Until yesterday, I was able to broadcast messages across my several google home speakers in my house. I've been using either the assistant-relay project (https://github.com/greghesp/assistant-relay) or the google-assistant-webserver project (https://github.com/AndBobsYourUncle/hassio-addons). Either project worked perfectly for the last year.
Has something changed in the last day/week?
Yesterday, I noticed I could send a command such as "What time is it?", or "What is the weather?", and it would return the appropriate weather or time. However, if I issued a "broadcast" command of text, or even using one of their precanned recorded messages (bed time, movie time, etc), the message was never broadcasted. Additionally, the MyActivity section of google shows that "You asked the Assistant to broadcast a message" and from the SDK.
Has something changed? Are we no longer able todo broadcasting programmatically?
Related
Non-technical here, just learning Google Analytics and recently dwelling with app analytics for a client, where their developers didn't seem very skilled in Firebase and can't help me understand this issue - can you help?
I'm trying to understand how many raw downloads in Play Console and App Store Connect are actually users that launch the app, by looking at the first_open event. However, I'm aware that iOS users get a pop-up asking if they allow tracking (or maybe another pop-up similar?).
---> Question: If they do not allow tracking on this pop-up, would our Firebase still get data about these users launching the app? What about other events that were set-up with Firebase, such as initiating a booking?
PS: Also, now that you're here: App Store Connect is displaying 23 Total downloads (counting re-installs) for a given month in Country A, but Firebase is displaying 49 first_open events for the same country in the exact same month! How's this even possible, if a first_open only fires at least once per install, or doesn't even fire if the user never opens?
I'm running Facebook Ads campaigns for my iOS app and quite naturally I have Facebook Analytics SDK integrated inside my app to track App Installs and Start Trial events to measure the "quality" of the traffic my campaigns bring.
At the Analytics settings page inside Facebook developer dashboard.
https://developers.facebook.com/apps/XXX_APP_ID_XXX/analytics/settings/?business_id=XXX_BUSINESS_ID_XXX
I have the option Log In-App Events Automatically (Recommended) set to "Yes", which I presume enables the tracking of App Install and Start Trial events. There's also a Shared App Secret field filled in with the value from iTunesConnect.
Indeed, the App Install and Start Trial events have started to appear inside Analytics dashboard
https://www.facebook.com/analytics/XXX_APP_ID_XXX/AppEvents?__aref_src=landing_page&__aref_id=entity_name&force_desktop=1&user_id=XXX_USER_ID_XXX
However I noticed when viewing the stats for just App Installs there's a quite considerable value in USD attributed to these events. I decided to take a closer look into these events using Event Debugging
https://www.facebook.com/analytics/XXX_APP_ID_XXX/most_recent?since=1577923200000&until=1580256000000&__aref_src=landing_page&__aref_id=entity_name&force_desktop=1&user_id=XXX_USER_ID_XXX
and selecting "App Install" in the events filter.
There I saw that some (only some and as if randomly) App Installs have a value associated with them. To me this is an unexpected behavior since I can't imagine revenue being made by just receiving an install.
Same goes for Start Trial event, which always has the value associated to it (equal to the sale price of a subscription period) and once again this makes no sense to me because started trials themselves bring no value to me. They may be canceled or may end up in Billing Retry when the user has no money on the bank card attached to their iTunes account, etc. I track the conversions from Start Trial to Purchase on my backend separately with great precision and only these conversions as well as subsequent renewals would bring real value to my business.
I can and will track these Purchases manually and post them to Facebook (server-to-server style) and I will supply the corresponding value to these events myself, which will help to understand the overall performance and ROI but I need to clean my stats from these "false" automatically and erroneously attributed values to App Install and Start Trial events first.
I've already reported this issue to Facebook few days ago, however they seem to be slow in handling such requests so I've decided to ask here if anybody ran into similar issue.
Add this to your plist file to disable Auto Event Logging
<key>FacebookAutoLogAppEventsEnabled</key>
<false/>
Thanks to Lena Bru for giving enough food to find a solution.
The Facebook documentation is scarce on the raised questions and the support answer literally headed me towards the documentation. To recap things, there were 2 main issues (the second one I've mentioned in the comments to Lena's reply):
Facebook was tracking value for the events, which brought no value to my business
Some of the events I've sent from backend didn't appear in the campaign reports
To solve both of these problems, I:
Turned off the value tracking option in the Facebook app settings
On the client side I've started setting up User ID (which the client receives from backend) according to Facebook documentation
I've started to send all of the events, which I wanted to view inside Facebook business cabinet, under custom names from backend. I've supplemented them with app_user_id parameter (see Advanced Matching for App Events in Facebook documentation) so that they could match the App Installs reported from client.
There's still a smaller issue left (it feels like Facebook reports include 20% less installs than actually happening) but the current setup is already something to begin with.
Every time when I’m signing into the app or reinstalling app I didn’t receive group message history. I have searched a lot for message archiving in MUC for iOS. Ejabberd doesn’t provide me old messages of the group although I configured setting into the YML file as mentioned in the attached image. I have kept history size of 10. It means at least 10 messages must be fetched every time when I login into the app or reinstall the app but I could not receive 10 messages every-time after reinstalling the app. I’m using Robbiehanson/XMPPFramework for iOS to implement XMPP based chat. I also performed MucSub based MUC to send/receive messages.
The scenario which I have performed:
I’m part of one MUC group. The member of the associated group sent 15 Messages into the group. I have received all those messages when I’m online. Now I am logged out from the group. Deleted the app from the device and reinstalled it into the device with the same login credentials. At this time I could not see the 15 messages which I received earlier. Here I would like to get all 15 Messages even after reinstalling the app into the iOS device.
I have searched on various Stack overflow questions but none of them are helpful to me. Your help will be appreciated.
Maybe you can try joining the room by specifying the history element with the maxstanzas specified.
We have similar case like we need last 3 months history while joining the room, So we mentioned that in history tag, Like below code sample
let historyElement = DDXMLElement(name: "history")
historyElement.addAttribute(withName: "since", stringValue: ((lastDate as NSDate).addingTimeInterval(1).xmppDateTimeString())!)
room.join(usingNickname: userJidString, history: historyElement)
I think I've found a Telegram bug on the iOS app that causes the bot to send multiple times the same message. The steps to reproduce the problem are:
click on an inline button, type callback
immediately lock the phone screen, before the bot answers
wait a few moments and then unlock the screen
It will be noticed at this point that the bot starts sending the same message numerous times. It is not easy to reproduce, it is important to lock the screen when the bot has not yet answered, so it is easier with bots that take a few moments to respond. Also, in the answer the bot has to send a message (not editing one that already exist).
I use Microsoft Bot Framework to develop the bot, however all the bots give me the same problem, both mine and others developed with other technologies different from mine. For example, I was able to reproduce it on #BotFather too. Sometimes it enters in a loop, and to stop it you have to send any message to the bot.
I use an iPhone 5, iOS version 12.1.2, Telegram version 5.2. I also tried it on an iPhone 8, but not with other versions of Telegram.
I also happen to receive more than 20 identical messages.
I've already contacted Bot Support on Telegram but no one answers me. Is there anyone who experienced the same problem?
On iOS and macOS, when I click on an inline button and switch the client computer (macbook) off (sleep mode) and turn it on my bot receives the last message sent by the user. Each time message_id is the same.
I solve it the following way: when my script sends a request to the Telegram server it receives a response. That response contains a message_id field and I save it.
Any next message must have another message_id. I just compare that number with the stored number and only if the number is other than saved I run the rest part of my script.
You can try my test bot and watch results in google table.
#ios_bug_bot (https://t.me/ios_bug_bot)
https://docs.google.com/spreadsheets/d/1VTx-O1w_-ka1RzGfaVLVBDu0CQxk16QeJTeFYOE4yvo/edit?usp=sharing
The bot source code is here
https://github.com/avtomatron/telegram_bot/blob/master/google_script_bot
We were utilising Turn Based Games via GameCenter since iOS 6, once it was introduced (running absolutely same code for years).
However, since iOS 10 invites do not work any more. The person being invited does receive a message in Messages saying "Invitation to play %game_name$".
No invitation push notification delivered to game itself (new turn notifications are delivered successfully).
No new game appears in current game list to accept invitation (we use standard GK*ViewControllers) as it was displayed before.
If the user tap the message in Messages an alert view with "Retrieving..." text is displayed for a short period of time and nothing happens.
Apple states (https://developer.apple.com/videos/play/wwdc2016/611/) no code changes are needed. But it's definitely broken (or "no changes" statement is false).
Any ideas, colleagues?
Invitations via iMessage don't work when the two devices use the same iCloud login. I was experiencing the problems you described until I changed the iCloud login to match the iMessage login on each device.
Have you succeed with Game center invitation through iMessage in iOS10? I have the same issue and i thing that we should rather use GKGameSession which is a iCloud based invitation.