Android native
How to integrate the android native plugin.
You can use this plugin for all android games.
Connecting plugin to your project.
To obtain the plugin please connect with us.
Integrating plugin into your game.
It is very easy to integrate ESCS plugin into your game code
First you need to initialize your plugin.
Initialization
To start using your plugin you need first initialize it:
where:
public_key
- a key that you've obtained in the step 1 of the integration guide, like"fee91a27-2b87-45f8-8ca4-0b317707806q"
base_url
- url for the core ESCS service. It is https://api.escs.io for production environmentplayer_base_url
- url for the player's ESCS service. It is https://player.escs.io for production environmentinvokeCallback
- callback when init is completed; you can omit it.
Callback lambda parameters are following:
status
- enum EscsInitResult which can begameId
- gameId string of configured game or empty stringtournamentId
- tournamentId string of current active tournament or empty string
Note that callback is telling you that plugin initialization is successful, but it does not mean that any supported function of ESCS will be performed right away. Some things (mainly deep link and events system) need to hook up later and until then plugin will queue your calls until everything is set up. Normally you don't need to worry about it, as this takes only a couple of seconds, but in rare cases you might want to indicate this in your UI. For this purposes take a look at ESCS ready callback.
Then you need to attach UI components into your activity (the button and the webview):
Don't forget to clean up on destroying your activity:
Start/End Game
After that you are all set and ready to use ESCS functionality. To start a game's round, just call startGame()
method:
where
round - class instance with following fields:
_id
- roundId of just started game roundtournamentId
- tournamentId of active tournament for which the round was created forstatus
- round status. "active" for just created roundplayerId
- escs playerId
When the round of your game has ended, just call endGame()
with score parameter:
where
score
- game score parameter - accepts a map of string key and double value; the names of keys should be defined in game dashboard at client.escs.ioround
- class instance with following fields:_id
- roundId of just ended game roundtournamentId
- tournamentId of active tournament for which the round was endedstatus
- round status. "ended" for just ended roundplayerId
- escs playerId
Optional steps
Sending Game Progress
If you want send game score as your player progresses through game, for example in case gameplay is abruptly stopped or you want to see score progression graphs when players are streaming their gameplay, just call progressGame()
with score parameter:
where
score
- game score parameter - accepts a map of string key and double value; the names of keys should be defined in game dashboard at client.escs.ioroundProgress
- class instance with following fields:_id
- id of just sent progress objectroundId
- roundId of just progressed game round
ESCS ready callback
When you get the callback from initialize, this means that plugin is ready to work and can show UI. But this does not mean that you can already use every ESCS feature, as some components require more time to hook up. Most of the time you don't need to worry about it, but in some cases it is not what you want (e.g. your game loads from deep link and you want to show tournament/wager inside ESCS, so you might want to disable your game UI until ESCS is able to show full info). To remedy this problem, we provide additional callback:
Receiving this callback means that ESCS is fully ready to receive and perform any supported actions.
Hiding ESCS button
Most of the time you will not want to show the ESCS button during the actual game, to not mess with the gameplay, for example user can accidentally touch it and almost full-screen webview will show up. To hide or show button you can use following methods:
Opening ESCS view programmatically
Sometimes you might prefer to implement you own customized button for opening Escs in style of your game and with full control of its position. For such cases you can hide Escs button altogether (like shown above) and open Escs with your own button using following method:
Notifications/Announcements
There are situations, when ESCS needs to show announcements or notifications - for example to promote your game's upcoming championship, or ask user to add credit card, because his/her trial is about to expire. ESCS will open its full WebView automatically to show notification's content, if it's needed. To be able to show these, not interrupting your gameplay and at the times that are not interruptive for user, please call these methods:
There's internal logic in the plugin to decide whether it needs to show actual notification and announcement, but you should place these calls whenever you feel that interruption with ESCS WebView window is okay for user experience.
Please note that it does not mean that user will see notification or announcement every time you call these methods. We are trying for those to be as subtle and fluent as possible for end user. Their names imply that notification/announcement just maybe will be shown.
Changing default button position
There are situations when it is not suitable for your UI to have our ESCS button at default top center area. Then you can change that (remember, that user actually can drag the button anywhere on the screen he wants)
setDefaultPositionAbsolute()
will set button position in absolute coordinates from left upper corner of the app.
where
x - x coordinate
y - y coordinate
setDefaultPositionRelative()
will set button position in relative coordinates from center horizontally and top vertically of the app. That is, if you set 0, 0 coordinates the button will be shown in the x: (device width)/2 y: 0.
The coordinate system here is from -0.5 to 0.5 for xPart
: where -0.5 means most left side of device and 0.5 - right side and 0 is dead center. For yPart
it is from 0 to 1 where 0 is top of the screen and 1 is the bottom.
Getting in-game rewards
To receive the list of in-game rewards that particular player has (you can set those rewards as string fields in your game dashboard - for winning matches and so on) you can use the following method:
where argument in the lambda is object of type InGameRewards:
count
- amount of rewards player has (integer)data
- list of RewardPayload objects:_id
- id of reward (string)rewardData
- string representation of rewards (which you set in the dashboard)tournamentId
- id of tournament it was received by player (string)
Supporting user login using the game account (OAuth-like)
You can use our option for user game profile integration and allow your users to log in to our system without requiring them to manually create an escs account. Then the user will see an additional button "log in using %game_name% account" on the main escs screen. In order to support this, first, you need to follow the required steps in the client dashboard and set up the necessary fields as described in the corresponding docs section: Using escs OAuth for sign in. Note that you will also need to create an additional endpoint in your game's backend for the account system for verifying tokens. After this you will only need to implement one callback in your game:
where
list
- list of requested profile permissions (string), for example ["email", "id"]respond
- a function that is used to respond to this profile permissions request; you may want to ask the user to accept the requested permissions list in a dialog, or allow them to select only some of them; such dialog, if any, you should create and present to the user by yourself; when the user responded to it, you can use respond function to send user's choices to escs:token
- user access token, which will be used by escs backend to obtain profile information from your game's backend (string)acceptedPermissionList
- here you supply permissions that the user accepted, if any (list of strings)
Performing actions before allowing users to join a tournament
If you wish to perform certain actions when a user wants to join any tournament (i.e. show ads, etc.), you can use the following callback – the plugin will call it when the user presses the "I'm in" button on the main escs tournament page. To let the user join the tournament, you should call resolve(true) method, or resolve(false) to deny this possibility.
NOTE: in order for this callback to be activated, you should set up this option in the client dashboard as shown below
When creating a tournament series for your game select the "Show Ads on "I'm in" checkbox as shown below to activate additional actions before the user can join a tournament.
Handling configuration changes (rotation)
If your app is recreating activity on config changes, then you don't need to do anything. If you are handling configuration changes by yourself, then you also have to pass config changes events to escs plugin. Here's how to do it:
Video chat/streaming integration
In order for your app to support escs' video chat and streaming capabilities you need to call back the plugin in some key lifecycle areas of your app. This is required so that plugin can receive audio and camera permission's result and also request screen recoding for streaming. If your app also overrides these methods, just add call the escs methods before your own processing.
Also, for our video chat and streaming to be able to use fullscreen functionality, you need to add following attributes to the activity that will host Escs UI elements in AndroidManifest.xml:
Supporting streaming with API level 29+
With API 29 and higher Android became more strict with permissions and background services. If your app targets compileSdkVersion 29 and/or targetSdkVersion 29 or higher you need to add the following to your AndroidManifest.xml inside Application node:
This directive will register a foreground service for streaming integration. Note that otherwise the app will crash when user gives permission for screen recoding. If your app targets API less than 29, then you don't need anything.
Deeplink integration
Deeplink integration allows you to process ESCS-related deeplinks in your app. We provide wagers integration, and for them to work this step is required.
ESCS will generate deep links using provided url scheme and domain, i.e.: gamescheme://some/path/?escsplayer=%escs-specific-urlencoded-part%. This also could be your android app link. So when creating a link for tournaments/wagers inside your game, ESCS will just append the "?escsplayer=" parameter to the url you have entered in escs dev console in your app settings.
In the field you should enter something like gamescheme://some/path for simple deeplink or https://yourgame.com/some/path for app link - where the some/path is any path inside your application that you can process. After this setup, you can use
method to pass the value of url parameter called "escsplayer" (%escs-specific-urlencoded-part% in the example above). You can provide it in urlencoded format, i.e. raw string that is passed in escsplayer param, escs will decode it correctly. How you extract the parameter value from the url is left to your game's implementation detail, but that should be fairly easy.
Note that still have to manually implement the adnroid's deeplink/app link handling. Please refer to docs: https://developer.android.com/training/app-links/deep-linking
This will trigger escs service to process that deeplink and automatically show relevant info in our overlay. If the user decides to take action with shown info, your game will receive the data about the match it needs to create using our standard APIs described in previous sections (i.e. OnGameSetStart and other relevant callbacks) and no additional implementation is required
Multiplayer
Overview
We support multiplayer games with different types of matches, matchmaking and so on. To be able to use this feature, you need to follow these steps:
Create multiplayer tournament in the game dashboard
Implement several callbacks in you game, which will be called in response to player's engagement with multiplayer tournament
Currently we provide 4 such callbacks:
OnGameSetStart callback - is called when a game set is started by escs backend. This is moment when you should start your game or create lobby and await for players to join it. What is a "set"? It's just one multiplayer game that several players are playing simultaneously. It can be real multiplayer (e.g. they, for example, race each other on track in a racing game or are participating in a deathmatch 1vs1 or 2vs2 and so on), or even "singleplayer", meaning that they all play their own singleplayer game (like solving puzzles and the one who solves it faster is the winner). In this callback you will receive information about players that are playing this set, teams that players are in (i.e. 2vs2 game), metadata that is supplied with the player (supplied by registerInGamePlayerId) and global metadata that is set in the game dashboard
OnGameSetEnd callback - is called when each player in the set has finished their game. this might be not necessary the same moment you end your multiplayer game - it is called when the escs backend processed all game end events from each participating player and saved their corresponding scores. You will receive matchId and setId as parameters
OnMatchStart callback - is called when multiplayer match has started. Usually you will get this event right before getting OnGameSetStart. Each match consists of several game sets. You will receive matchId as parameter of this callback.
OnMatchEnd callback - is called when multiplayer match has ended. That is when all the sets in the match has been played or timeout occurred. You will receive matchId as parameter of this callback
The following diagram may be helpful for understanding about aforementioned events:
To utilize these events you can call methods described below.
Registering in-game player id and metadata:
where:
playerId - your ingame player id (string). It will be passed along with OnGameSetStart callback when the game set will start
ingameMetadata - your ingame metadata for this player (string)
Minimal multiplayer setup
In order to create minimal trivial multiplayer setup, you will just need to register OnGameSetStart event. Starting a game in response to this event and it's parameters is enough to use multiplayer features of escs.
Register OnGameSetStart event callback
where data is GameSetStartData object:
setId - setId of started set (string)
tournamentId - tournamentId of the set (string)
matchId - matchId of the set (string)
roundId - roundId of the set (this is in fact id of the set "results") (string)
globalMetadata - metadata string that can be set in the game dashboard (string)
setEndTimeUnix - game's set max end time in unix time
pariticipants - list of lists of Participant. Each sub-list is considered a "team". So if the game is 2vs2, then you will get list of 2 lists, each having 2 objects inside. Those 2 lists are 2 lists with 2 players each. In case of 1vs1 game, you will receive a list of 2 lists, each having 1 object inside - thus the team contains only one player. Participant object consists of:
playerId - escs player id (string)
ingamePlayerId - registered in-game player id via registerInGamePlayerId (string)
username - user's escs username (string)
firstName - user's escs first name (string)
lastName - user's escs last name (string)
avatar - user's escs avatar image url (string)
ingameMetadata - in-game metadata that was registered via registerInGamePlayerId (string)
Register OnGameSetEnd event callback
where argument of lambda is GameSetEndData object:
setId - setId of finished set (string)
matchId - matchId of the set (string)
Register OnMatchStart event callback
where argument of lambda is GameMatchStartData object:
matchId - is matchId of the match that started (string)
Register OnMatchEnd event callback
where argument of lambda is GameMatchStartData object:
matchId - is matchId of the match that just ended(string)
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