Help in the google play licensing/verification process

The corona community is great in letting you know how to build an app with corona but when it comes to the point where Corona meets Google Play it seems like information is scarce. At least from what I’ve seen. I’ve been searching all over the place and the whole process from the end of development to the point when your app is actually on Google Play doesn’t seem to be covered well.

I believe my issue is my app is not being verified. I just don’t understand how the whole process works. I have the proper code, copied directly from the Androidizing your mobile app tutorial. My App ID is in the proper place and looks to be correct. I gleaned from a forum post that you have to upload your apk to google play in order for it to properly verify (which, as far as I can tell, is not in any tutorial or guide), which I did.

I just think I’m missing some sort of technicality that isn’t expressly stated anywhere, or maybe I need to adapt the licensing code to my app? Either way I’ll give what shoots out from adb

logcat Corona:v *:s

V/Corona  (29495): > Class.forName: network.LuaLoader

V/Corona  (29495): < Class.forName: network.LuaLoader

V/Corona  (29495): Loading via reflection: network.LuaLoader

I/Corona  (29495): Platform: Nexus 7 / ARM Neon / 4.4.2 / NVIDIA Tegra 3 / OpenG

L ES 2.0 14.01003

V/Corona  (29495): > Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  (29495): < Class.forName: CoronaProvider.licensing.google.LuaLoader

V/Corona  (29495): Loading via reflection: CoronaProvider.licensing.google.LuaLo

ader

I/Corona  (29495): WARNING: licensing.init() was already called for google.

I/Corona  (29495): Pirates: Walk the Plank!!!

I’ll give my code as well.

In config.lua:

application = { license = { google = { key = "the really long string you copied from Google Play", policy = "serverManaged", }, }, }

In build.settings

android = { usesPermissions = { "android.permission.INTERNET", "com.android.vending.CHECK\_LICENSE", "com.android.vending.BILLING", }, }

In main.lua

local licensing = require( "licensing" ) licensing.init( "google" ) local function licensingListener( event ) local verified = event.isVerified if not event.isVerified then --failed verify app from the play store, we print a message print( "Pirates: Walk the Plank!!!" ) native.requestExit() --assuming this is how we handle pirates end end licensing.verify( licensingListener )

Until I added these the app worked fine on my device, now it’s closing out as soon as it opens. I assume that’s what the native.requestExit() does after failing verification.

So…I take it this was a really dumb question? I mean, I don’t even need a full sentence here…a link with the proper answer would be great seeing as my google search skills have failed me. Maybe there’s a setting on the google play developer console that I didn’t click or something? All I did was upload the apk (first in the beta section then I advanced it to the publication level) so maybe there’s something else I missed.

I think more information is needed.

For instance - you have made no mention about your internet connection when testing?

By adding more detail like this (and not only this - the steps that you checked before shaking your head and going -“man i’ve spent a day on this and  I just don’t know  - therefore i’ll ask the forum hopefully someone will have an idea”

At this point my shot in the dark is the simple Internet connection - but hey thats so simple it can’t be that - cos surely s/he would have checked that - but they have not said that!

Second shot in the dark - how are you loading the game on your device?

with a Licensing Q - i might assume (wrongly) that this is a paid app which you wish to protect, Licensing on a free app is a little overkill but does have it’s uses.

So if you side loaded then Google quite correctly rejects your license request because from it’s point of view you didn’t get it from Google!

If you downloaded from Google then i got nothing to explain it!(i would be at a loss as well!).

Please treat advice as from Novice, as most of my exp is on Apple - not a great expert most times - but less so when related to Google.

T.

Oh, I think you just solved my problem. I didn’t even think google knew I was loading it through USB and treat that differently. However, it’s not going to be a paid app, so are you saying I don’t even need licensing? I just assumed it was needed…I don’t recall the guide saying it was optional.

Wow, I’ll try this out and see if it works. Many thanks in advance if it does.

I only have it on a paid app at present. Free ones No.

Licensing is there to protect/try to protect against Piracy - the act of someone getting your app without paying for it. If the price is free then the assumption is that Pirates will leave it alone cos where’s the benefit, it’s already FREE.

The thing i considered/am considering is that the licensing by default needs a valid connection to work - this means that any advertising  MonoTiz option you have chosen has nothing to hinder it not working - i.e. it can recieve ads!

But thats a positive, and there could be negatives - i.e. bad review  - “I downloaded app last week - but now it crashes - what the…”

kind of thing.

T. 

So…I take it this was a really dumb question? I mean, I don’t even need a full sentence here…a link with the proper answer would be great seeing as my google search skills have failed me. Maybe there’s a setting on the google play developer console that I didn’t click or something? All I did was upload the apk (first in the beta section then I advanced it to the publication level) so maybe there’s something else I missed.

I think more information is needed.

For instance - you have made no mention about your internet connection when testing?

By adding more detail like this (and not only this - the steps that you checked before shaking your head and going -“man i’ve spent a day on this and  I just don’t know  - therefore i’ll ask the forum hopefully someone will have an idea”

At this point my shot in the dark is the simple Internet connection - but hey thats so simple it can’t be that - cos surely s/he would have checked that - but they have not said that!

Second shot in the dark - how are you loading the game on your device?

with a Licensing Q - i might assume (wrongly) that this is a paid app which you wish to protect, Licensing on a free app is a little overkill but does have it’s uses.

So if you side loaded then Google quite correctly rejects your license request because from it’s point of view you didn’t get it from Google!

If you downloaded from Google then i got nothing to explain it!(i would be at a loss as well!).

Please treat advice as from Novice, as most of my exp is on Apple - not a great expert most times - but less so when related to Google.

T.

Oh, I think you just solved my problem. I didn’t even think google knew I was loading it through USB and treat that differently. However, it’s not going to be a paid app, so are you saying I don’t even need licensing? I just assumed it was needed…I don’t recall the guide saying it was optional.

Wow, I’ll try this out and see if it works. Many thanks in advance if it does.

I only have it on a paid app at present. Free ones No.

Licensing is there to protect/try to protect against Piracy - the act of someone getting your app without paying for it. If the price is free then the assumption is that Pirates will leave it alone cos where’s the benefit, it’s already FREE.

The thing i considered/am considering is that the licensing by default needs a valid connection to work - this means that any advertising  MonoTiz option you have chosen has nothing to hinder it not working - i.e. it can recieve ads!

But thats a positive, and there could be negatives - i.e. bad review  - “I downloaded app last week - but now it crashes - what the…”

kind of thing.

T.