Is there any command line tool for decoding GDPR consent string - command-line

I am looking for a command/online_tool where I could provide the GDPR user consent string and it could return decoded parameters
I installed the package mentioned in https://pypi.org/project/consent-decoder/1.0.1/ but don't know what command to issue
I am using MacOs
Thanks in advance

Related

Read the contents of a .csv file in Google Drive

I have a public .csv file on my Google Drive and I want to pull the file and display it in my flutter app. I figured that I need the fileID, the OAuth token and the client ID,I already got these. I also have a fully working sign-in page. But I can't figure out what is the exact methodology of fetching the file. I know that there is some content of this exact question online, I am a beginner, those posts were old, and some functions were deprecated, I couldn't understand them.
You can use the export api to get this
"https://www.googleapis.com/drive/v3/files/[FILEID]/export?mimeType=[mimeType]&key=[YOUR_API_KEY]"
Refer https://developers.google.com/drive/api/v3/reference/files/export for more details
Please note that is restricted to 10 Mb per file
Edit
add these dependencies
dependencies:
googleapis: any
google_sign_in: any
Implement google signing
final googleSignIn = signIn.GoogleSignIn.standard(scopes: [drive.DriveApi.DriveScope]);
final signIn.GoogleSignInAccount account = await googleSignIn.signIn();
Create a firebase project and enable google signin and link it with your project. Download its Json and add it to the project too.
Goto cloud console and enable Google Drive API
After the login is complete you can use the download method to download the file
Future<File> download(String id, String filename, {Function(int, int) onDownloadProgress});
Check this tutorial for reference
https://betterprogramming.pub/the-minimum-guide-for-using-google-drive-api-with-flutter-9207e4cb05ba

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.

Generate Token using the Flutter Application - Agora

Is there any way to generate a Token from Flutter application and then validate it?
I tried passing null in Token parameter of AgoraRtcEngine.joinChannel(null, widget.channelName, null, 0); but it is showing black screen for the Audience
Already gone through:
https://github.com/AgoraIO-Community/Agora-Flutter-Quickstart
https://docs.agora.io/en/Real-time-Messaging/token_server_rtm
and other official docs but there's nothing to help in Flutter.
Any help would be appreciated :)
A token needs to be generated using your own server irrespective of the platform you're using. You can have a look at this guide that explains how to build your own server: https://www.agora.io/en/blog/how-to-build-a-token-server-using-golang/
You can have a look at this gist that explains how to use tokens in your Flutter code:
Using tokens - https://gist.github.com/Meherdeep/25d4bdac5dad0c4547809754c9e8417e
Renew tokens - https://gist.github.com/Meherdeep/088c5700f141d27b5e849d466c2358fb

Vauge PayFlow Error

I'm using PayFlow with Layout C, which uses an iFrame to embed the payment form. I've followed the instructions found here for testing: https://developer.paypal.com/docs/classic/payflow/gs_ppa_hosted_pages/
My request for a secure token returns successfully, but when I run a test charge, I get the following error:
Some required information is missing or incorrect. Please correct the
fields below and try again.
Error: An error has occurred. Please contact the system administrator.
The only fields below are card number and expiration date, which follow the testing guidelines.
What else could be going wrong?
Once you get the secure token, Instead of using the redirection url "https://payflowlink.paypal.com" , you should use "https://pilot-payflowlink.paypal.com" if you are in test mode .
This change happened after a certificate upgrade on 8th APR . You can check the link below :
https://ppmts.custhelp.com/app/answers/detail/a_id/1236

Facebook Follow Button plugin doesn't allow periods in profile

Trying to set up a follow button with Facebook's plugin here:
https://developers.facebook.com/docs/reference/plugins/follow/
I've found that any profile url I enter that contains periods (for example, http://www.facebook.com/John.Smith) will return an error.
From the error console I receive
Failed to load resource: The requested URL was not found on this server.
This happens with the HTML5, iframe and URL versions of the plugin. Just out of curiosity I tried encoding the period with %2E, and I also tried using the numeric profile ID, but neither worked.
Is there any other trick I can try to make this work?
I don't think it's a problem with the social plugin. please enter the profile https://www.facebook.com/michael.kamleitner for testing purposes - everything's fine here.
If I open the profile url of John Smith I'm getting an error ("Page not found") - so imho the profile is restricted/not public at all. If it's privacy restricted, you can't use it for the follow-plugin. If you have access to John Smith's account, please double check his follower-settings: https://www.facebook.com/settings?tab=followers