Digital Goods for Express Checkout (dg.js) not working - paypal

It was working till yesterday and stopped working as expected. Before the code change, when we clicked a button it would trigger a pop up and it now redirects to another page. We looked into the code and found the issue
let fullpageRedirect = true;
there is a variable declaration that never sets to false
url to the code
if we change the code, to
let fullpageRedirect = false;
this is working as expected.
I forgot my Paypal password and cannot seem to reset it, I do not get the email or SMS they say they "sent" and this is required for our flow.
I do not want to host the code locally, although that works for now. It would be awesome, if the code was changed on Paypal's side.

Change code on top to let fullpageRedirect = false; and it works.

Related

Why cant I send emails through Google Sheets using a Mobile device?

I opened up a spreadsheet and inserted a Drawing to use it as an Action Button, then I assigned the following script to it:
function sendEmail() {
var emailAddress = 'myemail#gmail.com';
var message = 'test-message';
var subject = 'test-subject';
MailApp.sendEmail({
to: emailAddress,
subject: subject,
htmlBody: message
});
}
Everytime I click the button from a PC, it works fine, I receive the test email instantly. But when I try to test it using any sort of mobile device it won't let me click the button.
Why hasn't google fixed this?
How can I effectively make my script send an email from google sheets using a mobile device? I've already tried with onEdit() and data validation instead of buttons but this doesn't work with the MailApp.sendEmail function, so it doesn't resolve my problem.
Please help
This is a known issue(Star it to show support). Apps Script works from official mobile apps, but buttons with scripts assigned to them do not.
onEdit simple trigger does not work because you need email sending permissions. For this case, an onEdit Installable Trigger can be used.

How to set up facebook callback url?

How do I setup a Canvas payments callback url? I only need to set up for static pricing at this time within my app. Facebook requires a Payments Object under "Realtime Updates" heading. I have been searching everywhere for a simple straight example on how to do the complete process but have not been able to find one. I have been working through the Unity3d Friendsmash example project.
I haven't found much information on the callback, but since I don't really use it, I just used this code inside a PHP script to just make it work:
$hub_mode = $_GET['hub_mode'];
$hub_challenge = $_GET['hub_challenge'];
$hub_verify_token = $_GET['hub_verify_token'];
if ($hub_verify_token =='YourToken')
{
echo $hub_challenge;
}
I found the problem! I was using Parse which does not host php pages. I put my file on my bluehost account and it now works! My app can now show the pay dialog on Facebook using the callback url I gave it.

Magento registration not completed , $this->_welcomeCustomer($customer) empty

I am getting a problem at the time of account creation in magneto. it starts loading and not redirect on index page but data saved in database and redirect URL is empty when i checked.
Even not send account confirmation mail if required confirmation enabled.
please help and tell me what setting should be done here because it's working on local but not on live.
You might use the custom extension for that registration.
Or, the AccountController might be rewritten by the other module.
Please check it ( \app\code\core\Mage\Customer\controllers\AccountController.php )
createPostAction()
And also, in your site the magento session might not work properly.
OK, i got the solution as in app\code\core\Mage\Customer\controllers\AccountController.php $url = $this->_welcomeCustomer($customer); was empty so i replaced it with $url = Mage::getBaseUrl()."customer/account/index/"; and it's working.

Having trouble AFTER form submission with zombie.js

I have the following setup on my site:
You enter credentials on a login page and that takes you to a second page (which normally produces no screen output) which validates the user and redirects them to the appropriate homepage.
My step definitions consist of three steps:
Load up initial login page.
Enter credentials and submit.
Verify (by checking page title) that I made it in the homepage.
My first step passes with flying colors.
My second step claims to pass.
My third step fails.
Upon review, I found that it's because the second step, while officially it didn't fail, didn't do what it was supposed to do. Zombie got stuck on the validation page. At first I thought it was just missing the redirect, but it seems that it doesn't execute ANYTHING on the validation page. I even commented out the entire page and simply put an output of "Hello" at the top of the page. If my browser.html(); can be believed, it doesn't even see that. I know I make it to the second page because I have
console.log("\n" + browser.location.href);
which shows me the URL of the second page.
I then have
console.log(browser.html());
which is empty.
I even have a:
browser.wait(10000,callback);
beforehand to give it some processing time but to no avail.
Some information that might be relevant:
This is a ColdFusion site. I know zombie's handling the concept of CF since it's loading the login page initially, although there's not much actual CF processing going on there.
There's DB access happening. If zombie is accessing like a regular browser, it shouldn't make a difference, but it's there. Although even when I comment everything out, it still doesn't work, so I doubt that's actually relevant.
This is my script portion for the login step. Please advise if I'm approaching this the wrong way.
this.When(/^I input my credentials$/, function(callback) {
browser.fill("login", "myusername").fill("password", "mypassword");
browser.document.forms[0].submit();
// Put in here to account for redirect time it will take to get past validation page to actual home page
browser.wait(10000,callback);
callback();
});
If you need any other information, please let me know. I would appreciate any help whatsoever in being able to make this work!
I am not sure I fully understand your problem, but it looks like this may be an issue with the way you are handling asynchronous calls. At any rate, you should not need to browser.wait for something like this at all. Try something like the following:
this.When(/^I input my credentials$/, function(callback) {
browser
.fill("login", "myusername")
.fill("password", "mypassword")
.pressButton("#selectorForYourButton", function (err) {
// Check for errors or any other behaviour this test is actually about
callback();
});
});
First, the pressButton method is preferable because it gets closer to testing actual browser interaction. But more importantly, callback() is only executed after all the events fired off by pressing the button have been resolved.

CurrentAppSimulator.RequestProductPurchaseAsync purchasing simulation

I am trying to implement in-app purchase for my Windows Store App (Metro App). I was referring to the code samples here, but when I triggered the RequestProductPurchaseAsync method nothing happens.
When I say nothing happens, it means literally nothing. No return results (the result was supposed to be a receipt since I passed in true for includeReceipt). Also, when I re-checked the ProductLicences[string].IsActive flag it will always return me false.
How do I test this out properly? Thanks a lot!
Make sure the app LicenseInformation.IsTrial is false, otherwise it won't work. In-app product purchases require that the app not be in trial. In a published app, the user would see an error stating that you can't do in-app product purchases under trial license. The simulator doesn't show this warning in the in-app purchase simulation dialog during testing.
You can either modify the initial state of the simulation (see the samples for how to do that) or call RequestAppPurchaseAsync(false) during the simulation run to get a full license for the app, then try the product purchase.
We experienced and solved a similar problem.
Using CurrentAppSimulator worked fine, but bringing up the real purchasing UI with CurrentApp did not.
In a production setting await CurrentApp.RequestProductPurchaseAsync(string,bool) seemed to never return (more specifically, it only returns once after the user has logged in -- subsequent calls did not return).
Additionally, after we tried to bring up the purchasing UI in our app, other applications using the purchasing UI had the same problem -- UI never shows.
Here is the problem code:
private async void CommandInvokedHandler(IUICommand command)
{
switch (command.Label)
{
case "Continue":
licenseInformation = CurrentApp.LicenseInformation;
if (!licenseInformation.ProductLicenses[Notes.ProductName].IsActive)
{
try
{
await CurrentApp.RequestProductPurchaseAsync(Notes.ProductName, false);
// The code never steps over
}
The somewhat-obvious problem with the code above is that the request to bring up the in-app purchase UI is made from within a modal dialog box command handler. The request hangs -- never returns. The not-so-obvious part is that it also blocks all subsequent requests from our application and every other application (until the user's session is restarted).
Upon moving the "try" block out of the command handler, and ensuring that there are no modal UI calls contesting the purchase request, purchasing worked without issue.
EDIT: You should restart (or re-login) to test this. Once the purchasing UI breaks, it will not show until you restart or re-login.
There is a small nuance to follow: to be able to purchase anything using CurrentAppSimulator one needs to call CurrentAppSimulator.RequestAppPurchaseAsync before making any purchase requests. After the operation returned by the call is done, you can successfully call CurrentAppSimulator.RequestProductPurchaseAsync (unless the IsTrial value in LicenseInformation element is set to false in the xml).