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...

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.
		}
	}
});

Setting Up Auto Login

...

Logging In Without Using the Default Login UI

...

in a Windows Environment

This feature is supported in the Windows environment.

If you do not use the default login UI provided by the SDK and instead implement your own login UI, the SDK offers a feature to set up auto login.

  • If you do not configure auto login, the SDK will not create a file for automatic login by default.

  • The file for auto login is created and stored in an encrypted format in the folder ".kakaogames" under the name ".access". This is because multiple users can exist on a single PC."

  • When a game is uninstalled and then reinstalled, if the auto login file remains, the SDK checks whether an encrypted ".access" file exists in the location of the Windows SDK file (KakaoGame.dll). If the file is valid, the SDK loads the file containing the auto login information and performs the auto login.

  • If the auto login files are corrupted, the SDK will delete them.

  • If the auto login file exists and the user logs out or withdraws, the auto login file will be deleted.

코드 블럭
languagecpp
nclude "KakaoGameLib.h"
// Set whether to use auto-login; if not set, it defaults to not using auto-login
// When auto-login is enabled and login is successful, auto-login information is generated
// If auto-login information exists, auto-login will proceed automatically during the next KGTApplication start, so to remove the auto-login information, you need to log out
bool useAutoLogin = true;
KakaoGame::API::KGTApplication applicationApi;

applicationApi.setUseAutoLogin(useAutoLogin);

Login

...

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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// Setting the idpCode for login
KakaoGame::Data::KGTIdpCode idpCode = KakaoGame::Data::KGTIdpCode::Kakao;

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

playerApi.login(GetSafeHwnd(), idpCode, 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; // 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] During the CBT period, authentication may not be possible for users who are not allowed. Provide an appropriate notification 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.
	}
}

Asynchronous Example

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"

// Setting the idpCode for login
KakaoGame::Data::KGTIdpCode idpCode = KakaoGame::Data::KGTIdpCode::Kakao User ID requesting login
std::wstring playerId;

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

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

playerApi.loginloginIdpWithSquareToken(GetSafeHwnd(), playerId, idpCodesquareToken, result);

if (result.isSuccess())
{
	// Successful IDP login and platform login
successful
	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 the login was successful, proceed to the game screen.
}
else
{
	// IDP login or platform login failed
	// [TODO] If login fails, informnotify the user and promptrequest them toa retry.
	if (KakaoGame::Data::KGTResultCode::NetworkFailure == result.code
		|| KakaoGame::Data::KGTResultCode::ServerTimeout == result.code
		|| KakaoGame::Data::KGTResultCode::ConnectionFailed == result.code)::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 a network other errors occur, provide an error notification occurs,and notifyrequest thea userretry thatof the start failed due to a network issue and retryprocess. - If the issue persists, check the error code and logs to determine the cause.
	}
	else if (KakaoGame::Data::KGTResultCode::Forbidden == result.code)
	{
		// [TODO] During the CBT period, authentication may not be possible for users who are not allowed. Provide an appropriate notification to the user.
	}
	else if }

Asynchronous Example

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::KGTResultCode::UserCanceled == result.codeKGTResult result) {
	if (result.isSuccess())
	{
		// [TODO]IDP Sincelogin theand user canceled during the platform 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.
	}
}

Asynchronous Example

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]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::KGTResult result) {
	if (result.isSuccess())
	{
		// Successfully logged in with IDP and platform
		KGTResultCode::NetworkFailure == result.code
			|| 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)
		
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] 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 ( 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

...

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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::Data::KGTResultCode::NetworkFailure == result.code
			|| KGTResult result;
KakaoGame::DataAPI::KGTResultCode::ServerTimeout == result.code
			|| KakaoGame::Data::KGTResultCode::ConnectionFailed == result.code)
		{
		KGTPlayer playerApi;

playerApi.logout(GetSafeHwnd(), false, result);

if (result.isSuccess())
{
	// Logout successful
	
	// [TODO] IfReturn ato networkthe errorstart occurs,screen
notify}
theelse
user{
that the start	// Logout failed
due to a network issue and retry.
		}
		else if }

Asynchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTPlayer playerApi;

playerApi.logout(GetSafeHwnd(), false, [this](KakaoGame::Data::KGTResultCode::Forbidden == result.code)
		{
			KGTResult result) {
	if (result.isSuccess())
	{
		// Logout successful
		
		// [TODO] IfReturn the user is not allowed during to the CBTstart period,screen
authentication	}
may	else
not be possible. Provide a notification message to the user.
		}
		else if (	{
		// Logout failed
	}
});

Unregistration

...

발췌문 삽입
Unregistration SDK Example
Unregistration SDK Example
nameunregister
nopaneltrue

Unregistering Without Using the Default Unregistration UI

발췌문 삽입
Unregistration SDK Example
Unregistration SDK Example
nameunregister_custom
nopaneltrue

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::Data::KGTResultCode::UserCanceled == result.code)
		{
			// [TODO] Since the user canceled during the login process, the login screen should be maintained.
		}
		else
		{
			KGTResult result;
KakaoGame::API::KGTPlayer playerApi;

playerApi.unregister(GetSafeHwnd(), false, result);

if (result.isSuccess())
{
	// Unregistration successful
	
	// [TODO] IfReturn other errors occur, provide an error notification and request a retry of to the start process.screen
-}
Ifelse
the issue persists, check the error code and logs to determine the cause.
		}
	}
});

Logging in Using a Square Token

...

{
	// Unregistration failed
}

Asynchronous 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 screenKakaoGame::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

...

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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

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

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

playerApi.connect(GetSafeHwnd(), idpCode, result);

if (result.isSuccess())
{
	// IDP connection successful
	// Player ID is not changed.
}
else
{
	// IDP or platformconnection login failed
	// [TODO] If login fails, notify the user and request a retry.
	if (KakaoGame::Data::KGTResultCode::NetworkFailureInvalidParameter == result.code)
	{
		|| KakaoGame::Data::KGTResultCode::ServerTimeout == result.code
		|| // An invalid parameter was passed
	}
	else if (KakaoGame::Data::KGTResultCode::ConnectionFailedNotAuthorized == result.code)
	{
		// [TODO] If a network error occurs, notify the user that the start failed due to a network issue and retry.
	}
	else
	The user is not currently logged in
	}
	else if (KakaoGame::Data::KGTResultCode::InvalidState == result.code)
	{
		// [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. 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
	}
}

Asynchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// User ID requesting login
std::wstring playerId; "KakaoGameLib.h"

// Set Tokenthe idpCode receivedto fromconnect Square
std::wstring squareTokento
KakaoGame::Data::KGTIdpCode idpCode = KakaoGame::Data::KGTIdpCode::Kakao;

KakaoGame::API::KGTPlayer playerApi;

playerApi.loginconnect(GetSafeHwnd(), playerIdidpCode, 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; // IDP connection successful
		// The current Player's ID issuedis bynot thechanged.
platform	}
		std::wstring accessToken = playerApi.getAccessToken(); // Platform access token (AccessToken)
		else
	{
		// [TODO]IDP Sinceconnection loginfailed
was successful, proceed to the game screen.
	}
	else
		if (KakaoGame::Data::KGTResultCode::InvalidParameter == result.code)
		{
			// IDPAn logininvalid orparameter platformwas loginpassed
failed		}
		// [TODO] If login fails, notify the user and request a retry.
		else if (KakaoGame::Data::KGTResultCode::NotAuthorized == result.code)
		{
			// The user is not currently logged in
		}
		else if (KakaoGame::Data::KGTResultCode::NetworkFailureInvalidState == result.code)
			|| KakaoGame::Data::KGTResultCode::ServerTimeout == result.code
			|| {
			// The current authenticated IDP is not an IDP that can be linked to the account
		}
		else if (KakaoGame::Data::KGTResultCode::ConnectionFailedAlreadyUsedIDPAccount == 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

...

Logging Out Without Using the Default Logout UI

...

Synchronous Example

 The account is already linked to another IDP
		}
		else
		{
			// Other errors occurred
		}
	}
});

Profile

...

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

...

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::DataAPI::KGTResultKGTSystem resultsystemApi;
KakaoGame::API::KGTPlayer playerApi;

playerApi.logout(GetSafeHwnd(), false, result);

if (result.isSuccess())
{
	// Logout successful
	
	// [TODO] Return to the start screen
}
else
{
	// Logout failed
}

Asynchronous Example

코드 블럭

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::KGTPlayerKGTSystem playerApisystemApi;

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

Unregistration

...

Unregistering Without Using the Default Unregistration UI

...

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::DataAPI::KGTResultKGTSystem resultsystemApi;
KakaoGame::API::KGTPlayer playerApi;

playerApi.unregister(GetSafeHwnd(), false, result);

if (result.isSuccess())
{
	// Unregistration successful
	
	// [TODO] Return to the start screen
}
else
{
	// Unregistration failed
}

...



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.

If no language code is set, it retrieves the language setting information configured on the device, and the language code is returned according to the ISO 639-1 standard.

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTPlayerKGTSystem playerApisystemApi;

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

...

Linking Accounts Without Using the Default Account Linking UI

...

Synchronous Example

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

Set the Game Language Code

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

The following language codes are supported:

(Can be set before calling the Start API)

  • device: Device setting value. Can be used to revert to the device's setting value. (default)

  • en: English

  • ko: Korean

  • ja: Japanese

  • zh_hant: Chinese (Traditional)

  • zh_hans: Chinese (Simplified)

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// Set the idpCode to connect to KakaoGame::Data::KGTIdpCodeKGTLanguageCode idpCodelanguageCode = KakaoGame::Data::KGTIdpCodeKGTLanguageCode::Kakaoen; // English
// KakaoGame::Data::KGTResult result;KGTLanguageCode languageCode = KakaoGame::Data::APIKGTLanguageCode::KGTPlayer playerApiko; 
playerApi.connect(GetSafeHwnd(), idpCode, result);

if (result.isSuccess())
{
	// IDP connection successful
	// Player ID is not changed.
}
else
{
	// IDP connection failed
	if (// 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::KGTResultCodeKGTLanguageCode::InvalidParameter == result.code)
	{
		zh_hans; // AnChinese invalid parameter was passed
	}
	else if ((Simplified)
KakaoGame::Data::KGTLanguageCode languageCode = KakaoGame::Data::KGTResultCodeKGTLanguageCode::NotAuthorized == result.code)
	{
		device; // TheDevice setting uservalue
is not currently logged in
	}
	else if (
KakaoGame::API::KGTSystem systemApi;

systemApi.setGameLanguageCode(languageCode);

Kakao Integration Feature

...

Setting Up KakaoTalk Game Message Reception

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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

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
	}
}

Asynchronous Example

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]KGTResult result;
bool isAlloweMe;
KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// Display the view to set KakaoTalk game message reception preferences
kakaotalkApi.showSetting(GetSafeHwnd(), result, 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 result) {
	if (result.isSuccess())
	::NotKakaoTalkUser == result.code)
{
		// IDPThe connectionlogged-in 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
		}
	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
}

Asynchronous Example

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::KGTResultCodeKGTResult::AlreadyUsedIDPAccountNotKakaoTalkUser == result.code)
		{
			// The logged-in accountuser is already linked to another IDP
		}
		else
		{
			// Other errors occurred
		}
	}
});

Profile

Retrieve My Information

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

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

playerApi.getCurrentPlayer(player);

Retrieve My IDP Information

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

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

playerApi.getCurrentPlayer(player);

player.kakaoProfile;

System Information

Retrieve Language Code

...

 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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::APIData::KGTSystemKGTResult systemApi;

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

Retrieve Language Tag

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

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

Retrieve Country Code

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

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

Retrieve IP-based Country Code

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

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

Retrieve Device ID

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

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

Retrieve Device Model

...

result;
KakaoGame::Data::KGTKakaoTalkProfile profile;
KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// Retrieve KakaoTalk profile
kakaotalkApi.talkProfile(result, 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
}

Asynchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystemKGTKakaoTalk systemApi;

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

Retrieve OS Name

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

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

Retrieve Network Connection Status

...

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTSystem systemApi;

boolean networkConnected = systemApi.isNetworkConnected();

Retrieve Connected Network Type

...

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.

If no language code is set, it retrieves the language setting information configured on the device, and the language code is returned according to the ISO 639-1 standard.

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.

The following language codes are supported:

(Can be set before calling the Start API)

...

device: Device setting value. Can be used to revert to the device's setting value. (default)

...

en: English

...

ko: Korean

...

ja: Japanese

...

zh_hant: Chinese (Traditional)

...

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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// KakaoGame::Data::KGTLanguageCodeKGTResult languageCode = KakaoGameresult;
std::vector<KakaoGame::Data::KGTPlayer> players;
KakaoGame::KGTLanguageCodeAPI::enKGTKakaoTalk kakaotalkApi;

// English
// KakaoGame::Data::KGTLanguageCode languageCode = KakaoGame::Data::KGTLanguageCode::ko; // Korean
// KakaoGame::Data::KGTLanguageCode languageCode = KakaoGame::Data::KGTLanguageCode::ja; // Japanese
// KakaoGame::Data::KGTLanguageCode languageCode =  Retrieve the list of game friends
kakaotalkApi.friends(result, players);

if (result.isSuccess())
{
	// Successfully retrieved KakaoTalk game friends list.
	// Game friends list
	for each (auto player in players)
	{
	}
}
else if (KakaoGame::Data::KGTLanguageCodeKGTResult::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

Setting Up KakaoTalk Game Message Reception

...

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
}

Asynchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::Data::KGTResult result;
bool isAlloweMe;
KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// DisplayRetrieve the viewlist to setof KakaoTalk game message receptionfriends
preferences
kakaotalkApi.showSettingfriends(GetSafeHwnd(),[this](KakaoGame::Data::KGTResult result, isAlloweMe);

std::vector<KakaoGame::Data::KGTPlayer> players) {
	if (result.isSuccess())
	{
		// Successfully set theretrieved KakaoTalk game messagefriends receptionlist.
settings
		isAlloweMe; // Game Whether message reception is allowed as per the settings
}
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 setretrieve the KakaoTalk game messagefriends receptionlist
settings	}
}

...

);

Sending KakaoTalk Game Messages

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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"
"

// Friend object retrieved via the friends API
KakaoGame::APIData::KGTKakaoTalkKGTKakaoProfile kakaotalkApikakaoProfile;

// 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 ([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::Data::KGTResult result;
KakaoGame::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

...

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

API::KGTKakaoTalk kakaotalkApi;

// Send a KakaoTalk game message
kakaotalkApi.sendGameMessage(kakaoProfile, templateId, arguments, result);

if (result.isSuccess())
{
	// Successfully sent KakaoTalk chat message
}
else if (KakaoGame::Data::KGTResult result;
KakaoGame::Data::KGTKakaoTalkProfile profile;
KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// Retrieve KakaoTalk profile
kakaotalkApi.talkProfile(result, profile);

if (result.isSuccess())::MessageSettingDisabled == result.code)
{
	// The recipient has set message reception to be disabled.
}
else if (KakaoGame::Data::KGTResult::ExceedDailyUsage == result.code)
{
	// Successfully retrieved KakaoTalk profile
	profile; // KakaoTalk profile information Occurs when the daily quota for sending messages to a specific app (regardless of the logged-in userrecipient) is exceeded.
}
else if (KakaoGame::Data::KGTResult::NotKakaoTalkUserExceedMonthlyUsage == result.code)
{
	// The logged-in user is not a 'KakaoTalk' user. This occurs when the user is only registered with KakaoStory and not KakaoTalk Occurs when the monthly quota for sending messages to a specific person for a specific app is exceeded.
}
else
{
	// Failed to retrievesend KakaoTalk chat profilemessage
}

Asynchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// Friend object retrieved via the friends API
KakaoGame::APIData::KGTKakaoTalkKGTKakaoProfile kakaotalkApikakaoProfile;

// Retrieve[TODO] KakaoTalkSet 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.
	}
	elsethe 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())
	{
		// FailedSuccessfully to retrieve KakaoTalk profile
	}
});

Retrieve KakaoTalk Game Friend List

...

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

sent KakaoTalk chat message
	}
	else if (KakaoGame::Data::KGTResult result;
std::vector<KakaoGame::Data::KGTPlayer> players;
KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// Retrieve the list of game friends
kakaotalkApi.friends(result, players);

if (result.isSuccess())
{
	// Successfully retrieved KakaoTalk game friends list.
	// Game friends list
	for each (auto player in players)
	{
	}
}
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::NotKakaoTalkUserExceedMonthlyUsage == result.code)
	{
		// TheOccurs logged-inwhen userthe ismonthly notquota afor 'KakaoTalk' user. This occurs when the user is only registered with KakaoStory and not KakaoTalk.
}
else
{
	sending messages to a specific person for a specific app is exceeded.
	}
	else
	{
		// Failed to retrieve KakaoTalk profile
}

...

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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

KakaoGame::API::KGTKakaoTalk kakaotalkApi;

// Retrieve the list of game friends
kakaotalkApi.friends([this](// [TODO] Set the channel Id
int channelId = 0;

KakaoGame::Data::KGTResult result,;
stdKakaoGame::vector<KakaoGame::Data::KGTPlayer> players) {
	API::KGTKakaoTalk kakaotalkApi;

kakaotalkApi.addChannel(channelId, result);

if (result.isSuccess())
	{
		// Successfully retrievedadded KakaoTalk game friends list.
		// Game friends list
		for each (auto player in players)
		{
		}
	}
	the channel
}
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

...

	// Failed to add the channel
}

Asynchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// Friend object retrieved via the friends API
 [TODO] Set the channel Id
int channelId = 0;

KakaoGame::API::KGTKakaoTalk kakaotalkApi;

kakaotalkApi.addChannel(channelId, [this](KakaoGame::Data::KGTResult result) {
	if (result.isSuccess())
	{
		// Successfully added the channel
	}
	else if (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::Data::KGTResult resultKGTResult::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 add the channel
	}
});

Retrieve the list of friends to whom I sent an invite message

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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"
// [TODO] Set the event ID
int32 eventId = 0;
KakaoGame::Data::KGTResult result;
std::vector<KakaoGame::Data::KGTPlayer> players;
KakaoGame::API::KGTKakaoTalkKGTKakaoInvitation kakaotalkApikakaoInvitationApi;

// Retrieve Sendthe list aof KakaoTalkplayers gameI messageinvited
kakaotalkApikakaoInvitationApi.sendGameMessagejoiners(kakaoProfileeventId, templateIdresult, arguments, resultplayers);

if (result.isSuccess())
{
	// Successfully sent KakaoTalk chat message
}
else if retrieved the list of players I invited
    for (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
}

Asynchronous Example

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, KGTPlayer player : players)
    {
      // Recipient's player ID
      player.playerId;
      // Recipient's nickname
      player.kakaoProfile.nickname;
      // Recipient's profile thumbnail image
      player.kakaoProfile.thumbnailImageUrl;
      // Check if the recipient has a withdrawal history. Use this flag to display withdrawal information in the UI.
      player.kakaoProfile.isUnregistered;
    }
}
else if (KakaoGame::Data::KGTResult::NotKakaoTalkUser == result.code)
{
	// The logged-in user is not a 'KakaoTalk' user. (For cases where the user is not a KakaoTalk user)
}
else
{
	// Failed to retrieve the list
}

Asynchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"
// [TODO] Set the event ID
int32 eventId = 0;
KakaoGame::API::KGTKakaoInvitation kakaoInvitationApi;

// Retrieve the list of players I invited
kakaoInvitationApi.joiners(eventId, [this](KakaoGame::Data::KGTResult result, int32_t totalReceiversCount, int32_t joinersCount) {
	if (result.isSuccess())
	{
		// Successfully sent KakaoTalk chat message
	}
	else if  retrieved the list of players I invited
		for (KakaoGame::Data::KGTResult::MessageSettingDisabled == result.code)
KGTPlayer player : players)
		{
			// TheRecipient's recipientplayer has set message reception to be disabled.
	}
	else if (KakaoGame::Data::KGTResult::ExceedDailyUsage == result.code)
	{
ID
			player.playerId;
			// Recipient's nickname
			player.kakaoProfile.nickname;
			// Recipient's profile thumbnail image
			player.kakaoProfile.thumbnailImageUrl;
			// OccursCheck whenif the daily quota for sending messages recipient has a withdrawal history. Use this flag to adisplay specificwithdrawal app (regardless ofinformation in the recipient) is exceeded.UI.
			player.kakaoProfile.isUnregistered;
		}
	}
	else if (KakaoGame::Data::KGTResult::ExceedMonthlyUsageNotKakaoTalkUser == result.code)
	{
		// Occurs when the monthly quota for sending messages to a specific person for a specific app is exceeded. The logged-in user is not a 'KakaoTalk' user. (For cases where the user is not a KakaoTalk user)
	}
	else
	{
		// Failed to sendretrieve KakaoTalkthe chatlist
message
	}
});

...

Retrieve the count of friends to whom I sent an invite message

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

Synchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// [TODO] Set the channelevent IdID
intint32 channelIdeventId = 0;
KakaoGame::Data::KGTResult result;
int32 totalReceiversCount;
int32 joinersCount;
KakaoGame::API:Data::KGTResult result;
KakaoGame::API::KGTKakaoTalk kakaotalkApi;

kakaotalkApi.addChannel(channelId, result:KGTKakaoInvitation kakaoInvitationApi;

// Retrieve the count of players I invited
kakaoInvitationApi.receiversCount(eventId, result, totalReceiversCount, joinersCount);

if (result.isSuccess())
{
	// Successfully added retrieved the counts
    // totalReceiversCount - Total number of friends
    // joinersCount - Number of friends who joined the channelgame
}
else if (KakaoGame::Data::KGTResult::NotKakaoTalkUser == result.code)
{
	// The logged-in user is not a 'KakaoTalk' user. This(For occurscases whenwhere the user is onlynot registereda with KakaoStory and not KakaoTalk.
KakaoTalk user)
}
else
{
	// Failed to addretrieve the channelcounts
}

Asynchronous Example

코드 블럭
languagecpp
#include "KakaoGameLib.h"

// [TODO] Set the channelevent IdID
intint32 channelIdeventId = 0;

KakaoGame::API::KGTKakaoTalkKGTKakaoInvitation kakaotalkApi;

kakaotalkApi.addChannel(channelIdkakaoInvitationApi;

// Retrieve the count of players I invited
kakaoInvitationApi.receiversCount(eventId, [this](KakaoGame::Data::KGTResult result, int32_t totalReceiversCount, int32_t joinersCount) {
	if (result.isSuccess())
	{
		// Successfully added retrieved the counts
		// totalReceiversCount - Total number of friends
		// joinersCount - Number of friends who joined the channelgame
	}
	else if (KakaoGame::Data::KGTResult::NotKakaoTalkUser == result.code)
	{
		// The logged-in user is not a 'KakaoTalk' user. This(For occurscases whenwhere the user is onlynot registereda with KakaoStory and not KakaoTalk.
KakaoTalk user)
	}
	else
	{
		// Failed to addretrieve the channelcounts
	}
});