On O and beyond it's possible to tweak notification channels separately,
meaning users can hide the new BT-is-running notification and still get
game event notifications. So add a button that takes you to the right
Settings app page.
Separate processing of sockets from accepting them so that when an ACL
CONN notification is received and we open a socket (but don't yet have a
Service running because the ACL thing is most likely for some other app)
we can set it aside to be processed once we do have a service. Use the
same block-until-non-null thing as in RelayService to keep that thread
free of NPEs.
Rather than just dropping it and going back to a wait that will likely
last forever. I *think* wait() throwing that exception means the
thread's being killed, in which case the exception should be thrown up
to the containing loop that will then exit.
I thought I had to stop using a service instance before returning from
its onDestroy(), but that made the UI incredibly laggy AND appears not
to be necessary. At least in a bit of testing things still work.
Oreo's creating a new service instance for every single intent passed to
enqueueWork, meaning a brand new set of threads with a new queue, empty
set of messages to be retried, etc. was created every time, and all
attempts to optimize and retry were broken. So: make the threads a
static singleton that are given a Service instance from onCreate() and
told to drop it from onDestroy(). The threads proceed until they need an
instance, then block until one's available. Seems to work on Oreo and an
older Android as well.
Apparently one of the newer Android SDK levels adds the requirement to
have RECEIVE_SMS permission in order for a broadcast receiver to get
called. Meaning receipt didn't work even if SEND_SMS had been
granted. Since they're both in the same group (for now) the OS will
grant the second silently if the first has been granted, but it still
has to be requested. So request both at the same time. This still leaves
the problem that a user who's never tried to create an SMS game won't
have been asked for either permission and so won't receive SMS
invitations, but fixing that is for a later release.
Other code will take care of duplicates. This was meant to avoid a race
condition, for which 5 seconds is enough. Blocking forever complicates
testing.
Receiver is created and installed by a non-UI thread sometimes so can't
create the Handler there. onReceive() is called on an ok thread however
so create it there on demand. Fixes crash that showed when receiving
relay messages in background.
Fire up the receiver thread, and start the service, on receipt of this
ACTION (if they're not already running.) On start, the service takes
over the thread and begins dispatching messages. Works to launch the app
when it's not running and in most cases, though messages received before
the service launches are currently dropped, things seem to work.
reset timer on receiving meaningful data and on moving app to
background. If it fires and we're in background, kill the service.
(There's currently no way to restart it except bringing the app into the
foreground. Fixing that's coming.)
Moving toward a better BT invite experience: use BTService to scan for
ourselves on all paired devices, and only allow selecting from among
those on which we're running (and so likely to respond to an
invitation.)
It's a pain to have to change code to run in Genymotion, and to have
upgrade not testable using Genymotion. Consider verting this change
before next release.
Did a bunch of stuff to inherit from JobIntentService and use enqueue(),
but doesn't work yet. OS is unable to bind, with this error:
09-21 17:20:51.678 3050 3050 W JobServiceContext: Time-out while trying to bind 2edee28 #u0a277/1111 org.eehouse.android.xw4dbg/org.eehouse.android.xw4.BTService, dropping.
Notifications don't work on Oreo without this change, which includes a
new Support Library in order to get NotificationChannel and creates and
uses that as docs describe. Requires that MinSDK be raised from 8 to 14,
which may lock some users out. It *should* be possible not to do this in
the fdroid variant since their app store doesn't requires SDK 26, but
I'll look at that later.
For some reason my laptop wouldn't build without this change. No idea
what happened to the newer version I was using or if the change
works (beyond compiling). Should be easy to find the change later if
it's a problem.
Some devices, including my Moto, are apparently calling server_do() more
than most. When the game's supposed to be asking the user to pick tiles
that resulted in stacked TilePickAlerts. The stack of these
sending (taken together) too many picked tiles to the game made it
crash. So modify server to have only one pending tile-pick request going
at a time. Because the server can't know when the user dismisses the
alert in Android and so won't post again, respond to the dismissal by
closing the game. Reopening will put it in a state where the tile picker
can get called again.
Logic error meant it was never sent. Now always send on receipt of a
well-formed invitation, even if e.g. the recipient's missing a wordlist
and the game can't be started immediately.
Had inadventently changed how NetLaunchInfo was transmitted, and crashed
on receiving from older builds. Fix to not crash, and then fix to send
and recieve in the old format.
So now all jni code uses a single dutil context, but also a single
mempool and jniutil instance instead of new instances of the latter two
per game and dict-iteration.
A number of jni calls were "stateless", which meant they allocated their
own vtmgr and mpool instances each time invoked. Instead invoke them
with the global jni closure and add to it vtmgr (already has mpool) and
use these instead of allocating/freeing each time. To make sure no race
conditions are introduced (mpool, though debug-only, is probably not
thread-safe), guard these new uses with an in-use flag. If that fires
I'll need a mutex or something.
Somehow I got a wordlist into a location different from what was
recorded in the DB table and since the delete command matched on
location as well as name it was never deleted (which meant the checksum
was never updated and so upgrading never seemed to succeed.) Removing
the match on location fixed that problem, and since I don't see any harm
in cacheing only one version of a wordlist will simply leave it that
way.
Did a bunch of cleanup as well.
I'm seeing several IllegalStateException crashes due to e.g. having an
alert posted when app's in the background. Need to fix them, but the
debug build crashing isn't helpful. Log.e() instead.
The pesky thing is back. When app's in the background with an
unconnected game open displaying the "resend/wait" alert and the game
connects get IllegalStateException because the fragment stack's being
modified after onSaveInstanceState() (or, because the dialog fragment,
saved as an instance variable in BoardDelegate, dates from an earlier
state. Anyway, catching and dropping the exception and elsewhere failing
silently to rebuild the alert seems to fix the problem, but the right
fix is likely different. I suspect hanging onto that iVar is wrong, and
that the dialog should go away when onStop() is called and then be
rebuilt later from saved state. But for now, not crashing is good.