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*Failed to sign in. Please check your network connection and try again

HubertRonaldHubertRonald Member
edited May 2017 in Bugs and issues
Hi Folks!

When I tried connect to Google Play Games (Plugin Gaming) I got this error "*Failed to sign in. Please check your network connection and try again." over emulator and android devices (phone and tablet) But my internet connection (Wifi) and "mobile data" are fine...
05-11 09:55:43.729 32135-32135/com... W/linker: libgaming.so: unused DT entry: type 0x6ffffffe arg 0x6a14
05-11 09:55:43.729 32135-32135/com... W/linker: libgaming.so: unused DT entry: type 0x6fffffff arg 0x3
05-11 09:57:12.107 32135-32135/com... W/System.err:     at com.giderosmobile.android.plugins.gaming.frameworks.googleplay.GameHelperUtils.getString(GameHelperUtils.java:172)
05-11 09:57:12.107 32135-32135/com... W/System.err:     at com.giderosmobile.android.plugins.gaming.frameworks.googleplay.GameHelper.showFailureDialog(GameHelper.java:949)
05-11 09:57:12.107 32135-32135/com... W/System.err:     at com.giderosmobile.android.plugins.gaming.frameworks.googleplay.GameHelper.showFailureDialog(GameHelper.java:926)
05-11 09:57:12.107 32135-32135/com... W/System.err:     at com.giderosmobile.android.plugins.gaming.frameworks.googleplay.GameHelper.giveUp(GameHelper.java:904)
05-11 09:57:12.107 32135-32135/com... W/System.err:     at com.giderosmobile.android.plugins.gaming.frameworks.googleplay.GameHelper.onActivityResult(GameHelper.java:615)
05-11 09:57:12.107 32135-32135/com... W/System.err:     at com.giderosmobile.android.plugins.gaming.frameworks.GameGoogleplay.onActivityResult(GameGoogleplay.java:101)
05-11 09:57:12.107 32135-32135/com...g W/System.err:     at com.giderosmobile.android.plugins.gaming.Game.onActivityResult(Game.java:82)
05-11 09:55:43.729 32135-32135/com... D/Dialog: show
05-11 09:55:43.729 32135-32135/com... D/Gideros: gaming LOGIN_ERROR: Could not sign in
05-11 09:55:43.729 32135-32135/com... D/Gideros: gaming LOGIN_ERROR: Could not sign in
05-11 09:55:43.729 32135-32135/com... D/Dialog: dismissDialog
05-11 09:55:43.729 32135-32135/com... D/FA: Logging event (FE): _e, Bundle[{_o=auto, _et=5109, _sc=myAppActivity, _si=8885585437562174160}]
Also I tried this Google's guide:
https://productforums.google.com/forum/#!topic/play/4dKKKtL8liY
https://productforums.google.com/forum/#!topic/play/zyvFHi9ezn4
and nothing

In addition to the above I launched an alpha version and tried it and continued to appear the error of the subject...

When export from gideros to android studio plugin Gaming Plugin has the follows properties:
Enable Google Play Services support
Google Play Services version
Application Id
and finally Api key

(Disabled Amazon and Gamekit support)

So... Did anyone run into the same problem?
Any feedback thanks

PD: I'm using Gideros 2017.4.1



EDIT:
Ads: admob works fine, so I do not think it's a network connection problem


Comments

  • hgy29hgy29 Maintainer
    Another troubleshooting guide: https://developers.google.com/games/services/android/troubleshooting
    Can you post a more complete logcat log too, I'd like to check if it said something interesting before the few lines you posted above.
  • HubertRonaldHubertRonald Member
    edited May 2017
    Hi @hgy29

    I read your link with a lot detail this afternoon here (night where you live, sure :) )

    I forgot said in my previous post that my app use facebook and firebase, which require "keytool" and both are working fine... also firebase has been registered my purchases (I use iab) and it is sending to my email the crash report.

    I was diving in java a bit and I noticed that GameHelper.java unused import next statement:
    import android.content.IntentSender.SendIntentException;
    When reviewing IntentSender.java content in android.jar unused import next statement:
    import android.app.ActivityManagerNative;
    I don't know if this is because I'm using version 10.0.1 in google play-services

    With respect to post a more complete logcat log too I'm going to try it since running on a device, Android Monitor tells me that there are too many calls to the print function and for that reason android studio omits some of this, that's why in my init.lua file I have implemented
    function print () end
    For avoid this, but don't worry i going to to delete it with two minus (--) to see if it is calling everything


  • HubertRonaldHubertRonald Member
    edited May 2017
    Ok @hgy29 here I attach a more complete logcat log (I deleted some audio and surface reports because These were repeated too much) Marked in green are the points where the attempt is made to log in

    Thanks
    xls
    xls
    logcat.xls
    185K
  • Finally I got it! It works now partially :)

    It was some that I had not seen :)

    In Credentials (GoogleAPIs)... Google auto created three (3) news API Keys...

    Server key
    Android key
    and Browser key

    I only had that put my SHA-1 certificate fingerprint and that was all

    But my app crash when it shows achievements, so I have to see to it that this is due :)


    On the oder hand I see that somebody put like parameter 1 or 0 (in others cases) in this:
    pcall(function() require "gaming" end)
    if Gaming then
      gaming=Gaming.new("googleplay") -- in my case
      gaming:loadState(parameter) --parameter = 0 or 1 ? which??
    end
    Any feedback thanks

  • HubertRonaldHubertRonald Member
    edited May 2017
    Ok For future references :)

    Apparently Google does not let you download information about leaderboard and achievements... My app stays frozen when I try it :-?

    So I didn't use these functions
    Gaming:loadState(parameter) --parameter = 0 or 1 ? which??
    Gaming:loadAchievements()
    Gaming:loadScore("yourKeyLeaderboar",n1,n2,n3)
    Only I used:
    Gaming:showLeaderboard(id)
    Gaming:showAchievements()
    and now my app works fine :)

    My initial idea was to compare the information that stored Google Play Game with user's data kept in his device when it was not connected to the internet.

    But this from the commercial point of view does not look so bad because the user gets his achievements as long as "he sees the advertisement" (device is connected to the internet), without the latter being a restriction for the user to play with the app.

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