There was a global issue with Google Play games services. Since March 28, about half of users do not work online multiplayer. I get a lot of emails from users. The problem is really global. With her faced many developers. This may be due to the Google services update on users ' devices. This may be a regional problem. I am in Minsk (Belarus), however through vpn Germany at me earned. I apologize for my English.
onRoomCreated(int statusCode, Room room) method throws an error:
statusCode 4
Other references describing the problem:
https://productforums.google.com/forum/?utm_medium=email&utm_source=footer#!msg/play/dP3BHrI1vN4/CB_pwgHlCQAJ
Google Play Service Real-Time Multiplayer is broken
https://github.com/playgameservices/play-games-plugin-for-unity/issues/2163
What I have found about this problem:
I have created simple android game with google play games service. When I test my game multiplayer works fine, I can create quick game or invite friends.
But the last few days I can not initialize multiplayer. I always get this error:
Error: onRoomCreated, status 4
Status 4: A network error occurred while attempting to retrieve fresh data, and no data was available locally.
Ok, I switch off the Real-time multiplayer in developer console and now error became:
Error: onRoomCreated, status 6003
Status 6003: This game does not support multiplayer.
This means that all my game Client ID and tester account are setting correct and error happens with network connection.
I created new game in game service developer console and connected another android app with different app id, but get the same status 4 error.
I try to remove Play Game and Play Market apps cash data and reinstall all it updates. Error is the same.
I try to unlock in-game achievements and it UNLOCKED correct and show them in game description in Google Play Game app.
I downloaded several apps from play store, and get Play Games service error while creating online game. I read app reviews and some people write about this error.
I create VPN connection and try to init multiplayer and all works fine! Game room is created without any error!
What I have found:
If I try to init multiplayer without VPN tunnel there is SSL error in logcat
I/libjingle: BeginSSL: talk.google.com
W/libjingle: Warning(openssladapter.cc:388): ContinueSSL -- error 0
W/libjingle: Warning(openssladapter.cc:397): OpenSSLAdapter::Error(ContinueSSL, -1)
I/libjingle: SSL Cleanup
Error: onRoomCreated, status 4
With VPN tunnel SSL connection start normally, provide connection information and multiplayer game works.
I am from Russia.
Testing devices:
Nexus 5, Android 6.0.1, Google Play Games (5.5.81), Play Market (9.3.14-all)
Nexus 5X, Android 8.1.0, Google Play Games (5.5.81), Play Market (9.4.18-all)
Device factory reset also did not help.
In my build.gradle:
compile "com.google.android.gms:play-services-games:12.0.1"
and 11.8.0 version is not working too.
This problem happens not only with mobile network internet, with wired internet (through wifi connection) it does not work too.
I create VPN tunnel using Turbo VPN android app, and multiplayer works, but not with all countries, for example if I create VPN through US and Netherlands multiplayer works, through UK and Germany not.
And the most important thing is that it's been 7 days, but Google has not done anything!
Link to google issue tracker: Google Play Multyplayer Not Work!! (issue 77501859)
This is a known issue on the Google side. Our engineers are working to resolve the issue.
Related
I'm having no luck at all accessing Youtube today. I get this when I try to access http://youtube.com:
Secure Connection Failed
An error occurred during a connection to www.youtube.com. PR_END_OF_FILE_ERROR
The page you are trying to view cannot be shown because the authenticity of the received data could not be verified.
Please contact the website owners to inform them of this problem.
I am using the current version of Firefox - it just auto-updated earlier this week - on Windows 10. I haven't had any problems with Youtube previously.
I thought it might be the specific video I was trying to watch or maybe our internet connection but my brother, who is in the same house with me and is using the same network (except that he connects with ethernet while I am on WiFi) has no trouble at all accessing YouTube and playing the exact same video I'm trying to watch.
This is not the first tab I've opened to try to access Youtube today. The first tab I opened is still there. It actually started playing the video but stopped just 4 seconds into the video and has been loading ever since, a couple of hours now.
I'm baffled by what could be happening here. We aren't using any kind of VPN or proxy server. Does anyone have any ideas?
I'm really not sure what tags to use for this problem....
Try making a new profile with about:profiles and set it to default.
If its working, export your bookmarks from the old profile and import them again to your new profile.
in other words try to synchronize the profiles through Mozilla Account
this link can guide you to do it
I tried to make an airconsole game at my university. Unfortunately like nearly all universities devices are not able to see each other on the network. That means I can't serve pages from my laptop to my phone. So, the standard
http://www.airconsole.com/#http://<myipaddress>:8080/game/
Does NOT work. This makes it impossible for university students and people at game jams at universities to make games for airconsole.
I even tried setting up a remote server at digital ocean, uploaded my code there and then using
http://www.airconsole.com/#http://<ipaddressofdroplet>:8080/game/
Even that didn't work. Since I was on a deadline (Global Game Jam 2016) eventually I just gave up.
Is there a workaround or is making games for airconsole on a typical university network just impossible?
You can use tools like https://ngrok.com/ to make your localhost public even if there is client isolation.
Let's say you are running your game on http://192.168.0.36:7842/ and http://192.168.0.36:7842/controller.html is not accessible from a your smartphone.
Then run the following command:
ngrok http 7842
This will output you something like
Tunnel Status online
Version 2.0.19/2.0.20
Web Interface http://127.0.0.1:4040
Forwarding http://8941ec1a.ngrok.io -> 192.168.0.36:7842
Forwarding https://8941ec1a.ngrok.io -> 192.168.0.36:7842
You can see that http://8941ec1a.ngrok.io now forwards to http://192.168.0.36:7842
Now start your browser on:
http://www.airconsole.com/#http://8941ec1a.ngrok.io/ and you should be able to connect your smartphone.
Note to Unity Developers: You need the latest airconsole unity plugin from www.github.com released on 2016-02-01 and you should select "Normal" as the browser start mode.
I am working on a network controller based on Raspberry Pi 2. I have nicely working WiFi AP, DHCP server, captive portal (via DNSmasq) and a web server. The unit is fully offline, no internet access is available.
My only problem now is that users need to initiate interaction by running their browser and typing in a random domain so they are served my content.
I was searching the internet for a way to make my iPhone initiate captive network assistant, but couldn't find a way to do so on iOS 8.
Given that my network is offline with no access to the internet it is clear to me that my iPhone detected a captive portal as it presumably pings many websites in order to determine it's online status. Why doesn't it display my login screen automatically?
So as many of my past questions indicate I've been working on implementing an Apple MDM service from scratch. It now works flawlessly with pretty much any iOS device we throw at it, which is nice. However when we try to enroll an OS X device, which according to Apple uses the same API, it fails miserably with an unexpected error (as apposed to excepted ones I assume).
The following 2 lines show up in the system.log:
Mar 18 15:33:05 dizzy mdmclient[23234]: *** ERROR *** [Agent:510] ProcessOTABootstrapPayload (Unable to receive OTA identity profile <InternalError:1>)
Mar 18 15:33:05 dizzy System Preferences[93537]: *** ERROR *** [CPInstallerUI:510] Profile installation (Device Enrollment (com.capasystems.enrollment.handshake )) (Unable to receive OTA identity profile <InternalError:1>
Looking through the SCEP servers logs I can see it doesn't even try to connect, before determining it can't recieve the OTA Identity profile. So I'm kind of at a loss here, I've tried troubleshooting network issues, but an iOS device on the same network works fine. I've tried using an SSL connection and a non-SSL connection. No difference.
We are using JSCEP for the SCEP server if it makes any difference. Does anyone have the faintest idea what undocumented extra infrastructure or otherwise I'm missing in order to get the whole MDM thing working on OS X?
I was having the same issue for a long time, I spent waaay too much time trying to figure this out.
For me, the answer came when I was able to successfully enroll one machine (my macbook pro, my personal machine), and unable to enroll another (a mac mini). Turns out, to enroll successfully, a valid certificate with CN=com.apple.idms.appleid.prd.XXX... is required. This certificate appears to be linked to the logged in user's iCloud account, which means if you're not logged in to an iCloud account on the machine, you don't have the certificate. After I (a) logged in to a valid iCloud account and (b) attempted to enroll in our mdm solution, this certificate showed up in the login keychain and the enrollment finished smoothly.
Hope this helps someone.
I would double check network problems. You Mac and your iPhone can be on two different networks (wired and wireless) and in such case they can have different ports accessible on SCEP server.
Also, in the case, if your SCEP server is ssl protected (as example sitting behind Apache), make sure that your Mac has root certificate installed in System Roots.
BTW. If you have something like Apache sitting upfront of SCEP server, check it logs too.
The error means the device is unable to retrieve the identity cert in the payload.. either point the identitycertuuid to scep payloaduuid or to the identity.p12 payloaduuid that you are including with the payload.
I have to set up push cloud notification server. I decided to use: http://pypi.python.org/pypi/pyapns/
The question that i have is how to test the server if i don't have an app which will be connected to the server? Is there any sample apps or services that would display the push notification? I just want to send payload using some sort of script and see if sending is successful or not. How people debug such things? Aren't there any kind of virtual env for such tasks?
I do have certificates and ID's of the app, but not the app it self, since the other people are making it. I do not use MAC, or have iOS device. I did read docs from apple.
So eventually i got the right .pem certificate and token of phone with the app-under-dev, phone had to registered as testing one for that app. I just pushed messages and waited for answer unit i got it. Apple do not provide any "easy to use" testing grounds, logs or messages for debugging. Best you can do is to separate pushing service and getting token as much as possible and when you got your hands on app do the raw testing.