I am developing an application that must work online and also offline. This application should sync informations with our server. For this, we need that the device utilize the server clock.
I found a lot of information, and I get the following idea:
When the user logins online I will force him to get the server clock time. In this moment he obrigatory must have internet connection, so it is ok.
When I get the clock server time, I get the systemUptime information that says the interval that the device is turned on, and I store it. I can get systemUptime like this:
[NSProcessInfo processInfo].systemUptime
When the user to create a new local file, I will know the current interval based on systemUptime function, so I know the current time, and I don't depend the iOS system clock.
The problem is: Everytime that device is rebooted, or turned off, the systemUptime is reseted. Until here OK, I can solve it forcing the user to login again, and getting the server clock time again. My problem is to know when the device was rebooted. Can you help me? Thank you guys!
My advice would be to not refer to the device time at all. Get the the files from the server and have the server also answer the server time that the files are retrieved. You can store this in the file, in the file name, or separately on the device.
At some point in the future ask the server if there's a file newer than the server time you recorded earlier.
In this sense, the time isn't really a time at all, it's a version number, and you could make that explicit with the server too, using just an integer from the server that indicates progressing sequence of versions.
If it's important that your app be strong in this way, your only choice is to remain independent of device time. Otherwise, there are too many ways it can break (including small time errors due to latency on the time check, or device factory resets or malicious actions by a user). It's better to remain independent of device time if you can.
When you get the systemUptime the first time, subtract it from the current (iOS) date and time. That's the time the system was last brought up.
Then recalculate this value whenever necessary. If the "time the system was last brought up" has changed, then you know it's time to log in again.
However, as suggested by another commenter, I suspect there's a better way to tackle this from scratch.
Related
Can Firebase get accurate time for offline records which have been stored in device when the device's clock has been changed? The device's clock might be changed when the user rebooted the device or when the user adjusts the date time manually.
My case is quite similar to Get actual DateTime of a device in Offline Mode which I can quote here 1) The application can work in online as well as offline. The app has a feature to create and save the NOTES inside the application. Also, When the app gets internet connection, I need to send the NOTES to backend server. I have a field called 'DATECREATED' in each NOTE (the datetime where the actual NOTE was created) ISSUE: If the User has set the DateTime wrongly in the device, My application sends the incorrect DATETIME to server.
I am going to handle the offline issue on Android and IOS platform, so I came out with another possible solution such as get the GPS time, using some sort of background counter, etc. Based on my experiment, the solution are not reliable enough and some might difficult to do. That's why I decided to get the accurate timestamp using Firebase.
I read a reference https://firebase.google.com/docs/database/flutter/offline-capabilities#clock_skew, but I am not quite sure whether it can help me to get accurate time for offline records.
There is no way you can get a server timestamp while offline. Why? Simply because the timestamp is totally generated on the server. And since you're offline and cannot communicate with the server, you cannot get an estimation. So there is no other system that can generate a timestamp other than the Firebase server.
Besides that, a date that can be generated on the client can be manipulated, so you cannot rely on that.
The option that you have in my opinion would be to have two fields. One is for the real timestamp, which you'll be received when you're back online and the other one is what the client provides. In that way, you make a comparison, if this is what you want.
Edit:
Firestore, is a Cloud hosted NoSQL database. So there is no way you can generate an accurate time while the user is offline. What you can certainly do is calculate the period of time while the user is offline. This means that you have to calculate the number of minutes the user has lost connectivity. Let's say a user losses connectivity for 10 minutes, when it regains connectivity, you receive the Firestore timestamp. Now, all you have to do is to subtract those 10 minutes from the received timestamp in order to have the accurate time that you're looking for.
I have a lobby in which I want the users to be in sync. So when a user turns off his internet while the app is running, he should be removed. I know Firebase does not support server side coding, so the coding needs to be client side. The answers from How to delete firebase data after "n" days and Delete firebase data older than 2 hours do not answer this question since they expect that the user is online and they have an internet connection. So my question is if is possible to delete users when they got no internet? I thought maybe it is an idea to let the users update a value every 5 seconds, and when that update is not done, the other users in that lobby remove the player. This way is not good, since every player needs to retrieve and upload alot of data every 5 seconds. What is the best way to solve this?
Edit: to make it short, lets say each user has an image. The image should be green when the user is connected, and grey when disconnected.
Edit 2: after thinking it over, it is really hard to accurate present the connected users on a client-side server. That is why, if nobody has a different solution, I should add another server which can execute server-side codes. Because of the larges amount of servers, I would like to know which server I should use. The server should run a simple function which only checks if the users are connected or disconnected and can communicate with Firebase. If I am correct it should look like this:
But the server also needs to communicate with the users directly. I have absoluty no idea where to start.
If I'm not completely wrong, you should be able to use onDisconnect.
From the Firebase, documentation:
How onDisconnect:Works:
When an onDisconnect() operation is established, it lives on the Firebase Realtime Database server. The server checks security to make sure the user can perform the write event requested, and informs the client if it is invalid. The server then monitors the connection. If at any point it times out, or is actively closed by the client, the server checks security a second time (to make sure the operation is still valid) and then invokes the event.
In app in production I'm using onDisconnectRemoveValue, and when I close the app, the user removes himself from the lobby. Not sure how it works when you turn the device in airplane mode, but from the documentation it seems there should be no problem.
One thing: when you test it better do it on real device, the simulator have issues with turning it off and on, at least the on I have installed.
Edit: So i checked the onDisconnect when you put the device on airplane mode and it works! The question is, that it removes the user in about a 1:30 min, approximately, so if you read the documentation or ask the support, you may be (and only may be) able to find a way to set the time you want.
For various reasons I need to get from the iPhone the current date and time that can't be meddled with by the user. Yes, I've seen how one can check a server (e.g., here), but that's not invulnerable to tampering if you take a moment to reflect.
There are two knee-jerk reactions I'm expecting to hear:
Use the GPS time.
It can't be done.
In answer to another question, I've described my researches into this matter. To summarize them:
The GPS time shifts with the user-defined settings.
The iPhone definitely has an internal tamper-proof time and date, as shown when date-time reverts after Set Automatically in Settings > General > Time & Date is turned back to on even in a fallout shelter.
What I want to know is how to access this tamper-proof time.
Edit
Just to be clear, the server-based solution is not suitable. For one, it could be faked. For another, the app needs to work without a network connection.
Assuming you always have Internet available, you could implement a class or object that connects to a remote Network Time Protocol server.
Here's an open source GitHub project that should get you started, and the related StackOverflow question I found it at.
I have developed a game in unity3d for pc and mac. I want to publish the game with 30 days trial period.
How do I make it? How do I write into the system registry. What things that I should keep in mind while developing this trial version.
Whenever I search in google, I get trial version of unity3d not about how to make a trial game in unity3d.
The following article has a lot of information, but is pretty long.
Writing to Registry
Regarding saving to the registry, only do this if you have a big game and will be writing other values to the registry. If it's just a small indie game, then rather avoid the registry. People don't like it when small indie games write values into their registry, as most developers will never remove that value.
There are 2 ways. You could either make the user "login" to your server every time, also called "Online Validation". This way is more secure, but does require the user to login which is not ideal. You could use the following offline method. Please note that I just thought about this, so there might be small flaws.
Offline Method
You could get the current system date and time. Encrypt the date and time and save it to disk. Then every time the game starts up, get the system date and time again and check this "new" time to the date and time you have stored on disk. This check will more be to make sure the user has not modified the system date and time. Obviously overwrite the date and time every time the game is started, but obviously first check the value.
You'll know if the user has modified their time if the "new" date and time you got is not more than the old stored date and time. You could also get the date and time, just before the game exits. Then when the game starts up again, you can make sure that the current date and time is more than the date and time you stored to disk.
Also get the date and time when the game first starts up and save that. As you can then check exactly how many days until their trial runs out.
What you should keep in mind
Allow the user to keep their saved game (if they can save). So that when the buy your game, they do not have to start all over again.
hi i am making an app in which user sends xml to server and get response....
now i have to save the date and time of sending and response of that request....for this should i use iphone's date or check it online?
because my thinking is that the iphone's date and time may not be correct.....always...so it is better to check the time online ....
i know the local part but need help regarding online check....please help
Just use the local time. It will save you a lot of trouble and work. Or is your app so absolutely dependent on the correct time, like to display the current position of the sun or something ? If not, the local time is likely "good enough".
If you need the same time as the server, then it would seem that you need to establish the offset between server time and local time, and then you can adjust your local timestamp.
Is there a way to get the (current) time from the server?
Assuming the timestamp you're saving is for the request sent from the iphone and the response received by the iphone, then it would actually seem logical to use local (iphone) time.
You could always use NTP (http://en.wikipedia.org/wiki/Network_Time_Protocol) to get the current time, but that doesn't guarantee the time is thesame as the server.
You usually don't need absolute time of some sort, just the same time source as your server and your server's database.
So compare your local time with whatever the server thinks the time is and adjust accordingly.