I’m using gamethrive, facebook, and zip.
Is this still a problem? If so can you post the full log of the build?
Rob
It was this AM… I’ll check again this evening.
Yes, this is still a problem. Here is the log:
=================================================================
16:08:50.163
16:08:50.163 Windows simulator build date: Jun 21 2016 @ 17:14:06
16:08:50.163
16:08:56.837
16:08:56.837 Copyright © 2009-2016 C o r o n a L a b s I n c .
16:08:56.837 Version: 3.0.0
16:08:56.837 Build: 2016.2906
16:08:56.837 Platform: SM-G900S / x64 / 10.0 / AMD Radeon HD 8650G / 4.5.13397 Compatibility Profile Context 15.200.1055.0 / 2016.2906 / en_US | US | en_US | en
16:08:56.837 Loading project from: C:\Users\Kevin\Desktop\Zantics Racing
16:08:56.837 Project sandbox folder: C:\Users\Kevin\AppData\Local\Corona Labs\Corona Simulator\Sandbox\zantics racing-09536B3F82170E49AB5286FF2C340FDE\Documents
16:08:57.773 PluginSync: plugin com.coronalabs/plugin.zip needs to be updated for platform win32-sim to build number: 2584
16:08:57.773 PluginSync: downloading plugin: http://plugins.coronasphere.com/com.coronalabs/plugin.zip/2013.2584/win32-sim/plugin.zip.zip
16:08:57.796 PluginSync: plugin com.coronalabs/plugin.openssl needs to be updated for platform win32-sim to build number: 2883
16:08:57.796 PluginSync: downloading plugin: http://plugins.coronasphere.com/com.coronalabs/plugin.openssl/2016.2883/win32-sim/plugin.openssl.zip
16:09:02.226 _W: 640
16:09:02.226 _H: 360
16:09:02.323 Called GameThrive.ClearAllNotifications
16:09:02.323 Starting Corona GameThrive SDK v1.8.0
16:09:02.323 WARNING: GameThrive does not run in the simulator, however you will see messages here when GameThrive methods are called for debuging.
16:09:02.323 NOTE: On a Android device watch the logcat or the Xcode log on iOS for messages to debug issues.
16:09:02.323 Called GameThrive.Init(95d6bb14-5b91-11e4-9e03-f77433075141, 767722208759, callback)
16:09:02.323 Called GameThrive.IdsAvailableCallback()
16:09:02.323 Internet is available in main.lua - Going to auto-login into coronium
16:09:03.795 Number of users in this database is… 0
16:09:03.925 User did NOT play offline
16:09:04.606 userid2 df09e6fe71
16:09:04.861 no messages in mod_login
16:09:04.861 Rank is … 1
16:09:05.066 dbPushSpecial email is test@email.com
16:09:05.212 Going to menu…
16:09:05.323 globals.rank in menu is … 1
16:09:05.323 email at the top of menu is… test@email.com
16:09:05.323 globals.localPlay = False
16:09:06.220 Amount of challenges: 18
16:09:06.220 number of challenges = 18
16:09:06.220 number of friend requests = 0
16:12:25.357 WebServices: Call corona.build.6 failed in 1486678345 seconds: Could not query HTTP content length status
16:12:25.421 params: {
16:12:25.421 “hash” = “6ca7385aea46516e4ed609f3a148b89a42475110b71f810ed38873edc36b2784”
16:12:25.421 “domain_name” = “developer.anscamobile.com”
16:12:25.421 “domain_time_stamp” = “1486678222”
16:12:25.421 “nonce” = “KWIXBEFcwc”
16:12:25.421 “sessid” = “0b12e52670af639807b7c9555602a93c”
16:12:25.421 “deviceId” = “a4f4a58dbd9142a7582553ce8293c8a8”
16:12:25.421 “timestamp” = “57688380”
16:12:25.421 “appname” = “Zantics Racing”
16:12:25.421 “file” = <31456916 bytes of data elided>
16:12:25.421 “device” = 0
16:12:25.421 “platform” = 1
16:12:25.421 “version” = 123300
16:12:25.421 “appPackage” = “com.gmail.kthompson200.Zantics_Racing”
16:12:25.421 “customBuildId” = “(null)”
16:12:25.421 “productId” = “basic”
16:12:25.421 “clientPlatform” = “Win”
16:12:25.421 “certType” = “developer”
16:12:25.421 “appVersion” = “1.0”
16:12:25.421 “launchPad” = 0
16:12:25.421 “json” = “{“isLaunchPadActive”:false,“targetCertType”:“developer”,“targetPlatformVersion”:123300,“targetDevice”:0,“dailyBuildRevision”:2906,“clientPlatform”:“Win”,“targetAppStore”:“google”,“targetPlatform”:1,“clientDeviceId”:“a4f4a58dbd9142a7582553ce8293c8a8”,“plugins”:{“plugin.zip”:{“supportedPlatforms”:{“android”:true,“iphone”:true,“win32”:true,“osx”:true},“publisherId”:“com.coronalabs”},“plugin.openssl”:{“publisherId”:“com.coronalabs”},“plugin.GameThrivePushNotifications”:{“publisherId”:“com.gamethrive”}},“dailyBuildYear”:2016,“clientProductId”:“basic”,“appName”:“Zantics Racing”}”
16:12:25.421 }
16:12:25.689 Android build failed (11)
=================================================================
I just build the game Thrive sample app with 2096 on a Windows 10 machine without issue. We noticed that you have a sizable amount of Lua code being uploaded (31mb range). Is your app that large?
You could also install a recent daily build. We’ve improved the logging around network errors and it might give us more information. The current daily build is 3032 or 3033.
Rob
There is a ton of code… been developing for almost 2.5 years now. Is that potentially a problem? I know not much changed between successfully building and it failing to build.
I’ll update and try again and post the log if it fails again.
In 2015 GameThrive rebranded themselves to OneSignal, and their plugin is also called plugin.onesignal and can be found here:
Okay… I did some testing and think I found the issue. One of the .lua files is quite large (around 3.5 MB). If I removed some text from that file to reduce the file size to around 3.4 MB, then it would build. Add the text back in, it would fail again. Is there a file size limitation for the .lua files?
Thanks for the heads up ingemar. Updating the Gamethrive… er… OneSignal code in my app is on my list of things to do prior to being ready for beta. It doesn’t seem to be the cause of this issue at this time though. Thanks Again.
That’s fine
I just wanted to make you aware of the fact as the GameThrive plugin isn’t being maintained anymore.
Also, please note if you’re building for Android you may run into dependency library issues when running the app on a device. If you use other plugins that are dependent on Google Play Services the old GameThrive plugin might not be compatible with those plugins.
Only the OneSignal plugin uses our Android Dependency System which eliminates this issue.
3.5 mb seems quite big for a lua file. Do you have a way to split that file up? I don’t know that we have a per file limit, but I also don’t know that we normally see Lua files that size.
What kind of bandwidth do you have. It was referring to a timeout in the logs.
Rob
I have the max BW package that Cox offers… it’s like 20 or so Mb/s up and 150 Mb/s down. Not thinking it’s a bandwidth issue unless my router is acting up (always a possibility).
If it’s needed, I can definitely split that file up. I’ll pay close attention to that moving forward.
I really appreciate your help with this Rob.
There’s still a lot of tidying up to do, but I’m looking forward to getting this thing out there and see how people like my very first game.
The next time you build and can create a failure can you post your entire console log?
Thanks
Rob
Will do