Yesterday I upgraded OS X to Yosemite, and since then my game is not recognised by Game Center. GKErrorDomain: code 15 and the text:
"The requested operation could not be completed because this application is not recognised by Game Center."
I've checked Developer -> Use Sandbox Server in the Game Center App without results. Also, tried Clean, Build again. It seems the GC App not enters sandbox mode?
As I said the game worked fine until I upgraded to Yosemite.
Any help is appreciated.
I think the problem might be that OS X Yosemite has new functions that the game cannot support, since the game was made for an older version of OS. You might have to upgrade everything and see if it works. If not, then you should ask the question on the apple web page.
ask questions about osx yosemite here(go to the support, and then go to the osx)
The question is how to fix the issue. This is not about new functions. I do not see why the GC is not changing to sandbox mode and not showing the sandbox mode itself.
The failure is coming from GC as it tries to locate the running game in the production server, but it should try to find it in the Sandbox server, where it is set up.
Sometimes when you run a new version of your game using still the old version numbers, you can test the product on the production server as well. But in my case this is a new app with a new ID, so I cannot do that. I would need the Sandbox server, but it doe snot show up at all.
I am thinking about going back to Mavericks and check it there.
Actually I have checked what the software tries to reach. It is actually the production server of the game center, so it is not the right one for sure, but I cannot figure out how can I force OS X to use the sandbox server when tries to login to the Game Center.
Related
I'm trying to get the DJI OSDK up and running from windows environment, but am hitting a few road blocks along the way. Know the SDK has been published for Windows 10, but not yet including the .Net API for M200 / 600 (what I'm trying to interface).
So I first figured my best chance for getting it running on Windows is by trying to run a linux sample application from windows (via Visual studio 2017). Struggled with linux dependencies in the beginning but eventually figured it out by writing a Windows Serial conn class and including pthread.dll for windows (with some minor additional alterations and included #if _WIN32 etc...)
After quite a bit of coding and debugging (also tried Qt sample app via VS tools - whole can of worms on it's own), I'm still struggling with my "Hello world" application from the drone / RPA. (Even the rest works where I export it to a DLL and implement in c# environment, but besides the point).
After connecting to the platform (basically initialization and serial port opening) the Activate function sends your app ID + key to the RPA and receives an acknowledgement: This being my code:
bool threadSupport = true; //disable first so that able to debug
vehicle = new Vehicle(Port, baud, threadSupport, AdvancedSensing);
//test if connection works fine
if (!vehicle->protocolLayer->getDriver()->getDeviceStatus())
{
//not working, delete current instances
delete (vehicle);
vehicle = nullptr; //set back to null pointer
}
DJI::OSDK::Vehicle::ActivateData actData;
actData.ID = appID;
actData.encKey = new char[65];
strcpy(actData.encKey, key);
actData.version = getFWVersion();
ACK::ErrorCode ack = vehicle->activate(&actData, 1);
The activation function returns 'invalid feedback':
STATUS/1 # DJI::OSDK::Win_serial_device::init, L47: Attempting to open device COM21 with baudrate 230400...
STATUS/1 # DJI::OSDK::Win_serial_device::init, L75: ...Serial started successfully.
ERRORLOG/1 # getDroneVersion, L1378: Drone version not obtained! Please do not proceed. Possible reasons:
Serial port connection:
SDK is not enabled, please check DJI Assistant2 SDK -> [v] Enable API Control.
Baudrate is not correct, please double-check from DJI Assistant2 -> SDK -> baudrate.
TX and RX pins are inverted.
Serial port is occupied by another program. * Permission required. Please do 'sudo usermod -a -G dialout $USER' (you do not need to replace $USER with your username). Then logout and login again
ERRORLOG/1 # activate, L1267: Unable to initialize some vehicle components! STATUS/1 # getErrorCodeMessage, L656: Activate STATUS/1 # getCommonErrorCodeMessage, L722: ACK_NO_RESPONSE_ERROR
...Already checked the suggested issues, but can't pick up anything apparent. At this point not knowing if the problem is hardware-, software (with altered code and threading). If anyone with DJI platforms (M-range), or on the DJI dev. team can please assist? I'm desperate to get this working! :(
I've also shared the code solution on Github DJI OSDK Win Console
Hi Im shenghai and I have been running DJI hardware for non-GPS/LIDAR/Vision based autonomous research for 3 years.
It is a typical problem which DJI wont tell you the full list. Here is a checklist that I come up with
(1) Connect API cable first. Then Run OSDK. then connect simulator cable then run DJI assistant. There is proper sequence shit which DJI don't feel obliged to share.
(2) Ensure your cable is 3.3, not 5
(3) Tx Rx swap. Common problem. Can check by realterm
(4) Ensure your DJI go app is running and the controller is powered on b4
start serial connection
(5) Ensure app id and enc key is correct. And the account this id and key are associated is also running in ur tablet. We encounter this issue for some special compassless firmware, if you have close relationships with DJI they will provide u with lots of shit to test.
(6) Ensure your Serial have authority. In ubuntu is sudo chmod a+rw /dev/serial/by-id/usb-XXmanufactoridXX-port0. Windows forgot. haven`t use it for years
(7) Ensure your API is enabled in DJI assistant. Also for a quick check, disconnect and connect to the assistant, ensure API is still checked. We have a bad experience with it. No matter how many time i check, it went uncheck. Took us a while to find the bug
(8) Ensure you are running current Assistant 2. For matrix should be DJI assistant for Matrix. For a different drone, there is a different version. I know its complex. no idea why they do so.
(9) Ensure you OSDK build is complete and functional. No missing dependency or funny errors. It happens a lot with new 3.7 and 3.8 stereo vision system
That's pretty much all I can think so far.
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OpenGL and Windows Remote don't play along nicely.
Solutions for this are dependent on the use case and answers are fragmented across the vast depths of the net.
This is a write-up I wish existed when I started researching this, both for coders and non-coders.
Problem:
A RDP session of Windows does not expose the graphics card, at least not directly. For instance you cannot change the desktop resolution and GraphicsCard drivers usually just disable their setting menus. Starting a OpenGL context higher than v1.1 fails because of this. The, especially in support IRCs, often suggested "Don't use WindowsRemote" is unfortunately not an option for many. In many corporate environments Windows Remote is a constantly used tool and an app has to work there as well.
Non-Coder workarounds
You can start the OpenGL program, allowing it to see the graphics card, create an opengl context and then connect via WindowsRemote. This always works, as Windows remote just transfers the window content. This can be accomplished by:
A batch script, that closes the session and starts the program, allowing you to connect to the program already running. (Source)
Using VNC or other to remote into the machine, start the program and then switch to Windows Remote. (Simple VNC programm, also with a portable client)
Coder workarounds
(Only for OpenGL ES)Translate OpenGL to DirectX. DirectX works under Windows Remote flawselly and even has a Software rendering fallback built into DX11 if something fails.
Use the ANGLE Project to do this at run-time. This is what QT officially suggests you do and how Chrome and Firefox implement WebGL. (Source)
Switch to software rendering as a fall back. Some CAD software like 3dsMax does this for instance:
Under SDL2 you can use SDL_CreateSoftwareRenderer (Source)
Under GLFW version 3.3 will release OSMesa (Mesa's off screen rendering), in the mean time you can build the Github version with -DGLFW_USE_OSMESA=TRUE, but I personally still struggle to get that running (Source)
Directly use Mesa's LLVM pipe for a fast OpenGL implementation. (Source)
Misc:
Use OpenGL 1.1: Windows has a built in implementation of OpenGL 1.1 and
earlier. Some game engines have a built in fall back to this and thus
work under Windows Remote.
Apparently there is a middle-ware, that allows for even OpenGL 4 over Windows Remote, but it's part of a bigger package and is a commercial solution. (Source)
Any other solutions or corrections are greatly appreciated.
[10] Nvidia -> https://www.khronos.org/news/permalink/nvidia-provides-opengl-accelerated-remote-desktop-for-geforce-5e88fc2035e342.98417181
According to this article it seems that now RDP handles newer versions of Direct3D and OpenGL on Windows 10 and Windows Server 2016, but by default it is disabled by Group Policy.
I suppose that for performance reasons, using a hardware graphics card is disabled, and RDP uses a software-emulated graphics card driver that provides only some baseline features.
I stumbled upon this problem when trying to run Ultimaker CURA over standard Remote Desktop from a Windows 10 client to a Windows 10 host. Cura shouted "cannot initialize OpenGL 2.0 context". I also noticed that Repetier Host's "preview" window runs terribly slow, and Repetier detects only an OpenGL 1.1 card. Pretty much fits the "only baseline features" description.
By running gpedit.msc then navigating to
Local Computer Policy\Computer Configuration\Administrative Templates\Windows Components\Remote Desktop Services\Remote Desktop Session Host\Remote Session Environment
and changing the value of
Use hardware graphics adapters for all Remote Desktop Services sessions
I was able to successfully run Ultimaker CURA via with no issues, and Repetier-Host now displays OpenGL 4.6, and everything finally runs fast as it should.
Note from genpfault:
As usual, this Policy is kept in the HKLM registry group in
HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows NT\Terminal Services
Set REG_DWORD:bEnumerateHWBeforeSW to 1 to turn ON using GPUs in RDP.
OpenGL works great by RDP with professional Nvidia cards without anything like virtual machines and RemoteFX. For Quadro (Quadro 4000 tested) you need driver 377.xx. For M60 you can use the same driver. If you want to use last driver with M60, you have to change the driver mode to WDDM mode (see c:\Program Files\NVIDIA Corporation\NVSMI\nvidia-smi.1.pdf). It is possible that there are some problems with licensing in this last case.
Some people recommend using "tscon.exe" if you can: https://stackoverflow.com/a/45723167/32453 or using a scheduler to do it on native hardware: https://stackoverflow.com/a/41839102/32453 or creating a group policy:
https://community.esri.com/thread/225251-enabling-gpu-rendering-on-windows-server-2016-windows-10-rdp
maybe copy opengl32.dll (or opengl64.dll) to your executable's dir: https://blender.stackexchange.com/a/73014 and newer version of the dll: https://fdossena.com/?p=mesa/index.frag
Remote Desktop and OpenGL does not play very well. When you connect to a Windows box the OpenGL Driver is unloaded and you end up with software emulation of OpenGL.
When you disconnect from the Windows box the OpenGL driver is not reloaded. This causes issues when you are running tests on the machine as you have to physically login to the machine to reset the drivers.
The solution I ended up using was to:
Disable Remote Desktop.
Delete all other software for remote desktop access. Because if it's used for logging in remotely the current set of drivers loaded may be messed up.
Install NoMachine
NoMachine is my personal favourite (when it does not play up) for a number of reasons:
Hardware acceleration of compression (video of desktop).
Works on Windows and Linux.
Works well on low-bandwidth connections especially if the client and server have the necessary hardware for compression of the data stream.
On Linux you get your desktop as you last left it when you were sitting in front of the machine.
On Windows it does not affect OpenGL.
currently free for personal and commercial use. Do check the licence in case it's changed.
When NoMachine plays up it hogs the CPU but this happens rarely. It is however in active development
Others to consider:
TurboVNC
TightVNC
TeamViewer - only free for personal use.
Some people suggested https://github.com/calabash/calabash-ios for iOS tests. I am using cocos2d-iphone, can I write tests for it using calabash?
Still calabash turned me off because it says it will only work with the simulator which is not enough and also if devices I have to use a service which just sounds like trouble. Any clean solution?
After completing this guide you will be able to run tests locally
against the iOS Simulator. You can also interactively explore and
interact with your application using the Calabash console.
Finally, you will be able to test your app on real, non-jailbroken iOS
devices via the LessPainful service.
Edit: https://github.com/calabash/calabash-ios/wiki/07-Testing-on-physical-iDevices suggests that device testing is possible... I guess I'll just have to try it myself...
Edit 2: I did get it all working. Even hooking up to a remote device that is not even plugged into the computer (just needs to be on same WIFI). When hooking up to the device it helps using the UDID of the device, this was not stated on calabash-ios docs, or I missed that.
For anyone coming here later, this is the final command that will work:
DEVICE_ENDPOINT=http://192.168.36.180:37265 BUNDLE_ID=build/tabeyou-cal DEVICE_TARGET=thelongudidofyourdevicegoeshere OS=ios6 cucumber
Just replace the ip to the ip of your device, the udid, and BUNDLE_ID which should be the target name (I think).
My current question is, how would I identify cocos2d stuff like CCMenu, CCSprite etc? These all seem to support accessibility identifiers and I'm sure the Ruby-iOS part could find anything under the hood - in turn that should make it possible to write tests interacting with cocos2d elements.
I have cocos2d-x app crashing time after time. Crash happens in random cases, even in idle state — I can leave app in simulator and after 2-5 minutes it may crash with no user interaction.
The sad thing — it crashed in production, too. I use Crittercism crash reporting SDK and it shows the same stack.
More, I tried cocos2d-x samples bundled with cocos SDK, they crash the same way.
Here I included some screenshots to show up the stacks:
https://dl.dropbox.com/u/5480488/cocos2dxcrash1.png
https://dl.dropbox.com/u/5480488/cocos2dxcrash2.png
+cocos2dxcrash3.png
And yes, it affects (almost?) all available versions of Cocos and iOS. Currently it crashes in latest cocos2d-x and iOS 6.1.3.
SOS, please!
I bet you are running your app on a simulator.
Running on a device will solve it. :P
Thought I don't know the exact reason. I have met the same problem before.
I have a Kubuntu 12.10 64bit as host and CentOS 6 32bit as guest system on VMware player 5 on a Dell Latitude E6510.
Despite the installation of VMware tools, the clipboard exchange is not working.
I use a very similar guest system within VirtualBox and there cliboard exchange works fine.
Has someone experienced the same with a configuration similar to mine?
And is it possible, that the guest system causes the problem instead of the player?
I've found thaht suspending and then re-playing the VM will re-enable clipboard exchange.
Clipboard exchange will then work both between VMs and the Host machine as well as between VMs themselves.
(VMWare Player 5.0, Windows 7)
After having installed several constellations like that, I experienced, that in general it works, I can exchange the clipboard in both ways and even the desktop size adapts to the size of the VM window, but still from time to time having a situation, where it doesn't work and also heard of many other people who experienced that.
So, if someone can enlighten me on that point, I'll be happy, but I'm closing my question hereby.