.Net Apple Push Notification service Provider? - iphone

I started to write a provider for APNs in .Net today, and it seems I've hit a brick wall...
Everything I'm finding about securing sockets says that a System.Net.Sockets.Socket cannot implement SSL. I'm fairly new to raw sockets programming...does anyone know of a way to connect a raw socket to a server over SSL?

You might want to take a look at apns-sharp. I've done some experimenting with Push Notifications, and was able to get the server side of things up and running with that in very little time at all. (Even if you don't use it as-is, the source may help you.)

In my opinion, you don't need to use open source things for achieving that if you have serious or critical project instead you can use a professional push notification provider.
I like this guys, they are making realy different things then others. Check-out MonoPush project
Note : Don't forget that users very sensitive you don't have to make mistake.

Related

How to use Google Action Builder with my own server

I want to develop an action to google assistant. So i red the documentation here https://developers.google.com/assistant/conversational/overview and i followed this tutorial https://www.youtube.com/watch?v=Z1hxvniJ18s
It s worked and i was allow to develop and test my app in the simulator. The problem is that when it's come to webhook i don't totaly understand how it's work. On the webhook icon i got this
The seconde one allow me to use Google cloud function and firebase but i had to add my billing account to make it available. I also get a console where i can code my fonctions and my responses.
And if i am correct, the first one allow me to connect to my own Api. But i can only enter one field that is the URL adresse and nothing else so how do i code it? Also i see everywhere people using node.js and i would like to use php is it possible?
To sum up my problem, i would like to know how i could connect my action builder to an other service(Api) than google ones? If it's possible to run my server in php and how do i interact with my google action?(I think it's by sending json back and forth but i'am not sure how to do it?) Finally i would like to know if it's possible to test it in local server with mamp and phpmyadmin for exemple to test the answer of the server?
I would be very grateful if someone could help me, show me how to set up all this.
But i can only enter one field that is the URL adresse and nothing else so how do i code it?
When you develop your webhook, you will need to have a single publicly accessible endpoint to connect with. This endpoint will receive an HTTP POST request and you will need to respond with an appropriate response.
Also i see everywhere people using node.js and i would like to use php is it possible?
Any language that can run on a web server can work. Node.js is one that is used a lot, but PHP can work just as well. You can create an actions.php file and then enter an endpoint address https://example.com/actions.php that will be called. You may need to refer to the Request and Response reference for the expected format.
if it's possible to test it in local server with mamp and phpmyadmin for exemple to test the answer of the server?
It's somewhat possible. You'll need to have some method of sending mock requests to your local server, which might be as easy as using cURL or other tools like Postman.
Unfortunately my personal experience with PHP tools is limited, so I can't necessarily walk-through the specifics. But it does seem like you know these tools a bit more and should be familiar enough to be able to get started.

PJSIP via CLI on Raspberry

I am new to Raspberry and VOIP. I am interested to make a door intercom system using raspberry, as I read most of the post here and those are really helpful,one of the raspberry is acting as server (Asterisk and PBX). I was able to call using sflphonebut that was only for desktop mode and I am interested to call using CLI and for that I installed "PJSIP" as reffered by most of users, but don't have any idea what to do next (I mean how should i start). As it is written after installation I am supposed to try for "pjsua" and "pjsystest" in pjsip-apps/bin, but it doesn't ring any bell for me.
Sorry for my level as beginner but if you don't begin how are you supposed to masters it.
I shall be very thankful.
so i can't explain all of the stuff you need to know, but with this Site you should be able to register to you PBX. It's an documentation to the high level API of PJSUA. If you go further on that site they will lead you through the things you have to do to establish a call.
Although this can be very frustrating because there are many error that can appear. There are some python test application under pjproject/pjsip-apps/src/python/samples, here you should firstly try to establish a call between two clients to be sure you server is well configured.
Just for info, the dest_uri you have to give in the call.py is like so sip:ip:port and you have to change the values in the register.py to your client infos. Then run the register.py in one shell and the call.py in an other shell.
Hopefully i could help you over some barriers, feel free to ask if something was unclear.

AIR server connections

I am wanting to give back to a small gaming community. The idea is to make an app that acts like a chat client to connect to the game servers. I am trying to grasp the concepts on how connections work through examples I've found on the web, since I am self taught by seeing examples.
So far the examples I found are for connections on the same network. What I need is some kind of example that will allow me to connect from different networks or at least an explanation on what I need to do. Also I need to be able to get around a router without with setting port forwarding on the router.
In the end the app will be connecting to the game developer's server but I need a working app before I get his permission to connect to his servers.
Any help will be most appreciated. If any additional information is needed to help just ask and I'll do my best to fill in the gaps.
That is a very broad question, but I try to give you as much information as possible from by point of view. As I'm not yet sure if you want to have a P2P Connection (game-application to game-application) or a standard server model, I will just mentioned different approaches to this problem.
Adobe has support for P2P since a long time. Read some FAQ, esspecially "How does RTMFP differ from RTMP?" (I try to choose Sources with infographics, as that helped me to understand it).
What you really should start playing with and making first steps in, should be NetConnection. This is the very basic Function that will allow you to communicate to a Server running e.g. PHP or connecting to a Flash Media Server (FMS). FMS is inpartcular interresting for you, as it really boosts the ideas what you game could do, but setting up a FMS is not that easy,to host a own instance is even more complex. So if you come to the conclusion that you want to travel the road of using a FMS, I can suggest you Onyx Server. They mainly marketing theirself as a Streaming service, but in reality you will get access to a FMS for a ok'ish price (FMS instances on Amazon were way worst the last time I checked).
The FMS basicly only a Flash AS2 File with some extra Commands. Your FMS can handle real-time (!) persistent connections (!) with any client that connects to it. Everyone is able to connect to the server at first, and you can then choose in your FMS Script what a client have to bring to the table to stay on the server or is rejected. After that, you have a very string tool for a Game. For example, you could have a game instance connect to it, tell the server that an enemy was hit and the server near-instantly (the speed is really amazing, there is no feeled delay, it really is instant. Its called SharedObjects) pass this information down to the enemy game instance. I used FMS only for one project and it was a very long ride to understand it and work with it, but it was a really nice experience, as you code the Server in the "same" language like the game itself (AS2, AS3 = ECMA).
If you dont want to spend money at this stage, you can use the Adobe RTMFP Instance at p2p.rtmfp.net. It is, as far as I know, only for testing and you will be rejected if you misuse the service for a real project, but for starting and testing it will do. If you use the Cirrus Engine, you can even follow this Tutorial. You will find sample code in there:
// Cirrus connect info
private const SERVER:String = "rtmfp://p2p.rtmfp.net/";
private const DEVKEY:String = "{YOUR_DEVELOPER_KEY}";
// Used to connect to the Cirrus service
private var _netConnection:NetConnection;
_netConnection = new NetConnection();
// Listen for status info
_netConnection.addEventListener( NetStatusEvent.NET_STATUS, onNetStatus );
// Connect to Cirrus using our unique URI
_netConnection.connect( SERVER + DEVKEY );
My adive for you would be: Try getting comfortable with NetConnection. It is really straight forward. When I first started using it, I had a couple of days struggeling and reading a lot on the web, but I learned a lot doing so. You should too. Use NetConnection and try to create two simple AS3/FLA instances of your code that both connect to the same domain (use the adobe rtmfp domain for now) and try to exchange some simple String-Data between these instances.
To take some of the pain of your shoulders, add the minimum amount of listeners to your NetConnection like so:
//Main NetConnector
nc = new NetConnection();
//Troubleshooting Listener
nc.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler);
nc.addEventListener(NetStatusEvent.NET_STATUS, status_handler);
//nc.objectEncoding = ObjectEncoding.AMF0; //Default
nc.client = this;
nc.connect("https://some-domain");
////////////////////////////////////////////////////////////////////////////////
/// CALL ERROR LISTENER
////////////////////////////////////////////////////////////////////////////////
private function status_handler(e:NetStatusEvent):void {
//trace("NetStatusEvent");
dispatchEvent(new CallEvent(CallEvent.CALL_NATIVE_NET_STATUS, e, true ));
}
private function securityErrorHandler(e:SecurityErrorEvent):void {
//trace("SecurityErrorEvent");
dispatchEvent(new CallEvent(CallEvent.CALL_NATIVE_SECURITY_ERROR, e, true ));
}
You will get alot of errors and netStatus and NetSecuriy Events. Flash will often run into Sandbox-Violation errors when you now know what you are doing. That can be frustrating but if you keep it up, google every error and compare you implementations with the implementation of others, you will wrap your head around this and can do really neat stuff with it.
I recommend you google sources and tutorials for NetConnection and stick to one that is on your level of knowledge.
Good Luck.

Send server information to client

Last semester we had to develop the game Ludo in JavaScript and HTML/CSS. That was pretty easy. Now we have to develop a backend with GWT (Java) to create a multiplayer game. Sadly, we haven’t got much information on how to develop with GWT and the exercise is quite difficult at the beginning.
At the moment I am trying to create a kind of lobby where different players can join.
My idea was to use some input fields, where the player could enter his name and join the lobby. But I don’t know how to give the other clients the information that a new player has joined.
I created an asynchronous interfaces (RPC) where a player could submit his name to the server (Like this example). This works ok. But how should I share this information? Our docent said we should use JSON to share information’s, but I don’t know how this should help in this situation.
Is there a way to send information’s to the clients? I read a lot and just find to use additional libraries as gwt-comet.
I have really now clue how I could go on. I’m thankful for every help and information!
Greetz
You have two options: push and pull.
"Pull" option:
Other players get required information when they join the lobby and/or do something else. You can also schedule to pull this information periodically (like once every 10 minutes). You can use the same RPC mechanism to get data from server to a client. "Pull" means that a client initiates the request and server responds with the information.
"Push" option:
When a new player joins, the server pushes this new data to all other players. The best solution depends on your game implementation. Comet is a good option, as Jean-Michel mentioned, but it's more complicated and "expensive" from resources point of view. You should use this option if you need real-time status updates for your game.
I would suggest Errai and ErraiBus in particular. From Java perspective you are only sending some events via event bus (observer GoF pattern) and all the magic with Ajax Push is happening behind the scenes.

Keeping iPhone application in sync with GWT application

I'm working on an iPhone application that should work in offline and online modes.
In it's online mode it's supposed to feed all the information the user enters to a webservice backed by GWT/GAE.
In it's offline mode it's supposed to store the information locally, and when connection is available sync it up to the web service.
Currently my plan is as follows:
Provide a connection between an app and a webservice using Protobuffers for efficient over-the-wire communication
Work with local DB using Core Data
Poll the network status, and when available sync the database and keep some sort of local-db-to-remote-db key synchronization.
The question is - am I in the right direction? Are the standard patterns for implementing this? Maybe someone can point me to an open-source application that works in a similar fashion?
I am really new to iPhone coding, and would be very glad to hear any suggestions.
Thanks
I think you've blurring the questions together.
If you've got a question about making a GWT web interface, that's one question.
Questions about how to sync an iPhone to a web service are a different question. For that, you don't want to use GWT's RPCs for syncing, as you'd have to fake out the 'browser-side' of the serialization system in your iPhone code, which GWT normally provides for you.
about system design direction:
First if there is no REAL need do not create 2 different apps one GWT and other iPhone
create one but well written GWT app. It will work off line no problem and will manage your data using HTML feature -- offline application cache
If it a must to create 2 separate apps
than at least save yourself effort and do not write server twice as if you go with standard GWT aproach you will almost sertanly fail to talk to server from stand alone app (it is zipped JSON over HTTP with some tricky headers...) or will write things twise so look in to the RestLet library it well supported by the GAE.
About the way to keep sync with offline / online switching:
There are several aproaches to consider and all of them are not perfect. So when you conseder yours think of what youser expects... Do not be Microsoft Word do not try to outsmart the user.
If there at least one scenario in the use cases that demand user intervention to merge changes (And there will be - take it to the bank) - than you will have implement UI for this - than there is a good reason to use it often - user will get used to it. it better than it will see it in a while since he started to use the app because a need fro it is rare because you implemented a super duper merging logic that asks user only in very special cases... Don't do it.
balance the effort. Because the mess that a bug in such code will introduce to user is much more painful than the benefit all together.
so the HOW:
The one way is the Do-UnDo way.
While off line - keep the log of actions user did on data in timed order user did them
as soon as you connected - send to server and execute them. Same from server to client.
Will work fine in most cases as long as you are not writing a Photoshop kind of software with huge amounts of data per operation. Also referred as Action Pattern by the GangOfFour.
Another way is a source control way. - Versions and may be even locks. very application dependent. DBMS internally some times use it for transactions implementations.
And there is always an option to be Read Only when Ofline :-)
Wonder if you have considered using a Sync Framework to manage the synchronization. If that interests you can take a look at the open source project, OpenMobster's Sync service. You can do the following sync operations
two-way
one-way client
one-way device
bootup
Besides that, all modifications are automatically tracked and synced with the Cloud. You can have your app offline when network connection is down. It will track any changes and automatically in the background synchronize it with the cloud when the connection returns. It also provides synchronization like iCloud across multiple devices
Also, modifications in the Cloud are synched using Push notifications, so the data is always current even if it is stored locally.
Here is a link to the open source project: http://openmobster.googlecode.com
Here is a link to iPhone App Sync: http://code.google.com/p/openmobster/wiki/iPhoneSyncApp