iOS native

How to integrate the iOS native plugin.

You can use this plugin for all ios games.

Connecting plugin to your project manually

Download EscsIosPluginFramework.framework from the repo:

https://bitbucket.org/escs-sdk/escs-ios-plugin-framework-dist/src/0.12.1/

and link it manually to your project. To do that, go to your Target's General tab in Xcode and under section "Frameworks, Libraries and Embedded Content" press +, then locate downloaded framework and add it. Don't forget to choose "embed & sign". Also, you will need to load and link manually https://github.com/SDWebImage/SDWebImageWebPCoder and it's dependencies too, because we use it internally. Once you finish, that's it!

Connecting plugin to your project using CocoaPods (recommended)

Add escs pod in Podfile:

pod 'EscsIosPluginFramework',
:git => 'https://bitbucket.org/escs-sdk/escs-ios-plugin-framework-dist/src/0.12.1/'

and then run pod update

And that's it! Now you are ready to use it

Removing unused targets

Because provided framework is a "fat framework" you may run into issues when uploading to Appstore because apple rejects simulator architectures in binaries. To remedy this issue, you need to add script action which will remove it upon build.

Under “Build Phases” select “Add Run Script” and copy the contents of below script

echo "Target architectures: $ARCHS"
APP_PATH="${TARGET_BUILD_DIR}/${WRAPPER_NAME}"
find "$APP_PATH" -name '*.framework' -type d | while read -r FRAMEWORK
do
FRAMEWORK_EXECUTABLE_NAME=$(defaults read "$FRAMEWORK/Info.plist" CFBundleExecutable)
FRAMEWORK_EXECUTABLE_PATH="$FRAMEWORK/$FRAMEWORK_EXECUTABLE_NAME"
echo "Executable is $FRAMEWORK_EXECUTABLE_PATH"
echo $(lipo -info "$FRAMEWORK_EXECUTABLE_PATH")
FRAMEWORK_TMP_PATH="$FRAMEWORK_EXECUTABLE_PATH-tmp"
# remove simulator's archs if location is not simulator's directory
case "${TARGET_BUILD_DIR}" in
*"iphonesimulator")
echo "No need to remove archs"
;;
*)
if $(lipo "$FRAMEWORK_EXECUTABLE_PATH" -verify_arch "i386") ; then
lipo -output "$FRAMEWORK_TMP_PATH" -remove "i386" "$FRAMEWORK_EXECUTABLE_PATH"
echo "i386 architecture removed"
rm "$FRAMEWORK_EXECUTABLE_PATH"
mv "$FRAMEWORK_TMP_PATH" "$FRAMEWORK_EXECUTABLE_PATH"
fi
if $(lipo "$FRAMEWORK_EXECUTABLE_PATH" -verify_arch "x86_64") ; then
lipo -output "$FRAMEWORK_TMP_PATH" -remove "x86_64" "$FRAMEWORK_EXECUTABLE_PATH"
echo "x86_64 architecture removed"
rm "$FRAMEWORK_EXECUTABLE_PATH"
mv "$FRAMEWORK_TMP_PATH" "$FRAMEWORK_EXECUTABLE_PATH"
fi
;;
esac
echo "Completed for executable $FRAMEWORK_EXECUTABLE_PATH"
echo $(lipo -info "$FRAMEWORK_EXECUTABLE_PATH")
done

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:

Objective-C
Swift
Objective-C
#import <EscsIosPluginFramework/EscsIosPluginFramework-Swift.h>
EscsService* service;
service = [[EscsService alloc] init];
UIViewController* serviceController = [service
invokeWithPublicKey:@"public_key"
baseUrl:@"base_url"
playerBaseUrl:@"player_base_url"
callback:^(BOOL status, NSString * _Nonnull gameId, NSString * _Nonnull tournamentId) {
NSLog(@"%@", gameId);
}];
Swift
import EscsIosPluginFramework
let service = EscsService()
let controller = service.invoke(
publicKey: "public_key",
baseUrl: "base_url", p
layerBaseUrl: "player_base_url") {
status, gameid, tournamentid in
print(status)
}

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 environment

  • player_base_url - url for the player's ESCS service. It is https://player.escs.io for production environment

  • callback - callback when init is completed; you can omit it.

Callback parameters are following:

  • status - string "initialized" for fully initialized escs, or some error message, or empty string

  • gameId - gameId string of configured game or empty string

  • tournamentId - tournamentId string of current active tournament or empty string

After this you need to attach this ViewController to your view hierarchy:

Objective-C
Swift
Objective-C
[[self view] addSubview: serviceController.view];
[self addChildViewController: serviceController];
[serviceController didMoveToParentViewController: self];
Swift
view.addSubview(controller.view)
addChild(controller)
controller.didMove(toParent: self)

Start/End Game

After that you are all set and ready to use ESCS functionality. To start a game's round, just call startGameWithCallback:

Objective-C
Swift
Objective-C
[service startGameWithCallback:^(NSString * _Nonnull roundId, NSString * _Nonnull tournamentId, NSString * _Nonnull status, NSString * _Nonnull playerId) {
NSLog(@"%@", roundId);
}];
Swift
service.startGame { roundId, tournamentId, status, playerId in
print(roundId)
}

where

  • roundId - roundId of just started game round

  • tournamentId- tournamentId of active tournament for which the round was created for

  • status- round status. "active" for just created round

  • playerId- escs playerId

When the round of your game has ended, just call endGameWithScore with score parameter:

Objective-C
Swift
Objective-C
[service endGameWithScore:result callback:^(NSString * _Nonnull roundId, NSString * _Nonnull tournamentId, NSString * _Nonnull status, NSString * _Nonnull playerId) {
NSLog(@"%@", roundId);
}];
Swift
//score takes double as parameter
service.endGame(score: 147.0) { roundId, tournamentId, status, playerId in
print(roundId)
}

where

  • score - game score parameter of double type

and callback:

  • roundId - roundId of just ended game round

  • tournamentId- tournamentId of active tournament for which the round was ended

  • status- round status. "ended" for just ended round

  • playerId- escs playerId

Optional steps

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 call:

Objective-C
Swift
Objective-C
[service setButtonVisibilityWithVisible: visible ]; //visible: BOOL
Swift
service.setButtonVisibility(visible: false) //or true

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:

Objective-C
Swift
Objective-C
[service maybeShowNotifications];
[service maybeShowAnnouncemens];
Swift
service.maybeShowAnnouncemens()
service.maybeShowNotifications()

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)

setButtonDefaultPositionAbsoluteWithX will set button position in absolute coordinates from left upper corner of the app.

Objective-C
Swift
Objective-C
[service setButtonDefaultPositionAbsoluteWithX:x y:y];
Swift
service.setButtonDefaultPositionAbsolute(x: 50.0, y: 50.0)

where

  • x - x coordinate (float)

  • y - y coordinate (float)

setButtonDefaultPositionRelativeWithXPartwill 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.

Objective-C
Swift
Objective-C
[service setButtonDefaultPositionRelativeWithXPart:xPart yPart:yPart];
Swift
service.setButtonDefaultPositionRelative(xPart: 0.5, yPart: 0.5)

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:

Objective-C
Swift
Objective-C
[service getIngameRewardsObjCWithCallback:^(NSInteger count, NSArray<RewardPayloadObjC *> * _Nonnull rewards) {
//...your callback code here
}];

where:

  • count - amount of rewards player has (integer)

  • rewards - array of RewardPayloadObjC objects:

    • _id - id of reward (string)

    • rewardData - string representation of rewards (which you set in the dashboard)

    • tournamentId - id of tournamnt it was received by player (string)

Swift
service.getIngameRewards(callback: { rewards in
print(rewards)
})

where:

  • rewards - InGameRewards struct, which has fields:

    • count - amount of rewards player has (Int)

    • data - array of RewardPayloads, which consists of:

      • _id - id of reward (String)

      • rewardData - representation of rewards (which you set in the dashboard) (string)

      • tournamentId - id of tournamnt it was received by player (String)

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 should call following methods after initializing escs service:

Registering in-game player id and metadata:

Objective-C
Swift
Objective-C
[service registerInGamePlayerIdWithId:playerId ingameMetadata:ingameMetadata];
Swift
service.registerInGamePlayerId(id: playerId,ingameMetadata: ingameMetadata)

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)

Register OnGameSetStart event callback

Objective-C
Swift
Objective-C
[service registerOnGameSetStartCallbackObjCWithCallback:
^(NSString * _Nonnull setId,
NSString * _Nonnull tournamentId,
NSString * _Nonnull matchId,
NSString * _Nonnull roundId,
NSString * _Nonnull globalMetadata,
NSArray<NSArray<ParticipantObjC *> *> * _Nonnull participants) {
//... your callback code here
}];

where:

  • 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)

  • pariticipants - array of arrays of ParticipantObjC. Each sub-array is considered a "team". So if the game is 2vs2, then you will get array of 2 arrays, each having 2 objects inside. Those 2 arrays are 2 teams with 2 players each. In case of 1vs1 game, you will receive an array of 2 arrays, each having 1 object inside - thus the team contains only one player. ParticipantObjC 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)

Swift
service.registerOnGameSetStartCallback(callback: { payload in
print(payload)
})

where:

  • payload - OnGameSetStartPayload struct which contains:

    • 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)

    • pariticipants - array of arrays of Participant structs( i.e. [[Participant]?]?)

      Each sub-array is considered a "team". So if the game is 2vs2, then you will get array of 2 arrays, each having 2 objects inside (i.e. [ [ participant1, participant2] , [participant3, participant4] ]). Those 2 arrays are 2 teams with 2 players each. In case of 1vs1 game, you will receive an array of 2 arrays, each having 1 object inside (i.e. [ [ participant1] , [participant2] ]- thus the team contains only one player.

      Each Participant struct 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

Objective-C
Swift
Objective-C
[service registerOnGameSetEndCallbackObjCWithCallback:
^(NSString * _Nonnull setId,
NSString * _Nonnull matchId) {
// ... your callback code here
}];

where:

  • setId - setId of finished set (string)

  • matchId - matchId of the set (string)

Swift
service.registerOnGameSetEndCallback { payload in
print(payload)
}

where payload is OnGameSetEndPayload struct containing follwing fields:

  • setId - setId of finished set (string)

  • matchId - matchId of the set (string)

Register OnMatchStart event callback

Objective-C
Swift
Objective-C
[service registerOnGameMatchStartCallbackObjCWithCallback:
^(NSString * _Nonnull matchId) {
// ... your callback code here
}];

where matchId - is matchId of the match that started (string)

Swift
service.registerOnGameMatchStartCallback { payload in
print(payload)
}

where payload is OnMatchStartPayload struct, containing just one field - matchId of the match that started (string)

Register OnMatchEnd event callback

Objective-C
Swift
Objective-C
[service registerOnGameMatchEndCallbackObjCWithCallback:
^(NSString * _Nonnull matchId) {
// ... your callback code here
}];

where matchId - is matchId of the match that ended (string)

Swift
service.registerOnGameMatchEndCallback { payload in
print(payload)
}

where payload is OnMatchEndPayload struct, containing just one field - matchId of the match that ended (string)