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Thread: New in-app purchase crash reports appeared after upgrading to 292.10

  1. #11
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

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    If those conditions don't trigger query requests, then I am stumped. The only other thing that comes to mind is that maybe the 'Purchase id is ok' condition could somehow be causing a conflict, since it's situated in the same frame. I just bought Clickteam Fusion 2.5+ so I can copy-paste the conditions from the purchase menu frame. Please tell me if you see anything that could trigger a conflict in these conditions:

    * iap checked = 0
    + In-App Android: Is Billing Available
    + NOT In-App Android: Is Billing Busy
    + Only one action when event loops
    In-App Android : Query Inventory for theses SKUs "buyfirstbook/buysecondbook"
    frame started counter : Set Counter to 500

    * iap checked = 2
    + In-App Android: Is Billing Available
    + NOT In-App Android: Is Billing Busy
    + Only one action when event loops
    In-App Android : Query Inventory for theses SKUs "buyfirstbook/buysecondbook"
    frame started counter : Set Counter to 500

    * In-App Android: On Query Inventory Ready
    + iap checked = 2
    + NOT In-App Android: Is Sku "buyfirstbook" purchased
    + Android object : Network is connected?
    Special : Set First book purchased to 0
    Special : Set iap checked to 10
    Ini : Set value 0 to item "first_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2

    * In-App Android: On Query Inventory Ready
    + iap checked = 0
    + NOT In-App Android: Is Sku "buyfirstbook" purchased
    + Android object : Network is connected?
    Special : Set First book purchased to 0
    Special : Set iap checked to 2
    Ini : Set value 0 to item "first_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2

    * In-App Android: On Query Inventory Ready
    + iap checked = 0
    + In-App Android: Is Sku "buyfirstbook" purchased
    Special : Set First book purchased to 1
    Special : Set iap checked to 1
    Ini : Set value 1 to item "first_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2
    unlock book 2 text : Set Color of RGB(0,192,36)
    unlock book 2 text : Set alterable string to "Book 2 unlocked"

    * In-App Android: On Query Inventory Ready
    + iap checked = 2
    + In-App Android: Is Sku "buyfirstbook" purchased
    Special : Set First book purchased to 1
    Special : Set iap checked to 1
    Ini : Set value 1 to item "first_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2
    unlock book 2 text : Set Color of RGB(0,192,36)
    unlock book 2 text : Set alterable string to "Book 2 unlocked"

    * In-App Android: On Query Inventory Ready
    + iap 2 checked = 2
    + NOT In-App Android: Is Sku "buysecondbook" purchased
    + Android object : Network is connected?
    Special : Set Second book purchased to 0
    Special : Set iap 2 checked to 10
    Ini : Set value 0 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2

    * In-App Android: On Query Inventory Ready
    + iap 2 checked = 0
    + NOT In-App Android: Is Sku "buysecondbook" purchased
    + Android object : Network is connected?
    Special : Set Second book purchased to 0
    Special : Set iap 2 checked to 2
    Ini : Set value 0 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2

    * In-App Android: On Query Inventory Ready
    + iap 2 checked = 0
    + In-App Android: Is Sku "buysecondbook" purchased
    Special : Set Second book purchased to 1
    Special : Set iap 2 checked to 1
    Ini : Set value 1 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2
    unlock book 3 text : Set Color of RGB(0,192,36)
    unlock book 3 text : Set alterable string to "Book 3 unlocked"

    * In-App Android: On Query Inventory Ready
    + iap 2 checked = 2
    + In-App Android: Is Sku "buysecondbook" purchased
    Special : Set Second book purchased to 1
    Special : Set iap 2 checked to 1
    Ini : Set value 1 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2
    unlock book 3 text : Set Color of RGB(0,192,36)
    unlock book 3 text : Set alterable string to "Book 3 unlocked"

    * game resumed = 1
    + In-App Android: Is Billing Available
    + NOT In-App Android: Is Billing Busy
    + Only one action when event loops
    In-App Android : Query Inventory for theses SKUs "buyfirstbook/buysecondbook"
    Special : Set iap check resume to 1
    frame started counter : Set Counter to 500
    Special : Set game resumed to 0

    * AndroidPlus: On App return from pause?
    + In-App Android: Is Billing Available
    + NOT In-App Android: Is Billing Busy
    + Only one action when event loops
    In-App Android : Query Inventory for theses SKUs "buyfirstbook/buysecondbook"
    Special : Set iap check resume to 1
    frame started counter : Set Counter to 500

    * In-App Android: On Query Inventory Ready
    + iap check resume = 1
    + In-App Android: Is Sku "buyfirstbook" purchased
    Special : Set First book purchased to 1
    Ini : Set value 1 to item "first_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2
    unlock book 2 text : Set Color of RGB(0,192,36)
    unlock book 2 text : Set alterable string to "Book 2 unlocked"

    * In-App Android: On Query Inventory Ready
    + iap check resume = 1
    + NOT In-App Android: Is Sku "buyfirstbook" purchased
    + Android object : Network is connected?
    Special : Set First book purchased to 0
    Ini : Set value 0 to item "first_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2

    * In-App Android: On Query Inventory Ready
    + iap check resume = 1
    + In-App Android: Is Sku "buysecondbook" purchased
    Special : Set Second book purchased to 1
    Special : Set iap check resume to 0
    Ini : Set value 1 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2
    unlock book 3 text : Set Color of RGB(0,192,36)
    unlock book 3 text : Set alterable string to "Book 3 unlocked"

    * In-App Android: On Query Inventory Ready
    + iap check resume = 1
    + NOT In-App Android: Is Sku "buysecondbook" purchased
    + Android object : Network is connected?
    Special : Set Second book purchased to 0
    Special : Set iap check resume to 0
    Ini : Set value 0 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2

    * In-App Android: On Query Inventory Ready
    + iap check resume = 1
    + NOT In-App Android: Is Sku "buysecondbook" purchased
    + NOT Android object : Network is connected?
    Special : Set iap check resume to 0
    frame started counter : Set Counter to 2

    * User clicks with left button on Unlock book 2
    + First book purchased = 0
    In-App Android : Purchase SKU:"buyfirstbook" with Id:1
    Unlock book 2 : Change animation sequence to Stand up

    * In-App Android: Purchase Id:1 was Ok
    Special : Set First book purchased to 1
    Ini : Set value 1 to item "first_book_purchased" in group "achievements"
    unlock book 2 text : Set Color of RGB(0,192,36)
    unlock book 2 text : Set alterable string to "Book 2 unlocked"

    * User clicks with left button on Unlock book 3
    + Second book purchased = 0
    Unlock book 3 : Change animation sequence to Stand up
    In-App Android : Purchase SKU:"buysecondbook" with Id:2

    * In-App Android: Purchase Id:2 was Ok
    Special : Set Second book purchased to 1
    unlock book 3 text : Set Color of RGB(0,192,36)
    unlock book 3 text : Set alterable string to "Book 3 unlocked"

  2. #12
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

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    Hmm... seeing these conditions in text form makes me realize that it is possible for two query inventories to launch at the same time if the 'game resumed' variable is 1 and the 'iap checked' variable is 0 or 2 when entering the frame. Technically, the 'Is billing busy' condition should make sure that there is no conflict, but I'm guessing it doesn't work as intended, or it simply doesn't have enough time to see if the billing is busy, since the two queries are practically launched almost simultaneously.

    I wonder if this is what could be triggering a conflict.

  3. #13
    Clickteam Clickteam
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    * AndroidPlus: On App return from pause?
    + In-App Android: Is Billing Available
    + NOT In-App Android: Is Billing Busy
    + Only one action when event loops
    In-App Android : Query Inventory for theses SKUs "buyfirstbook/buysecondbook"
    Special : Set iap check resume to 1
    frame started counter : Set Counter to 500


    please remove this

    the information from resume should be the same, and not required

    also why you want to trigger a query inventory if you resume from a GPG leaderboard?

    i think you have thsi object too.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  4. #14
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

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    I can't remove this condition because Google asked me specifically in an e-mail to include this. They said that their policies state an in-app verification must be made when you first enter the app, and then another verification must be made each time when the app returns from pause, so that you can verify if a purchase has been made or refunded while the player was outside the game, doing web surfing or something else.

    I know that this also triggers after a simple screen lock (although I didn't know it triggered also after returning from leaderboards), but as far as I knew, this androidPlus condition is the only way to check if a player returns to the app after pressing the home button. Is there also a 'resume' event that I'm unaware of? I can't seem to find one at the moment.

    Anyway, for now, I uploaded a new version where I made sure that there are no two queries launching at the same time anymore. I'll see in a few days if this had any effect or not.

    Edit: What Google said to me was: Android best practices recommend querying purchases in your activity's onStart() and onResume() methods to detect purchases or revocations that happened while your app was not running.

  5. #15
    Clickteam Clickteam
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    This is done by the object itself each time is on resume, if you have set the Skus, with a previous query inventory.

    in next version of InAPP, the skus inapp and subscription will be in properties as they are need now for subscriptions purchase/downgrade/upgrade of subscriptions.


    BUT what you are doing now, I am 95% sure is the responsible of your crashes, if you keep it you will get crashes.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  6. #16
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

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    Okay, so I removed every single instance of query launch on app resume, I republished the game a few days ago, and it slightly lowered the number of the 'queryPurchase' errors (which is obvious, since there are now less queries being made, so less chance of crashing), but it made zero difference for the 'StartSetup' error, which to me indicates rather strongly that this new error is completely unrelated to the queries that can be launched manually, in the code. In fact, the query launches are so rare in my game now, that they are being launched less than once per game launch, on average. They are only being launched in 3 frames out of the dozens of frames I have. In the purchase menu, and at the end of the 2 books. A lot of playthroughs do not reach these frames, so they never call the query. I also made sure that the query does not launch itself more than once per game launch, and that there is no possibility of 2 queries colliding.

    Given that none of these measures I've taken have affected the new error in any way, to me, this strongly indicates that the new error is unrelated to the query launches that can be done manually.

    So far, I have 2 guesses as to where the crash could be coming from.

    1) You've mentioned in the previous post that the object itself automatically checks on each resume to see if there have been any new purchases. If I understand correctly, this means that the query inventory function is being launched without me doing anything, simply by having the IAP object in a certain frame. In my game, a year ago, I used to have queries in dozens of frames, because I needed to check the purchases before showing ads. After I removed the ads, I removed all of these query launches, and also every other event related to IAP, but the IAP objects are still there, in every frame. I didn't delete those, because I didn't think it would make any difference. If what I understood from your above post is true, then it means that the majority of the queries now being launched are coming from these dead objects that I left in my frames. Still, I'd like to have a confirmation for this, because I've been spamming updates for a while now, and I'd like to have good reasons to do another one.

    2) My second hypothesis is that there is something else launching the StartSetup function which is not a query. One thing I noticed when I was doing some testing a year ago for some older IAP related crashes was that the crashes increased when I added some very simple conditions to the main menu. The conditions were as follows:

    * In-App Android: Is Billing Available
    + Only one action when event loops
    In-App Android : Query Inventory for theses SKUs "buyfirstbook"

    * In-App Android: Is Sku "buyfirstbook" purchased
    Special : Set First book purchased to 1

    When I saw that the crashes increased, my first thought was that this happened because of the Query Inventory, so I put an extra condition, so that the query inventory would only happen extremely rarely, only when necessary. This had only a very minimal effect on the crashes, which made me wonder if it wasn't one of the conditions that were causing problems instead. For example, maybe the is Billing available condition is the one crashing. With Fusion 2.5+, I might be able to test this scenario, where I force a condition to not be launched unless some other condition has been met before.

    I'm open to suggestions on what I should test next, but I'd prefer to keep these tests to a minimum, because I've already done a lot of updates as it is. My crash rate is currently at around 4%. Here is my new code now, with the on app resume query removed. The iap checked variable is zero when the game launches.

    * iap checked = 0
    + In-App Android: Is Billing Available
    + NOT In-App Android: Is Billing Busy
    + Only one action when event loops
    In-App Android : Query Inventory for theses SKUs "buyfirstbook/buysecondbook"
    Special : Set iap checked to 2

    * In-App Android: On Query Inventory Ready
    + iap checked = 2
    + NOT In-App Android: Is Sku "buyfirstbook" purchased
    + Android object : Network is connected?
    Special : Set First book purchased to 0
    Special : Set iap checked to 10
    Ini : Set value 0 to item "first_book_purchased" in group "achievements"

    * In-App Android: On Query Inventory Ready
    + iap checked = 0
    + NOT In-App Android: Is Sku "buyfirstbook" purchased
    + Android object : Network is connected?
    Special : Set First book purchased to 0
    Special : Set iap checked to 2
    Ini : Set value 0 to item "first_book_purchased" in group "achievements"

    * In-App Android: On Query Inventory Ready
    + iap checked = 0
    + In-App Android: Is Sku "buyfirstbook" purchased
    Special : Set First book purchased to 1
    Special : Set iap checked to 1
    Ini : Set value 1 to item "first_book_purchased" in group "achievements"
    Book 2 unlocked text : Reappear
    unlock book 2 text : Make invisible

    * In-App Android: On Query Inventory Ready
    + iap checked = 2
    + In-App Android: Is Sku "buyfirstbook" purchased
    Special : Set First book purchased to 1
    Special : Set iap checked to 1
    Ini : Set value 1 to item "first_book_purchased" in group "achievements"
    Book 2 unlocked text : Reappear
    unlock book 2 text : Make invisible

    * In-App Android: On Query Inventory Ready
    + iap 2 checked = 2
    + NOT In-App Android: Is Sku "buysecondbook" purchased
    + Android object : Network is connected?
    Special : Set Second book purchased to 0
    Special : Set iap 2 checked to 10
    Ini : Set value 0 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2

    * In-App Android: On Query Inventory Ready
    + iap 2 checked = 0
    + NOT In-App Android: Is Sku "buysecondbook" purchased
    + Android object : Network is connected?
    Special : Set Second book purchased to 0
    Special : Set iap 2 checked to 2
    Ini : Set value 0 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2

    * In-App Android: On Query Inventory Ready
    + iap 2 checked = 0
    + In-App Android: Is Sku "buysecondbook" purchased
    Special : Set Second book purchased to 1
    Special : Set iap 2 checked to 1
    Ini : Set value 1 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2
    Book 3 unlocked text : Reappear
    unlock book 3 text : Make invisible

    * In-App Android: On Query Inventory Ready
    + iap 2 checked = 2
    + In-App Android: Is Sku "buysecondbook" purchased
    Special : Set Second book purchased to 1
    Special : Set iap 2 checked to 1
    Ini : Set value 1 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2
    Book 3 unlocked text : Reappear
    unlock book 3 text : Make invisible

    * game resumed = 1
    + iap checked <> 0
    + iap checked <> 2
    Special : Set iap check resume to 1
    Special : Set game resumed to 0
    resume counter : Set Counter to 30

    * resume counter > 0
    resume counter : Subtract 1 from Counter

    * AndroidPlus: On App return from pause?
    + iap checked <> 0
    + iap checked <> 2
    Special : Set iap check resume to 1
    resume counter : Set Counter to 3

    * iap check resume = 1
    + resume counter = 1
    + In-App Android: Is Sku "buyfirstbook" purchased
    Special : Set First book purchased to 1
    Ini : Set value 1 to item "first_book_purchased" in group "achievements"
    Book 2 unlocked text : Reappear
    unlock book 2 text : Make invisible

    * iap check resume = 1
    + resume counter = 1
    + NOT In-App Android: Is Sku "buyfirstbook" purchased
    + Android object : Network is connected?
    Special : Set First book purchased to 0
    Ini : Set value 0 to item "first_book_purchased" in group "achievements"

    * iap check resume = 1
    + resume counter = 1
    + In-App Android: Is Sku "buysecondbook" purchased
    Special : Set Second book purchased to 1
    Special : Set iap check resume to 0
    Ini : Set value 1 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2
    Book 3 unlocked text : Reappear
    unlock book 3 text : Make invisible

    * iap check resume = 1
    + resume counter = 1
    + NOT In-App Android: Is Sku "buysecondbook" purchased
    + Android object : Network is connected?
    Special : Set Second book purchased to 0
    Special : Set iap check resume to 0
    Ini : Set value 0 to item "second_book_purchased" in group "achievements"
    frame started counter : Set Counter to 2

    * iap check resume = 1
    + resume counter = 1
    + NOT In-App Android: Is Sku "buysecondbook" purchased
    + NOT Android object : Network is connected?
    Special : Set iap check resume to 0
    frame started counter : Set Counter to 2

  7. #17
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

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    I removed all of the IAP objects from the frames where they weren't used, and this removed over 90% of my StartSetup errors. I used to have over 100 of these errors each day, and now I've had only 6 errors of this type in 72 hours.

    I can now confirm 100% that these new errors which appeared in version 292.10 are not at all related to any of the active events. The only thing that I did was to delete all the inactive events related to IAP and to remove the IAP objects from all the frames where they weren't being used. This means that the errors were coming either from the inactive events (which I highly doubt), or much more likely they were being generated by all of the background operations that are being done automatically by the In App Purchase object.

    In other words, no matter what you do, you will encounter these errors as long as you have IAP objects in any of your frames. I've noticed that the older 'QueryPurchase' errors are also happening less often now, which means that some of those errors were also being generated by the IAP object itself.

    I hope you'll find a way to fix this, because in my case, I was only able to contain these errors thanks to the fact that I'm no longer using ads. That way, I was able to put the IAP objects only in rarely visited sections of my game. On the other hand, if you have ads in your game and are offering a paid option to remove them, you will be obligated to put the IAP object in your most frequently used frames, so you can comply to Google's policy of checking IAPs on app resume, which means that you will almost certainly exceed the 1% crash threshold.

    I'll try to summarize my findings during months of testing, to try and speed up the process of fixing these crashes.

    1) One thing that I noticed during my tests is that on some mobile devices, the query inventory function seems to run for 10 seconds or even more. I noticed this because I display a message that only disappears when a 'On query inventory' condition happens, and some users have reported this to take a very long time (more than 10 seconds) before it finally ends. This is something that I could test, because I launched the query manually, through the events, but if these queries are also being launched automatically by the objects themselves, who knows how many of these queries get stuck and then get launched on top of each other, ending up with a crash. This is, however, only a supposition, because I couldn't obtain any details regarding the nature of these crashes from the users themselves, so I don't know if the crashes happened when they were switching between frames, when they were resuming the game, or when they were starting it.

    2) As I've mentioned before, even though the StartSetup error appeared in 292.10, one thing I noticed is that version 292.10 also eliminated the SkuDetails error, which had been present for years, ever since I first published the game in 2016. When I was experimenting and republished the game with the 292.7 version of the IAP object, I noticed that the StartSetup error disappeared, but the skuDetails error reappeared, and it seemed to happen just as frequently as the StartSetup error. However, I've also had the same version of the game built with the pre-gradle version 291.6 for months, and while I had both the querypurchase error and the skudetails error, the skudetails error happened much more rarely, despite the fact that I still had all the IAP objects left in all the frames. This means that something likely happened between the pre-gradle version and post-gradle version that made the IAP object launch the skudetails/startsetup functions more frequently, or it made them more vulnerable to crashes. I also think that the SKUdetails version didn't simply disappear, but it somehow turned into the StartSetup error, due to one of the few changes made to the IAP object, between 292.7 and 292.10.

    Given that the new IAP object will likely include code from the old object, I think all this information should be taken into account in order to not repeat the same crashes.

  8. #18
    Clickteam Clickteam
    Fernando's Avatar
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    please test using 292.11 in steam beta

    1) One thing that I noticed during my tests is that on some mobile devices, the query inventory function seems to run for 10 seconds or even more. I noticed this because I display a message that only disappears when a 'On query inventory' condition happens, and some users have reported this to take a very long time (more than 10 seconds) before it finally ends. This is something that I could test, because I launched the query manually, through the events, but if these queries are also being launched automatically by the objects themselves, who knows how many of these queries get stuck and then get launched on top of each other, ending up with a crash. This is, however, only a supposition, because I couldn't obtain any details regarding the nature of these crashes from the users themselves, so I don't know if the crashes happened when they were switching between frames, when they were resuming the game, or when they were starting it.
    about the time is very strange is this happening in cel mode? or wifi

    internally the code have a control for pending process to not overrun the service.


    2) As I've mentioned before, even though the StartSetup error appeared in 292.10, one thing I noticed is that version 292.10 also eliminated the SkuDetails error, which had been present for years, ever since I first published the game in 2016. When I was experimenting and republished the game with the 292.7 version of the IAP object, I noticed that the StartSetup error disappeared, but the skuDetails error reappeared, and it seemed to happen just as frequently as the StartSetup error. However, I've also had the same version of the game built with the pre-gradle version 291.6 for months, and while I had both the querypurchase error and the skudetails error, the skudetails error happened much more rarely, despite the fact that I still had all the IAP objects left in all the frames. This means that something likely happened between the pre-gradle version and post-gradle version that made the IAP object launch the skudetails/startsetup functions more frequently, or it made them more vulnerable to crashes. I also think that the SKUdetails version didn't simply disappear, but it somehow turned into the StartSetup error, due to one of the few changes made to the IAP object, between 292.7 and 292.10.
    the startup error shoudl not exist in 11
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  9. #19
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)iOS Export Module (Steam)

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    Sorry, I can't really test anymore right now because I've already annoyed the users too much with these repetitive updates that bring no new content.

    I'll probably resume the tests in October, after I'll update the game with a new chapter. Until then, hopefully somebody else who had the errors will test the new beta version and see if it works for them.

    Regarding the long queries, as far as I know, people experienced this problem both on mobile data and on wi-fi. I don't think the query was hanging, though. It was just going really slow, but it did end eventually. It kind of seemed like it was happening because the devices were old, rather than because of a poor connection, though. I don't think I've heard of any newer devices experiencing this problem.

  10. #20
    Clickteam Clickteam
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    wow but 12 secs from a article query in wifi on old devices is sure something to mention to google team
    Regards,


    Fernando Vivolo

    ... new things are coming ...

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    By ASD in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 15th September 2011, 03:43 PM

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