to relay but other address modes are present, offer to remove the
relay from the game, and if that choice is taken confirm with an
explanation of the limits of what remains.
connect, give user the option of inviting "anyway", but warn that
there will be no relay connection used in that game. And then remove
the relay addressing from the invitation info.
connect to relay, instead of suggesting user invite another player
warn him/her that it's unconnected and suggest opening again
later. The problem this addresses is that a game must be opened to
make the initial relay connection, and that doesn't happen in the
background. This is a temporary fix that should prevent sending
invitations to games that the relay doesn't yet know about.
Note: because the substitution is done in common code I can't use the
positional specifiers (%1$s vs %s) and so this breaks the generated
"translations". The scripts that do the generation need to be fixed to
understand the formatted="false" attribute.
value that should have been the iso standard two-letter code) and
localized language name, including subclass of ArrayAdapter that keeps
a hash from visible/localized language and the corresponding code.
quantity through to java world, use it, convert English <string>
resources to <plurals> (using python script) based on parallel changes
in French, and modify callsites to call getQuantityString() where
R.string.xxx became R.plurals.xxx.
upgrading rather than installing for the first time. (This should be
reverted once a version ships with it since it'll otherwise show on
every upgrade.)
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for SMS sends when sending and receiving number are the
same. Short-circuiting is faster and tests 99% of the code without
triggering Android's annoying OS-level too-many-sms-sends alerts, but
sometimes you need to test the radio too.