I have an error with Google login. I am not using Firebase auth, but I manage users on my own database. The error is as follows:
PlatformException(sign_in_failed, r2.b: 12500: , null, null);
The strange thing is that my app works in production, but not in the new version. However, I have not changed any configuration or method that could affect the login.
I have followed several threads on this error but have not been able to resolve it. The link below summarizes everything I have done so far.
https://dev.to/gattalraouf/12500-an-android-developer-s-nightmare-1i3b
Related
I have a Flutter project where I use Firebase Authentication. I'd like to test it locally. Here is how Firebase local emulator is started:
firebase emulators:start --project demo-test --only auth
Here is Firebase initialization from main.dart:
Future<void> main() async {
WidgetsFlutterBinding.ensureInitialized();
await Firebase.initializeApp(
options: FirebaseOptions(
apiKey: 'any',
appId: 'any',
messagingSenderId: 'any',
projectId: 'demo-test',
));
//...
runApp(...);
}
Everything starts smoothly without errors. The app works. However when I try to sign up a new user:
firebase_auth.FirebaseAuth.createUserWithEmailAndPassword(email: email, password: password);
I receive an error:
[firebase_auth/unknown] com.google.firebase.FirebaseException: An internal error has occurred. [ API key not valid. Please pass a valid API key. ]
I suspect that I need to provide a proper API key for demo-test project but where can I find it? Or may be I can provide one when starting the emulator? I couldn't find answer in Google docs.
To clarify things. The app works fine when I use options of my real Firebase project. The problem comes only with a so-called Demo project.
Make sure to call useAuthEmulator in your code before using the authentication service. The Flutter code for that may be missing from the docs (I just filed an issue to get it added there), but the API to call can be found here.
I'm don't exactly recall how I addressed that cleartext issue last time I encountered it, but am quite sure it was by following some top search results including the android:usesCleartextTraffic="true" that you mention.
My app doesn't receive test ads with error:
LoadAdError(code: 3, domain: com.google.android.gms.ads, message: No ad config., responseInfo: ResponseInfo(responseId: null, mediationAdapterClassName: , adapterResponses: [], loadedAdapterResponseInfo: null))
If I change my bundle id from "com.test.vpn" to "com.test.vpn1" I start getting test ads and can see it. I'm guessing something inside the Admob control panel is misconfigured, but I have no idea what it is.
Maybe someone faced the same problem and decided it ?
I am working on a news app for my blog. The baseUrl has an issue and when I run, I get this error.
Exception has occurred.
WordPressError (WordPress Error!
code: null,
message: {“code”:“rest_user_cannot_view”,
“message”:“Sorry, you are not allowed to list users.”,
“data”:{“status”:401}},
status: null)
You are trying to access an unauthorized area. This is about privileges. You can read more about the HTTP status codes.
suPHP_ConfigPath /home/USER/public_html
Adding these in .htaccess solved the issue process
hi i have unity3d and the latest facebook sdk
i've downloaded the sample project but i got a problem, when i start the project and click login, unity immediately show this images:
which i expecting i've got an error from this part of code in mainmenu.cs
if (FB.IsLoggedIn)
{
string panelText = "Welcome ";
if (GameStateManager.Username != null) panelText += GameStateManager.Username + "!";
else panelText += "Smasher!"; //I GOT THIS ELSE BLOCK !
if (GameStateManager.UserTexture != null)
GUI.DrawTexture( (new Rect(8,10, 150, 150)), GameStateManager.UserTexture);
GUI.Label( (new Rect(179 , 11, 287, 160)), panelText, MenuSkin.GetStyle("text_only"));
}
which is my gamestatemanager.username is null... i just want to know why my gamestatemanager.username is null, how to get some data to fill that.. i've followed step to fill gamestatemanager.username in this link where's my error btw ? anyone can help ?
Please see this question. Unity Facebook SDK Login Always Returns User 0 Access Token abc...z We don't support the editor or desktop yet. You will have to run on an ios or android device, or publish your app to facebook canvas.
I think you are having the same problem I am...
It seems it has logged you in but returns USerID:0 and Access Token: abcdefghijklmnopqrstuvwxyz
I think this is a TEST User that is automatically logs in but I can't seem to find out how to turn that off and to actually have it log ME on.
Is your APP in Sandbox mode? I tried turning my sandbox mode in the facebook app settings off but it didn't seem to effect it...
Waiting for an answer on this and my related question...
Unity Facebook SDK Login Always Returns User 0 Access Token abc...z
If you are running this from the EDITOR then the reason is the EDITOR does not actually log you in.
If you are running from the device...I am still working on that one (also getting the same result you are)
I'm hacking away at a Facebook app on Heroku, using Node.js. When I go to the app myself, it works exactly as I expect. When I send another developer/tester to it, the standard Heroku "Application Error" message is displayed. When I check the logs, there isn't even a log that the developer made a GET request for the app page, let alone an error.
He tells me that the last thing he sees in his browser status bar is "waiting for .herokuapp.com", which implies that Facebook got to the app, but the logs don't support this theory.
Is there another method of seeing Heroku errors? Is there something I have to turn on in order to see more? A setting I have to modify to let this other guy use the app?
Update: Some more looking around led me to check the network traffic. He's getting a 503 Service Unavailable, followed by the error page. Still wondering why this happens on his machine, but not mine.
Update: Inserted some error-checking code into the handle_facebook_request method.
req.facebook.app(function(err, app) {
if(err !== null) {
var errorMessage = "Error getting app: " + util.inspect(err['error']);
console.log(errorMessage);
}
// rest of req.facebook.me, and rendering code
}
This gives me an "Unsupported get request", of type "GraphMethodException" and code 100. So now I have something I can look into! I wish that Heroku had at least mentioned that the request had been tried.
I had the same problem with a new facebook app created with the support heroku / node.js.
After several attempts and tests I saw that I get the message "Unsupported get request", type "GraphMethodException" and the code 100, because my facebook app was with sandbox mode.
When I disabled the sandbox my application on heroku it worked fine.