rejected for iap, ios and unity - ios

I am facing this problem with iap, in the editor everything works great but on testflight not at all.
p.s. everything in the editor and on apple developer is set corectly.
here are the codes:
Next Steps
When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Appleā€™s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead.
Resources
Learn how to set up and test in-app purchase products in the sandbox environment.
For more information on receipt validation, see the In-App Purchase FAQ.
If your app makes a SKReceiptRefreshRequest call and fails, do not retry the call. Assume the user does not have access. Continue by making the addPayment call.
If your app makes a SKReceiptRefreshRequest call to restore previously purchased in-app purchases, make sure the app calls restoreCompletedTransactions when the user selects the "Restore" button.
Please see attached screenshot for details. Request a phone call from App Review
At your request, we can arrange for an Apple Representative to call you within the next three to five business days to discuss your App Review issue.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Shop : DialogBase
{
[SerializeField] private DiamondPack[] DiamondPacks;
[SerializeField] private CoinPack[] CoinPacks;
[SerializeField] private RemoveAdsPack remove_ads_pack;
public override void Init ()
{
base.Init ();
InitShopDiamond ();
InitCoinPack ();
InitRemoveAds ();
}
private void InitRemoveAds ()
{
remove_ads_pack.Init ();
remove_ads_pack.RefreshPrice ();
}
private void InitShopDiamond ()
{
for (int i = 0; i < DiamondPacks.Length; i++)
{
DiamondPacks[i].Init ();
DiamondPacks[i].RefreshPrice ();
}
}
private void InitCoinPack ()
{
for (int i = 0; i < CoinPacks.Length; i++)
{
CoinPacks[i].Init ();
CoinPacks[i].RefreshEarn ();
}
}
public override void Enable ()
{
base.Enable ();
for (int i = 0; i < DiamondPacks.Length; i++)
{
DiamondPacks[i].RefreshPrice ();
}
for (int i = 0; i < CoinPacks.Length; i++)
{
CoinPacks[i].RefreshEarn ();
}
remove_ads_pack.RefreshPrice ();
}
#region Interact
public void InteractClose ()
{
DialogExtension.DisableDialog (DialogEnum.DialogId.Shop);
SoundManagerExtension.PlayAudioSound (AudioEnums.SoundId.Fx_Touch_Button);
}
#endregion
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Shop : DialogBase
{
[SerializeField] private DiamondPack[] DiamondPacks;
[SerializeField] private CoinPack[] CoinPacks;
[SerializeField] private RemoveAdsPack remove_ads_pack;
public override void Init ()
{
base.Init ();
InitShopDiamond ();
InitCoinPack ();
InitRemoveAds ();
}
private void InitRemoveAds ()
{
remove_ads_pack.Init ();
remove_ads_pack.RefreshPrice ();
}
private void InitShopDiamond ()
{
for (int i = 0; i < DiamondPacks.Length; i++)
{
DiamondPacks[i].Init ();
DiamondPacks[i].RefreshPrice ();
}
}
private void InitCoinPack ()
{
for (int i = 0; i < CoinPacks.Length; i++)
{
CoinPacks[i].Init ();
CoinPacks[i].RefreshEarn ();
}
}
public override void Enable ()
{
base.Enable ();
for (int i = 0; i < DiamondPacks.Length; i++)
{
DiamondPacks[i].RefreshPrice ();
}
for (int i = 0; i < CoinPacks.Length; i++)
{
CoinPacks[i].RefreshEarn ();
}
remove_ads_pack.RefreshPrice ();
}
#region Interact
public void InteractClose ()
{
DialogExtension.DisableDialog (DialogEnum.DialogId.Shop);
SoundManagerExtension.PlayAudioSound (AudioEnums.SoundId.Fx_Touch_Button);
}
#endregion
}
in the editor works well without errors, but in testflight nope...

Related

Unity app crashes when built for iOS with camera enabled

I have an app which uses zxing to scan qr codes in the app. However when I build the app with these scripts in the scene the app crashes on startup. I thought it was something in the Awake() or Start() but I've wrapped those methods in a try catch, and even then I'm not getting any errors, and it doesn't crash on android and in the editor.
I don't have access to a Mac, and am using Unity Cloud Build to build it.
I also don't know how to enable permissions, I thought I did when creating the .p12 file, but I've also found that there's an info.plist file that I have to request permissions with.
Prior research I found this Unity Question about adding items to the Xcode project but not only did including the xcodeapi give me errors, but the using statements didn't work.
There are two scripts
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
public class WebCamController : MonoBehaviour {
public int desiredWidth = 1280;
public int desiredHeight = 720;
public int desiredFPS = 60;
public RawImage output;
[HideInInspector]
public WebCamTexture webcamTexture;
void Start ()
{
webcamTexture = new WebCamTexture(desiredWidth, desiredHeight, desiredFPS);
output.texture = webcamTexture;
Play();
}
public void Play()
{
webcamTexture.Play();
}
public void Pause()
{
webcamTexture.Stop();
}
}
and
using UnityEngine;
using System.Collections;
using ZXing;
using ZXing.QrCode;
using ZXing.Common;
using System;
public class CodeScanner : MonoBehaviour {
private static CodeScanner _instance;
public static CodeScanner Instance
{
get
{
if(null == _instance)
{
Debug.Log("Code Scanner Instance not found");
}
return _instance;
}
}
[Header("References")]
public WebCamController wcc;
[Header("Properties")]
private BarcodeReader codeScanner;
private string lastScanned = "";
public delegate void Found(string text, string type);
public event Found OnCodeScanned;
private bool active;
public void Awake()
{
_instance = this;
}
void Start () {
codeScanner = new BarcodeReader();
StartCoroutine(ReadCode());
wcc.Play();
}
IEnumerator ReadCode()
{
while (active)
{
try
{
var data = codeScanner.Decode(wcc.webcamTexture.GetPixels32(), wcc.webcamTexture.width, wcc.webcamTexture.height);
if (data != null)
{
//if (data.Text != lastScanned)
//{
OnCodeScanned(data.Text, data.BarcodeFormat.ToString());
//}
lastScanned = data.Text;
}
}
catch(Exception e)
{
}
yield return new WaitForSeconds(1.0f);
}
}
public void Activate()
{
wcc.Play();
active = true;
StartCoroutine(ReadCode());
}
public void Stop()
{
active = false;
wcc.Pause();
}
}
My device is added properly to the .p12 certificate I can compile and run the program without these scripts in the scene.

Reusing signal handlers?

Is there a way in Vala to have multiple signal handlers perform the same code, while they have access to the local scope?
Defining a lambda using a delegate works, but requires a delegate definition and gives the warning "copying delegates is not supported":
delegate void ChangeHandler ();
void test () {
var answer = 42;
ChangeHandler handler = () => {
debug("size or position changed. answer: %i", answer);
};
size_changed.connect (handler);
position_changed.connect (handler);
}
As far as I know there is also no way to pass information to handlers? something like:
void test () {
var answer = 42;
size_changed.connect (handler, answer);
position_changed.connect (handler, answer);
}
void handler (answer) {
debug("size or position changed. answer: %i", answer);
}
I could do this, but this requires a lot of extra code, especially when there are many arguments.
void test () {
var answer = 42;
size_changed.connect (handler, answer);
position_changed.connect (() => handler(answer));
}
void handler (answer) {
debug("size or position changed. answer: %i", answer);
}
Is there a way to connect multiple signals to one anonymous function? Something like:
void test () {
var answer = 42;
multi_connect(size_changed, position_changed, () => {
debug("size or position changed. answer: %i", answer);
});
}
How about using this to pass data:
public class Test : GLib.Object {
public signal void sig_1 ();
public signal void sig_2 ();
private int answer = 42;
private void sig_handler (Test t) {
stdout.printf("sig_1 or sig_2 triggered. answer: %d\n", answer);
}
public static int main(string[] args) {
Test t1 = new Test();
t1.sig_1.connect(t1.sig_handler);
t1.sig_2.connect(t1.sig_handler);
t1.sig_1();
t1.sig_2();
return 0;
}
}
Maybe it is more readable with two classes:
public class SignalRaiser : GLib.Object {
public signal void sig_1 ();
public signal void sig_2 ();
}
public class SignalReceiver : GLib.Object {
private int answer = 42;
public void sig_handler (SignalRaiser sender) {
stdout.printf("sig_1 or sig_2 triggered. answer: %d\n", answer);
}
}
int main(string[] args) {
var raiser = new SignalRaiser();
var receiver = new SignalReceiver();
raiser.sig_1.connect(receiver.sig_handler);
raiser.sig_2.connect(receiver.sig_handler);
raiser.sig_1();
raiser.sig_2();
return 0;
}

Xamarin In App Billing Component Not Connecting To Google Play

I have went through the Xamarin IAB 'tutorial' on it's Component page. I installed the component and Google Play Billing Lib into my app, published my apk to Google Play Dev Console in Alpha and added products on the Dev Console to the app. However, when I try to test the app on a phone, anytime I click on any of the purchase buttons nothing happens. The buttons themselves worked fine I have tested them by pushing other notifications, changing colors, etc. They work with everything else, but when it comes to purchasing nothing happens, no pop-ups, no buffering or attempt to connection, literally nothing. I think my app never connects to Google Play, and I have no idea why.
My Main Activity
private InAppBillingServiceConnection _serviceConnection;
private string publicKey = "my public key";
private IList<Product> _products;
protected override void OnCreate(Bundle bundle)
{
base.OnCreate(bundle);
// Establish Connection to Google Play Store
_serviceConnection = new InAppBillingServiceConnection(this, publicKey);
_serviceConnection.OnConnected += async () =>
{
// Load available products and any purchases
await RequestProducts();
};
// Attempt to connect to the service
_serviceConnection.Connect();
IAPHelper.Instance.Initalize(_products, _serviceConnection);
var g = new Game1();
SetContentView(g.Services.GetService<View>());
g.Run();
}
// Request a list of available products that the user can purchase by providing alist of
protected async Task RequestProducts()
{
_products = await _serviceConnection.BillingHandler.QueryInventoryAsync(new List<string>{
ReservedTestProductIDs.Purchased,
ReservedTestProductIDs.Canceled,
ReservedTestProductIDs.Refunded,
ReservedTestProductIDs.Unavailable
}, ItemType.Product);
// Were any products returned?
if (_products == null)
{
// No, abort
return;
}
}
protected override void OnActivityResult(int requestCode, Result resultCode, Intent data)
{
base.OnActivityResult(requestCode, resultCode, data);
My Helper Method
private IList<Product> _products;
private InAppBillingServiceConnection _serviceConnection;
public void Initalize(IList<Product> _products, InAppBillingServiceConnection _serviceConnection)
{
this._products = _products;
this._serviceConnection = _serviceConnection;
}
// Called when a product is clicked to buy
public bool ProductPurchasing(string id)
{
Product _selectedProduct = null;
try
{
for (int i = 0; i < _products.Count; i++)
{
if (id == _products[i].ProductId)
{
_selectedProduct = _products[i];
break;
}
}
_serviceConnection.BillingHandler.BuyProduct(_selectedProduct);
return true;
}
catch (Exception ex)
{
return false;
}
}

Create an application which will lock another application event

Actually I want to make an application which will getGlobalEvent and control that event through another custom application. Is there any way to do so. Can i get global event from a particular application? Its like an application which will lock custom application in your blackberry, if you add following application in that locking app list and put password to access then when u try to open that application, it will ask for a password which u set in the locking app.
Common advices
this should be background application
in timer thread check current foreground application
use custom global modal dialog to request password
if password was wrong close app by simulating back key press or move app to background
Checking Application
Have to say, there can be several processes within one application so we will perform check based on module name:
private String getModuleNameByProcessId(int id) {
String result = null;
ApplicationManager appMan = ApplicationManager.getApplicationManager();
ApplicationDescriptor appDes[] = appMan.getVisibleApplications();
for (int i = 0; i < appDes.length; i++) {
if (appMan.getProcessId(appDes[i]) == id) {
result = appDes[i].getModuleName();
break;
}
}
return result;
}
Move application to Background?
Yep, there's no requestBackground() in ApplicationManager... so what you can do is requestForeground() on the next best app which is not on foreground, and this will move active app to background! You can even bring up Home Screen with requestForegroundForConsole():
protected int switchForegroundModule() {
int id = -1;
ApplicationManager appMan = ApplicationManager.getApplicationManager();
ApplicationDescriptor appDes[] = appMan.getVisibleApplications();
for (int i = 0; i < appDes.length; i++) {
if (!appDes[i].getModuleName().equalsIgnoreCase(STR_MODULE_NAME)) {
id = appMan.getProcessId(appDes[i]);
appMan.requestForeground(id);
// give a time to foreground application
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
break;
}
}
return id;
}
Global Dialog
Just to input password you can extend Dialog, it will be easier to consume result:
class PaswordDialog extends Dialog {
private BasicEditField mPwdField = new BasicEditField();
public PaswordDialog() {
super(Dialog.D_OK_CANCEL, "Enter password", Dialog.CANCEL, null,
Dialog.FIELD_HCENTER);
add(mPwdField);
}
public String getPassword() {
return mPwdField.getText();
}
}
And password check will look like:
private boolean checkPassword() {
boolean result = false;
final PaswordDialog pwdDlg = new PaswordDialog();
invokeAndWait(new Runnable() {
public void run() {
Ui.getUiEngine().pushGlobalScreen(pwdDlg, 0,
UiEngine.GLOBAL_MODAL);
}
});
result = ((Dialog.OK == pwdDlg.getSelectedValue()) && pwdDlg
.getPassword().equalsIgnoreCase(STR_PASSWORD));
return result;
}
Put this all together
Sample to block Adress Book App:
public class LockMainApp extends Application {
private static final String STR_MODULE_NAME = "net_rim_bb_addressbook_app";
private static final String STR_PASSWORD = "12345";
int mFGProcessId = -1;
public LockMainApp() {
Timer timer = new Timer();
timer.schedule(mCheckForeground, 1000, 1000);
}
public static void main(String[] args) {
LockMainApp app = new LockMainApp();
app.enterEventDispatcher();
}
TimerTask mCheckForeground = new TimerTask() {
public void run() {
int id = ApplicationManager
.getApplicationManager().getForegroundProcessId();
if (id != mFGProcessId) {
mFGProcessId= id;
String moduleName = getModuleNameByProcessId(mFGProcessId);
if (moduleName.equalsIgnoreCase(STR_MODULE_NAME)) {
if (!checkPassword())
mFGProcessId = switchForegroundModule();
}
}
};
};
}

Blackberry - How to get the background application process id

In my blackberry simulator i m running two application at the background now i want to retrive which are the application running in the background.I don't how to do. Is it possible to show which are the application running in the background.
List and switch visible application
To list all visible applications use ApplicationManager.getVisibleApplications()
To bring some application foreground use ApplicationManager.requestForeground(processId)
alt text http://img195.imageshack.us/img195/7003/applist.png link text http://img32.imageshack.us/img32/9273/applistmenu.png
Code:
class Scr extends MainScreen {
ApplicationDescriptor[] mAppDes;
public Scr() {
listApplications();
}
void listApplications() {
ApplicationManager appMan =
ApplicationManager.getApplicationManager();
mAppDes = appMan.getVisibleApplications();
add(new LabelField("Visible Applications:"));
for (int i = 0; i < mAppDes.length; i++) {
boolean isFG = appMan.getProcessId(mAppDes[i]) == appMan
.getForegroundProcessId();
String text = (isFG ? "[F]:" : "[B]") + mAppDes[i].getName();
add(new LabelField(text));
}
}
protected void makeMenu(Menu menu, int instance) {
super.makeMenu(menu, instance);
menu.add(refreshApps);
makeAppMenuItems(menu);
}
MenuItem refreshApps = new MenuItem("Refresh", 0, 0) {
public void run() {
deleteAll();
listApplications();
}
};
class AppMenuItem extends MenuItem {
ApplicationDescriptor mAppDes;
public AppMenuItem(ApplicationDescriptor appDes) {
super(appDes.getName(), 100000, 100000);
mAppDes = appDes;
}
public void run() {
ApplicationManager appMan = ApplicationManager
.getApplicationManager();
int processId = appMan.getProcessId(mAppDes);
appMan.requestForeground(processId);
}
}
void makeAppMenuItems(Menu menu) {
for (int i = 0, cnt = mAppDes.length; i < cnt; i++)
menu.add(new AppMenuItem(mAppDes[i]));
}
}
Take a look at the API Reference for the RuntimeStore.
And a Knowledge Base entry how to switch an App to the Background/Foreground.
Good Luck!
Not really an answer, but the system won't let me comment.
Do you really need to know what the running background applications are, or just if your applications are running in the background. If the latter I imagine you can build something using the runtime store

Resources