Getting Positioning Error in here sdk flutter initially - flutter

I'm using here sdk in my flutter application to get map features in my app. When I'm trying to get user's current location then initially for some time, it is showing me this error which is not a good impression for my application.
It is giving me this error until it finds the location which is represented as this indicator
I've added all the required permissions for that
but still its giving the location after some delays which is not what I want....
I guess its related to refresh token, which is internally managed by HERE SDK, I'm not able to explicitly add that token , I've provided the consent permission but the token thing is delaying its update, maybe I'm wrong.
These are some code snippets,,,,
This is a gist of navigation example -
https://gist.github.com/alemantrix-settyl/5bff0bb621dd53b8309605dba9613f0c
This is calculating the route and starting the navigation
enter image description here
To get more information about the code, visit this repo:
https://github.com/heremaps/here-sdk-examples/tree/master/examples/latest/navigate/flutter/navigation_app

Related

How can I resolve 400 bad request in Google Picker dialog in test application?

I'm running into trouble with test users and the Picker component in my web applicaton.
A subset of my test users are receiving a 400: The server cannot process the request because it is malformed when attempting to access the picker. Some of them experience a looping sign-in beforehand.
The picker is constructed in the following way inside of a useEffect in a React component:
// if there's a non-config related bug, I would imagine it must be related to getting the access token here.
const accessToken = gapi.auth2.getAuthInstance().currentUser.get().getAuthResponse().access_token;
const view = new picker.DocsView(picker.ViewId.DOCUMENTS);
view.setIncludeFolders(true);
const pickerDisplay = new picker.PickerBuilder()
.enableFeature(picker.Feature.MULTISELECT_ENABLED)
.setAppId(appId)
.addView(view)
.addView(new picker.DocsUploadView())
.setOAuthToken(accessToken)
.setDeveloperKey(apiKey)
.setCallback(pickerCallback)
.build();
setPicker(pickerDisplay); // sets picker state
Because I am not receiving the error message and the application has not been verified, I believe this likely has something to do with the IAM.
I believe I've been able to eliminate managed browsers settings,
cookie settings, and extensions as possible sources of error.
I've also added the users to the GCP project with the Browser role, though
they did not receive invites. What do I need to try next to resolve
this issue?
I cannot provide a minimum reproducible example because this only seems to be confined to a subset of my users' browsers.
I reached out to Google support, but unfortunately this is not covered.
I need to get this application into production relatively soon, so I'm very seriously considering just writing my own Drive microservice and recreating the Picker. I would love to avoid this though.

Google Signin for Unity (Windows standalone build) - invalidGoogleToken when used with Playfab

Hopefully someone can point me in the right direction here, I'm attempting to log into Playfab using a google auth code retrieved from an async call in Unity, the flow is as follows:
Click my login to google button in Unity.
Unity begins to listen for the response and opens a google login browser session.
User clicks email/signs into email they want.
This response is returned to Unity with an auth code.
I have then attempted to use the returned google auth code with playfabs LoginWithGoogleAccount method":
PlayFabClientAPI.LoginWithGoogleAccount(new LoginWithGoogleAccountRequest()
{
TitleId = PlayFabSettings.TitleId,
ServerAuthCode = returnedWindowsGoogleAuthCode,
CreateAccount = true,
}, OnPlayfabGooglePlayAuthComplete, OnPlayfabGooglePlayAuthFailed);
This then fails with a returned response from playfab with "invalidGoogleToken".
From what I've read from what I've come across on google is that this token is possibly in a "used" state by the time I am calling LoginWithGoogleAccount and I possibly need a refreshed token? but I am not too familiar with the Google API so I could be completely off the mark there? But if this is the case what should I do here? How do I re-request a valid token without going back to the browser to do the same thing again?
To give you an idea of pretty much the exact code I'm looking at but I've altered slightly to get it to work in Unity I am following the Google Sample OAuthDesktopApp code:
OAuthDesktopApp Sample Code
I am calling the method "button_Click", this runs and makes the request, Unity then begins listening for the google response at line 72 and the auth code is then output to logs at line 129.
This auth code output at line 129 is what I have then been passing back in to LoginWithGoogleAccount which then results in the failed "invalidGoogleToken", this does also then run a request for user information which does correctly return the name/email of the user you signed in with etc.
Just to add to my previous comments, if I remove the call to performCodeExchange line 132 (I read somewhere that at that point I am swapping the auth code for a token and thus the auth code will no longer work? I'm guessing here) and then if I call PlayFabClientAPI.LoginWithGoogleAccount with the auth code I am presented with:
PlayFabError error:
error.GetHashCode(): 2051826304
error.Error: InvalidGoogleToken
error.ErrorMessage: invalid_grant details: Missing code verifier.
error.ErrorDetails: null
Hopefully this may help someone guide me.
First thanks to those that replied to this, So I've managed to solve this after a comment from a Playfab mod, There appears to be no official way from Google to login using a standlone Unity build nor an official way to then login to Playfab using the same build method.
The solution I've used uses a modified Unity version of one of the Google samples from OAuth 2.0 for Mobile & Desktop Apps .
This will allow you to get the oauth code within Unity then you can pass this oauth code to Playfab for login, BUT Playfab has since deprecated the way to do this (which is silly if its the only solution) so you need to modifiy Playfabs SDK to include the accesstoken then you can use this to finally login.

Backand- Sign in error with facebook and google

Im developing an app with ionic framework and im using Backand as BaaS, im using the sign in with social accounts service that provides me, but when im trying to sign in with facebook, return this error.
The user is not signed up to 'name-of-my-app'.(signing in with facebook).
And when im trying to sign in with google, return this error:
Object reference is not set to an instance of an object.
Also im create my own apps in facebook and google and i set the AppId and AppSecret to Backand.
I dont know why im receiving this error, actually im ussing almost the same code that the starter's Backand provides.
I have met this kind of error "Object reference is not set to an instance of an object" too, after pressing "Validate & Update" button, after editing database json model several times in the backand control panel. I could save the new model and continue, but that red error was appearing on top right at each save. My hypothesis is that also in your case the issue is related to a bug in the database model editor. I personally got rid of that kind of error by deleting the project (I had no data in it yet) and creating a new one, re-pasting and saving all at once the exact same database model json I created in the previous project.

Fitbit OAuth 2.0 and Unity Project (RestSharp as well)

I've been trying to get OAuth 2.0 to work correctly. I have managed to make the url that that will do the "deny/allow" for my app by opening a webpage with just
Application.OpenUrl(uri.ToString());
The problem is that I have no idea how to get the redirect and the auth token from the page if the user hits allow. When you hit allow, right now nothing happens it just sits on the page. Checking Networking in chrome debug does have the redirect and token there but it never actually sends it..
I was recommended to use RestSharp but I again have no idea how to use it with Unity as there are lot of resources for Android/iOS PC etc. but I can't get any of them to work for this Unity project...
var client = new RestClient("https://www.fitbit.com/oauth2/authorize?response_type=code&client_id=*clientID*&redirect_uri=http%3A%2F%2FfitRPGcallback&scope=activity%20profile%20sleep%20social");
Debug.Log("client made");
var request = new RestRequest(Method.POST);
request.Resource = ("profile%20sleep%20social");
client.ExecuteAsync(request, response => { Debug.Log("response is : " + response.Content);});
Application.OpenURL(client.BaseUrl.ToString());
In the URL I do have the correct clientID in there as well just not sure what I can and can't show for security reasons etc.
Biggest problem is just having no idea how to get the return value from the webpage after the user hits allow/deny...
Any insights would be super super appreciated cause I just want to start making the actual game but there's not as much point if I can't get this data...
So, I'm posting on a few other applicable questions as well since I have finally figured out my answer.
Unfortunately I'm not using REST so that part is still up in the air BUT I did get it to work with just Fitbit, Unity and a Webview plugin (you will need a webview OR a way to get the initial code back from your first OAuth2 call)
You can find steps here.
http://technicalartistry.blogspot.nl/2015/07/oauth2-unity-and-month-of-cursing.html
EDIT:
So I had to change how I did it because Fitbit changed their ToS where we are no longer allowed to use Webview based Authenticators (which is what I was using in the above blogpost.)
Give this next post a look for how to make an Android Plugin that will grab the Accesstoken from Fitbit's OAuth. This is a FREE way to do it since you make it yourself and it's ezmode :)
http://technicalartistry.blogspot.ca/2016/01/fitbit-unity-oauth-2-and-native.html

Request Dialog CRASHED?

Recently, Facebook has updated the component "request dialog" assigning responsibility to the exclusion of requests to the developers (http://developers.facebook.com/docs/reference/dialogs/requests#deleting). He also made other adjustments to the format of the request id. Thus added configuration option "request 2.0 efficient" on menu of the application developer.
The problem started after this change , the component "request dialog Multi - Friend- Selector" is in serious trouble. The component is crashed while trying to load friends. Sometimes friends loads, but the component does not resize height.
See the image of the errors:
Crashed before load friends:
http://postimage.org/image/glk2mf3bb/
Resize fail
http://postimage.org/image/iobduhn41/
In chrome browser component generates the following error:
s-static.ak.facebook.com/rsrc.php/v1/yS/r/syXGEAW5WYH.js:36 Uncaught TypeError: Cannot read property 'origin' of undefined
In firefox generates following error:
Erro: Permission denied to access property 'DocRPC'Arquivo-fonte: https://s-static.ak.facebook.com/rsrc.php/v1/yS/r/syXGEAW5WYH.js Linha: 36
Can you reproduce the error with the code itself Documentation
http://developers.facebook.com/docs/reference/dialogs/requests
Help please.
Seeing same errors here, but I can add some info:
It does seem to work if you use the basic example in https://developers.facebook.com/docs/reference/dialogs/requests, which opens up the dialog in a new browser window.
In Chrome, I found an additional error message to the one you posted:
"Unsafe JavaScript attempt to access frame with URL [...] from frame with URL [...]facebook.com/dialog/apprequests. Domains, protocols and ports must match."
From all that I guess the error may be related to the dialog display mode (read https://developers.facebook.com/docs/reference/dialogs). Within my app, I am getting this error exactly as you do, unless I set display to something like 'popup', in which case everything works (but a new borwser window is opened). The docs do state that "Because of the risk of clickjacking, [iframe] is only allowed for some certain dialogs, and requires you to pass a valid access_token." Well, passing access tokens did no good for me.
Little question: are you using some toolkit like GWT?