I'm porting a game to use Google Play Game Services with multiplayer support. I'm using RealTimeSocket instead of realtime message because the game already has socket support.
To get the socket I call GamesClient.getRealTimeSocketForParticipant, and then I could get input and output streams as use it as a usual socket.
My problem is that if a device receives data before the call to getRealTimeSocketForParticipant, I will not be able to read this data. For instance:
Device A calls getRealTimeSocketForParticipant. Device A sends "Hello". Device B calls getRealTimeSocketForParticipant. Device B receives nothing. Device A sends "World". Device B receives "World".
I have modified one of the example projects (ButtonClicker) and replicated the problem here. I have modified the code to use realtime socket, and modified the startGame method to this:
String mReceivedData = "";
byte mNextByteToSend = 0;
void startGame(boolean multiplayer)
{
mMultiplayer = multiplayer;
updateScoreDisplay();
switchToScreen(R.id.screen_game);
findViewById(R.id.button_click_me).setVisibility(View.VISIBLE);
GamesClient client = getGamesClient();
String myid = mActiveRoom.getParticipantId(client.getCurrentPlayerId());
ArrayList<String> ids = mActiveRoom.getParticipantIds();
String remoteId = null;
for(int i=0; i<ids.size(); i++)
{
String test = ids.get(i);
if( !test.equals(myid) )
{
remoteId = test;
break;
}
}
//One of devices should sleep in 5 seconds before start
if( myid.compareTo(remoteId) > 0 )
{
try
{
//The device that sleeps will loose the first bytes.
Log.d(TAG, "Sleeping in 5 seconds...");
Thread.sleep(5*1000);
}
catch(Exception e)
{
}
}
else
{
Log.d(TAG, "No sleep, getting socket now.");
}
try
{
final RealTimeSocket rts = client.getRealTimeSocketForParticipant(mRoomId, remoteId);
final InputStream inStream = rts.getInputStream();
final OutputStream outStream = rts.getOutputStream();
final TextView textView =((TextView) findViewById(R.id.score0));
//Thread.sleep(5*1000); Having a sleep here instead minimizes the risk to get the problem.
final Handler h = new Handler();
h.postDelayed(new Runnable()
{
@Override
public void run()
{
try
{
int byteToRead = inStream.available();
for(int i=0; i<byteToRead; i++)
{
mReceivedData += " " + inStream.read();
}
if( byteToRead > 0 )
{
Log.d(TAG, "Received data: " + mReceivedData);
textView.setText(mReceivedData);
}
Log.d(TAG, "Sending: " + mNextByteToSend);
outStream.write(mNextByteToSend);
mNextByteToSend++;
h.postDelayed(this, 1000);
}
catch(Exception e)
{
}
}
}, 1000);
}
catch(Exception e)
{
Log.e(TAG, "Some error: " + e.getMessage(), e);
}
}
The code ensures that one of the two devices sleeps 5 seconds before the call to getRealTimeSocketForParticipant. For the device that doesn't sleep the output will be something like:
No sleep, getting socket now. Sending: 0 Sending: 1 Sending: 2 Sending: 3 Sending: 4 Received data: 0 Sending: 5 Received data: 0 1 Sending: 6 Received data: 0 1 2
That's expected, no data lost. But for the other device I get this:
Sleeping in 5 seconds... Received data: 4 Sending: 0 Received data: 4 5 Sending: 1 Received data: 4 5 6 Sending: 2 Received data: 4 5 6 7 Sending: 3
The first bytes are lost. Is there anyway to avoid this?