The Google Play games Services C++ SDK provides a C++ API for use with Google Play Game services, and is meant for developers who have an existing C++ implementation of their game.
Currently, the SDK implements the following services:
- Authorization
- Achievements
- Leaderboards
- Events
- Saved Games
- Nearby Connections (Android only)
- Player Statistics
Concepts
At a high level, you use the SDK by following these steps:
- Set up a platform configuration for Android.
- Use a
GameServices::Builder
to configure and construct aGameServices
object. TheGameServices
object automatically attempts to sign in, and returns the result via anOnAuthActionFinished()
callback. Take note of the result returned by the callback. If the automatic sign-in attempt failed, you can display a button to let users sign in. After receiving the
OnAuthActionFinished()
result, you can use theGameServices
object and its child Managers to make Play Games services calls, including:- Sign in (after authorization fails):
StartAuthorizationUI()
- Unlock achievements:
Achievements().Unlock()
- Show achievements using built-in UI:
Achievements().ShowAllUI()
- Submit a high score:
Leaderboards().SubmitScore()
- Sign out:
SignOut()
- Sign in (after authorization fails):
When you are done using the
GameServices
object, reset or destroy it.
At a more detailed level:
Initialize a platform configuration: This is an object that contains platform-specific initialization information. On Android, the platform configuration contains the Java VM and a pointer to the current
Activity
:// In android_main(), create a platform configuration // and bind the object activity. // Alternately, attach the activity in JNI_Onload(). gpg::AndroidPlatformConfiguration platform_configuration; platform_configuration.SetActivity(state->activity->clazz);
Construct a
GameServices
object: This object is the main entry point for Google Play games Services functionality.GameServices
instances are created withGameServices::Builder
.In most implementations, a given
GameServices
object will persist as long as your C environment does; you do not need to reinitialize it when your AndroidActivity
pauses and resumes.// Creates a GameServices object that has lambda callbacks. game_services_ = gpg::GameServices::Builder() .SetDefaultOnLog(gpg::LogLevel::VERBOSE) .SetOnAuthActionStarted([started_callback](gpg::AuthOperation op) { is_auth_in_progress_ = true; started_callback(op); }) .SetOnAuthActionFinished([finished_callback](gpg::AuthOperation op, gpg::AuthStatus status) { LOGI("Sign in finished with a result of %d", status); is_auth_in_progress_ = false; finished_callback(op, status); }) .Create(pc);
Use the Manager classes to manage your
GameServices
object. Managers are accessed from aGameServices
instance and group related functionality together. Examples of these include the Achievement and Leaderboard Managers. They contain no user-visible state themselves. Managers are returned by reference, and the containingGameServices
instance controls their lifecycle. Your client should never hold onto a Manager reference. Instead, your client should hold on to theGameServices
instance.Managers return data via immutable value type objects. These values reflect a consistent view of the underlying data at the point in time when the query was made.
// Submit a high score game_services_->Leaderboards().SubmitScore(leaderboard_id, score); // Show the default Achievements UI game_services_->Achievements().ShowAllUI();
When you are finished using the
GameServices
object, clean up by callingreset()
on theunique_ptr
that owns it, or by letting theunique_ptr
automatically destroy it when going out of scope.
Threading Model
Unless otherwise noted, all GameServices
and Manager methods have
thread-safe, asynchronous implementations. They can be called on any thread without
external locking, and will execute in an order consistent with their invocation
order.
Accessor methods (those that read state) come in two major variants. The first
type of method (with names like FetchProperty()
) asynchronously supplies its results
to a provided callback; the second (with names like
FetchPropertyBlocking()
) synchronously returns its results to the calling
thread.
// Blocking callback
gpg::AchievementManager::FetchAllResponse fetchResponse =
game_services_->Achievements().FetchAllBlocking(std::chrono::milliseconds(1000));
// Non-blocking callback
game_services_->Achievements().FetchAll(gpg::DataSource::CACHE_OR_NETWORK,
[] (gpg::AchievementManager::FetchAllResponse response) {
LogI("Achievement response status: %d", response.status);});
All user callbacks are invoked on a dedicated callback thread. This thread is potentially distinct from any platform concept of a "main thread" or "UI thread". You should also try to ensure that user callbacks execute quickly; a stalled callback thread may cause user-visible issues (for example, delayed completion of a sign-out request).
Platform-Specific Information
To get started using the Play Games C++ SDK on Android, continue to the quickstart guide.
Further reading
Be sure to read the class documentation that comes in the Google Play Game services C++ SDK for further details, and check out the samples that demonstrate how to use the SDK.
If your game uses a backend server, see Enabling Server-Side Access to Google Play Games Services.