how to use the iphone auto renew subscription without a server - iphone

So all the documentation and posts I see about auto-renew subscription are using the server side model to deliver products. Is there a particular reason why one couldn't use the Built-in model.
I am creating a audio player app that will provide new original music every month. With service side verification I understand that it checks to see if the receipt is valid before allowing the user to download the audios from my server.
However, couldn't I just program my app to ping the app store to see if their subscription is active. If their subscription isn't active have the app sit on the home screen saying "Please renew your subscription before regaining access to the audio player"
It's my understanding that the server side model is there to prevent pirates from gaining access to my servers resources. Is there any other reason I should use it?

It depends on whether you want your application to be hacked or not.
Main reason for all the validation routine is that once application is available to user, he can modify it in any way he likes which can be seen on all the hacked iPhone apps out there.
So in your case they would delete all checks from your code and set "active" to true.

Related

How to get purchaseHistory for IAPs with BillingClient

As the documentation says:
queryPurchaseHistoryAsync():
Returns the most recent purchase made by the user for each SKU, even if that purchase is expired, canceled, or consumed.
So lets say I would like to make an IAP for the user to remove Ads forever from my app.
How do I decide with a fresh install if that user already purchased that IAP if this function also returns the "canceled" IAPS?
I would like to query the actually purchased IAPS, not everything. Becuase that way a user could unlock the Ad free version with a cancelled IAP.
To make it worse, the Purchase class doesn't have status like "cancelled" or "consumed" I cannot decide the state of the user's purchased IAPS.
Am I missing something here?
Thanks in advance
The billing client documentation states it checks for the user.
Then we have the question: Who is the user
If you look at the steps taken for the billing api on https://developer.android.com/google/play/billing/billing_library_overview then you see that a connection to google play is needed.
What happens then is that the current user on android, the account they are signed in with on google play and their mobile device is determined to be the user.
So if they purchased it via google play in app, it will always be assigned to that user on google play and that is what's being queried by this. No matter on which device they are logged in, Their tablet, smartwatch, phone, television, etc...
How to get a list of actually bought products
Instead of using async that gives you everything included abandoned shopping carts I suggest you use https://developer.android.com/reference/com/android/billingclient/api/BillingClient#querypurchases
That way Get purchases details for all the items actually bought and paid within your app. This method uses a cache of Google Play Store app without initiating a network request.
Note: It's recommended for security purposes to go through purchases
verification on your backend (if you have one) by calling the
following API:
https://developers.google.com/android-publisher/api-ref/purchases/products/get
If you read that API link it's easy to check with the online cache if the purchase was valid with a simple GET request.
Personally I would build in a check if the phone is suspect to be rooted before doing the manual background check with the purchases API that sends a request to the store.
Phones that are not rooted have a higher trust level, as the user are probaly not very tech savvy and will not have a shimmer of a clue how to circumvent such checks, and the google play cache will be updated regularly, reflecting trustworthy data.
When a phone is suspect to be rooted(you can read protected directories/write to them), then perform the check online if they bought the stuff each time you deem it neccesary.

Make Autorization on app (Vocal recognition)

I created an app on google home, and I want the app to work only if its MY voice who that asks to do the skills on my google home
How can i do that? Is this possible? I configured my google home at beginning for it recognize my voice, now how to make it mandatory for this app?
I'm trying to make my app secure because it's make banking operations by voice.
Each user request is sent to your application with a unique anonymous UserID. You will need to determine the UserID that belongs to your account (by looking at logs for your application to see which value is yours) and reject requests from other UserIDs.
Even better would be to setup a more proper Account Linking system.
Keep in mind, however, that the voice authentication system isn't perfect and there is a slight, but possible, way for others to duplicate the request - either by using a recording of your voice or by having a similar voice. Consider all the risks when designing such applications.

How to call Web service Continuously in ios

I have an ios app.
In which i have multi user account.So multiple user can Login.
When one user see other user profile and if that user is also online i want to notify him.
I can't get how to implement it.
If i have to continuously check some flag value on server if someone has checked their profile or how can i handle it?
Remote notifications is the way to do it. The logic on when and who has to be notified can be handled at the server.
You may have seen lots of apps asking for permissions to send notification. The downside being if the user denies that permission.
Polling from client side can also be one of the methods which can be used and but would require the client to do most of the computation.
So all in all, its a call you got to take considering what you are building.

Possible security measures for in-app purchases downloaded from a server

I have an app I'm developing which relies heavily on users being able to purchase content which will be downloaded from a server. As the app nears completion I'm becoming more concerned about my current distribution model, which is simply that when the user purchases an item the app then generates the correct URL and downloads the data (e.g., from www.website.com/content/music.mp3).
I have some simple web development experience, but I'm not aware of any authenticating process to ensure that only my iphone app has access to this content. In other words, as soon as somebody detects the outgoing URL request, they could get my content for free. Is there anything I can do to prevent, deter or even strongly discourage this?
Send the receipt to your server, verify the receipt and create a one-time-url for the file.

iphone application payment from website,Apple's payment policy

I am developing a game application with majority of web content,but also have to provide support for iPhone. Here users have to first register on the server from the website,and based on their payment they are given membership type (gold,silver,etc) for the game. They can play the game on iPhone also,using registration ids to indicate user type.Each time on gameplay certain amount is deducted from their account. The iPhone version of game also keeps tab on amount remaining and prompts user to replenish on server.
Payment is entirely on server side and only data is passed through iphone application.
Does this in anyways violates Apples rules?? Can it cause App rejection??
I don't know 100% but it sounds like it might if not invalidate sail pretty close to what Apple sees as acceptable. Why don't you deal with all payments through a web-based site and simply allow registered users to access the game via iPhone. When a user runs out of time you could simply suspend the app and start up a web browser to access your site / renew game time.
Also (and I am not familiar with this) but in app purchases might be a good way to go?
all the best
Gary