I recently did my own LVL implementation and I can tell you that
tracing these issues down is a real pain. First you need to put loads
of logging into the LVL code to find out what the actual response is,
otherwise you have no visibility, then you have to put logging into
all the code between the r
I have added some logging code and found that the raw response from
the License Service (i.e. the call back to verifyLicense in
LicenseChecker.java) has a responseCode of '0', which means
'licensed'. This is simply not correct. This phone does NOT have a
valid account which would generate such a
Perhaps the responses aren't correct because your app is not
published.
this thread may provide some insight:
http://groups.google.com/group/android-developers/browse_thread/thread/bb18fc91dd02989f/39211249d57c6d42#39211249d57c6d42
On Nov 14, 3:31 am, John Gaby wrote:
> I have added some loggin
Actually, that thought has occurred to me (I have already read that
thread), but really, how am I supposed to be able to test my app
before I publish it if that is the case?
On Nov 14, 3:29 am, bagelboy wrote:
> Perhaps the responses aren't correct because your app is not
> published.
>
> this t
I have been able to reproduce this problem on my development phone.
If I reset my phone so that there are no accounts at all, then I
receive a 'deny' response. If I log into my phone with my developer
id, then I can control the response via the Google Developer Console.
However, if I reset my phon
You can't, basically. All you can do is publish and hope their system
works. My answer to this problem was to not use the response extras
and to create a system that can deal with an incorrect response here
and there.
On Nov 14, 4:00 pm, John Gaby wrote:
> Actually, that thought has occurred to m
I also think there is a problem.
I released my app with LVL. I haven't gotten any reports of false
negatives, but, contrary to my expectation, I still haven't had a
"pirate" later repurchase my app. I define a pirate as somebody who
requests a refund within 20 minutes of purchase. That's about
Well, as I said, with my uploaded, but unpublished app, if I use a
phone that has ANY valid gmail connected to it, it always returns that
it is Licensed (I have tried this on about 10 or so different phones,
with version 1.6 through 2.2). I am hoping that once I publish it
that this will change, b
There is a free version of my app available and it's also complicated
to the point that it couldn't be throughly evaluated in 20 mins. I
picked 20 mins because, while it's somewhat arbitrary, I only have a
handful returns more than 20 mins and less than a few hours after
purchase. My app should t
Well, for me, if I test the app on my dev phone where my primary
account (or even the secondary account) are NOT purchasers, I do get
NOT_LICENSED when setting the market response to Normal. So at least
that's working, but my app is published, while yours isn't.
Of course, I am using a non-standa
In case anyone is interested, I have published my app and it now
reports NOT_LICENSED properly. Still, it seems like all someone has
to do to steal the app is to get the .apk file, change the Package
name, and upload it to Google and not publish. At that point, anyone
with a valid Google account
On Sun, Nov 14, 2010 at 6:28 PM, Zsolt Vasvari wrote:
> I define a pirate as somebody who requests a refund within 20 minutes of
> purchase.
>
Just curious - is this really a fair definition of a "pirate"?
Do you have stats or other evidence to indicate these people have pirated
your app?
I wou
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