GoogleApiClient:Games.API和Auth.GOOGLE_SIGN_IN_API不能一起工作



我有一个使用谷歌帐户登录的工作应用程序。

我正在像这样构建我的客户

GoogleSignInOptions gso = new GoogleSignInOptions.Builder(GoogleSignInOptions.DEFAULT_GAMES_SIGN_IN)
.requestEmail()
.requestProfile()
.requestIdToken(getString(R.string.server_client_id))
.build();
GoogleApiClient googleApiClient = new GoogleApiClient.Builder(this)
.addApi(Auth.GOOGLE_SIGN_IN_API, gso)
.addConnectionCallbacks(this)
.build();

现在我决定添加Games.API,从而生成以下客户端:

GoogleApiClient  googleApiClient = new GoogleApiClient.Builder(this)
.addApi(Games.API)
.addScope(Games.SCOPE_GAMES)
.addApi(Auth.GOOGLE_SIGN_IN_API, gso)
.addConnectionCallbacks(this)
.build();

但是当我尝试连接客户端时

googleApiClient.connect();

我得到以下异常:

java.lang.IllegalStateException: Cannot use SIGN_IN_MODE_REQUIRED with GOOGLE_SIGN_IN_API. Use connect(SIGN_IN_MODE_OPTIONAL) instead.

所以我阅读了异常并将我的连接调用修改为

googleApiClient.connect(GoogleApiClient.SIGN_IN_MODE_OPTIONAL);

所以现在我没有再收到任何异常,但由于某种原因,客户端从未连接过。知道为什么客户端现在不连接吗?

编辑:完整的工作代码示例

package at.hakkon.space.signin;
import android.content.Intent;
import android.os.Bundle;
import android.support.annotation.Nullable;
import android.support.v7.app.AppCompatActivity;
import android.util.Log;
import android.widget.Toast;
import com.google.android.gms.common.ConnectionResult;
import com.google.android.gms.common.api.GoogleApiClient;
import com.google.android.gms.games.Games;
import com.google.example.games.basegameutils.BaseGameUtils;
import at.hakkon.space.R;
import at.hakkon.space.activity.MainActivity;
import at.hakkon.space.application.ApplicationClass;

public class GoogleSignInActivity extends AppCompatActivity implements GoogleApiClient.OnConnectionFailedListener, GoogleApiClient.ConnectionCallbacks {
private static final String TAG = "T1_GSignInActivity";
private static int RC_SIGN_IN = 9001;
private boolean mResolvingConnectionFailure = false;
private boolean mAutoStartSignInflow = true;
private boolean mSignInClicked = false;
private static GoogleApiClient googleApiClient;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Log.d(TAG, "GoogleSignInActivity");
setupGoogleClient();
}

public void setupGoogleClient() {
googleApiClient = new GoogleApiClient.Builder(this)
.addApi(Games.API).addScope(Games.SCOPE_GAMES)
.addConnectionCallbacks(this)
.addOnConnectionFailedListener(this)
.build();
ApplicationClass.getInstance().setGoogleClient(googleApiClient);
}

@Override
public void onStart() {
super.onStart();
googleApiClient.connect();
}

@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
if (requestCode == RC_SIGN_IN) {
mSignInClicked = false;
mResolvingConnectionFailure = false;
if (resultCode == RESULT_OK) {
googleApiClient.connect();
} else {
// Bring up an error dialog to alert the user that sign-in
// failed. The R.string.signin_failure should reference an error
// string in your strings.xml file that tells the user they
// could not be signed in, such as "Unable to sign in."
BaseGameUtils.showActivityResultError(this,
requestCode, resultCode, R.string.sign_in_other_error);
}
}
}
private void startNextActivity() {
finish();
Intent intent = new Intent(this, MainActivity.class);
intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP);
intent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
startActivity(intent);
}

@Override
public void onConnectionFailed(ConnectionResult connectionResult) {
Toast.makeText(this, "Google Client Connection failed:n" + connectionResult.toString(), Toast.LENGTH_LONG ).show();
if (mResolvingConnectionFailure) {
// already resolving
return;
}
// if the sign-in button was clicked or if auto sign-in is enabled,
// launch the sign-in flow
if (mSignInClicked || mAutoStartSignInflow) {
mAutoStartSignInflow = false;
mSignInClicked = false;
mResolvingConnectionFailure = true;
// Attempt to resolve the connection failure using BaseGameUtils.
// The R.string.signin_other_error value should reference a generic
// error string in your strings.xml file, such as "There was
// an issue with sign-in, please try again later."
if (!BaseGameUtils.resolveConnectionFailure(this, googleApiClient, connectionResult, RC_SIGN_IN, R.string.sign_in_other_error)) {
mResolvingConnectionFailure = false;
Toast.makeText(this, "Conflict NOT RESOLVED :((", Toast.LENGTH_LONG ).show();
}else{
Toast.makeText(this, "Conflict RESOLVED", Toast.LENGTH_LONG ).show();
//startNextActivity();
}
}
// Put code here to display the sign-in button
//Log.d(TAG, "onConnectionFailed:" + connectionResult);
}
@Override
public void onConnected(@Nullable Bundle bundle) {
Toast.makeText(this, "Google Client Connected.", Toast.LENGTH_LONG ).show();
startNextActivity();
}
@Override
public void onConnectionSuspended(int i) {
Toast.makeText(this, "Google Client Connection Suspended.", Toast.LENGTH_LONG ).show();
}
}

使用

mGoogleApiClient = new GoogleApiClient.Builder(activity)
.addApi(Games.API)
.addConnectionCallbacks(callbacks)
.build();

然后

mGoogleApiClient.connect();

如果您在控制台中正确配置了游戏 - 它将连接并访问游戏功能(例如成就和排行榜(

class GoogleConnectionCallbacks implements GoogleApiClient.OnConnectionFailedListener, GoogleApiClient.ConnectionCallbacks {
@Override
public void onConnected(@Nullable Bundle bundle) {
MyLogger.d("DBG_GGL_LDB", "connected");
Player p = Games.Players.getCurrentPlayer(mGoogleApiClient);
String displayName;
if (p == null) {
Log.w("DBG_GGL_LDB", "mGamesClient.getCurrentPlayer() is NULL!");
displayName = "???";
} else {
displayName = p.getDisplayName();
}
MyLogger.d("DBG_GGL_LDB", "Hello, " + displayName);
if (mGoogleApiClient.hasConnectedApi(Games.API)) {
MyLogger.d("DBG_GGL_LDB", "hasConnectedApi true - can user leaderboard");
} 
}
@Override
public void onConnectionSuspended(int i) {
MyLogger.d("DBG_GGL_LDB", "connection suspended");
}
@Override
public void onConnectionFailed(@NonNull ConnectionResult connectionResult) {
MyLogger.d("DBG_GGL_LDB", "connection failed " + connectionResult.getErrorMessage());
}
}

我已经面临这个问题很长时间了,这都是因为使用.addApi(Auth.GOOGLE_SIGN_IN_API, gso)

该代码在我的测试设备以外的任何其他设备上都能正常工作。在我的测试设备上重新安装谷歌播放后,它也起作用了!我不知道是什么导致了问题,但重新安装修复了它。

事实证明,我根本不需要SIGN_IN。如果你需要,看看亚历山大的答案!

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