Hi jhow,
The more descriptive error message that will hopefully get anyone blocked by this past app reviewers should appear in the next daily build (around 2016.2845). Here’s what it looks like:
Hi jhow,
The more descriptive error message that will hopefully get anyone blocked by this past app reviewers should appear in the next daily build (around 2016.2845). Here’s what it looks like:
Submitted: Case Number 44472
Thanks @jhow. Submitting bug reports helps us verify these issues and track them efficiently using our bug tracker.
Just want to follow up on this and make sure the Corona team prioritizes this. We are having app updates rejected by Google because of this issue. @jhow’s bug report should have both the code and an test app that we have built that illustrates the issue very well.
@Danny good to see you again! 
Has there been any forward progress on this issue?
As @akao mentioned, we’ve been holding off a release for quite some time because of this problem. Google rejects out app because of this issue.
Jeff
It’s assigned to an engineer, but he has several other active projects on his plate at the moment.
My understanding is Google only reviews apps they consider for featuring. Have they changed their policy?
Rob
Hi Rob,
Google is actually heading in the direction of more human-driven reviews. Besides reviewing all potential marketing features, if your app belongs to the “Designed for Family” category, your updates are always reviewed before release. And that’s the category all of our apps are in.
To give you a sense of how big that category is, not only are all Kid’s apps are in the category, but a large number of large general audience games such as MineCraft, Where’s My Water, Monopoly, are as well.
While these later games are clearly not done in Corona, my point is that I am sure a ton of Corona Developers are/will be impacted by the new review process. Hence the urgency & priority of getting this issue addressed.
Many Thanks!
Andrew
Hey @akao I ended up completely avoiding this issue by removing the expansion file all together.
Recently google extended the max size of the apk from 50MB to 100MB (for Android 2.3 and higher) which was fine for me, but could still be a problem if you are greater than 100MB or want to support 2.2.
Nathan.
@beernathan Yeah, we did that for one of our 85MB apps. But we also have another one that’s ~200MB… We unfortunately can’t get around the expansion file for that one.
Ahh bummer.
I’ve pinged engineering.
Rob
While engineering looks into this, can you try commenting out the
policy = “strict”
line in your config.lua, or trying:
policy = “serverManaged”
Rob
Hi @Rob Miracle,
we didn’t have policy = “strict” in our config.lua.
But I tried setting it to “serverManaged” as you suggested and it didn’t do anything… Unfortunately
I understand that this thread has been going on for a long time now and the topic has deviated slightly from the original post. In case anything needs clarity, here’s a recap of what the issue is:
1. Submit app that requires an expansion file to Google Play.
2. Install app on device.
3. Turn wi-fi off.
4. Start app.
Expected Result : App should start as normal
Actual Result : See Screenshot 1 and Screenshot 2
Related Case Submission (which should include code): #44472
Test App Found HERE
build.settings:
settings = { plugins = { ["plugin.zip"] = { publisherId = "com.coronalabs", }, ["CoronaProvider.analytics.flurry"] = { publisherId = "com.coronalabs" }, ["plugin.utility"] = { publisherId = "com.....", supportedPlatforms = { android = {url = "http://....."}, ["mac-sim"] = false, ["win-sim"] = false, }, }, }, orientation = { default = "landscapeRight", supported = { "landscapeRight", "landscapeLeft" } }, iphone = { plist = { UIStatusBarHidden = true, UIPrerenderedIcon = true, UIViewControllerBasedStatusBarAppearance = false, UIAppFonts = { "Chewy.ttf", }, CFBundleIconFiles = { "Icon.png" , "Icon@2x.png" , "Icon-72.png", "Icon-72@2x.png", "Icon-Small-40.png", "Icon-Small-40@2x.png", "Icon-Small-50.png", "Icon-Small-50@2x.png", "Icon-60.png", "Icon-60@2x.png", "Icon-76.png", "Icon-76@2x.png", "Icon-Small.png", "Icon-Small@2x.png" }, } }, android = { largeHeap = true, usesExpansionFile = true, usesPermissions = { "android.permission.INTERNET", "com.android.vending.CHECK\_LICENSE", "android.permission.WRITE\_EXTERNAL\_STORAGE" }, }, }
config.lua:
application = { content = { width = 320, height = 480, scale = "letterBox", xAlign = "center", yAlign = "center", imageSuffix = { ["@2x"] = 1.5, ["@4x"] = 3.0, }, }, license = { google = { key = ".....", } }, }
Could we get an update on the progress of this issue, please?
Thank you!
Engineering is still looking into it.
Rob
@Rob Miracle,
Just curious is engineering has made any progress on this? I submitted the bug report almost 2 months ago and we haven’t been able to release our product on Google Play for that entire span of time.
Thank you.
Jeff
I’m checking with engineering.
Rob
This is a pretty complex issue. I will try to summarize what’s going on.
The first time the app runs, we detect that the expansion file isn’t present, but its checking a preference settings, not if the file has been physically downloaded. All is good at this point. Next we try to check the licensing and if you’re offline this will of course fail. This process generates the error message you see now. The engineer working on this said that they can improve the text of this message, but a failed license check is a failure that we need to let you know about and you need an internet connection to have google check the license.
In the short term we can change the text of the message to be more descriptive of what the real failure was. Longer term, we need to look at how we detect the file and validate it. This is a bit more complex issue to solve.
I don’t have an ETA on when this will get fixed, but it sounds like at least the dialog message can be updated reasonably soon.
Rob