Once built for SDK 26 the old GCM support code crashes as it's calling
startService() from background. Duh! Will have to bring in Firebase's
replacement at some point. For now if I'm to release it has to be
without GCM.
more dev-only code, likely: if the game that's sending the invitation is
open when the invitation arrives, should still check if it's a dupe or
should be accepted.
Was creating a second game in some cases in response to duplicated
invitations. Add a test for forceChannel: if there's already a game with
the same gameID *and* forceChannel assume the invitation is a dupe and
drop it.
So I don't have to open a game to see e.g. how it's connecting, refactor
the network status stuff so it can be called from both board and
gameslist views. Then add new context menuitem that calls it.
I'm seeing a rare case where a game connectes to relay specifying a room
and somehow gets both slots, having provided different gameSeeds the two
times. This means an opponent won't connect, the room being full in that
game. I can't reproduce, so am logging seed changes better and switching
linux client to leave seed generation to comms as Android does.
Instead, keep them forever (for now), sorted by how long since they were
last seen. A Delete button's probably needed to prevent ex-partners from
sticking around too long. :-)
Adding a second permission a while back resulted in two Actions being
received and acted on. Needed instead to group the two and receive a
single Action IFF both were granted.
Put up an error message if too many tiles selected for trade
(a condition that couldn't exist when the pool was guaranteed to
have at least 7 in it.) (It's a hack: there's not even an enum
giving Spanish's code, and the lang_locale stuff in info.txt isn't
making it into the .xwd format.)