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GameCircle now covers all Android devices! - Page 4 — Gideros Forum

GameCircle now covers all Android devices!

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Comments

  • ar2rsawseenar2rsawseen Maintainer
    @SinisterSoft btw do you have any log for amazon crash, can not reproduce it
  • yes, here:

    03-19 17:33:03.335: E/com.amazon.identity.auth.device.thread.MAPCallbackFuture(13067): Running get on Future with timeout=10000unit=MILLISECONDS
    03-19 17:33:03.335: E/com.amazon.identity.auth.device.thread.MAPCallbackFuture(13067): Running get on Future with timeout=10000unit=MILLISECONDS
    03-19 17:33:03.570: E/com.amazon.identity.auth.device.thread.MAPCallbackFuture(13067): Running get on Future with timeout=10000unit=MILLISECONDS
    03-19 17:33:04.250: W/dalvikvm(13067): threadid=1: thread exiting with uncaught exception (group=0x41d3a700)
    03-19 17:33:04.280: E/AndroidRuntime(13067): FATAL EXCEPTION: main
    03-19 17:33:04.280: E/AndroidRuntime(13067): java.lang.NullPointerException
    03-19 17:33:04.280: E/AndroidRuntime(13067): at com.amazon.ags.client.whispersync.WhispersyncEventPoster$1.run(WhispersyncEventPoster.java:62)
    03-19 17:33:04.280: E/AndroidRuntime(13067): at android.os.Handler.handleCallback(Handler.java:730)
    03-19 17:33:04.280: E/AndroidRuntime(13067): at android.os.Handler.dispatchMessage(Handler.java:92)
    03-19 17:33:04.280: E/AndroidRuntime(13067): at android.os.Looper.loop(Looper.java:176)
    03-19 17:33:04.280: E/AndroidRuntime(13067): at android.app.ActivityThread.main(ActivityThread.java:5419)
    03-19 17:33:04.280: E/AndroidRuntime(13067): at java.lang.reflect.Method.invokeNative(Native Method)
    03-19 17:33:04.280: E/AndroidRuntime(13067): at java.lang.reflect.Method.invoke(Method.java:525)
    03-19 17:33:04.280: E/AndroidRuntime(13067): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1046)
    03-19 17:33:04.280: E/AndroidRuntime(13067): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:862)
    03-19 17:33:04.280: E/AndroidRuntime(13067): at dalvik.system.NativeStart.main(Native Method)
    03-19 17:33:04.390: W/DropBoxManagerService(2355): Dropping: data_app_crash (822 > 0 bytes)
    03-19 17:33:05.285: E/android.os.Debug(2355): !@Dumpstate > sdumpstate -k -t -z -d -o /data/log/dumpstate_app_error
    03-19 17:33:07.530: W/IdleConnectionHandler(13897): Removing a connection that never existed!
    03-19 17:33:10.665: W/InputMethodManagerService(2355): Session failed to close due to remote exception
    03-19 17:33:10.665: W/InputMethodManagerService(2355): android.os.DeadObjectException
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at android.os.BinderProxy.transact(Native Method)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at com.android.internal.view.IInputMethodSession$Stub$Proxy.finishSession(IInputMethodSession.java:314)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at com.android.server.InputMethodManagerService.finishSessionLocked(InputMethodManagerService.java:1986)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at com.android.server.InputMethodManagerService.clearClientSessionLocked(InputMethodManagerService.java:1977)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at com.android.server.InputMethodManagerService.clearCurMethodLocked(InputMethodManagerService.java:2003)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at com.android.server.InputMethodManagerService.onServiceDisconnected(InputMethodManagerService.java:2022)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at android.app.LoadedApk$ServiceDispatcher.doDeath(LoadedApk.java:1116)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at android.app.LoadedApk$ServiceDispatcher$RunConnection.run(LoadedApk.java:1130)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at android.os.Handler.handleCallback(Handler.java:730)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at android.os.Handler.dispatchMessage(Handler.java:92)
    03-19 17:33:10.665: W/InputMethodManagerService(2355): at android.os.Looper.loop(Looper.java:176)
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • btw: The login error with google appears to be because it's already logged in (maybe from previous dload to the player?). Google sends an error message just after to say you were already logged in.

    Is it possible to do a check at the google:login() to see if already logged in and thus skip the actual login - just create the log in ok event - that way you won't get disturbed by google's error message.
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • ar2rsawseenar2rsawseen Maintainer
    edited March 2014
    Interesting the crash seems to be something amazon's internall, will look for clues.

    About google it already checks if it not signed in:
    public void login(Object parameters) {
    	if(!mHelper.isSignedIn())
    	 {
    		mHelper.beginUserInitiatedSignIn();
    	 }
    }
    And I don't experience such issue, although calling login on every app start.
    interesting... will think more on that
  • Is that your own internal check to see if signed in - or have you used the google api for checking too?
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • I wonder why the amazon save generates a load event?
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • ar2rsawseenar2rsawseen Maintainer
    1) It is Googles (GameHelper Lib)
    2) Because I programmed it this way :D
    I think same behavior was in Google Play Services cloud save
    But I can change it in next update
  • 1) I suppose it won't be a problem in real world - as it only happens in the player on a download (if already running) - and then it only happens rarely.

    2) The save in google doesn't generate a load event. It should't do though...

    Did you put it in Amazon's by accident?
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • ar2rsawseenar2rsawseen Maintainer
    Well kind of, the problem was that there is only one possible event listener, and I did not yet implement a way of how to determine from which state it was called.
    Although it probably is possible to do that properly
  • Ahh, i see - so it's actually somthing like a 'saved ok' event?
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • ar2rsawseenar2rsawseen Maintainer
    edited March 2014
    @SinisterSoft well you can call it that way, otherwise probably only STATE_CONFLICT can be called

    I will standartise behavior once I implement all frameworks (including ios cloud saves) :)

    Probably also need to make couple of games, to see what usage is better

    Thus any feedback on this is welcome, how do you think is easier to use it?
  • I think that save should either trigger it's own event - or no event (like google). It making an event called 'load' is a little confusing.

    Any ideas on the crash? It happens after the event is triggered.
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • ar2rsawseenar2rsawseen Maintainer
    Ok I have an idea, but I just don't know why then it does not happen to me.
    Again as there is only one even listener, I always reset it to new one with newly provided key, and maybe it some how messes up something internally (as it is multithreaded, maybe next save overwrites event while thread was saving for previous event)
    So I will definitely need to find different solution to know which key was user to trigger event
    Unfortunately right now I can't come up with any solution :(
  • ar2rsawseenar2rsawseen Maintainer
    edited March 2014
    @SinisterSoft
    You can try to remove
    AmazonGamesClient.getWhispersyncClient().setWhispersyncEventListener(null);
    inside handlePotentialGameDataConflicts(int key)
  • SinisterSoftSinisterSoft Maintainer
    edited March 2014
    That fixes it.

    Tested on Samsung S3 and Kindle HDX.

    Tested saving to both - all ok.

    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • ar2rsawseenar2rsawseen Maintainer
    Great, I will only need to retest more for concurrent calls
    but most probably it should work
  • I can now clear the game on kindle/samsung and when it reloads it grabs the data from the cloud and restores ok. :)

    Likes: ar2rsawseen

    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
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  • GDC news:

    "Microsoft is planning to expand Xbox Live to mobile platforms in order to facilitate multiplayer matchmaking, achievements, and friends lists. Xbox Live already powers some games on Microsoft's Windows Phone platform, but the new mobile push will focus on iOS and Android."

    :)
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • btw, Gaming seems fairly stable on Android now. You looking at iOS soon. ;)
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • ar2rsawseenar2rsawseen Maintainer
    @SinisterSoft already done the main plugin code on IOS, now only need to wrap frameworks as GameCenter, GooglePlay and GameCircle
  • :D

    Hopefully Atilim will add WP8 in time for Microsoft xbox services to be added. ;)

    Likes: MobAmuse

    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
    +1 -1 (+1 / -0 )Share on Facebook
  • MobAmuseMobAmuse Member
    edited March 2014
    Yes if he could add WP8 export that would be the icing on the cake as personally I have a bazillion apps to publish over there which are now written in Lua :)

    Likes: SinisterSoft

    +1 -1 (+1 / -0 )Share on Facebook
  • where can I download the plugin for gamecircle?
    Thanks
    www.zoolax.com
  • @ar2rsawseen
    thanks
    www.zoolax.com

  • @ar2rsawseen I put my app Action Basket in the Amazon market.
    I have no Amazon device to test it. I asked this forum some days ago for help but no response.

    Anyway, the app uses GameCircle with the Gaming Interface.

    I added some sentences to AndroidManifest.xml & AuthorizationActivity files (as Amazon tell here: https://developer.amazon.com/appsandservices/apis/engage/gamecircle/docs/initialize-android), but maybe the lines are wrong.

    After I asked to Amazon support about an issue regarding the Developer Select program they told me that the app force close when trying to login GameCircle.

    What are the correct lines you have to add to the AuthorizationActivity and AndroidManifest.xml files in order to work with GameCircle?

    Thanks,
    David.
  • ar2rsawseenar2rsawseen Maintainer
    @SimplesApps FYI you can also test GameCircle on any Android without Kindle, that way you can see the error log on crash

    Or implementing crashlytics would have provided you with report from Amazon testers

    But from configuration point, yes I add the same modifications for Android manifest, I use the one from "When targeting Android API 10 and below:" section it seemed to work. Only when copying it, change your package name through example

    Then of course there is the same as with all plugins, modifying Activity to load .so file and external class, but I don't remember that anything more specific is needed.

  • @ar2rsawseen I'm trying to get a correct version of my game for Amazon but the app stops due to missing class:

    logcat:

    "08-10 20:53:04.271: E/dalvikvm(15738): Could not find class 'com.amazon.identity.auth.device.authorization.api.AmazonAuthorizationManager', referenced from method com.amazon.ags.api.AmazonGamesClient.initialize
    08-10 20:53:04.300: E/AndroidRuntime(15738): FATAL EXCEPTION: main
    08-10 20:53:04.300: E/AndroidRuntime(15738): Process: com.simplesapps.actionbasket, PID: 15738
    08-10 20:53:04.300: E/AndroidRuntime(15738): java.lang.NoClassDefFoundError: com.amazon.identity.auth.device.authorization.api.AmazonAuthorizationManager
    08-10 20:53:04.300: E/AndroidRuntime(15738): at com.amazon.ags.api.AmazonGamesClient.initialize(AmazonGamesClient.java:144)
    08-10 20:53:04.300: E/AndroidRuntime(15738): at com.giderosmobile.android.plugins.gaming.frameworks.GameGamecircle.login(GameGamecircle.java:95)
    08-10 20:53:04.300: E/AndroidRuntime(15738): at com.giderosmobile.android.plugins.gaming.Game$4.run(Game.java:174)
    "

    I use the API key generated from my Amazon developer console (I checked with both the API key from GameCircle and from security profile).

    I downloaded the gamecirclesdk.jar & the GameGamecircle.java files from Amazon and I put them in the lib & src folders. If I don't do so then it will give errors regarding loadingLeaderboards, etc (due to some SDK calls they have changed).

    I suppose something have to be updated here but I'm loss...

    Please give me a help.

    Thanks.
  • You should treat GameCircle SDK as Google Play Services
    It need to be imported in workspace as separate project and referenced in your project (same way you did with Google Play services)
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