GameAnalytics C++ SDK
Documentation can be found here.
Supported platforms:
- Mac OS X
- Windows 32-bit and 64-bit
- Linux (tested on Ubuntu 16.04)
- UWP
- Tizen
- python 2.7 or higher (not working for python 3)
- Windows: Go here to download and install Python
- Mac: Should come with Python out of the box or else run 'brew install python'
- cmake (will be automatically downloaded)
- Mac: XCode
- Windows: Visual Studio 2015 or 2017 + Windows Development Kit
- Linux: LLVM's libc++
3.0.6
- added disable device info method
3.0.5
- added godot to version validator
3.0.4
- removed gender, birth year and facebook methods
- updated curl and openssl libraries
3.0.3
- A/B testing fixes
3.0.2
- remote configs fixes
3.0.1
- various bug fixes
3.0.0
- command center is now called remote configs
- A/B testing support added
2.1.9
- fixes to command center
2.1.8
- error reporting improved
2.1.7
- bug fix to too large log files
2.1.6
- added check if log files and database can't be created
2.1.5
- refactored code for singleton classes
2.1.4
- fixed hanging background thread after closing application
- progression event bug fix
2.1.3
- removed std::string from the SDK
2.1.2
- thread fixes
- dll freeze bug fix
2.1.1
- thread fixes
2.1.0
- added automatic error reporting
- added enable/disable event submission
2.0.4
- fixed business event validation
2.0.3
- fixed shutdown issues
2.0.2
- fixed thread hanging on shutdown
2.0.1
- added command center functions to extern interface
2.0.0
- added command center functionality
1.4.6
- fixes for occasional crashes when shutting down
- fixes crashes on UWP
1.4.5
- fixes for Linux interface
1.4.4
- bug fix to events thread stopping and not starting again
1.4.3
- added custom dimensions to design and error events
- added GAState zero initialisation of fields
- fixed linux build script
1.4.2
- fixed session length bug
- fixed to not allow adding events when not in a session
1.4.1
- renamed onStop function to onSuspend
- added a onQuit function
1.4.0
- updated to new logging library (windows, osx, linux)
- added precompiled GameAnalytics libraries
1.3.8
- small correction to use int instead of double for session num
1.3.7
- https fix in curl library for mac
1.3.6
- bug fix for end session when using manual session handling
1.3.5
- session length precision improvement
1.3.4
- custom user id bug fix
1.3.3
- bug fix to dupplicate logs send to console (windows, mac, linux)
1.3.2
- added OS version, device model and device manufacturer to event (windows, mac)
1.3.1
- added support for Linux
- logging initialisation updated for windows and mac (windows, mac)
1.3.0
- added support for Tizen
1.2.4
- removed unused files
1.2.3
- fixed build script for UWP
- changed persistent path for UWP
1.2.2
- fixed issue with onstop method
1.2.1
- possible to set custom dimensions and demographics before initialise
1.2.0
- added UWP support
1.1.1
- fix to empty user id
1.1.0
- switched to use curl as network library
1.0.1
- fix for empty user id in events
1.0.0
- Initial version with Windows and Mac OS X support
To start a build for all supported targets simply call
Mac/Linux: ./build.sh
Windows: build.bat (must be run as administrator when building for Tizen). By default the build script tries to use Visual Studio 2017 to use Visual Studio 2015 call build.bat -v 2015
This will build all targets and first time intall CMake and Tizen SDK.
Or call build.bat -h or ./build.sh -h to display the usage of the script and it will list all available targets.
To build just a specific target call command with argument -t (available targets can be shown calling with -h argument).
If you developing the SDK, you can use the generated project files to work with.
They are located under build/jenkins/build/[target] after calling the build.sh or build.bat.
- build - Contains scripts for automated project setup, building and creating of the final exstracted library
- build/cmake - Contains the cmake files for the project
- build/jenkins - Contains the scripts and working directories for the automated builds
- export - Target folder for the automated export of the GA lib
- precompiled - Contains precompiled libraries for the different targets if you don't want to comile them yourself
- source - Contains the complete source code for the project including the dependencies
- tests - Contains tests for testing the functionality in the GA SDK, to run tests run tests/run_tests_osx.py (mac only)
- 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.
- jsonCpp (as source) - lightweight C++ library for manipulating JSON values including serialization and deserialization.
- openssl (as binary) - used by curl to make HTTPS requests.
- plog (as source) - library used for logging.
- 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
-
Include the following directories in your C++ project's include paths:
- source/gameanalytics
-
In your C++ project, link to the following libraries:
- All libraries in source/dependencies/curl/lib/[target]
- All libraries in source/dependencies/openssl/1.0.2h/libs/[target]
- Produced library from build script found in export/[target]-static/Release/
Remember to include the GameAnalytics header file wherever you are using the SDK:
#include "GameAnalytics.h"
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");