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AppsFlyer Steam C++ SDK integration
AppsFlyer empowers gaming marketers to make better decisions by providing powerful tools that solve real pain points, including cross-platform attribution, mobile and web analytics, deep linking, fraud detection, privacy management and preservation, and more.
Game attribution requires the game to communicate with AppsFlyer APIs over HTTPS and report user activities like first opens, consecutive sessions, and in-app events. For example, purchase events.
We recommend you use this sample app as a reference for integrating the code that reports user activities in your C++. Note: The sample code that follows is currently only supported in a Windows environment.
Prerequisites
- Steamworks SDK integrated in your project.
- vcpkg openssl & nlohmann-json packages:
vcpkg install curl:x86-windows
vcpkg install nlohmann-json:x86-windows
vcpkg install openssl:x86-windows
AppsflyerSteamModule - Interface
AppsflyerSteamModule.h”, included in the appsflyer-module
folder, contains the required code and logic to connect to AppsFlyer servers and report events.
Init
This method receives your API key and app ID and initializes the AppsFlyer Module.
Signature de la méthode
void Init(const char* devkey, const char* appID, bool collectSteamUid = true)
Usage:
// for regular init
AppsflyerSteamModule()->Init(<< DEV_KEY >>, << STEAM_APP_ID >>);
// for init without reporting steam_uid
AppsflyerSteamModule()->Init(<< DEV_KEY >>, << STEAM_APP_ID >>, false);
Arguments:
string STEAM_APP_ID
: Found in the SteamDB.string DEV_KEY
: Get from the marketer or AppsFlyer HQ.bool collectSteamUid
: Whether to collect Steam UID or not. True by default.
Start
This method sends first open and /session requests to AppsFlyer.
Signature de la méthode
void Start(bool skipFirst = false)
Usage:
// without the flag
AppsflyerSteamModule()->Start();
// with the flag
bool skipFirst = [SOME_CONDITION];
AppsflyerSteamModule()->Start(skipFirst);
Stop
Once this method is invoked, our SDK no longer communicates with our servers and stops functioning.
Useful when implementing user opt-in/opt-out.
Signature de la méthode
void Stop()
Usage:
// Starting the SDK
AppsflyerSteamModule()->Start();
// ...
// Stopping the SDK, preventing further communication with AppsFlyer
AppsflyerSteamModule()->Stop();
LogEvent
This method receives an event name and JSON object and sends in-app events to AppsFlyer.
Signature de la méthode
void LogEvent(std::string event_name, json event_parameters)
Usage:
json event_parameters = { {"af_currency", "USD"}, {"af_price", 6.66}, {"af_revenue", 24.12} };
std::string event_name = "af_purchase";
AppsflyerSteamModule()->LogEvent(event_name, event_parameters);
Note: To use the JSON, make sure to use the following imports:
#include <nlohmann/json.hpp>
using json = nlohmann::json;
SetCustomerUserId
Setting your own customer ID enables you to cross-reference your own unique ID with AppsFlyer’s unique ID and other devices’ IDs.
This ID is available in raw-data reports and in the Postback APIs for cross-referencing with your internal IDs.
Can be used only before calling Start()
.
Signature de la méthode
void SetCustomerUserId(std::string cuid)
Usage:
AppsflyerSteamModule()->Init(DEV_KEY, STEAM_APP_ID);
AppsflyerSteamModule()->SetCustomerUserId("Test-18-9-23");
AppsflyerSteamModule()->Start();
OnCallbackSuccess, OnCallbackFailure
The above methods are placeholders for the desired actions upon success/failure.
It is possible to handle different types of events with the switch case of the context within each function (“FIRST_OPEN_REQUEST”, ”SESSION_REQUEST”, ”INAPP_EVENT_REQUEST”).
Signature de la méthode
void OnCallbackSuccess(long responseCode, uint64 context)
void OnCallbackFailure(long responseCode, uint64 context)
GetAppsFlyerUID
Pour obtenir l'ID d'appareil unique AppsFlyer. Le SDK génère un ID d'appareil unique AppsFlyer lorsque l'application est installée. Lorsque le SDK se lance, cet ID est enregistré comme étant l'ID de la première installation
Signature de la méthode
std::string GetAppsFlyerUID()
Usage:
AppsflyerSteamModule()->GetAppsFlyerUID();
IsInstallOlderThanDate
This method receives a date string and returns true if the game folder modification date is older than the date string. The date string format is: "2023-January-01 23:12:34"
Signature de la méthode
bool IsInstallOlderThanDate(std::string datestring)
Usage:
// the modification date in this example is "2023-January-23 08:30:00"
// will return false
bool dateBefore = AppsflyerSteamModule()->IsInstallOlderThanDate("2023-January-01 23:12:34");
// will return true
bool dateAfter = AppsflyerSteamModule()->IsInstallOlderThanDate("2023-April-10 23:12:34");
// example usage with skipFirst -
// skipping if the install date is NOT older than the given date
bool isInstallOlderThanDate = AppsflyerSteamModule()->IsInstallOlderThanDate("2023-January-10 23:12:34");
AppsflyerSteamModule()->Start(!isInstallOlderThanDate);
Running the sample app
- Install Visual Studio.
- Open the solution
../appsflyer-steam-sample-app/steam-sample-app/steamworksexample/SteamworksExample.sln
. - Open the
Source Files/Main.cpp
file. - On line 244, replace
DEV_KEY
andSTEAM_APP_ID
with your app details. - Run the app by clicking Play on the top toolbar (Local Windows Debugger). Make sure that the mode is set to Debug.
- After 24 hours, the dashboard updates and shows organic and non-organic installs and in-app events.
Implementing AppsFlyer in your Steam game
Setup
- Copy the files from the
appsflyer-module
folder into your C++ project under Header Files > AppsFlyer. - Import the Module:
#include "AppsflyerSteamModule.h"
- Importer
nlohmann-json
.
#include <nlohmann/json.hpp>
using json = nlohmann::json;
- Initialize the AppsFlyer integration and call start.
- Report in-app events.
Deleting Steam cloud saves (resetting the attribution)
- Disable Steam cloud.
- Delete the local files.
- Remove the registry data from
SOFTWARE\Microsoft\Windows\CurrentVersion\Run
. The Registry keys areAF_counter_[APPID]
andAF_uuid_[APPID]
.
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