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Windows Client SDK API

Windows Client SDK API


Initialization and Status Change Event Processing


SDK Initialization

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

Synchronous Example

#include "KakaoGameLib.h" KakaoGame::Data::KGTResult result; KakaoGame::API::KGTApplication applicationApi; applicationApi.start(GetSafeHwnd(), result); if (result.isSuccess()) { // If the start is successful // Check if auto-login is enabled KakaoGame::API::KGTPlayer playerApi; boolean isLoggedIn = playerApi.isLoggedIn(); if (isLoggedIn) { // The current Player's 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. } }

Asynchronous Example

#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 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.

 

Login


Logging In Without Using the Default Login UI

Synchronous Example

Asynchronous Example

Logging in Using a Square Token

Synchronous Example

Asynchronous Example

Logout


Logging Out Without Using the Default Logout UI

Synchronous Example

Asynchronous Example

Unregistration


Unregistering Without Using the Default Unregistration UI

Synchronous Example

Asynchronous Example

Account Linking


Linking Accounts Without Using the Default Account Linking UI

Synchronous Example

Asynchronous Example

Profile


Retrieve My Information

Retrieve My IDP Information

System Information


Retrieve Language Code

Retrieve Language Tag

Retrieve Country Code

Retrieve IP-based Country Code

Retrieve Device ID

Retrieve Device Model

Retrieve OS Name

Retrieve Network Connection Status

Retrieve Connected Network Type

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.

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)

Kakao Integration Feature


Setting Up KakaoTalk Game Message Reception

Synchronous Example

Asynchronous Example

Retrieve KakaoTalk Profile

Synchronous Example

Asynchronous Example

Retrieve KakaoTalk Game Friend List

Synchronous Example

Asynchronous Example

Sending KakaoTalk Game Messages

Synchronous Example

Asynchronous Example

Adding a KakaoTalk Channel

Synchronous Example

Asynchronous Example

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

Synchronous Example

Asynchronous Example

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

Synchronous Example

Asynchronous Example

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