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Thread: Google Play Games Achievements bug

  1. #41
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    I use the log with ui box the first time a player launch the game or reinstall it, so he can choose the account to use with the game, but once he is logged the game will automatically log with the last account used. So this doesn't change anything as the first time they launch the achievements (after trying to reinstall the game many times to solve this bug) they were logged with the default ui box.

    I'll try to remove the piece of code I've made to automatically login with the last account used if it's already handled by the device itself.

    [edit]
    without that, the GPG connexion isn't automatically made at start. I think that you must be using "automatically login at start" feature.
    In my case, after login with the UI box, the next time i'll launch the game, if i want to show the achievements list it will auto log into the last account used (instead of login directly at start). then after that i'll be able to show the achievements list by clicking again on the button. (ive put a security, if you click on the achievements button When not logged, the game will log with ui box, if you're logged, it display the achievements list)

  2. #42
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    Ok, here is the logcat I've got while crashing When trying to unlock multiple achievements, the crash happen only because i use the "read id" after every single unlock, i'll replace it by a "read all" at the end of the events in a "run this event once".

    I Don't know wich one you need so...

    Error:
    2019-04-17 23:49:59.088 15141-15141/? E/AndroidRuntime: FATAL EXCEPTION: main
    Process: com.dobermannstudios.spartanrunner, PID: 15141
    java.lang.IllegalStateException
    at com.google.android.gms.common.internal.Asserts.che ckState(Unknown Source:11)
    at com.google.android.gms.games.achievement.Achieveme ntEntity.getFormattedCurrentSteps(Unknown Source:9)
    at Extensions.CRunGPGAchievement$AchievementLoadCallb ack.onResult(CRunGPGAchievement.java:403)
    at Extensions.CRunGPGAchievement$AchievementLoadCallb ack.onResult(CRunGPGAchievement.java:356)
    at com.google.android.gms.common.api.internal.BasePen dingResult$CallbackHandler.handleMessage(Unknown Source:10)
    at android.os.Handler.dispatchMessage(Handler.java:10 6)
    at android.os.Looper.loop(Looper.java:193)
    at android.app.ActivityThread.main(ActivityThread.jav a:6715)
    at java.lang.reflect.Method.invoke(Native Method)
    at com.android.internal.os.RuntimeInit$MethodAndArgsC aller.run(RuntimeInit.java:493)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit .java:911)
    2019-04-17 23:50:00.078 18471-18488/? E/STBIntentService: send error message:data_app_crash;1555537799120(pkgName:com.d obermannstudios.spartanrunner;version:1.84;version Code:118) to BBS for ANR/FC/TOMB_STONE...
    2019-04-17 23:50:00.090 18471-18488/? E/STBMonitorQueue: restore data:/data/system/dropbox/data_app_crash@1555536766305.txt;118;1.84;com.dobe rmannstudios.spartanrunner into shortQue queue...
    Warn:
    2019-04-17 23:49:59.088 15141-15141/? E/AndroidRuntime: FATAL EXCEPTION: main
    Process: com.dobermannstudios.spartanrunner, PID: 15141
    java.lang.IllegalStateException
    at com.google.android.gms.common.internal.Asserts.che ckState(Unknown Source:11)
    at com.google.android.gms.games.achievement.Achieveme ntEntity.getFormattedCurrentSteps(Unknown Source:9)
    at Extensions.CRunGPGAchievement$AchievementLoadCallb ack.onResult(CRunGPGAchievement.java:403)
    at Extensions.CRunGPGAchievement$AchievementLoadCallb ack.onResult(CRunGPGAchievement.java:356)
    at com.google.android.gms.common.api.internal.BasePen dingResult$CallbackHandler.handleMessage(Unknown Source:10)
    at android.os.Handler.dispatchMessage(Handler.java:10 6)
    at android.os.Looper.loop(Looper.java:193)
    at android.app.ActivityThread.main(ActivityThread.jav a:6715)
    at java.lang.reflect.Method.invoke(Native Method)
    at com.android.internal.os.RuntimeInit$MethodAndArgsC aller.run(RuntimeInit.java:493)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit .java:911)
    2019-04-17 23:49:59.099 968-2086/? W/ActivityManager: Force finishing activity com.dobermannstudios.spartanrunner/.Main
    2019-04-17 23:49:59.414 407-1880/? W/SurfaceFlinger: Attempting to set client state on removed layer: com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0
    2019-04-17 23:49:59.414 407-1880/? W/SurfaceFlinger: Attempting to destroy on removed layer: com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0
    2019-04-17 23:49:59.429 407-440/? W/SurfaceFlinger: Attempting to destroy on removed layer: AppWindowToken{212ad5b token=Token{3bb946a ActivityRecord{3508255 u0 com.dobermannstudios.spartanrunner/.Main t77}}}#0
    2019-04-17 23:49:59.528 968-1494/? W/ActivityManager: Service done with onDestroy, but not inDestroying: ServiceRecord{232e873 u0 com.dobermannstudios.spartanrunner/org.chromium.content.app.SandboxedProcessService0} , app=ProcessRecord{b09ece2 0:com.android.chrome:sandboxed_process0/u0a228i55}
    2019-04-17 23:50:00.078 18471-18488/? E/STBIntentService: send error message:data_app_crash;1555537799120(pkgName:com.d obermannstudios.spartanrunner;version:1.84;version Code:118) to BBS for ANR/FC/TOMB_STONE...
    2019-04-17 23:50:00.090 18471-18488/? E/STBMonitorQueue: restore data:/data/system/dropbox/data_app_crash@1555536766305.txt;118;1.84;com.dobe rmannstudios.spartanrunner into shortQue queue…
    Debug:
    2019-04-17 23:49:59.088 15141-15141/? E/AndroidRuntime: FATAL EXCEPTION: main
    Process: com.dobermannstudios.spartanrunner, PID: 15141
    java.lang.IllegalStateException
    at com.google.android.gms.common.internal.Asserts.che ckState(Unknown Source:11)
    at com.google.android.gms.games.achievement.Achieveme ntEntity.getFormattedCurrentSteps(Unknown Source:9)
    at Extensions.CRunGPGAchievement$AchievementLoadCallb ack.onResult(CRunGPGAchievement.java:403)
    at Extensions.CRunGPGAchievement$AchievementLoadCallb ack.onResult(CRunGPGAchievement.java:356)
    at com.google.android.gms.common.api.internal.BasePen dingResult$CallbackHandler.handleMessage(Unknown Source:10)
    at android.os.Handler.dispatchMessage(Handler.java:10 6)
    at android.os.Looper.loop(Looper.java:193)
    at android.app.ActivityThread.main(ActivityThread.jav a:6715)
    at java.lang.reflect.Method.invoke(Native Method)
    at com.android.internal.os.RuntimeInit$MethodAndArgsC aller.run(RuntimeInit.java:493)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit .java:911)
    2019-04-17 23:49:59.099 968-2086/? W/ActivityManager: Force finishing activity com.dobermannstudios.spartanrunner/.Main
    2019-04-17 23:49:59.265 968-1004/? I/WindowManager: Focus moving from Window{59e5de9 u0 com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main} to null
    2019-04-17 23:49:59.359 968-2084/? I/WindowManager: WIN DEATH: Window{59e5de9 u0 com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main}
    2019-04-17 23:49:59.359 407-440/? I/BufferQueueProducer: [com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbac5800,id:2894,api:1,p:15141,c:407) disconnect(P): api 1
    2019-04-17 23:49:59.359 407-440/? D/BufferQueueConsumer: [com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbac5800,id:2894,api:1,p:-1,c:407) getReleasedBuffers: returning mask 0xffffffffffffffff
    2019-04-17 23:49:59.360 407-440/? I/BufferQueueProducer: [SurfaceView - com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbb06800,id:2895,api:1,p:15141,c:407) disconnect(P): api 1
    2019-04-17 23:49:59.360 407-440/? D/BufferQueueConsumer: [SurfaceView - com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbb06800,id:2895,api:1,p:-1,c:407) getReleasedBuffers: returning mask 0xffffffffffffffff
    2019-04-17 23:49:59.364 407-407/? I/BufferQueueConsumer: [SurfaceView - com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbb06800,id:2895,api:1,p:-1,c:-1) disconnect(C)
    2019-04-17 23:49:59.369 407-407/? I/BufferQueue: [SurfaceView - com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbb06800,id:2895,api:1,p:-1,c:-1) ~BufferQueueCore
    2019-04-17 23:49:59.369 968-6195/? I/ActivityManager: Process com.dobermannstudios.spartanrunner (pid 15141) has died: vis +99TOP
    2019-04-17 23:49:59.414 407-1880/? W/SurfaceFlinger: Attempting to set client state on removed layer: com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0
    2019-04-17 23:49:59.414 407-1880/? W/SurfaceFlinger: Attempting to destroy on removed layer: com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0
    2019-04-17 23:49:59.417 407-407/? I/BufferQueueConsumer: [com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbac5800,id:2894,api:1,p:-1,c:-1) disconnect(C)
    2019-04-17 23:49:59.417 407-407/? I/BufferQueue: [com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbac5800,id:2894,api:1,p:-1,c:-1) ~BufferQueueCore
    2019-04-17 23:49:59.429 407-440/? W/SurfaceFlinger: Attempting to destroy on removed layer: AppWindowToken{212ad5b token=Token{3bb946a ActivityRecord{3508255 u0 com.dobermannstudios.spartanrunner/.Main t77}}}#0
    2019-04-17 23:49:59.434 407-407/? I/BufferQueueConsumer: [59e5de9 com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbb26800,id:2767,api:0,p:-1,c:-1) disconnect(C)
    2019-04-17 23:49:59.434 407-407/? I/BufferQueueConsumer: [AppWindowToken{212ad5b token=Token{3bb946a ActivityRecord{3508255 u0 com.dobermannstudios.spartanrunner/.Main t77}}}#0](this:0x75bba78800,id:2759,api:0,p:-1,c:-1) disconnect(C)
    2019-04-17 23:49:59.511 968-1004/? D/AR_ADV_APPS_USAGE_COL: com.dobermannstudios.spartanrunner -> resizable apps -> USAGE 121830
    2019-04-17 23:49:59.528 968-1494/? W/ActivityManager: Service done with onDestroy, but not inDestroying: ServiceRecord{232e873 u0 com.dobermannstudios.spartanrunner/org.chromium.content.app.SandboxedProcessService0} , app=ProcessRecord{b09ece2 0:com.android.chrome:sandboxed_process0/u0a228i55}
    2019-04-17 23:49:59.985 18471-18488/? I/StabilityMonitor: [ParserUtility] key word : com.dobermannstudios.spartanrunner
    2019-04-17 23:49:59.991 18471-18488/? I/StabilityMonitor: [APRReport] exceptionItem tag:data_app_crash packageName:com.dobermannstudios.spartanrunner versionCode:118 versionName:1.84
    2019-04-17 23:50:00.078 18471-18488/? E/STBIntentService: send error message:data_app_crash;1555537799120(pkgName:com.d obermannstudios.spartanrunner;version:1.84;version Code:118) to BBS for ANR/FC/TOMB_STONE...
    2019-04-17 23:50:00.090 18471-18488/? E/STBMonitorQueue: restore data:/data/system/dropbox/data_app_crash@1555536766305.txt;118;1.84;com.dobe rmannstudios.spartanrunner into shortQue queue...
    2019-04-17 23:50:02.106 2093-18539/? I/Doze: getUserVisibleWhiteList packageName : com.dobermannstudios.spartanrunner
    2019-04-17 23:50:02.153 2093-18539/? I/Doze: getUserVisibleWhiteList packageName : com.dobermannstudios.spartanrunner
    2019-04-17 23:50:04.250 407-533/? I/BufferQueue: [AppWindowToken{212ad5b token=Token{3bb946a ActivityRecord{3508255 u0 com.dobermannstudios.spartanrunner/.Main t77}}}#0](this:0x75bba78800,id:2759,api:0,p:-1,c:-1) ~BufferQueueCore
    2019-04-17 23:50:04.251 407-533/? I/BufferQueue: [59e5de9 com.dobermannstudios.spartanrunner/com.dobermannstudios.spartanrunner.Main#0](this:0x75bbb26800,id:2767,api:0,p:-1,c:-1) ~BufferQueueCore

  3. #43
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

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    I don't have the 'automatically log in at start' checked, I just launch the 'log in with ui box' at the start of the game if the player is not authenticated (with a 'run event once' event). This will automatically log the user in with the last account he picked. At least that's how it happens on all the mobile devices I've tested. But if you say that you're already doing this the first time, and your players can still reproduce the error, it's probably something different. I'm kind of running out of ideas at this point, though.

  4. #44
    Clickteam Clickteam
    Fernando's Avatar
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    mm this error seems something related at the moment you are exiting with a pending achievement read(results)

    are you sure you only read two time (one when you start frame and when you unlock)
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  5. #45
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleXNA Export Module
    Dobermann's Avatar
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    Quote Originally Posted by Fernando View Post
    mm this error seems something related at the moment you are exiting with a pending achievement read(results)

    are you sure you only read two time (one when you start frame and when you unlock)
    Yes, but as you see in the Screenshot i was trying to read each achievement indepently after each unlock, that's the Reason of the bug, it can't handle that too big number of read at once. So now by adding a "read all" at the end it doesn't crash.

    But i still have no clue about the problem that some player encounter with achievements not registering, it's really Strange.

  6. #46
    Clickteam Clickteam
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    mm that is strange no error of memory comes from you, i will check to see.

    what i don;t understand why you need to unlock everytime, if you did once and you tracked this in your game don'y need to do it again

    according to google unlock and unlocked achievements does not bring any issue.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  7. #47
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleXNA Export Module
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    Quote Originally Posted by Fernando View Post
    mm that is strange no error of memory comes from you, i will check to see.

    what i don;t understand why you need to unlock everytime, if you did once and you tracked this in your game don'y need to do it again

    according to google unlock and unlocked achievements does not bring any issue.
    I Don't unlock everytime, it's because it doesn't work that it unlock each time the player come back to the menu. The achievements are working for like 80-90% of my players, but it's stay 10% that can't unlock the achievements, the achievement pop ingame but is not Registered to their GPG account.
    And this not an account issue as i can unlock the achievement with their account if i use my phone.

    I'm sure it doesn't come from my events, they are working perfectly on 80-90% of the devices, so if it was wrong it would not work for anyone.

    --

    My code is pretty simple:

    Player is logged to its GPG account: activate achievements group
    On group activation: do a Read all
    Read all is over: start a loop of the number of achievements readed
    On loop: add a line to the list object (allowing me to check the state of each achievement)

    Then, if an achievement is not already unlocked according to the Read all (state=1), and the requirements are ok, i unlock the achievement.

    After checking every achievement available (so only the ones who aren't unlocked yet), the game will make a new Read all.

    --

    What you misunderstand is that i Don't unlock every single achievement every time, it's just happening because they are not registering online on the GPG account, and then, the Read all Always says the achievements aren't unlocked and will try to unlock the achievements the next time the player will come back to the menu.

    The method you're using in the example is: unlock achievement id + read achievement id
    Using that will make the game to crash if a player unlock more than 1 achievement at the same time.
    Plus, there is a big problem of data use as it never check if the achievement is already unlocked or not, so yes it will not do anything ingame (maybe create some errors that the player will never see), but you'll ask google's services to unlock an unlocked achievement everytime, it's a bad use of the service.

    --

    For me there is defintly Something that prevent the achievements to be Registered online When the player unlock it ingame, maybe it's a missing permission or Something like that needed on some device because the OS is modified by the brand?

  8. #48
    Clickteam Clickteam
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    mm could it be a problem of quota?


    Managing Quota and Rate Limiting

    Detecting rate limiting

    If you are using the Play Games SDK, you will see errors in yourcallback handlers or listeners when your game exceeds its rate limit.
    In Android, calls that return PendingResult objects,such as incrementAchievementImmediate, willreturn a STATUS_NETWORK_ERROR_OPERATION_DEFERRED status code in the resultobject. This status code indicates that the library will automatically attemptto make the call again later when your game is no longer rate limited.
    To request for additional quota for your application, click theRequest more link next to your app's quota entry in theGoogle API Console. Please be aware, however, that requestsfor additional games quota probably will not be honoredunless your game is experiencing truly exceptional usage and is obeying thesebest practices.

    https://developers.google.com/games/services/quota


    Also is that you should never unlock two achievements at the same time. you are using achievements more as the old and deprecated quests
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  9. #49
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleXNA Export Module
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    No, it's Nothing like that. I was able to manage to get the achievements not unlocking by removing the second Read All. With out that, achievements were not unlocking on my Nokia 3.1 running Android 9, but no problem on my Samsung j3 running Android 5.
    I've got like 11 achievements that were unlocking everytime i come back to the frame witch GPG achievements object and events.

    By addind the "read all" at the end, they automatically unlocked every single achievement on my Nokia 3.1 with no problem.

    People can't even unlock ONE achievement, even if they create a new fresh account to play my game anbd meet only ONE requirement, it will not unlock anything online but it will pop the achievement.

    I can't be more clear, i'm sorry but i'm saying the same things since the first post.

    I can create the issue and fix it immediatly and everything will go fine for me, it should solve the problem for some user, but like 95% of player who can't unlock achievements will not be able to unlock them with my fix, and i Don't know Why, i have no clue, events are pretty simple, i have no more control over GPG achievements, i have absolutely no issue with iOS for example.

  10. #50
    Clickteam Clickteam
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    so you are not checking for error then, i am sure you have an error that show the illegal state
    Regards,


    Fernando Vivolo

    ... new things are coming ...

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