Flex SWF application on facebook post does not communicate to backend for Chrome and Explorer - facebook

I have developed a simple Flex application that allows to a Facebook user to record audio. This application is published in facebook posts as SWF video (using "source" parameter on facebook post). My SWF communicates to a CMS backend to receive some parameters and to upload the audio file once it is recorded locally via flash player.
The application works OK for Firefox and it communicates to CMS without problems, but it does not communicate using Explorer or Chrome browsers. Any suggestion?
Another important point: the application works OK accessing it directly on Explorer or Chrome ( without loading it via Facebook post), so the problem is just when it is accessed via Facebook post.

See the documentation here: https://developers.facebook.com/docs/feed-gaming/
I'm reasonably sure you can't make calls back to the server, you need to configure the SWF via URL parameters

Related

Unity - How to log into Facebook without SDK?

I want to see if I can make my Unity application login to Facebook without using the Facebook SDK. Instead, I want to use the Graphs API, because the SDK does not play nice with other plugins and has lots of baggage I don't need.
I'm sending a GET request from my Unity app, which uses the API for getting auth token:
https://www.facebook.com/v15.0/dialog/oauth?
client_id={app-id}
&redirect_uri={redirect-uri}
&response_type=token
From my knowledge, this is supposed to either open the redirect URL with the auth token attached, or prompt me to sign-in/approve this app logging in. It works well pasting this request into a browser and hitting enter.
However, when sending this request via Unity, I get an HTML file as response. Opening this HTML file shows a page where Facebook tells me that Facebook does not support this browser and tells me to go download Chrome or Firefox.
Has anyone managed to get Facebook sign-in to work without the SDK? Or any idea how to avoid this error and get redirected to the page as expected?
Thanks in advance!

Post image to facebook from desktop application

I have this desktop windows app written in C#
The user can post an image to his wall from the app. I have already created the Facebook app. In the previous version the win app would upload the image to my web site then the user was directed to https://www.facebook.com/dialog/oauth/ (via Process.Start(…) that would open the default browser) with my Facebook apppid and a redirect_uri and after authentication and obtaining an access_token the post image dialog would open. It all worked fine.
However, my question is if I could do these stages without a web site of my own, directly from c#.
I have seen plenty of examples but most of them refer to aspx, php and javascript but after all this is a few http request so I think it should be possible.
I think the main problem is how to get an access_token if there is no web page that the user is directed to after login.
I have seen an example using the webbrowser control but it wasn't very clear. And also, if possible I rather that the user would login using their default browser where they are most likely already logged in to Facebook and don't need to enter user and password just for this.
Also, is it possible to upload an image to facebook directly from my app without putting it on some public url first.
Any help would be appreciated. Thanks

How to test facebook application via localhost?

I am researching how to build apps in facebook. I downloaded a standard application facebook provides called "friendsmash".
The link I use as canvas URL is: localhost:8080/friendsmash_social/
When i try to load the facebook application it won't display anything.
How can i test the application without publishing it?
Give the Canvas url as: http://localhost:8080/friendsmash_social/.
You can not see this in the localhost, but you can test your application by running http://localhost:8080/friendsmash_social/ in your browser

Unable to edit Facebook configuration parameters

I made a unity web build of my game and uploaded it to a secure parse server.
I made all the settings to integrate it with Facebook. All Facebook functions are working fine, but the changes made to the web build are visible if the web build is opened in a browser, yet the same changes are gone in a Facebook canvas page.
It seems as if Facebook is ignoring the html file and only considering the .unity3d file for playing the game on Facebook.
What might be causing this issue, and how can I resolve it?
As far as I know, facebook only uses the .unity3d file and ignores the .html. The html page generated by Unity should be seen as a helper to quickly test a web build and not as a production-ready web page.
What change have you made in the html file that you'll need to reflect in the facebook page ?

WURFL redirects facebook robot

I have WURFL on my page for redirecting mobile devices to mobile version of site. PCs are redirected to wordpress.
Unfortunately when i try to post link from my wordpress page on facebook it's generating image for link from mobile version, also link stands to be mobile version, rather than concrete post on worpress.
After clicking submit on facebook it redirects correctly to full version of page, but still the icon should be generated from full version page (same as link title).
How avoid redirecting to mobile version, when facebook services are sending request?
You may want to try using different detection software. I'm working on an Open Source C implementation of 51degrees.mobi's device detection solution at the moment. They've got links to open source PHP, ASP and Java solutions on there as well. It's pretty easy to set up and get working on your site.