There are ways I can't record a close, e.g. user swiping app to kill
it. To avoid that leading to a corrupt-game warning, or to failure to
open in background, drop the count to 0 rather then merely decrementing
it when it closes correctly. Assumption is that if it closes ok once
it's ok.
Invitations over MQTT were handled by different code that always opened
the new game on top of any other open one. Use instead existing code
that puts up a notification instead where appropriate.
I'm fixing android client not showing stats for or allowing to disable
mqtt after it's added automatically to a game that connects
otherwise. Problem was that only the channel got the mqtt address
flag. So now add the flag for any type that's added.
Don't wait for user to tap one of the buttons. Instead notice when
scrolling becomes possible, and offer once per launch until user says
"hide" or clicks the don't-ask-again box.
This won't impact shipping code, but if during development I add then
remove a new INVITEMEANS I can crash with AIOOB trying to load by
ordinal. So check first.
It's simpler this way, and I'm tired of stuff not happening because the
OS chooses not to schedule e.g. an invitation send for minutes. Goal's
to be running BluetoothServerSocket.accept() as much as possible when
there are active BT games in play OR when the game's in the foreground.
If that's happening, sent invitations and moves will be received when
users expect. When there's no traffic and app isn't being brought to
foreground, backoff will ensure I don't try to run accept() too often.
FWIW, BTLE seems to offer a better way to do this (to have an app be
responsive to incoming invitations when it hasn't run in the foreground
in a while), but it requires users to accept FINE_LOCATION
permission. I'm hoping I can make this work to avoid asking for that
permission.