Without data access, my game app sometimes locks up by continually attempting to connect with google play services without eventually giving up.
The loop's error code is SIGNIN_REQURIED. The game does load, but access to playing it is blocked buy the continually restarting google play connecting attempt screen (with the swirling load icon).
Here is the code being referenced repeatedly:
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
switch (requestCode) {
case REQUEST_CODE_RESOLUTION://same constant as R_SIGN_IN_FAILED
retryConnecting();
break;
}
}
.....
private void retryConnecting() {
mIsInResolution = false;
if (!mGoogleApiClient.isConnecting()) {
mGoogleApiClient.connect();
}
}
This was from the trivial drive example code I believe. Unfortunately, each of the code examples for different google play services features implement the basegameutils library differently, including the trivial activity example code just for connecting.
I'm also suspect of the constant the example code has you define:
protected static final int REQUEST_CODE_RESOLUTION = 1;
Which conflicts with the 'GameHelperUtils' class constant of:
public static final int R_SIGN_IN_FAILED = 1;
So 'case REQUEST_CODE_RESOLUTION:' in onActivityResult is really 'case R_SIGN_IN_FAILED:'.