I have added online playing function for my chess game, with the help of asmack api. It works, but there's some minor issues left:
When I send/receive messages, these messages are not only received by by my game client, but also captured by Gtalk client on android phone. It's annoying and may bother user. How to make these messages captured just by my game client?
Thanks.
Did you have forgot to implement a MessageListener?
Related
I set up a glitch service as described in the Meta doc to receive notifications of WhatsApp received messages via a webhook. However, messages notifications are not received at all, not even pressing the test button of the webhook. Please, note that it's not a general configuration problem, since other notifications (e.g., account_alerts) are properly received.
(I'm using the test phone number provided by Meta)
Any hints about this issue?
Turned out it was a bug: https://developers.facebook.com/support/bugs/856675538926230/
(Now it seems fixed)
I just want to find out music from my service is currently playing or not? Usually for our Android or iOS client we used to send a heart beat (ping) to service to notify client is alive, how can implement the same in SONOS. I've tried with getLastUpdate by setting pollinterval but it seems it is getting called only when my controller is in foreground.
Thanks in Advance.
We have several reporting methods that should help you accomplish this kind of reporting. reportPlaySeconds (http://musicpartners.sonos.com/node/388) is probably your best bet, as it will tell you how long a listener was listening to a track (and thus that playback is occurring) and allow you to set the interval at which this is reported back to you. In the future, reportPlayStatus (http://musicpartners.sonos.com/node/389) should also be able to help you track playback (although currently this is only reporting on skip events).
We are using QuickBlox Android SDK and are giving the users offline support for sending messages! So, there are situations where user is sending messages when he is offline. And when network comes we will have to send all those unsent messages.
Problem is, now I am able to send those messages one at a time using,
QBChatService.createMessage(message, QBEntityCallback())
But certainly, this is not really an optimised way. We need to send all messages at once.
Is there any way to solve this problem?
Currently there is no such possibility of sending bulk messages
So I managed to connect to the websocket with my API token and I do get notifications. For incoming calls, I do get a push with all info like so:
{"type":"push","targets":["stream"],"push":{"type":"mirror","source_device_iden":"XXXXXXX","source_user_iden":"ujC7S24sQxw","client_version":206,"dismissible":true,"title":"5555551212","body":"Incoming call","application_name":"Pushbullet","package_name":"com.pushbullet.android","notification_id":"6","icon"
"Big value here"}}
So I can see that call came from 555-1212 (I changed number for privacy) and it all makes sense. However, for SMSs, all I get is a notification that SMS changed. No body field so I can't see where it came from and what the message is. All it says is sms_changed for type:
{"type":"push","targets":["stream"],"push":{"type":"sms_changed","source_device_iden":"XXXXXXXXX"}}
What am I doing wrong? I would like to get the SMS message and sender info so that I can publish it. Any and all help will be greatly appreciated.
This is not publicly documented yet and we might be changing the implementation in the near future so I'm hesitant to make it public. Also I don't know the specifics of the current implementation.
You can view how it works right now by using www.pushbullet.com and looking at the network traffic (in chrome inspector) when you do SMS stuff on the website.
I'm working with GameKit.framework and I'm trying to create a reliable communication between two iPhones.
I'm sending packages with the GKMatchSendDataReliable mode.
The documentation says:
GKMatchSendDataReliable
The data is sent continuously until it is successfully received by the intended recipients or the connection times out.
Reliable transmissions are delivered in the order they were sent. Use this when you need to guarantee delivery.
Available in iOS 4.1 and later. Declared in GKMatch.h.
I have experienced some problems on a bad WiFi connection. The GameKit does not declare the connection lost, but some packages never arrive.
Can I count on a 100% reliable communication when using GKMatchSendDataReliable or is Apple just using fancy names for something they didn't implement?
My users also complain that some data may be accidentally lost during the game. I wrote a test app and figured out that GKMatchSendDataReliable is not really reliable. On weak internet connection (e.g. EDGE) some packets are regularly lost without any error from the Game Center API.
So the only option is to add an extra transport layer for truly reliable delivery.
I wrote a simple lib for this purpose: RoUTP. It saves all sent messages until acknowledgement for each received, resends lost and buffers received messages in case of broken sequence.
In my tests combination "RoUTP + GKMatchSendDataUnreliable" works even beter than "RoUTP + GKMatchSendDataReliable" (and of course better than pure GKMatchSendDataReliable which is not really reliable).
It nearly 100% reliable but maybe not what you need sometimes… For example you dropped out of network all the stuff that you send via GKMatchSendDataReliable will be sent in the order you've send them.
This is brilliant for turn-based games for example, but if fast reaction is necessary a dropout of the network would not just forget the missed packages he would get all the now late packages till he gets to realtime again.
The case GKMatchSendDataReliable doesn't send the data is a connection time out.
I think this would be also the case when you close the app