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SDK Features

Debugging

The SDK is designed to be as silent as possible and use very few resources. You will therefore not get much information by default in your development console.

We have 2 different debug log types that can be enabled / disabled (at any time).

  • info log
  • verbose log

Info log

Short messages will be output when enabled explaining when some action is being performed by the SDK. Sometimes cropping text / values to make it more readable.

Enable info log when implementing the SDK (done in the properties of the GameAnalytics object) – remember to turn it off in production!

Info/GameAnalytics: Add DESIGN event: {eventId:someEvent, value:0}
Info/GameAnalytics: Add DESIGN event: {eventId:someOtherEvent, value:100}
Info/GameAnalytics: Add ERROR event: {severity:info, message:This is some in}

Verbose Log

Console output when each event is added (all fields) in JSON string format. This is the data being submitted to the GA servers for each event.

Enable verbose log when troubleshooting events (done in the properties of the GameAnalytics object).

This can result in a lot of text. When troubleshooting/debugging events it is therefore recommended to enable/disable when performing the action that need inspection.

Session Handling

Sessions are the concept of a user spending focused time in your game – from game launch to the user leaving the game.

Session start

  • Generate new session.
  • Add a session start event (a “user” event).
  • Start the periodic activation of submitting queued events.
  • Next event submit will fix potential missing session_end from earlier sessions.

Session end

  • Stop the periodic activation of submitting queued events.
  • Add a session_end event.
  • Submit queued events.

Event Queue

Whenever an event is added (and validated) it will be added to a local database queue.

Interval

Every 8 seconds the SDK will start a task for submitting queued events since last submit. This processing is done in a separate low-priority thread that will have minimum impact on performance. The payload is gzipped and will therefore only consume a small amount of bandwidth.

info

When a device is offline the events are still added to the queue. When the device is online it will submit.

Thread Handling

Almost every piece of this code is run using a dedicated low-priority serial thread queue to avoid UI lag or sudden performance spikes.

The queue will execute each task sequentially. If the SDK add several tasks to the queue then each will be executed in turn. A task could be adding an event or submitting all queued events.