countly-sdk-cocos2d-x
Countly SDK for cocos2d-x & cocos2d-js
it's base on
you can get countly server code :
How to use
- download cocos2d-x v3.6.x from cocos2dx org
- setup running environment of android & ios.
- copy & replace all of files to {coco2dx root}\plugin folder.
- build & run HelloPlugins sample.
Using Countly SDK
In Configs.h set the appKey:
/**
@brief Developer information of Countly
*/
#define COUNTLY_KEY_IOS "def31073c215efdsfsdfsdfa9fra08c7a59ff0"
#define COUNTLY_KEY_ANDROID "433516e3eawerwerwerwe75b88bab1c5e626af"
In HelloWorldScene.cpp:
#include "TestCountlyScene.h"
//#include "TestAnalyticsScene.h"
...
case 1:
//newScene = TestAnalytics::scene();
newScene = TestCountly::scene();
break;
...
In TestCountlyScene.cpp:
void TestCountly::loadPlugins()
{
LanguageType langType = Application::getInstance()->getCurrentLanguage();
std::string countlyKey = "";
std::string pluginName = "";
std::string strAppKey = "";
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
countlyKey = COUNTLY_KEY_IOS;
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
countlyKey = COUNTLY_KEY_ANDROID;
#endif
pluginName = "AnalyticsCountly";
strAppKey = countlyKey;
_pluginAnalytics = dynamic_cast<ProtocolAnalytics*> (PluginManager::getInstance()->loadPlugin(pluginName.c_str()));
_pluginAnalytics->setDebugMode(true);
//start on cloud
_pluginAnalytics->startSession(strAppKey.c_str());
//start on local
//PluginParam pParam1(strAppKey.c_str());
//std::string urlHost = "http://192.168.0.156";
//PluginParam pParam2(urlHost.c_str());
//_pluginAnalytics->callFuncWithParam("startSessionWithParams", &pParam1,&pParam2, NULL);
_pluginAnalytics->setCaptureUncaughtException(true);
const char* sdkVer = _pluginAnalytics->getSDKVersion().c_str();
log("SDK version : %s", sdkVer);
}
If you want to reuse Umeng & flurry sdk, please uncommment the code in 'HelloWorldScene' below.
JS Binding Doc
Troubleshooting
NSPersistentStoreCoordinator with a nil model'
In this case got to https://github.com/Countly/countly-sdk-js/tree/master/src/ios/sdk Drag and drop "Countly.xcdatamodeld" folder into your plugins folder. and build it using Xcode.