将Google Play游戏更新为“Doge”(v0.9.11)>不能再连接了

时间:2014-12-30 22:00:23

标签: c# android unity3d google-play-services google-play-games

几周前,我开始在我们公司的Unity游戏中添加Google Play游戏。我们在内部测试它似乎工作(大部分时间)。然后昨天,我决定将Google Play Games Unity套餐更新为' Doge' (v0.9.11),现在我无法将设备连接到服务。我似乎得到的主要错误是:

Play Games callback indicates connection failure.
Error connecting to Google Play: code 8.
DEBUG: Starting Auth Transition. Op: SIGN_IN status: ERROR_NOT_AUTHORIZED

我清理了完整转储(即删除了项目/工作室名称):

I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: Activating PlayGamesPlatform.
I/Unity: UnityEngine.Debug:Internal_Log(Int32, String, Object)
I/Unity: UnityEngine.Debug:Log(Object)
I/Unity: GooglePlayGames.OurUtils.Logger:d(String) (at //Project/Assets/GooglePlayGames/OurUtils/Logger.cs:46)
I/Unity: GooglePlayGames.PlayGamesPlatform:Activate() (at //Project/Assets/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs:129)
I/Unity: GooglePlayGamesProxy:activate() (at //Project/Assets/Scripts/Helper/GooglePlayGamesProxy.cs:100)
I/Unity: GooglePlayGamesProxy:authenticate() (at //Project/Assets/Scripts/Helper/GooglePlayGamesProxy.cs:145)
I/Unity: GooglePlayGamesProxy:sign_in() (at //Project/Assets/Scripts/Helper/GooglePlayGamesProxy.cs:116)
I/Unity: WidgetGooglePlayGames:on_click() (at //Priz
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: PlayGamesPlatform activated: GooglePlayGames.PlayGamesPlatform
I/Unity: UnityEngine.Debug:Internal_Log(Int32, String, Object)
I/Unity: UnityEngine.Debug:Log(Object)
I/Unity: GooglePlayGames.OurUtils.Logger:d(String) (at //Project/Assets/GooglePlayGames/OurUtils/Logger.cs:46)
I/Unity: GooglePlayGames.PlayGamesPlatform:Activate() (at //Project/Assets/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs:131)
I/Unity: GooglePlayGamesProxy:activate() (at //Project/Assets/Scripts/Helper/GooglePlayGamesProxy.cs:100)
I/Unity: GooglePlayGamesProxy:authenticate() (at //Project/Assets/Scripts/Helper/GooglePlayGamesProxy.cs:145)
I/Unity: GooglePlayGamesProxy:sign_in() (at //Project/Assets/Scripts/Helper/GooglePlayGamesProxy.cs:116)
I/Unity: WidgetGooglePlayGames:on_click() (at /Users/cbireley/P
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: Creating platform-specific Play Games client.
I/Unity: UnityEngine.Debug:Internal_Log(Int32, String, Object)
I/Unity: UnityEngine.Debug:Log(Object)
I/Unity: GooglePlayGames.OurUtils.Logger:d(String) (at //Project/Assets/GooglePlayGames/OurUtils/Logger.cs:46)
I/Unity: GooglePlayGames.PlayGamesPlatform:Authenticate(Action`1, Boolean) (at //Project/Assets/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs:193)
I/Unity: GooglePlayGames.PlayGamesPlatform:Authenticate(Action`1) (at //Project/Assets/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs:170)
I/Unity: GooglePlayGames.PlayGamesLocalUser:Authenticate(Action`1) (at //Project/Assets/GooglePlayGames/ISocialPlatform/PlayGamesLocalUser.cs:44)
I/Unity: GooglePlayGamesProxy:authenticate() (at //Project/Assets/Scripts/Helper
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: Creating real IPlayGamesClient
I/Unity: UnityEngine.Debug:Internal_Log(Int32, String, Object)
I/Unity: UnityEngine.Debug:Log(Object)
I/Unity: GooglePlayGames.OurUtils.Logger:d(String) (at //Project/Assets/GooglePlayGames/OurUtils/Logger.cs:46)
I/Unity: GooglePlayGames.PlayGamesClientFactory:GetPlatformPlayGamesClient(PlayGamesClientConfiguration) (at //Project/Assets/GooglePlayGames/Platforms/PlayGamesClientFactory.cs:32)
I/Unity: GooglePlayGames.PlayGamesPlatform:Authenticate(Action`1, Boolean) (at //Project/Assets/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs:194)
I/Unity: GooglePlayGames.PlayGamesPlatform:Authenticate(Action`1) (at //Project/Assets/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs:170)
I/Unity: GooglePlayGames.PlayGamesLocalUser:Authenticate(Action`1) (at /Users/cbireley/P4Depot_cbireley/Dev/
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Added shared lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/GamesUnitySDK: Performing Android initialization of the GPG SDK
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
E/GamesNativeSDK: Exception in dalvik/system/DexClassLoader.loadClass: java.lang.ClassNotFoundException: Didn't find class "com.google.android.gms.games.NativeSdkEntryPoints" on path: DexPathList[[zip file "/data/data/com.studio.project/app_.gpg.classloader/4da25210572e7e07ea67142ded62c42e.jar"],nativeLibraryDirectories=[/vendor/lib, /system/lib]].
W/PopupManager: You have not specified a View to use as content view for popups. Falling back to the Activity content view which may not work properly in future versions of the API. Use setViewForPopups() to set your content view.
I/GamesNativeSDK: Auth operation started: SIGN IN
I/GamesNativeSDK: Connecting to Google Play...
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: Entering state: BeforeRoomCreateStartedState
I/Unity: UnityEngine.Debug:Internal_Log(Int32, String, Object)
I/Unity: UnityEngine.Debug:Log(Object)
I/Unity: GooglePlayGames.OurUtils.Logger:d(String) (at //Project/Assets/GooglePlayGames/OurUtils/Logger.cs:46)
I/Unity: GooglePlayGames.Native.RoomSession:EnterState(State) (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:333)
I/Unity: GooglePlayGames.Native.RoomSession:.ctor(RealtimeManager, RealTimeMultiplayerListener) (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:304)
I/Unity: GooglePlayGames.Native.NativeRealtimeMultiplayerClient:GetTerminatedSession() (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:42)
I/Unity: GooglePlayGames.Native.NativeRealtimeMul
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: BeforeRoomCreateStartedState.OnStateEntered: Defaulting to no-op.
I/Unity: UnityEngine.Debug:Internal_Log(Int32, String, Object)
I/Unity: UnityEngine.Debug:Log(Object)
I/Unity: GooglePlayGames.OurUtils.Logger:d(String) (at //Project/Assets/GooglePlayGames/OurUtils/Logger.cs:46)
I/Unity: GooglePlayGames.Native.State:OnStateEntered() (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:500)
I/Unity: GooglePlayGames.Native.RoomSession:EnterState(State) (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:334)
I/Unity: GooglePlayGames.Native.RoomSession:.ctor(RealtimeManager, RealTimeMultiplayerListener) (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:304)
I/Unity: GooglePlayGames.Native.NativeRealtimeMultiplayerCl
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: Entering state: ShutdownState
I/Unity: UnityEngine.Debug:Internal_Log(Int32, String, Object)
I/Unity: UnityEngine.Debug:Log(Object)
I/Unity: GooglePlayGames.OurUtils.Logger:d(String) (at //Project/Assets/GooglePlayGames/OurUtils/Logger.cs:46)
I/Unity: GooglePlayGames.Native.RoomSession:EnterState(State) (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:333)
I/Unity: GooglePlayGames.Native.NativeRealtimeMultiplayerClient:GetTerminatedSession() (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:43)
I/Unity: GooglePlayGames.Native.NativeRealtimeMultiplayerClient:.ctor(NativeClient, RealtimeManager) (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:38)
I/Unity: GooglePlayGames.Native.NativeClient:InitializeGameS
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: ShutdownState.OnStateEntered: Defaulting to no-op.
I/Unity: UnityEngine.Debug:Internal_Log(Int32, String, Object)
I/Unity: UnityEngine.Debug:Log(Object)
I/Unity: GooglePlayGames.OurUtils.Logger:d(String) (at //Project/Assets/GooglePlayGames/OurUtils/Logger.cs:46)
I/Unity: GooglePlayGames.Native.State:OnStateEntered() (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:500)
I/Unity: GooglePlayGames.Native.RoomSession:EnterState(State) (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:334)
I/Unity: GooglePlayGames.Native.NativeRealtimeMultiplayerClient:GetTerminatedSession() (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeRealtimeMultiplayerClient.cs:43)
I/Unity: GooglePlayGames.Native.NativeRealtimeMultiplayerClient:.ctor(NativeClient, 
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
D/dalvikvm: Trying to load lib /mnt/asec/com.studio.project-24/lib/libgpg.so 0x42a492a8
D/dalvikvm: Shared lib '/mnt/asec/com.studio.project-24/lib/libgpg.so' already loaded in same CL 0x42a492a8
V/GamesNativeSDK: Play Games callback indicates connection failure.
I/GamesNativeSDK: Error connecting to Google Play: code 8.
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: Starting Auth Transition. Op: SIGN_IN status: ERROR_NOT_AUTHORIZED
I/Unity:  
I/Unity: (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/AndroidManagedGenerated/UnityEngineDebug.cpp Line: 49)
I/GamesNativeSDK: Auth operation started: SIGN IN
I/GamesNativeSDK: Connecting to Google Play...
V/GamesNativeSDK: Play Games callback indicates connection failure.
I/GamesNativeSDK: Error connecting to Google Play: code 8.
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: Starting Auth Transition. Op: SIGN_IN status: ERROR_NOT_AUTHORIZED
I/Unity:  
I/Unity: (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/AndroidManagedGenerated/UnityEngineDebug.cpp Line: 49)
I/Unity:  [Play Games Plugin DLL] 12/30/14 15:27:43 -06:00 DEBUG: Invoking user callback on game thread
I/Unity: UnityEngine.Debug:Internal_Log(Int32, String, Object)
I/Unity: UnityEngine.Debug:Log(Object)
I/Unity: GooglePlayGames.OurUtils.Logger:d(String) (at //Project/Assets/GooglePlayGames/OurUtils/Logger.cs:46)
I/Unity: GooglePlayGames.Native.<InvokeCallbackOnGameThread>c__AnonStorey69:<>m__9() (at //Project/Assets/GooglePlayGames/Platforms/Native/NativeClient.cs:121)
I/Unity: GooglePlayGames.OurUtils.PlayGamesHelperObject:<Update>m__3(Action) (at //Project/Assets/GooglePlayGames/OurUtils/PlayGamesHelperObject.cs:98)
I/Unity: System.Collections.Generic.List`1:ForEach(Action`1)
I/Unity: GooglePlayGames.OurUtils.PlayGamesHelperObject:Update() (at //Project/Assets/GooglePlayGames/OurUtils/PlayGamesHelperObject.cs:98)
D/dalvikvm: threadid=31: thread exiting, not yet detached (count=0)
V/GamesNativeSDK: Detaching from JVM on thread main_dispatch
I/System.out: pool-4-thread-1 calls detatch()

这是我的.cs代码:

  //============================================================================
  public void sign_in ()
  {
    IsUpdatingPermitted = false;
    authenticate();
  }

  //============================================================================
  public void sign_out ()
  {
    if (IsActivated == false) {
      activate();
    }

    PlayGamesPlatform.Instance.SignOut();
    AutomaticAuthentication = false;
    IsUpdatingPermitted = false;
  }

  //============================================================================
  public void on_setup ()
  {
    if (AutomaticAuthentication) {
      authenticate();
    }
  }

  //============================================================================
  public void activate ()
  {
    log_status(string.Format("Activating...\nNetworkStateManager.isConnected: {0}\nIsActivated: {1}", NetworkStateManager.isConnected, IsActivated));

    if (NetworkStateManager.isConnected == false || IsActivated) {
      return;
    }

    SaveSystem.on_save_game_state_finished_event += on_save_game_state_finished_listener;

    PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
      .EnableSavedGames()      
        .Build();

    PlayGamesPlatform.InitializeInstance(config);
    PlayGamesPlatform.DebugLogEnabled = true;
    PlayGamesPlatform.Activate();

    IsActivated = true;
  }

  //============================================================================
  public void authenticate ()
  {
    log_status(string.Format("Authenticating...\n IsActivated: {0}\nIsAuthenticated: {1}", IsActivated, IsAuthenticated));

    if (IsActivated == false) {
      activate();
    }

    if (IsAuthenticated) {
      return;
    }

    IsTransactionPending = true;
    Social.localUser.Authenticate(on_social_authenticated);
  }

  //============================================================================
  private void on_social_authenticated (bool success)
  {
    log_status("Authentication: " + success);

    IsTransactionPending = false;
    AutomaticAuthentication = success;

    if (success) {
      open_saved_game();
      Achievements.on_setup();
    } else if (Application.isEditor) {
      editor_load_cloud_save();
    }

    if (on_social_authenticated_event != null) {
      on_social_authenticated_event(success);
    }
  }

0 个答案:

没有答案