 'OnMessageReceived' == result.event then
print('OnMessageReceived client_id:' .. tostring(result.client_id)
.. ' remote_endpoint_id:' .. tostring(result.remote_endpoint_id)
.. ' payload:' .. tostring(result.payload)
.. ' is_reliable:' .. tostring(result.is_reliable))
elseif 'OnDisconnected' == result.event then
print('OnDisconnected client_id:' .. tostring(result.client_id)
.. ' remote_endpoint_id:' .. tostring(result.remote_endpoint_id))
else
print('Unknown event:' .. result.event);
end
end)
Reject connect request
gpg.NearbyConnections:RejectConnectionRequest(remote_endpoint_id)
Start Discovery
duration in milliseconds
gpg.NearbyConnections:StartDiscovery(server_id, duration,
function (result)
if 'OnEndpointFound' == result.event then
print('found client_id:' .. tostring(result.client_id)
.. ' endpoint_id:' .. tostring(result.endpoint_details.endpoint_id)
.. ' device_id:' .. tostring(result.endpoint_details.device_id)
.. ' name:' .. tostring(result.endpoint_details.name)
.. ' service_id:' .. tostring(result.endpoint_details.server_id))
elseif 'OnEndpointLost' == result.event then
print('endpoint lost')
else
print('unknown event')
end
end)
Stop Discovery
gpg.NearbyConnections:StopDiscovery()
Send Connect Request
gpg.NearbyConnections:SendConnectionRequest(
name, remote_endpoint_id, payload,
function(result)
-- connect response callback
if (1 == result.response.status) then
print('Connect advertising success');
local remote_endpoint_id = result.response.remote_endpoint_id;
else
print('Connect advertising failed');
end
end,
function(result)
if 'OnMessageReceived' == result.event then
print('OnMessageReceived client_id:' .. tostring(result.client_id)
.. ' remote_endpoint_id:' .. tostring(result.remote_endpoint_id)
.. ' payload:' .. tostring(result.payload)
.. ' is_reliable:' .. tostring(result.is_reliable))
elseif 'OnDisconnected' == result.event then
print('OnDisconnected client_id:' .. tostring(result.client_id)
.. ' remote_endpoint_id:' .. tostring(result.remote_endpoint_id))
else
print('Unknown event:' .. result.event);
end
end)
Send Reliable Message
gpg.NearbyConnections:SendReliableMessage(remote_endpoint_id1, message)
gpg.NearbyConnections:SendReliableMessage([remote_endpoint_id1, remote_endpoint_id2], message);
Send Unreliable Message
gpg.NearbyConnections:SendUnreliableMessage(remote_endpoint_id1, message)
gpg.NearbyConnections:SendUnreliableMessage([remote_endpoint_id1, remote_endpoint_id2], message);
Disconnect
gpg.NearbyConnections:Disconnect(remote_endpoint_id)
Stop
gpg.NearbyConnections:Stop()
API Reference
Callback result descriptions
Result Codes
{
VALID = 1,
VALID_BUT_STALE = 2,
VALID_WITH_CONFLICT = 3,
FLUSHED = 4,
ERROR_LICENSE_CHECK_FAILED = -1,
ERROR_INTERNAL = -2,
ERROR_NOT_AUTHORIZED = -3,
ERROR_VERSION_UPDATE_REQUIRED = -4,
ERROR_TIMEOUT = -5,
ERROR_CANCELED = -6,
ERROR_MATCH_ALREADY_REMATCHED = -7,
ERROR_INACTIVE_MATCH = -8,
ERROR_INVALID_RESULTS = -9,
ERROR_INVALID_MATCH = -10,
ERROR_MATCH_OUT_OF_DATE = -11,
ERROR_UI_BUSY = -12,
ERROR_QUEST_NO_LONGER_AVAILABLE = -13,
ERROR_QUEST_NOT_STARTED = -14,
ERROR_MILESTONE_ALREADY_CLAIMED = -15,
ERROR_MILESTONE_CLAIM_FAILED = -16,
ERROR_REAL_TIME_ROOM_NOT_JOINED = -17,
ERROR_LEFT_ROOM = -18
}
Events
Event description
{
"valid" : 1 or 0
"id" : event id,
"name" : event name,
"description" : event description text,
"visibility" : whether or not event can be seen,
"count" : current count of events of this type,
"imageUrl" : URL to the event image
}
Events:FetchAll
{
"status" : 1 or 0 indication success or failure,
"data" : {
event_id : Event,
...
}
}
Events:Fetch
{
"result" : 1 or 0,
"event" : Event
}
Quests
Quest description
{
"valid" : 1 or 0,
"id" : quest id,
"name" : name of quest,
"description" : text description of quest,
"iconUrl" : URL to quest icon,
"bannerUrl" : URL to quest banner image,
"currentMilestone" : QuestMileStone,
"questState" : quest state, accepted or not,
"startTime" : time the quest starts,
"expirationTime" : time the quest expires,
"acceptedTime" : time that the quest was accepted
}
QuestMilestone description
{
"valid" : 1 or 0,
"id" : milestone id,
"questId" : quest id for this milestone,
"eventId" : event id,
"state" : milestone state,
"currentCount" : current count,
"targetCount" : count to complete milestone,
"completionRewardData" : string containing reward data from console
}
Quests:Fetch
{
"result" : 1 or 0,
"quest" : Quest
}
Quests:FetchList
{
"status" : 1 or 0,
"data : 1 based array of Quest
}
Quests:Accept
{
"status" : 1 or 0,
"quest" : Quest
}
Quests:ClaimMilestone
{
"status" : 1 or 0,
"milestone" : QuestMilestone
"quest" : Quest
}
Quests:ShowUI
{
"status" : 1 or 0,
"result" : 1 or 0,
"quest" : Quest
}
Quests:ShowAllUI
{
"status" : 1 or 0,
"result" : 1 or 0,
"quest" : Quest
}
PlayerStats
PlayerStats description
{
"valid" : 1 or 0,
"hasAverageSessionLength" : 1 if valid,
"averageSessionLength" : length of session in ?,
"hasChurnProbability" : 1 if valid,
"churnProbability" : 0 - 1 likelihood of retention,
"hasDaysSinceLastPlayed" : 1 if valid,
"daysSinceLastPlayed" : count of days,
"hasNumberOfPurchases" : 1 if valid,
"numberOfPurchases" : total number of purchases,
"hasNumberOfSessions" : 1 if valid,
"numberOfSessions" : number of sessions played,
"hasSessionPercentile" : 1 if valid,
"sessionPercentile" : what percentile they are in,
"hasSpendPercentile" : 1 if valid,
"spendPercentile" : what spend percentile they are in
}
Achievements
Achievement description
{
"currentSteps" : Current steps completed of the achievement,
"description" : Description of the achievement.
"id" : String Id,
"lastModifiedTime" : Time last modified,
"name" : Name of the achievement,
"revealedIconUrl" : URL for the revealed icon,
"state" : State, hidden, revealed, unlocked,
"totalSteps" : Total number of steps,
"type" : Incremental or standard,
"unlockedIconUrl" : URL for the unlocked icon,
"valid" : 1 or 0 if valid,
"xp" : Amount of XP awarded
}
Achievements:ShowAllUI
{
"result" : result code
}
Achievements:FetchAll
"result" : result code,
"achievement_array" : array of Achievements
Achievements:Fetch
"result" : result code,
"achievement" : Achievement
Multiplayer
Player
{
"valid",
"id",
"name",
"avatarUrlHiRes",
"avatarUrlIconRes",
"hasLevelInfo",
"currentLevel",
"nextLevel",
"currentXP",
"lastLevelUpTime",
"title",
}
PlayerLevel
{
"valid",
"levelNumber",
"minimumXP",
"maximumXP"
}
Participant
{
"valid",
"displayName",
"avatarUrl",
"id",
"hasPlayer",
"player",
"participantStatus",
"hasMatchResult",
"matchResult",
"matchRank",
"icConnectedToRoom"
}
Room
{
"valid",
"id",
"variant",
"automatchWaitEstimate",
"creatingParticipant",
"creationTime",
"description",
"participants",
"remainingAutomatchingSlots",
"status"
}
MultiplayerInvitation
{
"valid",
"id",
"variant",
"automatchingSlotsAvailable",
"creationTime",
"invitingParticipant",
"type",
"participants"
}
ParticipantResults
{
"valid",
"hasResultsForParticipant",
"placeForParticipant",
"matchResultForParticipant"
}
TurnBasedMatch
{
"valid",
"id",
"creationTime",
"lastUpdateTime",
"creatingParticipant",
"lastUpdatingParticipant",
"pendingParticipant",
"matchStatus",
"automatchingSlotsAvailable",
"variant",
"description",
"number",
"version"
}
NearbyConnections
NearbyConnections:Init
{
"InitializationStatus" : initialization result
}
NearbyConnections:StartAdvertising
{
"client_id" : client id,
"start_advertising_result" :
{
"status" : start advertising result,
"local_endpoint_name" : local endpoint name
}
},
{
"client_id" : client id,
"request" :
{
"remote_endpoint_id" : remote endpoint id,
"remote_device_id" : remote device id
"remote_endpoint_name": remote endpoint name
"payload" : payload message
}
}
NearbyConnections:AcceptConnectionRequest
{
"event" : "OnMessageReceived" or "OnDisconnected",
"client_id" : client id,
"remote_endpoint_id" : remote endpoint id,
"payload" : payload message, valid when event is "OnMessageReceived",
"is_reliable" : if message is reliable, valid when event is "OnMessageReceived"
}
NearbyConnections:StartDiscovery
{
"event" : "OnEndpointFound" or "",
"client_id" : client id,
"remote_endpoint_id", remote endpoint id, valid when event is "OnEndpointLost"
"endpoint_details" : endpoint info, valid when event is "OnEndpointFound"
{
"endpoint_id" : endpoint id,
"device_id" : device id,
"name" : name,
"service_id" : service id
}
}
NearbyConnections:SendConnectionRequest
second callback function result is same with NearbyConnections:AcceptConnectionRequest
{
"client_id" : client id,
"response" : connection response
{
"remote_endpoint_id" : remote endpoint id,
"status" : status code;
"payload" : payload message;
}
},
{
"event" : "OnMessageReceived" or "OnDisconnected",
"client_id" : client id,
"remote_endpoint_id" : remote endpoint id,
"payload" : payload message, valid when event is "OnMessageReceived",
"is_reliable" : if message is reliable, valid when event is "OnMessageReceived"
}
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
theGooglePlay
bundle into your Xcode project, check Copy items if needed
when adding frameworks:
sdkbox.framework
PluginGPG.framework
GoogleAppUtilities.framework
GoogleAuthUtilities.framework
GoogleNetworkingUtilities.framework
GoogleOpenSource.framework
GooglePlus.bundle
GooglePlus.framework
GoogleSignIn.bundle
GoogleSignIn.framework
GoogleSymbolUtilities.framework
GoogleUtilities.framework
gpg.bundle
gpg.framework
The above frameworks depend upon other frameworks. You also need to add the following system frameworks, if you don't already have them:
AddressBook.framework
AssetsLibrary.framework
CoreData.framework
CoreLocation.framework
CoreMotion.framework
CoreTelephony.framework
CoreText.framework
Foundation.framework
MediaPlayer.framework
QuartzCore.framework
SafariServices
Security.framework
StoreKit
Security.framework
SystemConfiguration.framework
libc++.dylib
libz.dylib
Add a linker flag, if your setup requires it, to: Target -> Build Settings -> Linking -> Other Linker Flags:
-ObjC
Code changes
Set a rootview controller for GPG:
Update proj.ios_mac/ios/RootViewController.h
Add this:
#import <GoogleSignIn/GoogleSignIn.h>
// Change RootViewController class definition to:
@interface RootViewController : UIViewController<GIDSignInUIDelegate>
Set Google Play signin listeners
Update proj.ios_mac/ios/AppController.mm
- Add this method:
- (BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:(NSDictionary *)options {
return [[GIDSignIn sharedInstance] handleURL:url
sourceApplication:options[UIApplicationOpenURLOptionsSourceApplicationKey]
annotation:options[UIApplicationOpenURLOptionsAnnotationKey]];
}
- In this method:
(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
add a call to (before return YES):
// _viewController could also be named
// viewController, depending of the project type.
[GIDSignIn sharedInstance].uiDelegate = _viewController;
Add URL types
Add the following URL types under your project > Info > URL Types
-
URL 1:
- Identifier:
com.google.ReverseClientId
- Url schemes:
com.googleusercontent.apps.777734739048-cdkbeieil19d6pfkavddrri5o19gk4ni
(use this as sample, or put your very own application's url scheme)
- Identifier:
-
URL 2:
- Identifier:
com.google.BundleId
- URL schemes:
com.sdkbox.gpg
(use this as sample or put your own application's bundle id)
- Identifier:
Further info
For more information check out the official documentation
Manual Integration For Android
SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.
proj.android
will be used as our<project_root>
for command-line and eclipse projectproj.android-studio
will be used as our<project_root>
for Android Studio project.
Copy Files
Copy the following jar files from plugin/android/libs
folder of this
bundle into your project's
Plugingpg.jar
sdkbox.jar
-
If you're using cocos2d-x from source copy the jar files to:
Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the jar files to:
Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the jar files to:
Android command-line:
<project_root>/libs
Copy jni libs
Copy and overwrite all the folders from plugin/android/jni
to your <project_root>/jni/
directory.
Edit AndroidManifest.xml
Add following meta-data tags:
<meta-data android:name="com.google.android.gms.version"
android:value="@integer/google_play_services_version" />
<meta-data android:name="com.google.android.gms.games.APP_ID"
android:value="@string/google_app_id" />
Make sure to add an entry to the file res/values/string.xml
of the form: <string name="google_app_id">777734739048</string>
Change that value for your own generated play games App Id.
Edit Android.mk
Edit <project_root>/jni/Android.mk
to:
Install in a folder named gpg
inside your proj.android\jni
directory
Add this to your android.mk
file
Add include path
LOCAL_C_INCLUDES += ./gpg/include/
Add static libraries
Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:
LOCAL_WHOLE_STATIC_LIBRARIES += gpg-1
LOCAL_WHOLE_STATIC_LIBRARIES += PluginGPG
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, ./gpg)
$(call import-module, ./sdkbox)
$(call import-module, ./plugingpg)
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
Modify Cocos2dxActivity.java
-
If you're using cocos2d-x from source, assuming you are in the proj.android directory, Cocos2dxActivity.java is located:
../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/ lib/Cocos2dxActivity.java
-
If you're using the prebuilt cocos2d-x libraries assuming you are in the
proj.android
directory, Cocos2dxActivity.java is located:./src/org/cocos2dx/lib/Cocos2dxActivity.java
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
- Modify Cocos2dxActivity.java to add the following imports:
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
- Second, modify Cocos2dxActivity.java to edit the
onCreate(final Bundle savedInstanceState)
function to add a call toSDKBox.init(this);
. The placement of this call is important. It must be done after the call toonLoadNativeLibraries();
. Example:
onLoadNativeLibraries();
SDKBox.init(this);
-
Last, we need to insert the proper overrides code. There are a few rules here.
-
If the method listed has not been defined, add it.
-
If the method listed has been defined, add the calls to
SDKBox
in the same existing function.
-
@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
-
If you're using cocos2d-x from source copy the
gps
folder to:Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the
gps
folder to:Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the
gps
folder to:Android command-line:
<project_root>/libs
Modify files for Eclipse
- 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)
- Edit
project.properties
to specify aProguard
configuration file. Example:
proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
- Edit the file you specified to include the following:
# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**
# google play service
-keep class com.google.android.gms.** { *; }
-dontwarn com.google.android.gms.**
-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 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.