Receive share file intents with Flutter with IOS - flutter

I'm using the following plugin
https://pub.dev/packages/receive_sharing_intent
It is working with android.
But the instruction for IOS are unclear - I follow the IOS instruction and I'm able to share files with my app, when I do so, my app opens but the flutter code is not executed, the only thing I see in the log is:
6.26.0 - [Firebase/Analytics][I-ACS023000] Deep Link Web URL query is empty
Which doesn't mean any thing to me.
I tried to look for this error and couldn't find anything that is related to sharing intent.
Can someone clarify this?
Is there a tutorial on how to set sharing intent for IOS?
In the instruction it says:
ios/Runner/Runner.entitlements
....
<!--TODO: Add this tag, if you want support opening urls into your app-->
<key>com.apple.developer.associated-domains</key>
<array>
<string>applinks:example.com</string>
</array>
But I don't have such file in my directory structure, any idea how to set it correctly?
....
EDIT:
I created and added the file ios/Runner/Runner.entitlements manually
I noticed I missed the last step (after publishing the question), so I did it:
Add Runner and Share Extension in the same group
Go to the Capabilities tab and switch on the App Groups switch for both targets. Add a new group and name it group.YOUR_HOST_APP_BUNDLE_IDENTIFIER in my case group.com.kasem.sharing
This step is not very clear:
the name of the tab is Signing & Capabilities
in order to switch on the App Group you should click on `+ Capability' in the top left of the tab
I checked the checkbox next to App Group
Add a new group and name it group.YOUR_HOST_APP_BUNDLE_IDENTIFIER in my case group.com.kasem.sharing
After this I was able to receive the file intent in the App but couldn't open the file:
print("$path, exist ${await io.File(path).exists()}");
I was able to print the path but the exists method return false
NOTE:
works with no issues in android
works with no issues in IOS when sharing an image
only fails with files (PDF)

Related

Google Play Games Service in Unity doesn't authenticate

GPG service does not work
It shows the native GPG window, but when it’s closed the PlayGamesPlatform.Instance.Authenticate() callback returns NetworkError
In the Google Play Console:
Created "Game service”.
In the “Game details” section, added a description 512x512 and 1024x500 icons.
In the “Linked apps” section, added an android application and completed authentication (OAuth 2.0 key was automatically created)
In the “Achievements” section, created an achievement with a description and a 512x512 icon.
In the "Testing" section added a gmail account for testing
In the “Publishing” section, clicked Publish.
In the Google API:
Activated Google Drive API and Google Play Android developer API (without creating any keys)
Checked the SHA-1 in the OAuth key for Android and in “Release management”> ”App singing”> ”App signing certificate”
In Unity:
Downloaded the latest release from https://github.com/playgameservices/play-games-plugin-for-unity
In Window> Google Play games> Setup> Android setup, copied the xml format text from the “Achievements” section of the Google Play Console using the “Get resources” link, the ClientID format is 123456789123456-fffffffffffffffffffffffff.apps.googleusercontent.com
The test build was signed with the same key as the application posted on Google Play with the same Company name and Product Name
PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
.RequestIdToken()
.Build();
PlayGamesPlatform.DebugLogEnabled = true;
PlayGamesPlatform.InitializeInstance(config);
PlayGamesPlatform.Activate();
PlayGamesPlatform.Instance.Authenticate(SignInInteractivity.CanPromptAlways, ((SignInStatus status) =>
{
if (status == SignInStatus.Success)
{
print( $"Welcome {PlayGamesPlatform.Instance.GetUserDisplayName()}\n");
}
else
{
print($"Fail:{status}");
}
}));
On debugging in Unty Console I have
<i>AndroidPlayer(ADB#127.0.0.1:34999)</i> Returning an error code.
#0 0x443df5a (libunity.so) GetStacktrace(int) 0x25
#1 0x4e788b6 (libunity.so) DebugStringToFile(DebugStringToFileData const&) 0x169
#2 0x49875fe (libunity.so) DebugLogHandler::Internal_Log(LogType, LogOption, core::basic_string<char, core::StringStorageDefault<char> >, Object*) 0x65
#3 0x498754e (libunity.so) DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*) 0xb5
I just saw this. I had the same error. What I did to fix it was I toned down the bytecode stripping in the project settings. When I checked the unity developer console, I noticed the error stating that my game couldn't find the library for GooglePlayGames.
While this is not the IDEAL answer, it's a temporary fix. The Ideal answer is creating a Link.xml file that tells the compiler not to strip out library .so file.
(Which, I am searching for at the moment, and how I came across your question.)
I came across this post while trying to find the answer myself and now that I know the answer I thought I would add it in here.... so that I can no doubt discover it the next time I forget how to do this. The issue is caused by the minification as #CherryCoke stated.
The solution can be found here: https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/README.md#decreasing-apk-size
You have two options: either turn off the minification or tell the minify process what to ignore when doing the minification.
If you want to minify your build (which makes sense to me for a release) then you can do so by selecting "Custom Proguard File" in the Publishing Settings area of the Android build in the Player Settings.
Once you have added this in you will need to update the proguard-user.txt file that is specified. The path is displayed under "Custom proguard File".
For google play services then the entries you need to add can be found at: https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/scripts/proguard.txt

Flutter - how to create a framework where i can have Debug and Prod versions where debug version has some way to choose test environment

I need to create two different versions of the app.
- debug
-prod
for debug, version i need user to select the test environment before anything else begins. i need some way to know what environment user has selected and then load API endpoints config file accordingly.
what's the best way to handle this in flutter?
I have seen in some apps that for iOS, debug options are available in app settings under the standard iOS settings menu , select the app and then see those options in there.
You might want to use Flutter Flavours. As the name suggests, you can practically make flavours of the same app based on your need - debug, test, production etc. And not only API end-points, but you can also configure everything else such as app icon, different labels on the screen etc.
As suggested in this link, you can have different main.dart file for each flavour. You can read different configuration from JSON file (such as API end-point) and rest of your app will remain same. For example, see below :
This is another helpful link.

Creating dynamic manifest files that work with ipads and iphones

Problem: The browsers within apples ipad and iphone don't seem to like dynamically generated manifest files (we constantly get errors involving either missing images or .aspx pages that can be accessed from the device or "Application Cache manifest could not be fetched"). We originally had a manifest.ashx acting as our manifest that would dynamically create and pull some pieces from the web server for offline app functionality. This process worked fine for the majority of browsers and mobile devices but failed on the apple products.
Thoughts: For some reason safari doesn't seem to register the manifest.ashx correctly (this is where we dynamically create the manifest file) and just gives up on trying to open it. We truly need a dynamic manifest file for the requirements of the project so switching to a static manifest file would not work. Does anyone have any suggestions towards alternative creation methods for dynamic manifest files?
Code:
manifest.ashx
public class Manifest : IHttpHandler
{
public void ProcessRequest( HttpContext context )
{
ManifestGenerator generator = new ManifestGenerator();
context.Response.ContentType = "text/cache-manifest";
//Create the dynamic manifest file here (returns the manifest as a string)
context.Response.Write( generator.GenerateManifest() );
context.Response.Flush();
}
}
Thanks,
Updated Thoughts v1: Leaning towards thinking this maybe a device specific manifest fault as all the other mobile and desktop devices are accessing the app just fine (including being able to go offline). Currently I have moved back to a dynamically generated manifest (within the manifest.ashx) and the ipad / iphone still dies when trying to fetch but it does get further then it did before (error was: "Application Cache update failed, because "file path goes here" could not be fetched"). A strange aside to this is the fact that the desktop version of safari handles the web app just fine (as well as an install of chrome on the ipad had no troubles accessing the site on/off line) while the mobile versions of it do not.
Updated Thoughts v2: Seems that this issue is safari specific as I have the web app running online/offline with chrome for the apple products (iphone/ipad). Still looking for a fix / work around for the safari browsers though...
For Safari/iPad, the manifest file must end with .manifest. Atleast, that's what my tests determined.
So, in order to make this work, you will have to dynamically generate the .manifest file using a HttpHandler and some changes in web.config to do map cache.maifest to the handler. The idea is that the call to the non-existent cache.manifest would actually get mapped to the handler, which would then send back dynamic content.
This is currently the part I'm stuck at, so I cannot help you here yet.

Create an App within an App

I am being presented with a very interesting project. The task that I must complete is to figure out a way to allow a partner to be involved in an app without giving up their source code. The code will be included in the main bundle of the app so it is not dynamically stored. The partner has a fully functional app that is needed to be ran in a window within the main app at the appropriate time. I know having the partners create a web app would be ideal so it is treated like a webpage but I am more concerned with codes that must be written natively in iOS.
My question is what is the best way to go about solving this? In theory it is like an App within an App. Is there a way if they gave up their .app file I can include this in the bundle and then run it when I catch a certain event? Should I have the partners create their code in a framework and then import into the shell project? What is the best way to approach this problem?
If your 2nd-party doesn't want to provide you with the source code, why doesn't he compile it to object code then let you simply link it to your app?
By the way, at least on official (non-jailbroken) iDevices, apps can't 'embed' or 'open' one another in such a way - you can open an app programmatically if 1. it's a separate app 2. it has a registered special URL associated to its bundle.
Is there a way if they gave up their .app file I can include this in
the bundle and then run it when I catch a certain event?
No, you'll want to have them create a library instead. You can then include that library in your project.
Creating a library is as simple as:
Choose File->New...->Project... in Xcode.
Select the "Cocoa Touch Static Library" project template.
Add your code.
Build.
The result is a static library that you can add to your application(s). The library will contain the compiled code that you added, but doesn't include the source code. The library developer should provide whatever header files are necessary to use the code in the library.
An App within an App is possible however it requires a common data framework that allows one app to reference the same data without confusing the the source of and destination of the data.
Such a framework allows one app to interact with another app referencing the same data.

How can I configure my iPhone project to use a seperate application icon for beta releases

What I am trying to achieve is for the application icon to be different in builds that I send out to my beta testers, to that of the application that will be submitted for approval. This will allow me and my beta testers to easily identify the app is a beta version.
I was not sure if I should be adding a build script to modify the info.plist and change the application icon specified there. For this I guess I would have to conditional check the build type (DEBUG/RELEASE/DISTRIBUTION etc) and write the appropriate value to the plist file.
Alternatively I thought I might need to create a separate target for beta releases and specify the new BETA application icon there.
If anyone has done this kind of procedure before, any tips and ideas about how best to do it would be very much appreciated.
Outdated: As of September 2017, my answer is probably outdated now. Please use latest Apple developer guides relating to Asset Catalogs. Asset Catalogs are the new way of specifying image/icon resources for your app.
Original answer:
Both ways you have mentioned can be used for this purpose (Through a separate Target or using Build settings). In my opinion, the more logical way would be to use a different build configuration and set the plist file to dynamically get the icon file name from the build configuration.
Here is how I would do it:
In project build settings, create a new user-defined variable called ICON_FILE (for "All Configurations")
Set the value of the variable to "Icon.png" (for "All Configurations")
Create a new build Configuration called "Beta".
Set the value of the ICON_FILE variable to "Icon-beta.png" for "Beta" configuration.
(this will make all the configurations have the value "Icon.png" except Beta config)
In the Info.plist set the value of "Icon file" attribute to ${ICON_FILE}. This will make the info.plist dynamically get the filename from the variable you defined earlier.
In your application resources, include the beta icon with the name "Icon-beta.png" in addition to "Icon.png" you already have.
If you build the app using "Beta" config, the app will have the beta icon as the app icon.
Hope this helps!
Asset catalogs can be used without creating another target.
Here are the steps I use:
1 - Create two (or more) app icon set in images.xcassets
2 - Create another configuration from project settings
3 - Go to Target -> Build Settings and search for app icon.
You will see Asset Catalog App Icon Set Name under Asset Catalog Compiler - Options. Change the asset catalog name that will be used in new configuration.
4 - Build for different configurations.
The accepted answer is not working for xcassets.
So, if you already started to use xcassets catalog here is the steps:
You need to create 2 different targets of your application.
To do this:
Right click on your target. -> Click Duplicate (or Cmd+D)
Set name of new target like MyApp-beta
Create separate icon:
Go to your xcasset catalog.
Right click on column with list of images -> click New App Icon
Name it like icon-beta, add place here your beta icons
Click on your beta-target
Go to tab General -> App Icons -> select your asset icon-beta
Here it is. Now you can build your beta application!
Another advantage of this method over that described in the accepted answer - is that you can install both versions at the same time of your Application. (you need to set different Bundle Identifier for this).