top.location with Facebook = null or undefined - facebook

I am trying do some testing examples with Facebook and Flash (using the Adobe Facebook AS3 library). I have followed the examples located at
http://www.adobe.com/devnet/facebook/articles/flex_fbgraph_intro.html
All was going really well and I got through to the step 4 part of the process and this is where things fell over. According to that document you need to be able to check to see if your Flash object is being hosted via Facebook or via your own site.
You do this by checking top.location (either via JavaScript or ExternalInterface.call method in Actionscript). However when I do that all I get is undefined. I have also tried various things :-
Top.location.toString() = undefined
Window.location.toString() = http://local.evanine.com:8080/userstatus/
Window.Top.toString() = [object DOMWindow]
Top.document = undefined
getPage() = Test 8:- undefined
getPage() is a Javascript function called via the ExternalInterface.call and all it does is return top.location.href
However, if I goto the same Flash object on my own site then it shows the right information it only displays this when embedded in an iFrame inside Facebook.
So, finally to my question :)
Since Facebook requires App Developers to use SSL, am I seeing this because I currently do not have an SSL certificate on my server ? Is this a security thing ?

This isn't a SSL problem, this is because of the browser same origin policy. This would prevent an IFRAME (or your canvas app), from seeing what page the user is on. However, you do know enough to figure out if you are in an IFRAME if this is true:
top.location.href === location.href
Logically, top.location.href will return undefined as it should within an IFRAME. Remmember that you don't need to know what the top url is, just if it belongs to you or not, which you can figure out by this comparison.
EDIT:
If you want to know if it is within FB then you can do this:
window.name === "iframe_canvas"

Related

Facebook Send Dialog in iframe doesn't seem to work

I am having issues using the Facebook send dialog. If I open this window in a new browser, everything works:
https://www.facebook.com/dialog/send
?app_id=[My_App_Id]
&redirect_uri=https%3A%2F%2Fwww.example.com%2Fcallback
&link=https%3A%2F%2Fexample.com%2Fimage.jpg
So by doing that, I am able to send a message just fine. However, I need this to be in an iframe, which according to the send dialog documentation, this should work. So I then do this:
https://www.facebook.com/dialog/send
?app_id=[My_App_Id]
&display=iframe
&redirect_uri=https%3A%2F%2Fwww.example.com%2Fcallback
&link=https%3A%2F%2Fexample.com%2Fimage.jpg
Doing so, I get the following error:
API Error Code: 102
API Error Description: Session key invalid or no longer valid
Error Message: Iframe dialogs must be called with a session key
I find it a little strange that I can do this with a popup, but they require a session key for iframe. But even so, that isn't a problem. Because I have already gotten an access_token. So, this should work then:
https://www.facebook.com/dialog/send
?app_id=[My_App_Id]
&display=iframe
&redirect_uri=https%3A%2F%2Fwww.example.com%2Fcallback
&link=https%3A%2F%2Fexample.com%2Fimage.jpg
&access_token=[MY_OAUTH_ACCESS_TOKEN]
The access token was obtained from calling /v12.0/dialog/oauth, and I have confirmed that the access_token is valid:
However, I now get this message:
This Content Isn't Available Right Now
When this happens, it's usually because the owner only shared it with a small group of people, changed who can see it or it's been deleted.
So now this really makes no sense. I can send this link just fine if I use a popup with NO access_token present. But to set the display to iframe, I must include the token, which is fine, but it doesn't like the token for some reason?
It is also worth noting that this behaves the same way regardless if the Facebook app is in development mode or live mode. In development mode, all of the permissions should work for my test users. So it seems very unlikely that this is a permissions issue?
Anybody have any insight on this at all?

Fitbit OAuth 2.0 and Unity Project (RestSharp as well)

I've been trying to get OAuth 2.0 to work correctly. I have managed to make the url that that will do the "deny/allow" for my app by opening a webpage with just
Application.OpenUrl(uri.ToString());
The problem is that I have no idea how to get the redirect and the auth token from the page if the user hits allow. When you hit allow, right now nothing happens it just sits on the page. Checking Networking in chrome debug does have the redirect and token there but it never actually sends it..
I was recommended to use RestSharp but I again have no idea how to use it with Unity as there are lot of resources for Android/iOS PC etc. but I can't get any of them to work for this Unity project...
var client = new RestClient("https://www.fitbit.com/oauth2/authorize?response_type=code&client_id=*clientID*&redirect_uri=http%3A%2F%2FfitRPGcallback&scope=activity%20profile%20sleep%20social");
Debug.Log("client made");
var request = new RestRequest(Method.POST);
request.Resource = ("profile%20sleep%20social");
client.ExecuteAsync(request, response => { Debug.Log("response is : " + response.Content);});
Application.OpenURL(client.BaseUrl.ToString());
In the URL I do have the correct clientID in there as well just not sure what I can and can't show for security reasons etc.
Biggest problem is just having no idea how to get the return value from the webpage after the user hits allow/deny...
Any insights would be super super appreciated cause I just want to start making the actual game but there's not as much point if I can't get this data...
So, I'm posting on a few other applicable questions as well since I have finally figured out my answer.
Unfortunately I'm not using REST so that part is still up in the air BUT I did get it to work with just Fitbit, Unity and a Webview plugin (you will need a webview OR a way to get the initial code back from your first OAuth2 call)
You can find steps here.
http://technicalartistry.blogspot.nl/2015/07/oauth2-unity-and-month-of-cursing.html
EDIT:
So I had to change how I did it because Fitbit changed their ToS where we are no longer allowed to use Webview based Authenticators (which is what I was using in the above blogpost.)
Give this next post a look for how to make an Android Plugin that will grab the Accesstoken from Fitbit's OAuth. This is a FREE way to do it since you make it yourself and it's ezmode :)
http://technicalartistry.blogspot.ca/2016/01/fitbit-unity-oauth-2-and-native.html

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.

redirect_uri and how to host callback.html on SoundCloud?

I am trying to access Soundcloud from a local HTML page on my laptop. I am stuck at the part of hosting "callback.html" as a redirect_uri. The script I am trying to run is the basic Authenication JavaScript from the Soundcloud documentation page:
<script src="http://connect.soundcloud.com/sdk.js"></script>
<script>
// initialize client with app credentials
SC.initialize({
client_id: 'my_client_id',
redirect_uri: 'http://127.0.0.1/Users/Maria/Documents/SoundcloudClient/callback.html'
});
// initiate auth popup
SC.connect(function() {
SC.get('/me', function(me) {
alert('Hello, ' + me.username);
});
});
</script>
This script gets me to the connect pop-up when I launch the page in Chrome and Firefox.
But, once I have logged in as a Soundcloud user, I get the following error:
Oops! Google Chrome could not connect to 127.0.0.1
If I change my redirect_uri to localhost I get the same error.
If I try:
files:///C:/Users/Maria/Documents/SoundcloudThinClient/callback.html
I get a similar error.
I also tried:
ocalhost:3000
and:
localhost:8080
even though I'm not sure what would be listening on those ports.
So, basically, I'm asking what path do I put for callback.html in order for this to work?
I confess I don't know how the redirct_uri actually functions. I looked at the Oauth pages for it, but I don't understand them. I am beginning to think that I can't simply create an HTML page, paste the JavaScript, create a callback.html file and have this work, even though the SC documentation seems to say that this is possible. If so, what steps am I missing?
I am beginning to attempt this. I believe you have to go to the developer site and sign up as having an app. The redirect uri is asked for and the form gives you an API key you can use in your app.
I'm using drupal so, perhaps adding the oath module and using Php to add the api key might work well.
I had the same problem and I think I solved it.
Morning-after-edit: I posted this dead-tired after working towards a solution through the night. Now, the day after, I realize that you were speaking about the general problem, whereof I face a very particular instance. The following only applies directly to registering soundcloudlabs' soundcloud-group-recorder: https://github.com/soundcloudlabs/soundcloud-group-recorder. There is probably a more general principle lurking behind there, though:
First: yes, you do have to register the app as your own at Soundcloud. At least I presumed so. And doing that, you must register correctly where on your server you will place the callback.html file. Take the ClientID assigned to your app and use that in the API intialize procedure.
Now, I'm a novice and know very little coding. But I started looking around in the main file, application.js.
At the top of the file there are two instances of client_id and redirect_uri each. I'm not sure if that serves a purpose or if one is technically superfluous. Through trial and error I found out that replacing the second instance of each with my own data worked.
Then there is groupId and groupUrl, both of which should contain your info, within quotation marks.
After a lot of trial and error, still having trouble getting the thing to run, I looked around and saw that, whereas early in the file, client_id was hooked within SC.initialize, redirect_uri was not. Under the line:
client_id: CLIENT_ID
I added:
redirect_uri: REDIRECT_URI
– with a customary comma in between. And that's it. It runs.

FB.getLoginStatus not calling its callback

The title really says it all. Under some (undetermined) conditions FB.getLoginStatus() just stops working and won't invoke the callback I gave it. The only interesting clues I've found are
FB.Auth._loadState is stuck on "loading" -- whatever is supposed to make it click over to "loaded" isn't happening
slight delays like putting in alert() calls tend to make it start working
Any hints at all about even how to investigate this welcome.
This usually happens for me when I am running the page under a different domain from what has been registered in Facebook. Typically this is when I am developing locally.
If you are running locally, you'll have to set up a local web server and then modify your hosts file to point the the registered domain to 127.0.0.1 in order to test on your local machine. Don forget to remove that line from the hosts file when you want to test it on the server.
According to:
https://developers.facebook.com/bugs/240058389381072
You cannot put your application under sandbox mode, or else it won't work. Go into your app settings, advanced, and switch it. This stumped me for a couple hours until I happened upon the bug report.
I had similar problem with FB API. It turned out, that my Facebook App was misconfigured. Please make sure that this is not the case for you. My problem was that my "Site URL" param in FB application was pointing to https, but I was using http protocol for development. Any call against FB api after FB.init was not calling my callback functions. So the first thing to do should be to double check App config.
Now, if some reason you depend on FB api but you wish to have a fallback option in case it;s inoperative - workaround with timer should be ok for you. Just set up a timer and disable it if FB Api gives you proper response. If not - fallback to some custom function which will perform some additional logic.
function callFbApi() {
var timeoutHandler = setTimeout(function() { requestFailed(); }, 1000);
function requestFailed() {
// When this happens, it means that FB API was unresponsive
doSomeFallbackWork();
alert('hey, FB API does not work!');
}
FB.getLoginStatus(function(response) {
clearTimeout(timeoutHandler); // This will clear the timeout in case of proper FB call
doSomeUsualWorkAfterFbReplies();
return false;
}, true);
}
If your application is in sandbox mode, Facebook acts as if your application is invisible to anyone who is not listed as an application developer. If you're not logged in, then it would stand to reason that your app is now invisible.
The callback will only fire if you're initializing with a visible application. Otherwise the following response is returned:
<span>Application Error: There was a problem getting data for the application you requested. The application may not be valid, or there may be a temporary glitch. Please try again later. </span>
For more info please see my comment on this bug ticket:
https://developers.facebook.com/bugs/240058389381072
Maybe you are using the asynchronous call. The same thing happened when I called FB.init with window.fbAsyncInit. All I did was delay the FB.getLoginStatus with a setTimeout function
window.setTimeout(checkLogStatus, 1000);
function checkLogStatus(){
alert("check");
// fetch the status on load
FB.getLoginStatus(handleSessionResponse);
}
It seemed to work after that
On the new version of the Developer app, you have to make sure to have put the correct URL you are using to access the application in the Website field under the
Select how your app integrates with Facebook
section.
Make sure the protocol is HTTPS and not HTTP.
I had a similar problem. The site worked every time when I was opening the browser, but fails when I tried to reload.
The cause was the missing "www" on the site name on Facebook configurations. Note that putting "www" (like www.yoursite.com) works on both situations (yoursite.com or www.yoursite.com).
As others have posted, you must be accessing your site at the same URL that facebook expects. For example if facebook has a callback "example.com" but you're browser has "www.example.com", that can cause this problem.
In addition, if third-party cookies are not allowed by your browser, you may also see this problem. Or you may see the callback erroneously reporting the user is not connected.
Just posting a situation I had were calling FB.getLoginStatus got absolutely no response.
My application is designed to run in a tab, and I only entered the Page Tab URLs on the app admin page, and not the App On Facebook (i.e. Canvas) URLs. The tab loads perfectly, but any calls to the FB JS SDK provoke no response.
In Facebook App Settings, go to Client OAuth Settings, look at Valid OAuth redirect URIs
Make sure you have listed all URIs which are the domains from which Facebook SDK is being invoked. For example:
I develop at localhost:5000 and deploy to Heroku. Notice the format: http://domain.name/