I am using the new Google Play Game Services to develop my game on Android and I am now trying to include the invitation system.
Have have 3 Google+ accounts that I use to try the invitations with 2 Android devices and 1 Android emulator.
My problem is that the invitations are not always received when they are sent. Sometimes it works fast and perfectly, sometimes it won't work. Just cancelling the invitation and trying again can change the result.
Here a 3 tests I did just to make it clearer :
Test 1: Emulator was inviter, Nexus 4 didn't receive and Optimus One received
Test 2: Nexus 4 was inviter, Emulator received and Optimus One received
Test 3: Optimus One was inviter, Emulator received and Nexus 4 didn't receive
From those results we can see that my Nexus 4 received no invitation, but it worked several times before those tests.
Furthermore, sometimes I receive the invitation notification (on the status bar), but most of the time I don't receive it.
Did someone experienced the same abnormalities as I did?
It may be to do with the accounts you are signed in on.
I've found that I can send invites fine from my dev account to the 'test' account but not the other way around.
If you are using a Wi-Fi hotspot (wireless router) for testing and there are other Wi-Fi hotspots in the vicinity, they can interfere with your Wi-Fi signal and block game invitations. Although there are 11 channels available on the 2.4 GHz band that most routers use, most wireless routers default to using the same channel (6). If you are in this situation, try changing the channel your router uses.
This problem kept me flummoxed for several weeks.
Some pointers:
Check that all the test accounts have one another in their circles. So, if your test accounts are A, B and C, then A should have B and C in their circles, B should have A and C, and C should have A and B.
The time it takes for an invitation to be delivered may vary; network connectivity is a large factor in that. Don't give up too early -- wait up to 1 minute without quitting the handshake process, and the invitation should appear.
If the game is unpublished, make sure that all test accounts are listed in the Testing section of the application's settings on Developer Console. If a tester is not listed, they will not get an invitation popup. Note: even the developer who created the app on Developer Console must be listed as a tester.
If you are using Games.Invitations.registerInvitationListener() your code is expected to handle the invitation and you will not get a standard android notification. Now, if you are not calling Games.Invitations.unregisterInvitationListener() at the appropriate times, maybe your code is not handling the invitation properly and it is consuming it without your will.
Related
So I have a simple Peripheral application that I am coding in Android Studio running on my Samsung S8 mobile phone. I can setup all my BLE Advertisements and Characteristics just fine but when I add my services. I am not seeing expected results when connected from a another Central device (ie. another mobile phone that has an app to discover bluetooth advertisements).
LogCat output from Android Studio:
As per the Log, I can only see 2 default services that are Generic Attribute(1800) and Generic Access (1801) which are the default services for any Gatt server. I feel that I am missing the "onServiceAdded()" callback that is supposed to tell whether the service was indeed added and discoverable.
My code has no errors and the addService() call is successful. My question is why am I not able to get a response back from onServiceAdded()? While other Override functions like onConnectionStateChange() seem to work fine. This seems to be very basic and I looked at tons of examples but cant seem to get this last bit to work. Anyone with a solution or some good references to look at would be greatly appreciated.
I had the same issue (Nokia 6.1) where onServiceAdded was called only once although I was adding 2 services and I was getting randomly
onCharacteristicReadRequest() no char for handle nnn
when trying to connect from another device.
I found a relevant point in the documentation https://developer.android.com/reference/android/bluetooth/BluetoothGattServer.html#addService(android.bluetooth.BluetoothGattService)
The BluetoothGattServerCallback.onServiceAdded(int,
BluetoothGattService) callback will indicate whether this service has
been added successfully. Do not add another service before this
callback.
The reliable solution I found was to add one service, wait for onServiceAdded to be called, then add the second service, wait for onServiceAdded again and then I call startAdvertising.
I had the same issue, and it seems like callback is not called when a client(Center) was previously connected when the GATT server was restarting.
If you disconnect all the clients and restart the server(peripheral) from clean state, you will see the callback working(in my case, even with 2 services added).
My server is Samsung Galaxy S7(Android 8.0) as well. Client was Android 7 devices.
(In addition to this callback issue:)
There is some caching or strange thing going on, and if you had previous connection it does not work well with multiple services(one predefined and one custom). In my case, when a client was already connected and if I add more than 1 service to the server when starting, gattServer.getService(uuid) was returning null. Adding one service was ok.
Good evening!
I'm developing a chat application that looks like WhatsApp. I need the received messages to be saved on the user's mobile device. Until then everything was ok, because I was saving the messages when the user received the push notification on the mobile, but the problem happens when the application is closed because when the application is closed the push notification does not trigger the received push event (I am using the Onesignal to send the push).
I'd like to know how I can do this, ie get a notification and process it even with my closed application. I think it has to do this because Whatsapp does this and also Spotify also does it when I connect the Spotify to another device it automatically forces the opening of the application on my cell phone.
So my question is, how do I handle an event with the application closed or even force it to open according to a particular event?
I'm using the technology of Ionic 1 and Angular.js. For push notification I am using the OneSignal provider.
Thanks in advance for your attention and hope someone can help me. Thank you!
I'm fairly sure you won't be able to do what you're describing. There is a 'background push' feature introduced in iOS 9 that lets an app receive a payload triggered via push even when it is closed, but that's more for downloading (for example) a new edition of an online magazine, rather than lots of messages.
The difference betwen those two use cases is that if you're subscribed to a magazine, you might want the latest issue to download automatically whilst you have an internet connection, so that you have the issue to read when you're flying/on the train or whatever. A chat app... is pretty useless if you're not connected to the internet anyway, so there's no urgent need to have new messages 'pre-downloaded'
Even if you could do it, I don't think it would be best practice as there's too many scenarios where people won't have internet anyway so you're going to be left without the full message history when a user opens the app (not to mention push notification delivery is not tracked or guaranteed), so you're going to have to do some sort of query when the app launches to download new messages anyway.
If you've got code already that checks and downloads new messages while the app is open, that's great. But if its closed, you'll just need to run some sort of query on launch to download unread messages or something like that
I have an Android application that has a chat client as one of its features. The chat client uses XMPP based on the Smack library for Android and running Openfire as XMPP server in the background. The connection is established using BOSH The whole XMPP connection handling is implemented as a service to run and listen in the background for incoming messages even if not activity of the app is in the foreground. So far, everything works perfectly fine.
The only problem seems to be the sleep mode. In the emulator (when set to "Stay Awake") or with the phone in use, the XMPP connections is holding and the app can send and receive messages. However, once the phone goes into sleep mode, the XMPP connection breaks down -- I can see it in the Admin Console of the Openfire server that the user is offline. Intuitively, I want to receive messages all the time like, e.g., WhatsApp.
Of course, I've searched online including Stackoverflow, but I couldn't get a definitive answer. Often the use case seems to be that a task has to be performed periodically, say, once every hour. But this doesn't seem to fir in case of a chat client. Since I assume this is a common use case -- after all, there a so many chat apps or apps with chat features out there -- these are my question:
How to I have to change / extend the app that I can receive chat message while the phone is sleeping?
I've stumbled upon WakeLock. Is this the way to go or are these not suitable for my use case?
Since Lollipop, there's also the JobScheduler API which itself uses WakeLock. Any better?
How does, for example, WhatsApp handles this case?
On a side note: I have problems with the sleep mode using the emulator for debugging. When I switch off "Stay Awake" in the emulator, the screen goes black after 1+ min and the XMPP connection breaks. But I somehow have no idea how to wake up / switch the emulator back on once it went black. Android Studio actually tells me at some point that the device or something is gone, and I have to restart the emulator again.
The exact way to resolve this issue is by using push notification.
It is the natural behavior of XMPP connection to get disconnected after the specified idle interval i.e when the device goes to sleep.
Coming to the case of WhatsApp, it also uses the same XMPP and maintains a server which acts as a wrapper class on the messages exchanged. This server checks the message status whether it is delivered or not. If not delivered, it sends a push notification, now at the device end in the push service when a message is received, it checks if the connection is active and is authenticated or not.
If not authenticated, it re-establishes the connection. In this way, the most chat apps manage this timeout exception.
Hope this helps :)
You don't need push notifications, you don't need WakeLocks. Instead simply
Whitelist your app from doze mode
Use a sticky (START_STICKY) background service
Use Smack's ServerPingWithAlarmManager
Act on CONNECTIVY_CHANGED intents send by Android, and use XMPPTCPConnection's instantShutdown() in that case.
I've been working on an Android App that has already been published to Google Play. For the next update (versionCode = 3) my client wants to include the LVL licensing scheme.
The first thing I did was set up a static test response from the licensing server. I set the test response to LICENSED. After reading this in the documentation:
This License Test Response will be sent to devices using [my email address]
or the Test Accounts listed above for applications you have uploaded to Google Play. >Additionally, this account (but not the Test Accounts) will receive this response for >applications that have not yet been uploaded to Google Play.
I thought, not a problem, since my developer account email is the same as my Google Play account email on my testing devices. So I should receive the test response when debugging the App.
After that, I read through all the other licensing documentation and sample code and integrated it into the App. I used a ServerManagedPolicy with the correct base64 public key and 20 random generated bytes as the salt.
Once everything looked good I uploaded it to the device to test it, but instead of receiving the LICENSED response that I expected, I am always receiving a NOT_LICENSED response. I went back and made sure that:
I was connected to the internet.
I was signed in to my developer account on Google Play.
The LicenseChecker was using the correct public key.
Clearing my Google Play cache.
At first, I thought maybe it had something to do with the caching, so I tried using a StrictPolicy instead. Same response. Since I haven't purchased the App from the store, I'm under the impression that the licensing server is responding normally instead of sending the static test response. Here are some other things I have tried:
Waiting 24 hours and trying again.
Tried building the App with the android debug key, as well as the current distribution key.
Setting up and using a different test user account on Google Play. I made sure to add this email account to the 'Test accounts' section in the developer console.
Uploading the APK to Google Play, but not publishing it.
Incrementing the versionCode from 2 to 3. This is interesting, because instead of responding NOT_LICENSED it returns the 'application error code' ERROR_NOT_MARKET_MANAGED.
This leads me to believe that the license server is always responding normally, instead of sending the static test response I set up to my developer account. I have a feeling it may be because the App is already published, but I cannot risk publishing a debug build just to test wether or not it is working.
Has anyone been in this situation before? Any help is greatly appreciated.
I had the same issue but was able to resolve it. Here are the things I did to fix:
1) on my device, I removed all google accounts except the test account I had configured for. Apparently, play store was still trying to use a non testing account.
2) I had to activate test status for my developer account even though I'm the main developer and only tester.
the version increment thing did not help and honestly was a distraction.....
I've spent hours and even days with the same problem, it is documented here and elsewhere, that pre-published license test is hit and miss, and more miss than hit from what I discovered.
The only way I've found to make it work "more reliably" (but still not totally reliable) is to have a hardware device that is a reset to factory defaults, then set it's PRIMARY google user as the same one as your dev account that has the app uploaded to test with.
The special AVDs are also not very reliable.
I have the same problem when testing using LVL library. I always get the 561 (0x231 NOT_LICENSED) response no matter what I set the License Test Response to in the settings page.
My paid app users don't seem to complain so I'm assuming LVL is working for them.
At first one of my apps had this problem and it went away after 1 day (published Dec 30 2012), now I get valid test response in that app.
However, I still get the 561 (0x231 NOT_LICENSED) response for a newer app (published Jan 31 2013)
So now I just comment out (disable the alert dialog code that pops up for 561) after I publish the APK and continue my development for the next release.
I un-comment (enable the alert dialog code) before I publish again!
I contacted Google Play, they referred me to their developer forums. I posted the same question there but then I can't find my post.
Good to know that I'm not the only one facing this problem.
Not sure I am adding anything new but having similar problems and frustrations at what-should-be-happening vs what-is-happening I'll offer up this which seemed to work: 1) remove all of the users in the Play Console's license testing list of users; 2) whatever device you are testing remove all of the Google accounts; 3) on that same device create a new, unique Google account (e.g., iamalicensetester#gmail.com); 4) add that Google account to the Play Console license testing list of users.
What I think might be happening is that if you have more than one account on a device and one of them is licensed then a non-licensed account of that same device (or other devices) will inherit that characteristic. This idea of mine is just a model (all models are wrong, but some are useful) to (mostly) allow me to get back to the work of testing...and (partially) to have some way to explain this nonsense to myself.
I did try most of the things mentioned above...clearing the cache, the storage, etc. -- you'd think that Google would want a better facility with dashboarding but don't know if that is even on their radar. I mean, revenue, right?
After following these instructions to integrate Adobe AIR with native Android I have a few issues.
I have managed to get a bluetooth connection going in native android, setting up 2 BluetoothSockets which then shows the air app also packaged within the apk. This included air app requires 2 connections to somewhere (normally wifi).
I have it connecting to TestService1 and TestService2, which is then passing the traffic between these services and the BluetoothSockets.
It is a little slow as i have to put Thread.sleep(80) in between reading from bt socket and writing to the AIR app for it to work currently.
My 2 questions are
Is there any way to get the AIR app to know about and access the Bluetooth Sockets created in the Android code rather than having the 2 Services being the middle men?
Is this kind of release (hybrid) allowed in Android Marketplace does anyone know?
Really hoping to find an answer to question 1 as currently my bluetooth server is continously sending data and using the TestService1 and 2 to get this bluetooth data to the AIR app and is causing a 10 seconds lag.
Thanks in advance
These apps are definitely allowed in the Android market.
You should be able to send Bluetooth data immediately over the socket to the AIR app. It doesn't seem like you should need 2 separate services or a sleep. I think your service that is talking to the Bluetooth can also listen on a socket and send data over that socket when it gets it.