User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 14

Thread: Google Play - Accept Invitation - nothing happens

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Tuna's Avatar
    Join Date
    Feb 2008
    Location
    Central Texas
    Posts
    1,853
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Google Play - Accept Invitation - nothing happens

    When I receive invitations and read them, i am listing them on the screen. That works.

    I have a button to accept invitation by Invitation ID - when pressed, I'm executing Accept Invitation and passing the ID string.

    I have tried doing Show Waiting room after this - nothing happens

    I have tried doing On Room Created > show waiting room - Nothing Happens

    I feel like I'm missing something here, but I don't know what it is - I don't want to open the Invitations UI (that defeats the purpose of a programmatically called "accept invitation".

    How do I proceed after accepting the invitation? Shouldn't the match start if I send the Accept Invitation and ID?

  2. #2
    Clickteam Clickteam
    Fernando's Avatar
    Join Date
    Dec 2006
    Posts
    6,784
    Mentioned
    298 Post(s)
    Tagged
    4 Thread(s)
    can you post a small mfa and put a bug report for this to check your implementation.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Tuna's Avatar
    Join Date
    Feb 2008
    Location
    Central Texas
    Posts
    1,853
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    i can do that - but even your example app does the same thing - Invitations show up - but clicking Accept invitation does nothing. I'll put something together and submit bug request... i just hoped i was doing something wrong...

    The help file does explain the flow of what's needed to do a proper Accept Invitation.

    I assume that from one device the invitation is sent - i can do a send via the Invitations UI -

    I can READ invitations and loop through them - and add them to a list file

    But when I accept the invitation - shouldn't the match start for both players? the match is never triggered.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
    Join Date
    Nov 2014
    Posts
    3,159
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    Same situation here - were you missing something Tuna?
    Or was there some issue with the GPG Multiplayer object?

    Has this issue been sorted?


    (I would be fine with the invitations UI, if not for the emulator,
    which (due to bad resizing in portrait mode) refuses to show the "accept" button on invitations and I can't test the app )

  5. #5
    Clickteam Clickteam
    Fernando's Avatar
    Join Date
    Dec 2006
    Posts
    6,784
    Mentioned
    298 Post(s)
    Tagged
    4 Thread(s)
    Did you update GPG object from clickstore?

    ====

    sorry typo
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
    Join Date
    Nov 2014
    Posts
    3,159
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    Mmm good advice, I seem to remember I did some time ago, but maybe too much time ago

    Going to check out and report back, thank you!

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
    Join Date
    Nov 2014
    Posts
    3,159
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    Awesome - that was it, now works like a charm

    Thank you Fernando!

  8. #8
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
    Join Date
    Nov 2014
    Posts
    3,159
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    By the way, a question on the Multiplayer object,
    i think an example would make my question clearer:

    say I have 5 players,
    2 or more players send a datastring in the same instant to all (other) players
    (not an unlikely scenario in real time multiplayer)
    so that each player receives 2 or more datastrings in the same frame cycle.

    I can think of three scenarios:

    1) are these packets stacked/buffered, so that you will receive all of them but with some delay (like 1 x frame)?

    2) are the "overlapping" packets lost?

    or

    3) is the "on data received" event capable of handling more than one datastring x frame cycle? (how?)

  9. #9
    Clickteam Clickteam
    Fernando's Avatar
    Join Date
    Dec 2006
    Posts
    6,784
    Mentioned
    298 Post(s)
    Tagged
    4 Thread(s)
    you filter all data so this should not happens, you get an event for each one, since is pushedEvent, but "same time" is real life is not possible, at least with one loop of difference.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
    Join Date
    Nov 2014
    Posts
    3,159
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    Thank you for the quick answer.

    I was thinking this could happen in a "many players" scenario,
    say I send movement updates each time some player modify its status
    (i.e. moving/not OR directional change, a string like this: ID|angle|speed)

    I have 8 players moving and turning around,
    sure, very hardly all 7 could send the data at the exact same moment,
    but maybe among the 7, with all them pushing keys and turning around quickly,
    just a couple overlaps in timing could happen,
    and my app running at 30 FPS (so making "only" 30 on data received calls x second) would make it a bit more likely

    I seem to understand I would receive them as two different events in two different frame loops?

    I think nothing that dramatic would happen... but looking at ways to optimize and avoid bottlenecks in the multiplayer architecture

Page 1 of 2 1 2 LastLast

Similar Threads

  1. Replies: 3
    Last Post: 24th May 2016, 01:18 PM
  2. How do you refund someone? (google play)
    By Outcast in forum Android Export Module 2.5
    Replies: 9
    Last Post: 11th March 2015, 10:37 PM
  3. Warnings in Google Play
    By Alejandro in forum Android Export Module 2.5
    Replies: 14
    Last Post: 6th February 2015, 01:05 PM
  4. Megaloop is now on Google Play!
    By Popcorn in forum Android Released Games & Apps
    Replies: 13
    Last Post: 1st September 2013, 03:23 PM
  5. google play...
    By Sevennemesis in forum Android Export Module Version 2.0
    Replies: 3
    Last Post: 15th June 2012, 02:34 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •