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[Mono] 3.2.2 Android Plugin - Mono: Core API hash mismatch. #40527

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ricardoalcantara opened this issue Jul 20, 2020 · 3 comments
Open

[Mono] 3.2.2 Android Plugin - Mono: Core API hash mismatch. #40527

ricardoalcantara opened this issue Jul 20, 2020 · 3 comments

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@ricardoalcantara
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Godot version:

3.2.2.stable.mono.official

OS/device including version:

Android with GLES3

Issue description:

Just use the GodotGooglePlayBilling on a Android Custom build on a project that uses Mono C# and it will warning on the console

07-20 01:03:29.042  9543  9576 I godot   : Godot Engine v3.2.2.stable.mono.official - https://godotengine.org
07-20 01:03:29.054  9543  9576 I godot   : OpenGL ES 3.0 Renderer: Adreno (TM) 506
07-20 01:03:29.087  9543  9576 I godot   :
07-20 01:03:29.396  9543  9576 E godot   : **ERROR**: Mono: Core API hash mismatch.
07-20 01:03:29.396  9543  9576 E godot   :    At: modules/mono/mono_gd/gd_mono.cpp:494:_init_godot_api_hashes() - Mono: Core API hash mismatch.
07-20 01:03:29.398  9543  9576 I godot   : Mono: Logfile is: /data/data/org.godotengine.gpbiapmono/files/mono/mono_logs/2020_07_20 01.03.29 (9543).txt
07-20 01:03:29.802  9543  9576 I godot   : GPB: startConnection
07-20 01:03:30.546  9543  9576 I godot   : GPB: connected

Steps to reproduce:
Download the GPB_IAP_MONO.zip from the following section

image
Install Android Build Template

Build and Run on Android Device

Check the adb logcat

Minimal reproduction project:

GPB_IAP_MONO.zip

@ricardoalcantara
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As I commented here #40481 this issue could be related with signals from Java to C#, because I changed just this part of the code in other plugin to be like the GodotGooglePlayBilling and the same issue described here start happening.

@ricardoalcantara
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Hi, besides the error, the app doesn't crash, but could this break my app in the store later? I want to publish my game but this issue is concerning me.

@neikeq
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neikeq commented Jul 27, 2020

An API hash mismatch should not break anything. It's main purpose is to check whether the glue for the C# bindings were generated for a different version of Godot (by version I mean anything from a few commits behind that could have changed the API). The problem is that now and then a change is introduced which breaks API portability. For example, in this case it's likely because a class or method is registered on Linux but not on Android or viceversa.

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