How to enable test ads over already developed real ads - flutter

I have to update ads in an app (which somebody else made). I need to enable Test Ads, without using Test IDs. (the IDs must be the same as the other developer put it).
Also, I want test ads, just because google threatens to disable the account if we test on real ads. (see screenshot)
Please dont refer to "Admob shows Test ads but not real ads". What I want is completely opposite scenario.

You can add a test device which enables you to test ads with real ad units.
Setting up a test device lets you safely test production ads and verify your implementation code without violating AdMob’s invalid traffic policy.

#Jabbar's answer is helpful.
I Also found out that we can do it programmatically by just putting this code,
MobileAds.instance.updateRequestConfiguration(
RequestConfiguration(
testDeviceIds: [
/* These are `IDs` of different mobile phones on which I have installed and tested my app. */
'140A01B86DF7D67991BF3A31AEEE9041',
"85BB5D148620523D06692E2F45ED4A30",
"2F4C6DEC28A5611835CA2C3EE14EF31C",
],
),
);
To find your own mobile phone's ID
Check the console or logcat output for a message that looks like this:
I/Ads: Use
RequestConfiguration.Builder
.setTestDeviceIds(Arrays.asList("33BE2250B43518CCDA7DE426D04EE231"))
to get test ads on this device.
links: https://developers.google.com/admob/flutter/test-ads#android

Related

Azure Notification Hub, Preview capability

Is there a way in Notification hub to preview the push notification on simulators/devices before they are pushed to real user's devices? if not, what approach can be utilized here?
Thanks,
Vineet
At this time a preview feature is not available on Azure Notification hub.You can leave your feedback/ feature request on Uservoice. All of the feedback you share in these forums will be monitored and reviewed by the Microsoft engineering teams responsible for building Azure.
You can successfully send push notifications to the Android Emulator. You cannot do the same with the iOS Simulator, due to the fact the Simulator just doesn't allow for it.
You can also use a physical device and using a unique tag, or just logging out a registration or installation ID, you could send a notification directly to your own development devices before sending out to real users. This would allow you to validate behavior and appearances before sending to real users. So basically the same process you would use to validate any kind of UI changes before sending an App update out to users. Try on your own devices first.
Hope that helps! :)

How to get purchaseHistory for IAPs with BillingClient

As the documentation says:
queryPurchaseHistoryAsync():
Returns the most recent purchase made by the user for each SKU, even if that purchase is expired, canceled, or consumed.
So lets say I would like to make an IAP for the user to remove Ads forever from my app.
How do I decide with a fresh install if that user already purchased that IAP if this function also returns the "canceled" IAPS?
I would like to query the actually purchased IAPS, not everything. Becuase that way a user could unlock the Ad free version with a cancelled IAP.
To make it worse, the Purchase class doesn't have status like "cancelled" or "consumed" I cannot decide the state of the user's purchased IAPS.
Am I missing something here?
Thanks in advance
The billing client documentation states it checks for the user.
Then we have the question: Who is the user
If you look at the steps taken for the billing api on https://developer.android.com/google/play/billing/billing_library_overview then you see that a connection to google play is needed.
What happens then is that the current user on android, the account they are signed in with on google play and their mobile device is determined to be the user.
So if they purchased it via google play in app, it will always be assigned to that user on google play and that is what's being queried by this. No matter on which device they are logged in, Their tablet, smartwatch, phone, television, etc...
How to get a list of actually bought products
Instead of using async that gives you everything included abandoned shopping carts I suggest you use https://developer.android.com/reference/com/android/billingclient/api/BillingClient#querypurchases
That way Get purchases details for all the items actually bought and paid within your app. This method uses a cache of Google Play Store app without initiating a network request.
Note: It's recommended for security purposes to go through purchases
verification on your backend (if you have one) by calling the
following API:
https://developers.google.com/android-publisher/api-ref/purchases/products/get
If you read that API link it's easy to check with the online cache if the purchase was valid with a simple GET request.
Personally I would build in a check if the phone is suspect to be rooted before doing the manual background check with the purchases API that sends a request to the store.
Phones that are not rooted have a higher trust level, as the user are probaly not very tech savvy and will not have a shimmer of a clue how to circumvent such checks, and the google play cache will be updated regularly, reflecting trustworthy data.
When a phone is suspect to be rooted(you can read protected directories/write to them), then perform the check online if they bought the stuff each time you deem it neccesary.

Sorry, this action is not available in simulation

My test invocation name is "Mrs Tang", so i input "Talk to Mrs Tang", but it responds "Sorry, this action is not available in simulation"...
Does anybody know How can I resolve this error?
According to the doc:
Turn on the Web & App Activity, Device Information, and Voice & Audio
Activity permissions on the Activity controls page for your Google
account. You need to do this to use the Actions Simulator, which lets
you test your actions on the web without a hardware device.
And I had do what Jeremy Gordon suggested. To add a second google account in the GCP IAM console with a viewer action permission and then login with this second google account in an incognito window for the web simulator to work.
I had a related problem (I could test with my main developer account, but not my test credentials). I eventually got it working with the non-primary account.
The missing link for me was that when I was viewing the simulator, I was actually signed in to two accounts, my primary google account (developer account, shows up in the main frame of the page, upper right corner), and the account I authorized when 'starting' the simulator (email address shows up in the simulator frame), which was my test credentials. The second test account repeatedly gave me the "Sorry, this action is not supported in simulation" message, until I:
1) Added the test account as a Conversation API Viewer & Client in GCP IAM console
2) Visited the 'create link' (the one that comes up when you click share) in an incognito window, and signed into the secondary account there such that I was signed into only one account in that incognito window.
After that, invocations connected to the app.
Make sure you are logged into the same account you used to deploy the test action and that the deployment has been done within the past half hour or so. If you have not set all the information on the Actions on Google Console, you may need to use the invocation phrase "Talk to my test app".
I think sometimes I run into the same error. I get past it by toggling the Active switch off and on.
Same problem I encountered. You must be logged in via the secondary google account. Do logout from the account and login via the account that is paired with api.ai.
why I can't use google action in web simulator
I got this to work by saying "talk to my test app" or typing it in to the simulator prompt, that triggered my app to start in the simulator.
I had the same problem. I needed to set the location first (it defaults to Google-Headquaters), if you are in some other region (like in germany as i am).
Then go on with "Mit meiner Test-App sprechen" (Talk to my test app), or whatever it is in your language!
I did not get this message on my invocation, but on my my second input:"Sorry, this action is not available for your app.".
It turns out the simulator had left the conversation right after the invocation (and it did mention that in the small print).
This happened because I returned a FinalResponse for the invocation. And a final response is pretty final, it will terminate your conversation.
So, after a FinalResponse you can only get back in your action/conversation by a new invocation or a deep link. If you want to suggest questions/inputs, then you should return ExpectedInputs.
You might need to turn on Web & App Activity to let group members use some Google Assistant features.(if you are using organizational account)
https://support.google.com/assistant/answer/7219584?hl=en
If you are using any organization's Google Accounts then there might be an access issue. So use your own personal Gmail account.
Take a look here, organization's might not be given you access. So use your personal Gmail and follow the Docs, you will able to create your agent/ actions and able to test it with simulator as well as in android device.
At time of testing the Google Action you need to set the location to the country which you selected while developing or submitting your Google Action.
By default US is selected in testing but if your action is for one particular country only then you need to select that. You can see in image the field where you can select location

iTunesConnect test user verifying

I create iTunes connect test user, but when I am trying to test in-app-purchase, my app in iOS simulator says, that i need to verify my apple id. How can I do it?
Text of error view:
You haven't verified your apple id.
Tap OK to see instructions.
When I taps OK, it hides alert view and it is end.
This has been happening to quite a lot of people in the last couple days and there is a thread in the Apple Dev Forums: https://devforums.apple.com/thread/128982?tstart=0
No need to verify it,
Actually its a dummy account for testing purpose. So, if you enter dummy email id which is not exist will be fine. And if you try to enter real email id, then it send you verification mail. But don't worry if you're not verify that that will work fine.
But better you should apply dummy email id instead your real email id to avoid this confusion...!?!
It's some times happens. But you can test in-app purchase with test user.
Just make sure below points:
1) You test the app in device (not simulator).
2) Before test the in-purchase, you should be logged out from app store on device.
Cheers.
I just ran into this issue and it seems there is a simple way to rectify the issue.
Issue:
After creating an Apple ID(best to use a fake email that doesn't exist to reduce headache) for a test user account in Albania, I signed out of the normal Apple ID I use from within "Settings>iTunes & App Stores" and leave it signed out.
Then I start the app I'm testing, attempt to purchase anything within the app, at which point I'm prompted with a message that asks to use existing Apple ID or Create New Apple ID.
I choose the Use Existing Apple ID option.
Then I'm prompted to enter email & password.
This is where you enter the test user account info you've created in iTunes Connect.
After entering the test user account info, a message saying that this profile/account has not been verified/used on this market previously, then I tap "OK", and it redirects me to the App Store.
At this point do not do anything further within the app store or the prompts that appear within it, it will just create further confusion/problems
Instead, back out of the store, and re-open the app your testing. At this point, try to purchase that same item again and it should work just fine.
I have no idea why it redirects you to the app store to begin with, but for whatever reason it does. It does seems strange that in-app purchase testing would ever re-direct you to the store, but it just does, so try to ignore the idiocy and move on. Just pretend it didn't happen, and go back into your app as if nothing happened and everything makes sense.
Hope this helps
We all have to file bug report to Apple so that it gets addressed faster. AFAIK Apple does not really care about discussions in their devforums.
And yes, I started experiencing the very same problem since Oct 21.
I found problem. Now we must use our real email and they will send email to verify it.

iPhone Store Kit "Cannot connect to iTunes Store"

I am working on adding In-App purchases to my app.
I am able to receive the productsRequest:didReceiveResponse method, and receive the array of products.
My problem arises when I add a SKPayment to the SKPaymentQueue. After I add the product to the queue, in the paymentQueue:updatedTransactions method the transactions always have the state SKPaymentTransactionStateFailed.
I NSLog the "transaction.error" and this is what it returns: Error
Domain=SKErrorDomain Code=0 UserInfo=0x165000 "Cannot connect to
iTunes Store"
I have logged out of the Store in the Settings app, but after trying to purchase a product in my app it never asks me to log in with my test account. It just fails with the above error.
I was getting SKPaymentTransactionStateFailed error code 0 "Cannot connect to iTunes Store" and thanks to thomax for this answer my problem is solved. Turns out you MUST enter a build number under Targets->Summary.
I spent the last 24 hours resetting my phone, screwing with iTunes connect, and doing just about everything i could think of before i stumbled upon this solution.
I assume you've done the standard sanity checks: double-checking your code, confirming your product IDs, comparing your code to the In-App Purchase Programming Guide, etc.
This may be ridiculous, but -- if you're certain your code is correct -- do a hard reset (full wipe) of your iPod (Settings => General => Reset => Erase All Content and Settings). I puzzled over this exact problem for hours -- it turned out my code was correct and the hard reset was the solution.
I had been getting the same error but I had been prompted for my test user account. And also a popup saying "An unknown error has occurred". It turns out that when I created my test user account and signed out of the settings -> store I had decided to sign in with my test user account which had prompted me for a bunch of information including billing, which had broken my test user account. When I created a new test user account and only signed in when prompted to during the in app purchase testing, everything worked smoothly.
This error (i.e. "Error! Cannot connect to iTunes Store") can occur if you do a sandboxed In App purchase but are signed in using your normal Apple account.
I find it helps avoid any confusion if I sign out of my Apple account before doing any In App purchases. Then in the "Sign In" dialog choose the "Use Existing Apple ID" option and enter your Test User details.
Just remember this will be set in your Settings so you will need to sign out after you've finished In App purchases.
Also, using a different Apple ID resets various iTunes-related settings such as iTunes Match.
You can check if the following link is working or timing out:
https://sandbox.itunes.apple.com/verifyReceipt
Alternatively, an unscientific but quite reliable way to check if the sandbox is working is to ask at:
https://devforums.apple.com/community/ios/connected/purchase
If the sandbox is down, there will probably be people already talking about it, like now (18 Jan 2012, 6:40pm UTC time).
I also was facing with the same error.
I figured out, that the Error only comes on the Simulator, when I switched to the device debugging, the error didn't appear.
Simply log off from your AppStore account on settings...
Solved the problem for me because my device was logged using my regular Apple ID and because the purchases on the sandbox are always done with the test user ID, the device was trying to send my regular Apple Store ID to the "test" App Store resulting on this "Cannot Connect to iTunes Store" error.
This is the most common cause I have seen on my device.
Hit with the same problem, i reset my device, cross verified the identifiers, re-installed the app. Also thought the problem was, because I had changed the reference and the description of the products. In reality, I feel it is because my test user had got locked as multiple people where using the same account, and it is a possibility that the password validation failed multiple times.
So I re-created another test user and in-app purchasing is back to working.
Hope this helps. I was totally stumped with this error.
Make sure your BundleIDs match. That was my problem.
Even a full restore did not resolve this problem for me.
After calling addPayment for an auto-renewing product identifier, about one second passed before I received the "SKErrorDomain Code=0" error from StoreKit. At no point was I prompted (as Apple's documentation suggests one should be) for an iTunes Store username and password; the transaction simply failed.
To resolve this, I had to add a fake "consumable" product to iTunes Connect and call addPayment using the fake consumable's product identifier. This caused the iTunes Store dialog to come up. I then logged in with a test account I had created in iTunes Connect. This succeeded: my application was notified that the consumable had been purchased.
After having done this, I was able to call addPayment with my auto-renewing product identifier and purchase the subscription normally.
make sure you're testing with sandbox user accounts created from itunesconnect and not your actual apple id for your personal account when testing this stuff.
I thought it worth mentioning that DonnaLea's solution of only logging in when prompted for payment also worked for the same issue with Unity and Prime31's StoreKit plugin.
Attempting to log in via the same settings menu you use to log out will prompt for all manner of billing\address details which seems to permanently "break" that test account.
I found myself in this situation when I was working on adding in-app purchases and didn't do it exactly right the first time. In my case I had an error in server-side PHP and as a result I think I wasn't getting all the way through to "finishTransaction:". Even after I fixed the problems (I put the program on a separate device and purchased successfully), I kept getting "You've already purchased this, click to download" followed by "Cannot connect to iTunes Store".
I finally got it to stop doing that by launching the game from Springboard (not XCode). It immediately processed the transaction successfully and stopped prompting me to redownload.
This is similar to the accepted answer above. I started getting the "cannot connect to iTunes store" error when trying to log in to my iTunes account on my phone after logging in with an IAP sandbox account.
To solve the problem, I was able to just do a Reset All Settings instead of Erase All Content and Settings (Settings => General => Reset => Reset All Settings). Definitely better than having to lose and reinstall everything on your device.
I had had the same problem, first of all I haven't created test account so I created via getting help from this link
https://developer.apple.com/library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/SettingUpUserAccounts.html#//apple_ref/doc/uid/TP40011225-CH25-SW10
Then You need to sign out from your current account on your device. and buy purchasing it will ask for user account, then enter the test account.
I had this same issue. I had previously created a test user account, and signed out of the itunes store expecting to be prompted with a sign in for my test user account when I made the in app purchase. instead I got the cannot connect to itunes store message. when I signed in with my real itunes username/password and tried my test app it worked perfectly. I then logged out of itunes store again and my app worked great, prompting me for my id/pw
I had the same error, but the problem was not exactly the same. Maybe usefull for someone:
I inserted an external file in the structure of my app. The reason why I did this is because in production, I insert this file dinamicaly from a server, but in development I thought it was faster to use an app called iExplorer to paste this file. I have done this is the past and I didn't have this problem. But in the last few days, if I paste this file directly using iExplorer, my app returns the error: "Cannot connect to iTunes Store". (in spanish: "No puede conectarse a iTunes Store").
I think that it is because this time I inserted the file inside the .app folder. So this makes me think that if you modify your .app folder in any way, the Codesignature breaks and the link with the iTunes Store stops working directly.
For me, the problem was fixed by uploading a binary. Since that answer was not given in this page, which seems to be among the top hits in Google, I thought I'd add it.
Figured I should share my recent experience with the same issue:
I experienced the same problem a few days ago, where it stopped working from one day to the other. I got the following error after having authenticated with my test user(s): Error Domain=SKErrorDomain Code=0 UserInfo=0x165000 "Cannot connect to iTunes Store"
I hadn't done any changes to the code and we couldn't think of any other changes to our iTunes account or IAP products that might've triggered the problems. The only thing that may have been related was the adding of more iTunes Test Users (although I've added ~15 accounts before without problems). I tested it on different devices and the simulator.
I went through all the available checklists and all possible solutions (everything mentioned above as well) without any success. Finally I figured I might as well take a break from it all over the weekend, since I was drawing blanks. And oddly (and for the first time ever), doing nothing actually worked!
I didn't change any code, nor did anything change on our iTunes account or the app.
The only reasons I can think of are:
Something was wrong on Apple's end.
Some other time-based factor with the app, a certificate or something caused the problems.
A leprechaun snuck into my office and fixed the issue.
Check if you are signed into your personal itunes account in the appstore. If you are you will receive this message. Even if you are signed into your sandbox account in the app. So, to resolve this issue sign out of your personal account in the app store and then try to purchase your in-app item and then use your sandbox account. This resolved my issue.
Well, as usual I "tried all solutions available and it didn't help" :)
So, here is my input to this unlimited collection of stumble stones:
If application is not currently on sale (at any reason), this error occurs.
I got the same error,
When I called SKProductsRequest's start method in my test env,
It ran in
- (void)request:(SKRequest *)request didFailWithError:(NSError *)error
When I called in my production env,
It's correct and ran in
- (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response
Close charles or any http proxy software asap!
Close charles or any http proxy software asap!
Close charles or any http proxy software asap!
You know it~
I had had the same problem, but I solved by the following mode:
- I was using iPhone 5S emulator with iOS 8.4 (This is the most important. Apple Store connection is not working on iOS 11 emulator)
- on emulator I turned on the following setting: Settings/Developer/Allow HTTP services (This is for internet connection)
- temporarily I turned off Avast antivirus Web Shield (This is for internet connection too)
The In-App Purchase FAQ has this information:
Cannot connect to iTunes Store
The "Cannot connect to iTunes Store" issue may be due to one or more of the following reasons:
The sandbox may be unreachable.
Your app does not have a bundle version (CFBundleVersion). See Setting the Version Number and Build String for more information.
Your app is running in the Simulator, which does not support in-app purchase.
You are attempting to purchase a product that is unavailable for sale. See Query the App Store for product information before presenting your app’s store UI for more information.
In my case, the error occurred because I was using the simulator.
Even in the In-App Purchase Programming Guide says to use the development iOS device has a suggested testing step.
As Apple's Documentation:
Cannot connect to iTunes Store
The "Cannot connect to iTunes Store" issue may be due to one or more of the following reasons:
The sandbox may be unreachable.
Your app does not have a bundle version (CFBundleVersion). See Setting the Version Number and Build String for more information.
Your app is running in the Simulator, which does not support in-app purchase.
You are attempting to purchase a product that is unavailable for sale. See Query the App Store for product information before presenting your app’s store UI for more information.
https://developer.apple.com/library/content/technotes/tn2413/_index.html
I have tried all what I can to deal with this issue.
Real device not Simulator.
New registered Sandbox test account (not fill the extra info to make it a formal Apple ID)
Logout whatever accounts related.(iCould, App Store, maybe other app's sandbox testing account)
Fill all the tax and Agreements in itunesconnect website
Even restore to factory settings LOL
...
always return SKErrorDomain Code=0
“Cannot connect to iTunes Store”
...
My case's solution is finally come tome after 3 days' struggle:
And finally I find the key. Try with another device to test the iAP if your device's iOS is iOS13.4.x!!!And I upgrade this ”broken“ device's OS version to iOS14.0.1, iAP works like a charm.