Create new class that owns the alert. Let it decide whether to post,
remove, etc. Seems to work, but I've removed some of the "reinvite"
options I'm not sure were helpful anyway. To be considered...
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.
The last change meant the test whether to show the words under the
pen-down cell would pass when it shouldn't because a drag to an occupied
location didn't register as movement. Change so movement counts to stop
the timer even if it wouldn't change the drag-target's location.
Rather than have a tile revert to its original location if it's dropped
where it can't be (on an occupied tile or outside the board), put it in
the last place it could have been. Do that by only updating cur when
it's to a legal location, and then relocating to cur when drag ends.
Not at all tested, but now the game's timestamp is kept and passed in to
where it can be used to determine, e.g., which of two Bluetooth device
names to keep for a given opponent.
Got as far as having gtk client display list of previously harvested
known players to be invited. Their addresses, or at least mqtt ids are
saved. Next is to actually invite one.
Thanks to my use of unseeded() rand() early on to generate mqtt device
IDs, a handful of devices are using the same devIDs. The server notices
this and passes a new response which triggers generating a new id that
should be unique (rand() being seeded earlier now.) Testing says the
games that are left behind with the old devid will limp along thanks to
their relay connection while newer games will be better.
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.
Supid bug generating keys from __FILE__ meant each release
build (usually done in /tmp/$$, or on a travis server) had a new key and
generated a new MQTT devID (and other stuff less frequently used.)
Replace the keys with something that won't change, and as a temporary
fix so the upgrade including this fix doesn't generate new keys use the
most recent stored key matching the suffix the old keys will have had in
common.
If a configured-as-host game joined an existing game the relay would
make it a guest. The android util_ callback for that change was only
implemented in BoardDelegate and so the change was dropped unless the
game was open/visible. Because comms recorded the change, though, the
callback would never be called again and so the game never learned to
behave as a guest and never registered: permanent failure to join game!
Implemented with a new server state so initClientConnection can be
called from server_do() instead of inside comms while processing an
incoming packet.
To avoid inviteless relay games not having an mqtt channel (and so
yielding a crappy experience) pass the mqtt devid when device registers
and when server replies with all-here.