I am implementing a Xamarin Android Location tracker and added following code to stop location updates.
public Task StopAsync()
{
if(IsTracking)
{
IsTracking = false;
perviousStopTask = fusedLocationProviderClient.RemoveLocationUpdatesAsync(this);
}
return perviousStopTask;
}
Above method, I assign Task returns from RemoveLocationUpdatesAsync method to perviousStopTask and return it from StopAsync method. But when I try to await this StopAsync method it does not complete.
The Xamarin LocationSample project is placing blame on Google Play Services for this problem. The sample does not currently use await when calling RemoveLocationUpdatesAsync.
TODO: We should await this call but there appears to be a bug in Google Play Services where the first time removeLocationUpdates is called, the returned Android.Gms.Tasks.Task never actually completes, even though location updates do seem to be removed and stop happening. For now we'll just fire and forget as a workaround.
I am not sure whether Fused Location Provider is thread safe or not. However, you could try some of the following things.
It seems like you are returning a completed or a null when IsTracking is false, so I would change the method to:
public Task StopAsync()
{
if (IsTracking)
{
IsTracking = false;
return fusedLocationProviderClient.RemoveLocationUpdatesAsync(this);
}
return Task.CompletedTask;
}
If you are not really interested in returning back to the context you called the method from, make sure you call .ConfigureAwait(false):
await StopAsync().ConfigureAwait(false);
Related
Using the Rewarded ad script found on the Unity Ads SDK, I'm running into an issue where the ShowAd() IUnityAdsShowListener => OnUnityAdsShowComplete is firing the debug log incrementally. The first Ad I watch returns one line stating the ad is completed, the second Ad I watch, fires off 2 logs, the third 3, then 4, etc...As if each ShowAd() subscribes a new listener to the callback. is this normal?
Im not using a button to call the ShowAd method, rather I'm just calling a function with a delegate from an AdsManager class.
public delegate void OnSuccessfulAd();
private OnSuccessfulAd _myCallback = null;
public void ShowAd(OnSuccessfulAd myMethod)
{
_myCallback = myMethod;
Advertisement.Show(_adUnitId, this);
}
public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState)
{
if (adUnitId.Equals(_adUnitId) && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED))
{
Debug.Log("Unity Ads Rewarded Ad Completed"); //Gets called more times each ad
// Grant a reward.
_myCallback?.Invoke();
}
}
Experiencing the same issue. As a temporary solution I nullify _myCallback after invoking it
I am working on the Ads 4.0.0 version in Unity.
What I observed even for Button Click is that its giving multiple Logs in Unity Editor.
However if I run the Code in my mobile Build its working as expected only 1 Log gets generated and Reward also remains same on multiple ad watches.
The issues seems to be in the CallBack in unity, My suggestion would be Try the Build in your App Once Hopefully that fixes the issue.
Unity Rewarded Ads Code from Official Page
As Unity has Deprecated most of the Previous Listeners in the New Ads 4.0.0 I think its better to cross check in the Build.
I was facing the exact same issue.
My OnUnityAdsShowComplete event callback is invoking one of my delegate.
Every references in my delegate was not accessible.
Look like the OnUnityAdsShowComplete is done on a different thread than the main one.
If in your delegate callback you have a simple Time.timeScale=1f, this should cause a crash since Time is no reachable.
Also this has observable only with reward Ads type.
My solution was to call the show() method inside a coroutine.
By having a flag set i.e. isAdRunning
You can poll that flag and when the flag is false isAdRunnin = false then you can call your delegate.
Very annoying.
Here an example. To make the code the simpliest as possible. All the IUnityAds interfaces are in the same class. This is why you will see this as listener arguments.
using UnityEngine.Advertisements;
private bool isAdsRunning = false;
// Ads start callback
public void OnUnityAdsShowStart(string placementId)
{
isAdsRunning = true;
}
// Ads complete callback
public void OnUnityAdsShowComplete(string placementId, UnityAdsShowCompletionState showCompletionState)
{
isAdsRunning = false;
}
// Entry point to show reward ads
public void ShowRewardedAd()
{
StartCoroutine(RewardRoutine());
}
IEnumerator RewardRoutine()
{
while (Advertisement.isShowing)
{
yield return null;
}
// In 4.0 Ads need to be loaded first, after initialization
// just another flag to make sure everything is initialized :)
while (!isAdLoaded)
{
yield return null;
}
// Show Ads
Advertisement.Show(adsUnitIdReward, this);
yield return new WaitForSeconds(0.25f);
while(isAdsRunning)
{
yield return null;
}
// My custom delegate
AdAction.Invoke();
}
Peace and Love.
I'm looking into In-App Updates by Play Store API. I followed the examples in the Documentations, and some other articles. But I still can't get it to show the Update Dialog provided by Play Store.
I've seen some apps do it, show a dialog to prompt the user to start the update, but using a FakeAppUpdateManager doesn't seem to do it.
Do I have to use a real release to test it out? Or is there some configuration for FakeAppUpdateManager that I need to do?
private fun checkForUpdates() {
val appUpdateManager = if (BuildConfig.DEBUG) {
FakeAppUpdateManager(this).apply {
setUpdateAvailable(UpdateAvailability.UPDATE_AVAILABLE)
setUpdatePriority(5)
}
} else {
AppUpdateManagerFactory.create(this)
}
// Returns an intent object that you use to check for an update.
val appUpdateInfoTask = appUpdateManager.appUpdateInfo
// Checks that the platform will allow the specified type of update.
appUpdateInfoTask.addOnSuccessListener { appUpdateInfo ->
if (
appUpdateInfo.updateAvailability() == UpdateAvailability.UPDATE_AVAILABLE &&
// For a flexible update, use AppUpdateType.FLEXIBLE
appUpdateInfo.isUpdateTypeAllowed(AppUpdateType.IMMEDIATE)
) {
// Create a listener to track request state updates.
val listener = { state: InstallState ->
// (Optional) Provide a download progress bar.
if (state.installStatus() == InstallStatus.DOWNLOADING) {
val bytesDownloaded = state.bytesDownloaded()
val totalBytesToDownload = state.totalBytesToDownload()
// Show update progress bar.
}
// Log state or install the update.
}
// Before starting an update, register a listener for updates.
appUpdateManager.registerListener(listener)
// Request the update.
appUpdateManager.startUpdateFlowForResult(
// Pass the intent that is returned by 'getAppUpdateInfo()'.
appUpdateInfo,
// Or 'AppUpdateType.FLEXIBLE' for flexible updates.
AppUpdateType.FLEXIBLE,
// The current activity making the update request.
this,
// Include a request code to later monitor this update request.
UPDATE_RC,
)
// When status updates are no longer needed, unregister the listener.
// appUpdateManager.unregisterListener(listener)
}
}
}
https://ibb.co/BLCKmnx
FakeAppUpdataManager is very rudimentary and will not show any UI or even invoke activity's onActivityResult based on my experience of testing and looking into decompiled code of it:
(please notice activity is not passed any further, thus no way to further do onActivityResult call by the manager)
What you can and should do though, is to check isConfirmationDialogVisible for AppUpdateType.FLEXIBLE scenario and isImmediateFlowVisible for AppUpdateType.IMMEDIATE scenario - but these dialogs/flows will never be shown on UI.
Example sequence for former:
assert(fakeAppUpdateManager.isConfirmationDialogVisible)
fakeAppUpdateManager.userAcceptsUpdate()
fakeAppUpdateManager.downloadStarts()
fakeAppUpdateManager.downloadCompletes()
assert(fakeAppUpdateManager.isInstallSplashScreenVisible)
fakeAppUpdateManager.installCompletes()
Example sequence for latter:
assert(fakeAppUpdateManager.isImmediateFlowVisible)
fakeAppUpdateManager.userAcceptsUpdate()
fakeAppUpdateManager.downloadStarts()
fakeAppUpdateManager.downloadCompletes()
assert(fakeAppUpdateManager.isInstallSplashScreenVisible)
fakeAppUpdateManager.installCompletes()
I'm currently using the latest version of Xamarin.Forms (4.5.0.617) and Xamarin.Essentials (1.5.2).
I have a dependency injected service which is responsible for getting access to phone contacts, it's effectively a wrapper around the Xamarin.Essentials permissions code. I need to guarantee that the code is executed on the UI thread to avoid exceptions. I've got as far as the below code, however, it isn't working as i'd expect. In my app, the permissions popup appears and offers me the choice allow/deny but then all code after RequestAsync fails to execute like a response is never officially returned. The next time I run the app, it works straight away (so presumably permission in the background has been correctly recorded).
public async Task<bool> RequestAccessPhoneContacts()
{
PermissionStatus status = PermissionStatus.Denied;
status = await MainThread.InvokeOnMainThreadAsync<PermissionStatus>(async () =>
{
return await Permissions.RequestAsync<Permissions.ContactsRead>();
});
return (status == PermissionStatus.Granted);
}
I'm not sure if i've caused an issue with the way i'm trying to force the code onto the UI thread or whether i'm using the async code incorrectly... or (least likely) whether it's a bug in the Xamarin.Essentials Permissions code. I've only seen this behaviour on Android at the moment, but I haven't tested it on any others.
Any help greatly appreciated :)
thanks!
I had a similar issue when I called current location using Xamarin.Essentials. I got this exception:
Xamarin.Essentials.PermissionException: 'Permission request must be invoked on main thread.'
& this helped me resolve.
Call current location from main thread
private Task<Location> GetLastKnownLocation()
{
var locationTaskCompletionSource = new TaskCompletionSource<Location>();
Device.BeginInvokeOnMainThread(async () =>
{
locationTaskCompletionSource.SetResult(await Geolocation.GetLastKnownLocationAsync());
});
return locationTaskCompletionSource.Task;
}
And call above method inside Try catch block & also use configure await false
private async Task ExecuteGetGeoLocationCommand()
{
try
{
var location = await GetLastKnownLocation().ConfigureAwait(false);
}
catch (FeatureNotSupportedException fnsEx) {}
catch (Exception ex){}
}
Turns out I hadn't followed the documentation properly when setting this up.
After adding this into my main activity, everything kicks back to life.
public override void OnRequestPermissionsResult(int requestCode, string[] permissions, Android.Content.PM.Permission[] grantResults)
{
Xamarin.Essentials.Platform.OnRequestPermissionsResult(requestCode, permissions, grantResults);
base.OnRequestPermissionsResult(requestCode, permissions, grantResults);
}
This information came out of me raising a bug on the Xamarin.Essentials github -
https://github.com/xamarin/Essentials/issues/1227
We are using OneTimeWorkRequest to start background task in our project.
At application start, we are starting the OneTimeWorkRequest (say req A)
Depends on user's action we start the same work request A.
At some cases, if the app gets killed when the work request A is in progress, Android automatically restarts the request A when the app restarts. Once again we are also starting the request A again. So two instances of the request A runs in parallel and leads to a deadlock.
To avoid this, I did below code in app start to check if the worker is running but this always returns false.
public static boolean isMyWorkerRunning(String tag) {
List<WorkStatus> status = WorkManager.getInstance().getStatusesByTag(tag).getValue();
return status != null;
}
Is there a better way to handle this?
I checked the beginUniqueWork(). Is it costlier if I have only one request?
Edit 2:
This question is about unique One time task. For starting unique Periodic task we had a separate API enqueueUniquePeriodicWork(). But we did not have an API for starting unique onetime work. I was confused to use between continuation object or manually check and start approach.
In recent build they Android added new api for this enqueueUniqueWork(). This is the exact reason they mentioned in their release notes.
Add WorkManager.enqueueUniqueWork() API to enqueue unique
OneTimeWorkRequests without having to create a WorkContinuation.
https://developer.android.com/jetpack/docs/release-notes
Edit 2:
Nov 8th release notes:
https://developer.android.com/jetpack/docs/release-notes
Add WorkManager.enqueueUniqueWork() API to enqueue unique
OneTimeWorkRequests without having to create a WorkContinuation.
This says, alpha11 has this new API to uniquely enqueue a onetimework.
I tried changing the code as follows:
OneTimeWorkRequest impWork = new OneTimeWorkRequest.Builder(WorkerNotesAttachment.class)
.addTag(RWORK_TAG_NOTES)
.build();
WorkManager.getInstance().enqueueUniqueWork(RWORK_TAG_NOTES, ExistingWorkPolicy.REPLACE, impWork);
I tried using the beginUniqueWork API. But it fails to run sometimes. So I ended up writing the following function.
public static boolean isMyWorkerRunning(String tag) {
List<WorkStatus> status = null;
try {
status = WorkManager.getInstance().getStatusesByTag(tag).get();
boolean running = false;
for (WorkStatus workStatus : status) {
if (workStatus.getState() == State.RUNNING
|| workStatus.getState() == State.ENQUEUED) {
return true;
}
}
return false;
} catch (InterruptedException | ExecutionException e) {
e.printStackTrace();
}
return false;
}
We need to get all the WorkStatus objects and check if atleast one of them is in running or Enqueued state. As the system keeps all the completed works in the DB for few days (Refer pruneWork()), we need to check all the work instances.
Invoke this function before starting the OneTimeWorkRequest.
public static void startCacheWorker() {
String tag = RWORK_TAG_CACHE;
if (isMyWorkerRunning(tag)) {
log("worker", "RWORK: tag already scheduled, skipping " + tag);
return;
}
// Import contact for given network
OneTimeWorkRequest impWork = new OneTimeWorkRequest.Builder(WorkerCache.class)
.addTag(tag)
.build();
WorkManager.getInstance().enqueue(impWork);
}
You can use beginUniqueWork() with a unique name.
If you use ExistingWorkPolicy:
APPEND: the 2 requests will run serial.
KEEP: will not run the second request if the first is running.
REPLACE: the 2 requests will run parallel.
Using getStatusesByTag returns LiveData of List<WorkStatus>
it was made as LiveData because WorkStatus is kept in Room DB and WorkManger has to query it first on background thread then deliver the result.
so you must observe to get the real value when it's available .
calling getValue() will return last value of the LiveData which isn't available on the time you call it.
What you can do
public static LiveData<Boolean> isMyWorkerRunning(String tag) {
MediatorLiveData<Boolean> result = new MediatorLiveData<>();
LiveData<List<WorkStatus>> statusesByTag = WorkManager.getInstance().getStatusesByTag(tag);
result.addSource(statusesByTag, (workStatuses) -> {
boolean isWorking;
if (workStatuses == null || workStatuses.isEmpty())
isWorking = false;
else {
State workState = workStatuses.get(0).getState();
isWorking = !workState.isFinished();
}
result.setValue(isWorking);
//remove source so you don't get further updates of the status
result.removeSource(statusesByTag);
});
return result;
}
Now you don't start the task until you observe on the returning value of isMyWorkerRunning if it's true then it's safe to start it if not this mean that another task with the same tag is running
Since all of the answers are mostly outdated, you can listen for changes on a tagged worker like this:
LiveData<List<WorkInfo>> workInfosByTag = WorkManager.getInstance().getWorkInfosByTagLiveData(tag);
workInfosByTag.observeForever(workInfos -> {
for (WorkInfo workInfo : workInfos) {
workInfo.toString();
}
});
I'm using Firebase Android SDK and became interested in sending synchronous request instead of asynchronous. According to the documentation, in any request callbacks are presented. But what about the synchronicity?
Thanks!
There is no way to synchronously load data from the Firebase Database.
While it is common for developers new to Firebase to wish for a synchronous method, it simply doesn't fit with Firebase's data synchronization model. Also see my answer here: Setting Singleton property value in Firebase Listener
It is not possible to load data synchronously with the official SDK. However, you can access all the data in firebase using the REST API. This would allow you to make synchronous calls. As mentioned about, Firebase is a realtime database and you will be missing the feature of updates when your data changes.
I made a simple class to call tasks synchronously in Android.
Note that this is similar to Javascript's async await function.
Check my gist.
TasksManager.class
public class TasksManager {
...
public ExecutorService getExecutor() {
if (mDefaultExecutor == null || mDefaultExecutor.isShutdown() || mDefaultExecutor.isTerminated()) {
// Create a new ThreadPoolExecutor with 2 threads for each processor on the
// device and a 60 second keep-alive time.
int numCores = Runtime.getRuntime().availableProcessors();
ThreadPoolExecutor executor = new ThreadPoolExecutor(
numCores * 2,
numCores * 2,
60L,
TimeUnit.SECONDS,
new LinkedBlockingQueue<>()
);
mDefaultExecutor = executor;
}
return mDefaultExecutor;
}
public static <TResult> Task<TResult> call(#NonNull Callable<TResult> callable) {
return Tasks.call(getInstance().getExecutor(), callable);
}
}
Here's a sample code to use it.
TasksManager.call(() -> {
Tasks.await(AuthManager.signInAnonymously());
// You can use multiple Tasks.await method here.
// Tasks.await(getUserTask());
// Tasks.await(getProfileTask());
// Tasks.await(moreAwesomeTask());
// ...
startMainActivity();
return null;
}).addOnFailureListener(e -> {
Log.w(TAG, "signInAnonymously:ERROR", e);
});
While it is not possible to load data from the FirebaseDatabase in a synchronous way, it is possible to wait for the load to finish synchronously.
You can wrap your value listener in a CountDownLatch and count down,
once the onDataChange or onCancelled implementation is called.
This is actually what the Tasks api is doing internally if you call Tasks.await(someTask).
You should use the value listener for single event listening, because in this case I assume you don't want continued updates. And use a proper timeout for the CountDownLatch, since Firebase won't timeout, ever.
reference.addListenerForSingleValueEvent(...);
You also have to take into account, that if you have the FirebaseDatabase
cache enabled, the first result might not be the actual value on the
server.
I have to add: While this might work, it is against the idea how firebase is designed and supposed to be used, as Frank already said.
If you are using Kotlin, add an extension function:
private suspend fun <TResult> Task<TResult>.await(): TResult? {
return try {
Tasks.await(this)
} catch (e: Exception) {
null
}
}
Now you can do
val snapshot = fireStore.collection(USER_ROOT_PATH).document(documentPath)?.get()?.await()