Signing out or disconnecting the GamesClient is straightforward when it is from your own UI, such as a button on the main menu.
However, users can also sign out from the game from the Google Play UI in the acheivements and leaderboard views displayed by the intents such as getAllLeaderboardsIntent(). (It's a bit hidden, but if you tap the menu in the upper right, it lets you sign out.)
There are a few promising listener interfaces like OnSignOutCompleteListener but they don't seem to work with a sign out via the google UI, only from your own UI calling GamesClient.signOut().
How can I detect that the user has signed out from the leaderboards or achievement intents? Is it possible to have a callback for this?
I want to be able to update my in-game UI to reflect the logged-in status.
Unfortunately GameHelper doesn't detect when you logout from Google play games.
What you need to do is to put this in your onActivityResult() method in your activity.
I encounter a crash error when I tried using aHelper.signOut() when res == RESULT_RECONNECT_REQUIRED is true.
Instead I created a resetAllValues() method which resets back all values to its default in GameHelper.
In my MainActivity.java
protected void onActivityResult(int req, int res, Intent data) {
super.onActivityResult(req, res, data);
if (res == GamesActivityResultCodes.RESULT_RECONNECT_REQUIRED) {
aHelper.resetAllValues();
} else {
aHelper.onActivityResult(req, res, data);
}
}
My method in GameHelper.java
public void resetAllValues()
{
mProgressDialog = null;
mAutoSignIn = true;
mUserInitiatedSignIn = false;
mConnectionResult = null;
mSignInError = false;
mExpectingActivityResult = false;
mSignedIn = false;
mDebugLog = false;
}
Duplicate from:
How can i check if user sign's out from games services default view?
As I see it, there is no elegant solution to that. You can check the response_code in onActivityResult for INCONSISTENT_STATE and cut off the GamesClient, but I'm not sure, if you can potetially get to an inconsistent state in any other manner...
Related
I recently integrated Google's Smart Lock for Passwords feature into my app and almost everything is running smoothly as expected.
There is just one small issue I was not able to fix yet: In ResultCallback#onResult, if status.getStatusCode() == CommonStatusCodes.RESOLUTION_REQUIRED the following command leads to the presentation of a Google resolution dialog that is asking whether to save the credentials via Smart Lock (see attached image) or which credentials to use, if there are already multiple credentials saved in Smart Lock:
status.startResolutionForResult(getActivity(), REQUEST_CODE_READ);
When the resolution dialog is presented, and the user does some orientation changes, then the resolution dialog multiplies, each of them overlapping the others. As a user, you first don’t see that there are multiple copies of the dialog, but if you close the first (by tapping on „Never“ or „Save Password“) then the uppermost dialog disappears, revealing another identical dialog below.
You can handle this by maintaining some state between the activity starting and stopping.
See use of the mIsResolving variable in this sample code. Simply save whether there is a pending dialog already when onSaveInstanceState() is called and restore in onCreate(), and guard against calling the API again if so, clearing the state once onActivityResult() is received for the intent.
private void resolveResult(Status status, int requestCode) {
// We don't want to fire multiple resolutions at once since that can result
// in stacked dialogs after rotation or another similar event.
if (mIsResolving) {
Log.w(TAG, "resolveResult: already resolving.");
return;
}
if (status.hasResolution()) {
try {
status.startResolutionForResult(MainActivity.this, requestCode);
mIsResolving = true;
...
#Override
protected void onCreate(Bundle savedInstanceState) {
...
if (savedInstanceState != null) {
mIsResolving = savedInstanceState.getBoolean(KEY_IS_RESOLVING);
}
...
#Override
protected void onSaveInstanceState(Bundle outState) {
...
outState.putBoolean(KEY_IS_RESOLVING, mIsResolving);
...
#Override
public void onActivityResult(int requestCode, int resultCode, Intent data) {
switch (requestCode) {
...
mIsResolving = false;
...
This is a common pitfall for many apps, so we'll look into whether we can support this state in Play Services layer, but for now, using the boolean for the activity is the current and general recommendation for maintaining resolution state.
I know, that it's an old question, but recently i have to fight with this issue, in my case I was using status.startResolutionForResult() in custom class and i didn't have any access to onSaveInstanceState() (I could make some custom callback with interface, but i didn't want to), but in my custom class i had an instance of an activity, so always before calling startResolutionForResult() I'm checking mActivity.hasWindowFocus() to see if activity lose focus, becouse of dialog that show, if it's true, then I call startResolutionForResult(), otherwise i do nothing
#Override
public void onResult(#NonNull LocationSettingsResult result) {
final Status status = result.getStatus();
switch (status.getStatusCode()){
case LocationSettingsStatusCodes.SUCCESS:
getLocation();
break;
case LocationSettingsStatusCodes.RESOLUTION_REQUIRED:
if (mActivity.hasWindowFocus()) {
try {
status.startResolutionForResult(mActivity, SETTINGS_CHECK);
} catch (IntentSender.SendIntentException e) {
e.printStackTrace();
}
}
break;
case LocationSettingsStatusCodes.SETTINGS_CHANGE_UNAVAILABLE:
mReceiver.unableToObtainLocation();
break;
}
}
When the leader board is shown in the screen there is a option called "setting". Inside that there is a option "Signout". When I clicked signout the leaderboard is closed,
Issue.
If I checked the sign in status the the below function always returns true. Means that the mGoogleApiClient is connected. and hence when I tried to click the icon which shows the leaderboard it always has the responseCode RESULT_RECONNECT_REQUIRED.
This issue goes away if i restart my App
public boolean isSignedIn() {
return mGoogleApiClient != null && mGoogleApiClient.isConnected();
}
Question.
How do the program knows that the user has signed-out in the leaderboard screen.
You have to catch the signout in onActivityResult and call GoogleApiClient.disconnect() yourself since the connection is in an inconsistent state (source).
So, when you open the leaderboard using the following code:
activity.startActivityForResult(Games.Leaderboards.getLeaderboardIntent(googleApiClient, leaderboardId), MY_CUSTOM_LEADERBOARD_RESULT_CODE);
You should handle the signout event as follows:
public void onActivityResult(int requestCode, int responseCode, Intent intent) {
boolean userLoggedOut = (responseCode == GamesActivityResultCodes.RESULT_RECONNECT_REQUIRED) && (requestCode == MY_CUSTOM_LEADERBOARD_RESULT_CODE);
if (userLoggedOut) {
googleApiClient.disconnect();
}
}
You should handle the RESULT_RECONNECT_REQUIRED by calling reconnect().
If there was a transient error with the connection, this will silently reconnect the player. If they did actually signout, onConnectionFailed() will be called, and you can reset the UI/game to be appropriate for the not logged in state.
if (resultCode == GamesActivityResultCodes.RESULT_RECONNECT_REQUIRED) {
mGoogleApiClient.reconnect();
}
I'm not keen on the standard behavior of the Play Games Service to automatically attempt a connection when the app is first launched, so I have disabled this. In my main menu I have a 'display scores' button. What I want to happen when the user presses this button is this:
If the user is connected (logged in), go ahead and display the leaderboard
If the user is not connected, then display the connection dialog. Once connected, display the leaderboard
On the main menu, I will have an extra button "Log out" which will display only if the user is connected / logged in.
When the user clicks the button, I am carrying out the following:
Code
if (buttonPressed()){
//Display connection dialogue and initiate log in
getGameHelper().beginUserInitiatedSignIn();
//Check if the user is signed in before continuing
if (getGameHelper.isSignedIn()){
startActivityForResult(Games.Leaderboards.getLeaderboardIntent(getApiClient(), myLeaderBoardID), 1);
}
}
If the user isn't connected: The user is presented with a connection dialogue - this works fine. They can then log in. Once they have done this, nothing else happens (the code has moved on and therefore does not display the leaderboard because the user isn't logged in - if I don't have the check to see if the user is signed in here the app would just crash). If the user then presses the button again, it will display the leaderboard.
How can I do all this with just one button press?
What I want is, if the user isn't logged in, to display the log-in dialogue, then as soon as the user has logged in, display the leaderboard. I need to make startActivityForResult wait until the user has completed sign in.
In short
I need to make my code wait until it's connected to Play before attempting to display the Leaderboard.
Any help would be appreciated
You can be notified of successful/failed sign-in as follows:
getGameHelper().setup(
new GameHelper.GameHelperListener() {
#Override
public void onSignInSucceeded() {
// execute code on successful sign-in
// for example, here you could show your leaderboard
}
#Override
public void onSignInFailed() {
// execute code on failed sign-in
}
};
);
You should of course do this before you attempt to sign-in. You can then show your leaderboard when sign-in succeeds. This code should be placed where you create your game helper (i.e. before the buttonPressed() code is executed).
Once this code is in place, you should change your buttonPressed() code to look as follows:
if ( buttonPressed() ) {
// check if user already signed-in and show leaderboard; otherwise do sign-in
if ( getGameHelper.isSignedIn() ) {
startActivityForResult( Games.Leaderboards.getLeaderboardIntent( getApiClient(), myLeaderBoardID ), 1 );
}
else {
getGameHelper().beginUserInitiatedSignIn();
// NOTE: do nothing further here; show the leaderboard in
// the listener's onSignInSucceeded()
}
}
One final note: the listener you create will be called for all sign-in operations, so if you need to have this functionality in multiple places (for example, if you want to do the same with achievements) then you will need to use some signal as to what needs to happen on successful sign-in and take the correct action in onSignInSucceeded().
Signalling an action for sign-in success:
Add this code to you class (global scope)
public final static int NO_ACTION = 0;
public final static int SHOW_LEADERBOARD = 1;
public final static int SHOW_ACHIEVEMENTS = 2;
public int signInAction = NO_ACTION;
Next set the action just before signing-in (based on where the sign-in occurs):
if ( buttonPressed() ) {
// check if user already signed-in and show leaderboard; otherwise do sign-in
if ( getGameHelper.isSignedIn() ) {
startActivityForResult( Games.Leaderboards.getLeaderboardIntent( getApiClient(), myLeaderBoardID ), 1 );
}
else {
// NEW: request leaderboard to be shown upon sign in
signInAction = SHOW_LEADERBOARD;
// NEW----------------------------------------------
getGameHelper().beginUserInitiatedSignIn();
// NOTE: do nothing further here; show the leaderboard in
// the listener's onSignInSucceeded()
}
}
And finally change the listener to respond the set sign-in action:
getGameHelper().setup(
new GameHelper.GameHelperListener() {
#Override
public void onSignInSucceeded() {
if ( signInAction == SHOW_LEADERBOARD ) {
// show your leaderboard here
}
else if ( signInAction == SHOW_ACHIEVEMENTS ) {
// show achievements here
}
// important! reset the sign-in action so that any subsequent sign-in
// attempts do not re-use the currently set action!
signInAction = NO_ACTION;
}
#Override
public void onSignInFailed() {
// execute code on failed sign-in
// important! it should also be cleared in case of an error
signInAction = NO_ACTION;
}
};
);
Of course, this is just one way to achieve this, but it should work just fine for most purposes. Just be sure to set the signInAction to the appropriate value before you perform the sign-in - and be sure to clear it when sign-in is complete.
I want to connect my game with google play service. i have read documentation on android developer and try to following type-a-number sample and still can't load leaderboard.
i have import baseGameUtils, but i use andengine so i didn't use extends BaseGameActivity from google.
what i have until now:
- GooglePlayServicesUtil.isGooglePlayServicesAvailable(this) return success
- startActivityForResult(pickAccountIntent, REQUEST_CODE_PICK_ACCOUNT); is working well and i got my account name from onActivityResult(..);
- i already put this on my manifest.
<meta-data android:name="com.google.android.gms.games.APP_ID"
android:value="#string/app_id" />
my questions are
1. can i use google play service without extends BaseGameActivity?
2. if i use gameHelper.beginUserInitiatedSignIn(); after i got my account name, i got this on log cat. (what this connected mean? because i still got error on next question)
08-25 00:09:01.890: D/BaseGameActivity(11222): isGooglePlayServicesAvailable returned 0
08-25 00:09:01.890: D/BaseGameActivity(11222): beginUserInitiatedSignIn: starting new sign-in flow.
08-25 00:09:01.890: D/BaseGameActivity(11222): All clients now connected. Sign-in successful.
08-25 00:09:01.890: D/BaseGameActivity(11222): All requested clients connected. Sign-in succeeded!
3 . how do i use connect()? i have read and tried about gameClient and GameClientBuilder but i have no idea how to use that. when i tried run this code.
startActivityForResult(gameHelper.getGamesClient().getAllLeaderboardsIntent(), RC_UNUSED);
i got this log.
08-25 00:09:05.660: E/AndroidRuntime(11222): java.lang.IllegalStateException: Not connected. Call connect() and wait for onConnected() to be called.
4 . to use leaderboard i know i must use code from google play store such as CgkIx****AIQAA. but i didn't found where i must put this code to load leaderboard.
sorry for long question, but i think if there is a sample that only for connect and either access achievement or leaderboard it will answer all my question. please don't tell me to see type-a-number sample, i did that and i need another sample code.
update, my snipped code
public class MainMenu extends Activity
implements OnClickListener, GooglePlayServicesClient.ConnectionCallbacks, GooglePlayServicesClient.OnConnectionFailedListener, GameHelperListener{
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main_menu);
gameHelper = new GameHelper(this);
}
#Override
public void onClick(View v) {
if(v.equals(loadData)) {
if(gameHelper.isSignedIn()) {
gameHelper.setup(this, GameHelper.CLIENT_GAMES, Scopes.GAMES);
startActivityForResult(gameHelper.getGamesClient().getAllLeaderboardsIntent(), RC_UNUSED);
}
}
else if(v.equals(loginButton)) {
Intent googlePicker = AccountPicker.newChooseAccountIntent(null,null,new String[]{GoogleAuthUtil.GOOGLE_ACCOUNT_TYPE},true,null,null,null,null) ;
startActivityForResult(googlePicker, REQUEST_CODE_PICK_ACCOUNT);
}
}
#Override
protected void onActivityResult(final int requestCode, final int resultCode, final Intent data) {
if(requestCode==REQUEST_CODE_RECOVER_PLAY_SERVICES) {
if (resultCode == RESULT_CANCELED) {
Toast.makeText(this, "Google Play Services must be installed.", Toast.LENGTH_SHORT).show();
finish();
}
return;
}
else if(requestCode==REQUEST_CODE_PICK_ACCOUNT) {
if (resultCode == RESULT_OK) {
String accountName = data.getStringExtra(AccountManager.KEY_ACCOUNT_NAME);
gameHelper.beginUserInitiatedSignIn();
}
else if (resultCode == RESULT_CANCELED) {
Toast.makeText(this, "This application requires a Google account.", Toast.LENGTH_SHORT).show();
finish();
}
return;
}
super.onActivityResult(requestCode, resultCode, data);
}
// this 2 methods not called, is this also because my code is wrong?
#Override
public void onSignInFailed() {
Log.d("rush", "on sign in failed");
}
#Override
public void onSignInSucceeded() {
Log.d("rush", "on sign in succeed");
}
}
Yes. Take a look at the BaseGameActivity source and see that it largely just wraps GameHelper. You can implement the calls to GameHelper yourself - in fact, you can probably copy some code directly from BaseGameActivity. I'm a bit confused, because it appears that your code is already using GameHelper. It looks like you are mixing GameHelper calls with BaseGameActivity calls. You cannot do this, and it will result in... errors like you are getting.
The LogCat you see means that all of your clients are connected. The default call to GameHelper.setup() just requests the Games client. If you aren't using BaseGameActivity and want different clients, do:
gameHelper = new GameHelper(this);
gameHelper.setup(this, GameHelper.CLIENT_GAMES | GameHelper.CLIENT_PLUS);
beginUserInitiatedSignIn() is an asynchronous method with a callback when it finishes. Are you running it that way? GameHelper.GameHelperListener is the interface to implement. If you are using gameHelper, make sure to register the callback. See the this in the setup call above? That's registering the callback (this is my main activity).
As I said above, it looks like you are mixing GameHelper calls with BaseGameActivity calls. The GameHelper that is connected is the BaseGameActivity.mHelper instance, not any GameHelper you might have instantiated. Make sure that if you are using BaseGameActivity that you are not using GameHelper as well.
If you want to display a single leaderboard, use the GamesClient.getLeaderboardIntent(string, int) or method to get the Intent. The string is the code you have (CgkIx****AIQAA).
startActivityForResult(gameHelper.getGamesClient().getLeaderboardIntent(
leaderboard_id, RC_UNUSED);
Again, make sure you are using the correct getGamesClient() method, depending on if you are using BaseGameActivity or GameHelper directly.
Here is basic information how to use GameHelper without BaseGameActivity:
https://developers.google.com/games/services/android/init#using_gamehelper_without_basegameactivity
I am trying to do programmatic update to the application I am writing, since it is not a Google Play application and I want to provide a way to do updates.
I've been searching around and found out how to start the Android installer after I download the APK for the update, but I need to get a result from the installer, that tells me if the update succeeded or not, or if it was cancelled by the user.
I saw a bunch of questions on StackOverflow about this, and the answers usually involved using a broadcast receiver. The problem with that is that it can only receive intents about the package being installed, not about canceled installs of fails.
I did some more research and it seems the Intent API provides some extras such as Intent.EXTRA_RETURN_RESULT, which if set to true should return a result from the installer activity - I guess via onActivityResult. Unfortunately this doesn't work. Is there anybody that got this working/does it work like this?
Here is the code preparing the installer activity start, that I currently have:
Intent installApp = new Intent(Intent.ACTION_INSTALL_PACKAGE);
installApp.setData(downloadedApk);
installApp.putExtra(Intent.EXTRA_NOT_UNKNOWN_SOURCE, true);
installApp.putExtra(Intent.EXTRA_RETURN_RESULT, true);
installApp.putExtra(Intent.EXTRA_INSTALLER_PACKAGE_NAME, context.getApplicationInfo().packageName);
context.startActivityForResult(installApp, 1);
Do you use Fragments? The onActivityResult will be called from the Activity or Fragment you have called startActivity(...). Fragment#startActivity(...) does exist. Use it to get the Fragment's onActivityResult(...) called.
If you are not using Fragments, this Workaround will work.
Workaround Pseudocode
// CURRENT_VERSION is a const with the current APK version as int
Activity#onStart() {
super.onStart();
checkForUpdaterResult();
/*...*/
}
Activity#checkForUpdaterResult() {
final int updateVersion = preferences.getInt(UPDATE_VERSION, -1);
switch(updateVersion) {
case -1:break;
default:
// updateVersion = oldVersion is smaller than the new currentVersion
boolean success = updateVersion < CURRENT_VERSION;
onUpdaterPerformed(success, updateVersion , CURRENT_VERSION);
break;
}
}
Activity#startUpdate(File pAPK) {
perferences.putInt(UPDATE_VERSION, CURRENT_VERSION);
/*...*/
}
Activity#onUpdaterPerformed(boolean pSuccess, int pFromVersion, int pToVersion) {
Toast.show("Update success: " + pSuccess);
/* e.g. migrate DB */
/*...*/
}