Unity3D iOS device token is always null - ios

I am trying to get push notifications to work on iOS, but I can not get access to the device token!
My Unity version is 5.4.1f1.
I have enabled the Push Notifications capability in XCode and all the certificates are setup correctly:
In my script in the start method I call this:
UnityEngine.iOS.NotificationServices.RegisterForNotifications
(UnityEngine.iOS.NotificationType.Alert | UnityEngine.iOS.NotificationType.Badge
| UnityEngine.iOS.NotificationType.Sound, true);
Then from the update method I call this method:
private bool RegisterTokenWithPlayfab( System.Action successCallback,
System.Action<PlayFabError> errorCallback )
{
byte[] token = UnityEngine.iOS.NotificationServices.deviceToken;
if(token != null)
{
// Registration on backend
}
else
{
string errorDescription = UnityEngine.iOS.NotificationServices.registrationError;
Debug.Log( "Push Notifications Registration failed with: " + errorDescription );
return false;
}
}
The token keeps being empty, so the else-branch is entered every call. Also, the registrationError keeps being empty.
Can someone point me in the right direction on this? What else can I try or how can I get more infos on what is going wrong??

Try this one
Go to your application target. Choose Capabilities and ensure that ‘Push Notifications’ is enabled there.

You need to check deviceToken in a Coroutine or Update.
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
using NotificationServices = UnityEngine.iOS.NotificationServices;
using NotificationType = UnityEngine.iOS.NotificationType;
public class NotificationRegistrationExample : MonoBehaviour
{
bool tokenSent;
void Start()
{
tokenSent = false;
NotificationServices.RegisterForNotifications(
NotificationType.Alert |
NotificationType.Badge |
NotificationType.Sound, true);
}
void Update()
{
if (!tokenSent)
{
byte[] token = NotificationServices.deviceToken;
if (token != null)
{
// send token to a provider
string token = System.BitConverter.ToString(token).Replace('-', '%');
Debug.Log(token)
tokenSent = true;
}
}
}
}
The implementation is horrible, but we don't have callbacks from Unity side so we need to keep listening that variable value.
Check the documentation:
https://docs.unity3d.com/ScriptReference/iOS.NotificationServices.RegisterForNotifications.html
Also seems to need internet. I guess there is an Apple service going on there.
Yes, registration error is empty even when user deniy permissions.
What i did is to use UniRX and set an Observable fron a Coroutine with a time out so it dont keep forever asking for it.
If you accepted and you do not received the token might be the internet conection. And i guess you are teying this on a real device.

Related

Flutter Blue Writing Automatically

I have used Flutter Blue for a college work, where I need to create an application to fetch and pass information to an equipment. The passing of this data must be automatic, as in any application (after all the end user should not look for the services and characteristics necessary to carry out the process). The problem is that I am not being able to perform the data passing soon after connecting with the device.
I'm using the App example I downloaded at https://github.com/pauldemarco/flutter_blue, so the basic idea is that as soon as I connect to my bluetooth device I send a message to a certain device. There is already an answered question that has the interest of setting notifications when connecting at Flutter Blue Setting Notifications
I followed the same example but instead of using _setNotification (c) I used the _writeCharacteristic (c), but it does not work.
_connect(BluetoothDevice d) async {
device = d;
// Connect to device
deviceConnection = _flutterBlue
.connect(device, timeout: const Duration(seconds: 4))
.listen(
null,
onDone: _disconnect,
);
// Update the connection state immediately
device.state.then((s) {
setState(() {
deviceState = s;
});
});
// Subscribe to connection changes
deviceStateSubscription = device.onStateChanged().listen((s) {
setState(() {
deviceState = s;
});
if (s == BluetoothDeviceState.connected) {
device.discoverServices().then((s) {
services = s;
for(BluetoothService service in services) {
for(BluetoothCharacteristic c in service.characteristics) {
if(c.uuid == new Guid("06d1e5e7-79ad-4a71-8faa-373789f7d93c")) {
_writeCharacteristic(c);
} else {
print("Nope");
}
}
}
setState(() {
services = s;
});
});
}
});
}
I have changed the original code so that it prints me the notifications as soon as I perform the writing method. The notifications should show me a standard message that is in the firmware of the device, but instead it is printing me the Local Name of the bluetooth chip, being that if I select the service and characteristic manually the return is the correct message.
You'd need to elaborate how you're executing writes on the descriptor - inside _writeCharacteristic(c).
BluetoothDescriptor.write() is a Future per docs, you should be able to catch any errors thrown during write.

Send notification from web to android device using Firebase

I am trying for a while now to implement this flow: When user adds some files on server app, notification should trigger and send from server to FCM and that from there to pass message saying something like: 'New file has been added'.
Basically I want to inform mobile device user that something on server has been changed.
I have tried many things, but nothing seems to work as I would expect, at least.
On the mobile side I have set up Firebase inside my Xamarin.Android project, and when I am sending notifications directly from Firebase console, I get notifications, and everything is good.
But I don't want to send notifications via Firebase console, I would rather send notification from server (which is ASP.NET MVC project) to Firebase console and then pass it from there to android device.
My first question would be: Has anybody got an idea how can I inform web app about device_id? Is there some way that android device send this information on server? And maybe from there I can store that data and update it occasionally, since it is basically a refresh token.
My second problem is this: Even when I hard code current device_id of an active android device and try to send a message from server whit this code:
public class FirebaseService : IFirebaseService
{
public void SendMessageToClientApplication(string message, string serverApiKey, string senderId, string deviceId)
{
AndroidFCMPushNotificationStatus result = new AndroidFCMPushNotificationStatus();
try
{
result.Successful = false;
result.Error = null;
deviceId = "eMk6mD8P8Dc:APA91bG5Lmqn4Hwb4RZJ1Mkdl8Rf_uYQsQCEfDJK334tzSvIGzdao7o2X6VmtcTEp_Li0mG8iUoUT7-_RnZxQKocHosZwx6ITWdpmQyCwUv60IIIy0vxNlEaccT6RqK6c-cE1C6I3FTT";
var value = message;
WebRequest tRequest = WebRequest.Create("https://fcm.googleapis.com/fcm/send");
tRequest.Method = "post";
tRequest.ContentType = "application/x-www-form-urlencoded;charset=UTF-8";
tRequest.Headers.Add(string.Format("Authorization: key={0}", serverApiKey));
tRequest.Headers.Add(string.Format("Sender: id={0}", senderId));
string postData = "collapse_key=score_update&time_to_live=108&delay_while_idle=1&data.message="
+ value + "&data.time=" + DateTime.Now.ToString() + "&registration_id=" + deviceId + "";
Byte[] byteArray = Encoding.UTF8.GetBytes(postData);
tRequest.ContentLength = byteArray.Length;
using (Stream dataStream = tRequest.GetRequestStream())
{
dataStream.Write(byteArray, 0, byteArray.Length);
using (WebResponse tResponse = tRequest.GetResponse())
{
using (Stream dataStreamResponse = tResponse.GetResponseStream())
{
using (StreamReader tReader = new StreamReader(dataStreamResponse))
{
String sResponseFromServer = tReader.ReadToEnd();
result.Response = sResponseFromServer;
}
}
}
}
}
catch (Exception ex)
{
result.Successful = false;
result.Response = null;
result.Error = ex;
}
}
}
I get nothing both in Firebase console and of course nothing on device as well.
I have tried to implement Firebase web as javascript on my server app like this:
<script>
var config = {
apiKey: "mykey",
authDomain: "myauthdomain",
databaseURL: "mydatabaseurl",
projectId: "myprojectid",
storageBucket: "mystoragebucket",
messagingSenderId: "mysenderid"
};
window.onload = function () {
firebase.initializeApp(config);
const messaging = firebase.messaging();
messaging.requestPermission()
.then(function () {
console.log('Notification permission granted.');
return messaging.getToken()
})
.then(function (token) {
console.log(token);
})
.catch(function (err) {
console.log('Unable to get permission to notify.', err);
});
messaging.onMessage(function (payload) {
console.log('onMessage: ', payload);
});
}
</script>
But this code gets some kind of a different device_id(aka token), probably one generated for that server machine.
Does anybody has experience with sending device_id to server app and from there sending notification message to Firebase console? I would appreciate some code examples, tutorials or anything that can help, since I was unable to find something useful during my google search.
My first question would be: Has anybody got an idea how can I inform web app about device_id?
The most common approach is to store the list of device tokens (each device that uses FCM has such a token) in a database, such as the Firebase Database. There is an example of this in the Cloud Functions for Firebase documentation. In this example the devices receiving the messages are web pages, but the approach is the same for iOS and Android.
I also recommend reading Sending notifications between Android devices with Firebase Database and Cloud Messaging. In this article, instead of sending to a device token, each user subscribes to a topic. That prevents having to manage the device tokens in your code.

Xamarin Forms does not wait for GeoLocation approval on iOS

I am have Xamarin Forms cross platform application for iOS, Android and UWP. I use the Xam.Plugin.Geolocator to get the location from each of the devices. My challenge with iOS is on the first launch of the app on a device. My code runs through and detects that IsGeolocationEnabled for the Plugin.Geolocator.Abstractions.IGeolocator object is false before the use is ever presented with the option to allow the application to use the device's location. This causes my app to inform the user that Location Services are not enabled for the application.
Basically I am hitting the line of code below before the use is ever asked about location services:
if (!App.gobj_RealGeoCoordinator.IsGeolocationEnabled)
ls_ErrorMessage = resourcestrings.GetValue("NoLocationServicesMessage");
On the other platforms, UWP at least, it seems that the app is paused while waiting for the user to respond to the request to use location services. Android just seems to automatically allow access to location if an app uses it.
Any idea how I can have the iOS detect if the request to use location services has been answered or not on the first run? Any suggestions would be greatly appreciated.
UPDATE(1):
I have all the correct items in my info.plist as seen below. I do eventually get the request to use the location just after my app has already checked IsGeolocationEnabled and decided the user has not enabled location services for the app.
UPDATE (2):
So I made a little progress using the following code.
try
{
while (!App.gobj_RealGeoCoordinator.IsGeolocationEnabled)
{
await Task.Delay(1000);
}
ViewModelObjects.AppSettings.CanAccessLocation = App.gobj_RealGeoCoordinator.IsGeolocationEnabled;
}
catch (Exception ex)
{
XXXXXXX
}
The challenge is that the plugin appears to provide me no way of knowing in the user has not responded to the location services dialog (i.e. IsGeolocationEnabled == false) versus the user said no to the location services dialog (also IsGeolocationEnabled == false). Any suggestions?
The way this type of permission request occurs on iOS is through an asynchronous dialog prompt, which is only shown if needed (and not until it is needed). Basically, you need to set up a callback from the CLLocation API. I have a helper class that I use for this purpose, which makes it even easier. Just call GetCurrentDeviceLocation() and pass it a callback function. The callback will only be invoked once the user has granted permission to the app, or if they previously granted permission:
public class GeoLocationService
{
readonly CLLocationManager _locationManager;
WeakReference<Action<Position>> _callback;
public GeoLocationService()
{
_locationManager = new CLLocationManager ();
_locationManager.AuthorizationChanged += AuthorizationChanged;
}
void AuthorizationChanged (object sender, CLAuthorizationChangedEventArgs e)
{
Action<Position> callback;
if (_callback == null || !_callback.TryGetTarget (out callback)) {
return;
}
if (IsAuthorized(e.Status)) {
var loc = _locationManager.Location;
var pos = new Position(loc.Coordinate.Latitude, loc.Coordinate.Longitude);
callback (pos);
}
}
static bool IsAuthorized(CLAuthorizationStatus status)
{
return
status == CLAuthorizationStatus.Authorized
|| status == CLAuthorizationStatus.AuthorizedAlways
|| status == CLAuthorizationStatus.AuthorizedWhenInUse;
}
public void GetCurrentDeviceLocation (Action<Position> callback)
{
_callback = new WeakReference<Action<Position>> (callback);
if (UIDevice.CurrentDevice.CheckSystemVersion (8, 0)) {
if (_locationManager.Location == null) {
_locationManager.RequestWhenInUseAuthorization ();
return;
}
}
AuthorizationChanged (null, new CLAuthorizationChangedEventArgs (CLAuthorizationStatus.Authorized));
}
}

LoginManager in Xamarin iOS SDK doesn't cache AccessTokens

I'm trying to use Xamarin native iOS library to authenticate with Facebook and access Graph API.
According to release 4.0.1.1 notes for the component (I didn't find any other documentation anywhere)
FBSDKTokenCachingStrategy. No alternative. LoginManager class caches
tokens to keychain automatically. You can observe token changes to do
manual post processing.
However this doesn't seem to be happening. When my iOS application starts I create LoginManager instance and call Init. However after that AccessToken.CurrentAccessToken is still null. It is only populated with data after I call LogInWithReadPermissionsAsync on the LoginManager.
Am I missing something or is it a bug.
Here's my code.
public bool IsLoggedIn
{
get
{
return AccessToken.CurrentAccessToken != null &&
AccessToken.CurrentAccessToken.ExpirationDate.ToDateTime() > DateTime.Now;
}
}
public Task<AccessToken> FacebookLoginInternal()
{
lock (monitor)
{
if (_loginTask == null)
{
LoginManager manager = new LoginManager();
manager.Init();
if (IsLoggedIn)
{
var ts = new TaskCompletionSource<AccessToken>();
ts.SetResult(AccessToken.CurrentAccessToken);
_loginTask = ts.Task;
}
else
{
var loginResult = manager.LogInWithReadPermissionsAsync(
new string[] { "email", "user_friends" });
_loginTask = loginResult.ContinueWith(r =>
{
return r.Result.Token;
});
}
}
return _loginTask;
}
As per response from Xamarin support (thank you!)
The following code fixes the issue:
public override bool FinishedLaunching(UIApplication app, NSDictionary options)
{
return ApplicationDelegate.SharedInstance.FinishedLaunching(app, options);
}
This would seem to be expected behavior? You won't have a token until you log in, and this seems expected. I believe you may have misunderstood the note you pasted. It does not say that the token is cached as soon as you instantiate LoginManager or call Init on it, just that LoginManager will cache the token. It can't cache a token until a token is generated when you log in. That is why (I believe) Guilherme Torres Castro asked if the token is the same after a second call to LogInWithReadPermissionsAsync. If so, then the token was cached upon login.
Update: Communication with the OP via other channels indicates that I misunderstood. Log in is not maintained after app termination and relaunch, whereas in the native Obj-C Facebook iOS SDK it is. A bug has been filed: https://bugzilla.xamarin.com/show_bug.cgi?id=30287

Blackberry: Make a iterative HTTP GET petition using Comms API

I want to store position coords (latitude, longitude) in a table in my MySQL DB querying a url in a way similar to this one: http://locationstore.com/postlocation.php?latitude=var1&longitude=var2 every ten seconds. PHP script works like a charm. Getting the coords in the device ain't no problem either. But making the request to the server is being a hard one. My code goes like this:
public class LocationHTTPSender extends Thread {
for (;;) {
try {
//fetch latest coordinates
coords = this.coords();
//reset url
this.url="http://locationstore.com/postlocation.php";
// create uri
uri = URI.create(this.url);
FireAndForgetDestination ffd = null;
ffd = (FireAndForgetDestination) DestinationFactory.getSenderDestination
("MyContext", uri);
if(ffd == null)
{
ffd = DestinationFactory.createFireAndForgetDestination
(new Context("MyContext"), uri);
}
ByteMessage myMsg = ffd.createByteMessage();
myMsg.setStringPayload("doesnt matter");
((HttpMessage) myMsg).setMethod(HttpMessage.POST);
((HttpMessage) myMsg).setQueryParam("latitude", coords[0]);
((HttpMessage) myMsg).setQueryParam("longitude", coords[1]);
((HttpMessage) myMsg).setQueryParam("user", "1");
int i = ffd.sendNoResponse(myMsg);
ffd.destroy();
System.out.println("Lets sleep for a while..");
Thread.sleep(10000);
System.out.println("woke up");
} catch (Exception e) {
// TODO Auto-generated catch block
System.out.println("Exception message: " + e.toString());
e.printStackTrace();
}
}
I haven't run this code to test it, but I would be suspicious of this call:
ffd.destroy();
According to the API docs:
Closes the destination. This method cancels all outstanding messages,
discards all responses to those messages (if any), suspends delivery
of all incoming messages, and blocks any future receipt of messages
for this Destination. This method also destroys any persistable
outbound and inbound queues. If Destination uses the Push API, this
method will unregister associated push subscriptions. This method
should be called only during the removal of an application.
So, if you're seeing the first request succeed (at least sometimes), and subsequent requests fail, I would try removing that call to destroy().
See the BlackBerry docs example for this here
Ok so I finally got it running cheerfully. The problem was with the transport selection; even though this example delivered WAP2 (among others) as an available transport in my device, running the network diagnostics tool showed only BIS as available. It also gave me the connection parameters that I needed to append at the end of the URL (;deviceside=false;ConnectionUID=GPMDSEU01;ConnectionType=mds-public). The code ended up like this:
for (;;) {
try {
coords.refreshCoordinates();
this.defaultUrl();
this.setUrl(stringFuncs.replaceAll(this.getUrl(), "%latitude%", coords.getLatitude() + ""));
this.setUrl(stringFuncs.replaceAll(this.getUrl(), "%longitude%", coords.getLongitude() + ""));
cd = cf.getConnection(this.getUrl());
if (cd != null) {
try {
HttpConnection hc = (HttpConnection)cd.getConnection();
final int i = hc.getResponseCode();
hc.close();
} catch (Exception e) {
}
}
//dormir
Thread.sleep(15000);
} catch (Exception e) {
} finally {
//cerrar conexiones
//poner objetos a null
}
Thanks for your help #Nate, it's been very much appreciated.

Resources