Similar questions to this have been trivial at best for answers. I am using a faily up-to-date Google Play Game Services apk 'com.google.android.gms:play-services:7.0.0'
and I have onInvitationReceived()
and onConnected()
implemented.
However, onInvitationReceived()
doesn't seem to be called when the invitee accepts the game invite in-game. And while I'm fairly certain onConnected() is called no matter what when the player connects via callback after mGoogleClient.connect()
, it seems like the invitation is dropped or something because the player is not redirected to the game screen as I specified if the Bundle contains an invitation (I'm assuming this is called when the app is closed but either way, only a status bar notification is shown for the invite).
Any insight into this would be appreciated. Here are the relevant methods:
onConnected() is from a class, that extends AndroidGame, and AndroidGame extends Activity (I've tried it in both classes, now I just have it overridden in the child class of AndroidGame):
@Override
public void onConnected(Bundle connectionHint) {
// Connected to Google Play services!
// The good stuff goes here.
Games.Invitations.registerInvitationListener(mGoogleClient, Network.getInstance().mListener);
if (connectionHint != null) {
Invitation inv =
connectionHint.getParcelable(Multiplayer.EXTRA_INVITATION);
if (inv != null) {
// accept invitation
RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance());
roomConfigBuilder.setMessageReceivedListener(Network.getInstance());
roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance());
roomConfigBuilder.setInvitationIdToAccept(inv.getInvitationId());
RoomConfig roomConfig = roomConfigBuilder.build();
Games.RealTimeMultiplayer.join(mGoogleClient, roomConfig);
// prevent screen from sleeping during handshake
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
// go to game screen
setScreen(new CharSelectScreen(this));
}
}
}
onInvitationReceived is from my Network class, which is basically a singleton which handles other listeners as well. onInvitationReceived() is both overridden in the Network class and in the anonymous inner class, just to cover my assets:
@Override
public void onInvitationReceived(Invitation invitation) {
Intent intent = Games.Invitations.getInvitationInboxIntent(game.getGoogleClient());
game.startActivityForResult(intent, RC_INVITATION_INBOX);
mIncomingInvitationId = invitation.getInvitationId();
AlertDialog.Builder builder = new AlertDialog.Builder(game.getApplicationContext());
builder.setMessage("Join Game?")
.setTitle("Bit Game Invitation!");
builder.setPositiveButton("Join", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
if(!game.getGoogleClient().isConnected()) {
game.getGoogleClient().connect();
}
// User clicked OK button
Bundle am = RoomConfig.createAutoMatchCriteria(1, 3, 0);
RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance());
roomConfigBuilder.setMessageReceivedListener(Network.getInstance());
roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance());
roomConfigBuilder.setAutoMatchCriteria(am);
roomConfigBuilder.setInvitationIdToAccept(mIncomingInvitationId);
RoomConfig roomConfig = roomConfigBuilder.build();
Games.RealTimeMultiplayer.join(game.getGoogleClient(), roomConfig);
// prevent screen from sleeping during handshake
game.getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
dialog.dismiss();
// go to game screen
game.setScreen(new CharSelectScreen(game));
}
});
builder.setNegativeButton("Cancel", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
// User cancelled the dialog
dialog.dismiss();
}
});
AlertDialog dialog = builder.create();
dialog.show();
I solved it, with the short answer being I did not follow the Android Realtime Multiplayer recipe (guidelines) as closely as I should have.
The guidelines calls for easy access to Google Play sign-in, either automatically when starting the app or I'd imagine preferably, a button to sign in. When I added this, my callback onConnected()
code worked, the invitation allowed the user to proceed to the designated game screen with a default waiting room pop-up (implementation shown here). I am still debugging the onInvitationReceived()
callback, but I suspect that when the invitation is received when the game is open, the game crash means there is something wrong with my implementation.
All in all, I think it was a bit of misunderstanding on my end, the documentation is fairly intuitive. Thank you for helping, and I hope this will help future Google Play Game Services developers.