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목차
stylenone

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Initialization and Status Change Event Processing

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SDK Initialization

발췌문 삽입
Initialization and Status Change Event Processing SDK Example
Initialization and Status Change Event Processing SDK Example
nameapplication_init_sdk
nopaneltrue

코드 블럭
languagecpp
std::map<std::wstring, std::wstring> kakaoSetting, facebookSetting, googleSetting;
kakaoSetting.insert(std::pair<std::wstring, std::wstring>(TEXT("jsKey"), TEXT("acd84e5c92067a159573483d8877de67")));
facebookSetting.insert(std::pair<std::wstring, std::wstring>(TEXT("clientId"), TEXT("1421382574931990")));
googleSetting.insert(std::pair<std::wstring, std::wstring>(TEXT("clientId"), TEXT("1002041625464-s2ruvcn1auv3rksr799gb4matvtvppb5.apps.googleusercontent.com")));
googleSetting.insert(std::pair<std::wstring, std::wstring>(TEXT("clientSecret"), TEXT("5MtQUUZ1sHl7RYgrhee-7-22")));

std::map<KakaoGame::Data::KGTIdpCode, std::map<std::wstring, std::wstring>> idpSettings;
idpSettings.insert(std::pair<KakaoGame::Data::KGTIdpCode, std::map<std::wstring, std::wstring>>(KakaoGame::Data::KGTIdpCode::Kakao, kakaoSetting));
idpSettings.insert(std::pair<KakaoGame::Data::KGTIdpCode, std::map<std::wstring, std::wstring>>(KakaoGame::Data::KGTIdpCode::Facebook, facebookSetting));
idpSettings.insert(std::pair<KakaoGame::Data::KGTIdpCode, std::map<std::wstring, std::wstring>>(KakaoGame::Data::KGTIdpCode::Google, googleSetting));

/**
 * For using a single app
 */
KakaoGame::Data::KGTConfig config;
config.setAppInfo(
	TEXT("909428"), // appID
	TEXT("c3c38bbfa3828b342d946e9770c974d0"), // appSecret
	TEXT("1.0.0"), // appVersion
	TEXT("gameWeb"), // market
	TEXT("14"), // ageRating
	KakaoGame::Data::KGTServerType::QA, // server type
	KakaoGame::Data::KGTLogLevel::Error, // log level
	idpSettings // idpSettings
);

/**
 * For using an app group
 */
std::map<std::wstring, std::wstring> apps;
apps.insert(std::pair<std::wstring, std::wstring>(TEXT("909428"), TEXT("c3c38bbfa3828b342d946e9770c974d0")));
apps.insert(std::pair<std::wstring, std::wstring>(TEXT("921478"), TEXT("5891c32124ca35821890a0bc1cec77a5")));
apps.insert(std::pair<std::wstring, std::wstring>(TEXT("921482"), TEXT("43d0abf4ba4025994068607c545f04dc")));
apps.insert(std::pair<std::wstring, std::wstring>(TEXT("947947"), TEXT("3c7fde7309a1fad65961110e8e290e28")));
apps.insert(std::pair<std::wstring, std::wstring>(TEXT("947950"), TEXT("7cc67cba7e3406585543d493f1548473")));

config.setAppGroupInfos(
	TEXT("tubeAppGroup"), // appGroupId
	apps, // app info map
	TEXT("1.0.0"), // appVersion
	TEXT("gameWeb"), // market
	TEXT("14"), // ageRating
	KakaoGame::Data::KGTServerType::QA, // server type
	KakaoGame::Data::KGTLogLevel::Error, // log level
	idpSettings // idpSettings
);

KakaoGame::API::KGTApplication applicationApi;
applicationApi.initSDK(config);

Start

발췌문 삽입
Initialization and Status Change Event Processing SDK Example
Initialization and Status Change Event Processing SDK Example
nameapplication_start
nopaneltrue

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTApplication applicationApi;

applicationApi.start(GetSafeHwnd(), [this](KakaoGame::Data::KGTResult result) {
	if (result.isSuccess())
	{
		// If the start is successful
		
		// Check if auto-login is enabled
		KakaoGame::API::KGTPlayer playerApi;
		bool isLoggedIn = playerApi.isLoggedIn();
		
		if (isLoggedIn)
		{
			// Get the current Player ID issued by the platform
			KakaoGame::Data::KGTPlayer player;
			playerApi.getCurrentPlayer(player);
			
			std::wstring playerId = player.playerId; // The current Player ID issued by the platform
			std::wstring accessToken = playerApi.getAccessToken(); // Platform access token (AccessToken)
			
			// [TODO] Move to the game screen
		}
		else
		{
			// [TODO] If auto-login is not enabled, move to the login screen
		}
	}
	else
	{
		// If the start fails - since initialization failed, retry the start or close the app.
		if (KakaoGame::Data::KGTResultCode::NetworkFailure == result.code
			|| KakaoGame::Data::KGTResultCode::ServerTimeout == result.code
			|| KakaoGame::Data::KGTResultCode::ConnectionFailed == result.code)
		{
			// [TODO] If a network error occurs, notify the user that the start failed due to a network issue and retry.
		}
		else
		{
			// [TODO] If other errors occur, provide an error notification and request a retry of the start process. - If the issue persists, check the error code and logs to determine the cause.
		}
	}
});

Login

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발췌문 삽입
Login SDK Example
Login SDK Example
namelogin
nopaneltrue

Logging In Without Using the Default Login UI

발췌문 삽입
Login SDK Example
Login SDK Example
namelogin_custom
nopaneltrue

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// Set the idpCode you want to log in with
KakaoGame::Data::KGTIdpCode idpCode = KakaoGame::Data::KGTIdpCode::Kakao;

KakaoGame::API::KGTPlayer playerApi;

playerApi.login(GetSafeHwnd(), idpCode, [this](KakaoGame::Data::KGTResult result) {
	if (result.isSuccess())
	{
		// Successfully logged in with IDP and platform
		KakaoGame::Data::KGTPlayer player;
		KakaoGame::API::KGTPlayer playerApi;
		
		playerApi.getCurrentPlayer(player);
		
		std::wstring playerId = player.playerId; // The current Player ID issued by the platform
		std::wstring accessToken = playerApi.getAccessToken(); // Platform access token (AccessToken)
		
		// [TODO] Since the login was successful, proceed to the game screen.
	}
	else
	{
		// IDP login or platform login failed
		// [TODO] If login fails, inform the user and prompt them to retry.
		if (KakaoGame::Data::KGTResultCode::NetworkFailure == result.code
			|| KakaoGame::Data::KGTResultCode::ServerTimeout == result.code
			|| KakaoGame::Data::KGTResultCode::ConnectionFailed == result.code)
		{
			// [TODO] If a network error occurs, notify the user that the start failed due to a network issue and retry.
		}
		else if (KakaoGame::Data::KGTResultCode::Forbidden == result.code)
		{
			// [TODO] If the user is not allowed during the CBT period, authentication may not be possible. Provide a notification message to the user.
		}
		else if (KakaoGame::Data::KGTResultCode::UserCanceled == result.code)
		{
			// [TODO] Since the user canceled during the login process, the login screen should be maintained.
		}
		else
		{
			// [TODO] If other errors occur, provide an error notification and request a retry of the start process. - If the issue persists, check the error code and logs to determine the cause.
		}
	}
});

Logging in Using a Square Token

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// User ID requesting login
std::wstring playerId;

// Token received from Square
std::wstring squareToken;

KakaoGame::Data::KGTResult result;
KakaoGame::API::KGTPlayer playerApi;

playerApi.loginIdpWithSquareToken(GetSafeHwnd(), playerId, squareToken, result);

if (result.isSuccess())
{
	// Successful IDP and platform login
	KakaoGame::Data::KGTPlayer player;
	KakaoGame::API::KGTPlayer playerApi;
	
	playerApi.getCurrentPlayer(player);
	
	std::wstring playerId = player.playerId; // Current Player ID issued by the platform
	std::wstring accessToken = playerApi.getAccessToken(); // Platform access token (AccessToken)
	
	// [TODO] Since login was successful, proceed to the game screen.
}
else
{
	// IDP or platform login failed
	// [TODO] If login fails, notify the user and request a retry.
	if (KakaoGame::Data::KGTResultCode::NetworkFailure == result.code
		|| KakaoGame::Data::KGTResultCode::ServerTimeout == result.code
		|| KakaoGame::Data::KGTResultCode::ConnectionFailed == result.code)
	{
		// [TODO] If a network error occurs, notify the user that the start failed due to a network issue and retry.
	}
	else
	{
		// [TODO] If other errors occur, provide an error notification and request a retry of the start process. - If the issue persists, check the error code and logs to determine the cause.
	}
}

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// User ID requesting login
std::wstring playerId;

// Token received from Square
std::wstring squareToken;

KakaoGame::API::KGTPlayer playerApi;

playerApi.login(GetSafeHwnd(), playerId, squareToken, [this](KakaoGame::Data::KGTResult result) {
	if (result.isSuccess())
	{
		// IDP login and platform login successful
		KakaoGame::Data::KGTPlayer player;
		KakaoGame::API::KGTPlayer playerApi;
		
		playerApi.getCurrentPlayer(player);
		
		std::wstring playerId = player.playerId; // The current Player's ID issued by the platform
		std::wstring accessToken = playerApi.getAccessToken(); // Platform access token (AccessToken)
		
		// [TODO] Since login was successful, proceed to the game screen.
	}
	else
	{
		// IDP login or platform login failed
		// [TODO] If login fails, notify the user and request a retry.
		if (KakaoGame::Data::KGTResultCode::NetworkFailure == result.code
			|| KakaoGame::Data::KGTResultCode::ServerTimeout == result.code
			|| KakaoGame::Data::KGTResultCode::ConnectionFailed == result.code)
		{
			// [TODO] If a network error occurs, notify the user that the start failed due to a network issue and retry..
		}
		else
		{
			// [TODO] If other errors occur, provide an error notification and request a retry of the start process. - If the issue persists, check the error code and logs to determine the cause.
		}
	}
});

Logout

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발췌문 삽입
Logout SDK Example
Logout SDK Example
namelogout
nopaneltrue

Logging Out Without Using the Default Logout UI

발췌문 삽입
Logout SDK Example
Logout SDK Example
namelogout_custom
nopaneltrue

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTPlayer playerApi;

playerApi.logout(GetSafeHwnd(), false, [this](KakaoGame::Data::KGTResult result) {
	if (result.isSuccess())
	{
		// Logout successful
		
		// [TODO] Return to the start screen
	}
	else
	{
		// Logout failed
	}
});

Unregistration

...

발췌문 삽입
탈퇴 SDK 예제
탈퇴 SDK 예제
nameunregister
nopaneltrue

Unregistering Without Using the Default Unregistration UI

발췌문 삽입
탈퇴 SDK 예제
탈퇴 SDK 예제
nameunregister_custom
nopaneltrue

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTPlayer playerApi;

playerApi.unregister(GetSafeHwnd(), false, [this](KakaoGame::Data::KGTResult result) {
	if (result.isSuccess())
	{
		// Unregistration successful
		
		// [TODO] Return to the start screen
	}
	else
	{
		// Unregistration failed
	}
});

Account Linking

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발췌문 삽입
Account Linking SDK Example
Account Linking SDK Example
nameconnect
nopaneltrue

Linking Accounts Without Using the Default Account Linking UI

발췌문 삽입
Account Linking SDK Example
Account Linking SDK Example
nameconnect_custom
nopaneltrue

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// Set the idpCode to connect to
KakaoGame::Data::KGTIdpCode idpCode = KakaoGame::Data::KGTIdpCode::Kakao;

KakaoGame::API::KGTPlayer playerApi;

playerApi.connect(GetSafeHwnd(), idpCode, [this](KakaoGame::Data::KGTResult result) {
	if (result.isSuccess())
	{
		// IDP connection successful
		// Player ID is not changed.
	}
	else
	{
		// IDP connection failed
		if (KakaoGame::Data::KGTResultCode::InvalidParameter == result.code)
		{
			// An invalid parameter was passed
		}
		else if (KakaoGame::Data::KGTResultCode::NotAuthorized == result.code)
		{
			// The user is not currently logged in
		}
		else if (KakaoGame::Data::KGTResultCode::InvalidState == result.code)
		{
			// The current authenticated IDP is not an IDP that can be linked to the account
		}
		else if (KakaoGame::Data::KGTResultCode::AlreadyUsedIDPAccount == result.code)
		{
			// The account is already linked to another IDP
		}
		else
		{
			// Other errors occurred
		}
	}
});

Profile

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Retrieve My Information

발췌문 삽입
Profile SDK Example
Profile SDK Example
nameplayer_currentPlayer
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::Data::KGTPlayer player;
KakaoGame::API::KGTPlayer playerApi;

playerApi.getCurrentPlayer(player);

Retrieve My IDP Information

발췌문 삽입
Profile SDK Example
Profile SDK Example
nameplayer_idpProfile
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::Data::KGTPlayer player;
KakaoGame::API::KGTPlayer playerApi;

playerApi.getCurrentPlayer(player);

player.kakaoProfile;

System Information

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Retrieve Language Code

발췌문 삽입
System Information SDK Example
System Information SDK Example
namesystem_language_code
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

std::wstring languageCode = systemApi.getLanguageCode();

Retrieve Language Tag

발췌문 삽입
System Information SDK Example
System Information SDK Example
namesystem_language_tag
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

std::wstring languageCode = systemApi.getLanguageTag();

Retrieve Country Code

발췌문 삽입
System Information SDK Example
System Information SDK Example
namesystem_country_code
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

std::wstring countryCode = systemApi.getCountryCode();

Retrieve IP-based Country Code

발췌문 삽입
System Information SDK Example
System Information SDK Example
namesystem_geo_country_code
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

std::wstring countryCode = systemApi.getGeoCountryCode();

Retrieve Device ID

발췌문 삽입
System Information SDK Example
System Information SDK Example
namesystem_device_id
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

std::wstring deviceId = systemApi.getDeviceId();

Retrieve Device Model

발췌문 삽입
System Information SDK Example
System Information SDK Example
namesystem_device_model
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

std::wstring deviceModel = systemApi.getDeviceModel();

Retrieve OS Name

발췌문 삽입
System Information SDK Example
System Information SDK Example
namesystem_os_name
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

std::wstring osName = systemApi.getOSName();

Retrieve Network Connection Status

발췌문 삽입
System Information SDK Example
System Information SDK Example
namesystem_is_network_connected
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

boolean networkConnected = systemApi.isNetworkConnected();

Retrieve Connected Network Type

발췌문 삽입
System Information SDK Example
System Information SDK Example
namesystem_network_type
nopaneltrue

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

std::wstring networkType = systemApi.getNetworkType();

Get the Set Game Language Code

Returns the set game language code.

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

std::wstring gameLanguageCode = systemApi.getGameLanguageCode();

Set the Game Language Code

Configures the game to use the language synchronized with the platform.

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// KakaoGame::Data::KGTLanguageCode languageCode = KakaoGame::Data::KGTLanguageCode::en; // English
// KakaoGame::Data::KGTLanguageCode languageCode = KakaoGame::Data::KGTLanguageCode::ko; // Korean
// KakaoGame::Data::KGTLanguageCode languageCode = KakaoGame::Data::KGTLanguageCode::ja; // Japanese
// KakaoGame::Data::KGTLanguageCode languageCode = KakaoGame::Data::KGTLanguageCode::zh_hant; // Chinese(Traditional)
// KakaoGame::Data::KGTLanguageCode languageCode = KakaoGame::Data::KGTLanguageCode::zh_hans; // Chinese (Simplified)
KakaoGame::Data::KGTLanguageCode languageCode = KakaoGame::Data::KGTLanguageCode::device; // Device setting value

KakaoGame::API::KGTSystem systemApi;

systemApi.setGameLanguageCode(languageCode);

Kakao Integration Feature

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Setting Up KakaoTalk Game Message Reception

발췌문 삽입
Kakao Integration Feature SDK Example
Kakao Integration Feature SDK Example
namekakao_talk_show_setting
nopaneltrue

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// Display the view to set KakaoTalk game message reception preferences
kakaotalkApi.showSetting(GetSafeHwnd(), [this](KakaoGame::Data::KGTResult result, bool isAlloweMe) {
	if (result.isSuccess())
	{
		// Successfully set the KakaoTalk game message reception settings
		isAlloweMe; // Whether message reception is allowed as per the settings
	}
	else if (KakaoGame::Data::KGTResult::NotKakaoTalkUser == result.code)
	{
		// The logged-in user is not a 'KakaoTalk' user. This occurs when the user is only registered with KakaoStory and not KakaoTalk.
	}
	else
	{
		// Failed to set the KakaoTalk game message reception settings
	}
});

Retrieve KakaoTalk Profile

발췌문 삽입
Kakao Integration Feature SDK Example
Kakao Integration Feature SDK Example
namekakao_talk_talk_profile
nopaneltrue

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// Retrieve KakaoTalk profile
kakaotalkApi.talkProfile([this](KakaoGame::Data::KGTResult result, KakaoGame::Data::KGTKakaoTalkProfile profile) {
	if (result.isSuccess())
	{
		// Successfully retrieved KakaoTalk profile
		profile; // KakaoTalk profile information of the logged-in user
	}
	else if (KakaoGame::Data::KGTResult::NotKakaoTalkUser == result.code)
	{
		// The logged-in user is not a 'KakaoTalk' user. This occurs when the user is only registered with KakaoStory and not KakaoTalk.
	}
	else
	{
		// Failed to retrieve KakaoTalk profile
	}
});

Retrieve KakaoTalk Game Friend List

발췌문 삽입
Kakao Integration Feature SDK Example
Kakao Integration Feature SDK Example
namekakao_talk_friends
nopaneltrue

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// Retrieve the list of game friends
kakaotalkApi.friends([this](KakaoGame::Data::KGTResult result, std::vector<KakaoGame::Data::KGTPlayer> players) {
	if (result.isSuccess())
	{
		// Successfully retrieved KakaoTalk game friends list.
		// Game friends list
		for each (auto player in players)
		{
		}
	}
	else if (KakaoGame::Data::KGTResult::NotKakaoTalkUser == result.code)
	{
		// The logged-in user is not a 'KakaoTalk' user. This occurs when the user is only registered with KakaoStory and not KakaoTalk.
	}
	else
	{
		// Failed to retrieve KakaoTalk game friends list
	}
});

Sending KakaoTalk Game Messages

발췌문 삽입
Kakao Integration Feature SDK Example
Kakao Integration Feature SDK Example
namekakao_talk_send_game_message
nopaneltrue

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// Friend object retrieved via the friends API
KakaoGame::Data::KGTKakaoProfile kakaoProfile;

// [TODO] Set the template Id
std::wstring templateId = TEXT("");

// [TODO] Set the parameters for the message template
std::map<std::wstring, std::wstring> arguments;
arguments.insert(std::pair<std::wstring, std::wstring>(TEXT("${nickname}"), kakaoProfile.nickname));
arguments.insert(std::pair<std::wstring, std::wstring>(TEXT("rog_link"), TEXT("test=100&hello=20111")));
arguments.insert(std::pair<std::wstring, std::wstring>(TEXT("bruce2"), kTEXT("test=100&hello=20111")));

KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// Send a KakaoTalk game message
kakaotalkApi.sendGameMessage(kakaoProfile, templateId, arguments, [this](KakaoGame::Data::KGTResult result) {
	if (result.isSuccess())
	{
		// Successfully sent KakaoTalk chat message
	}
	else if (KakaoGame::Data::KGTResult::MessageSettingDisabled == result.code)
	{
		// The recipient has set message reception to be disabled.
	}
	else if (KakaoGame::Data::KGTResult::ExceedDailyUsage == result.code)
	{
		// Occurs when the daily quota for sending messages to a specific app (regardless of the recipient) is exceeded.
	}
	else if (KakaoGame::Data::KGTResult::ExceedMonthlyUsage == result.code)
	{
		// Occurs when the monthly quota for sending messages to a specific person for a specific app is exceeded.
	}
	else
	{
		// Failed to send KakaoTalk chat message
	}
});

Adding a KakaoTalk Channel

발췌문 삽입
Kakao Integration Feature SDK Example
Kakao Integration Feature SDK Example
namekakao_talk_add_plus_friend
nopaneltrue

...