Pusher Websocket not connecting after migration to Swift 2 - websocket

I am using Starscream and Pusher-swift in an app I've made about a month ago with Xcode 6, all was working fine, Pusher connected and was able to receive messages.
After Xcode updated itself to 7 because I forgot to turn off the computer, and after I spent a week sorting out about 19375891237849 errors, now I'm stuck at the Websocket part of the application which simply doesn't want to connect.
No errors are thrown. Pusher thinks it's connected (PusherConnection.connected is set to true) but it can't subscribe to any channel and no errors pop up.
I am looking at the Starscream code, can't seem to manage to figure out what's going on.
Has anyone seen this happening with Xcode 7?
Is there maybe a setting (like for instance that NSAllowsArbitraryLoads setting to allow loading objects via HTTP) that blocks websockets by default? (not that I can imagine why would Apple do such a thing, maybe they started hiring developers from Microsoft or something).

The problem is within PusherSwift:
private func handleConnectionEstablishedEvent(json: PusherEventJSON) {
if let data = json["data"] as? Dictionary<String, AnyObject> {
if let socketId = data["socket_id"] as? String {
//if let connectionData = getPusherEventJSONFromString(data), socketId = connectionData["socket_id"] as? String { // this will fail silently.
self.connected = true
self.socketId = socketId
for (_, channel) in self.channels.channels {
if !channel.subscribed {
if !self.authorize(channel) {
print("Unable to subscribe to channel: \(channel.name)")
} else {
print("Subscribed to \(channel.name)")
}
}
}
} else {
print("No connection data 2")
}
} else {
print("No connection data 1")
}
}

Related

Trouble with connecting to wifi in code in Xamarin

I've been trying to connect to a specific wifi through code, but with no succcess.
This is what i've come up with:
public void ConnectToWifi(string ssid, string password)
{
WifiManager wifiManager = (WifiManager)Android.App.Application.Context.GetSystemService(Context.WifiService);
if (!wifiManager.IsWifiEnabled)
{
wifiManager.SetWifiEnabled(true);
}
string formattedSsid = $"\"{ssid}\"";
string formattedPassword = $"\"{password}\"";
WifiConfiguration wifiConfig = new WifiConfiguration
{
Ssid = formattedSsid,
PreSharedKey = formattedPassword
};
var addNetwork = wifiManager.AddNetwork(wifiConfig);
WifiConfiguration network = wifiManager.ConfiguredNetworks.FirstOrDefault(n => n.Ssid == ssid);
if (network == null)
{
Console.WriteLine($"Cannot connect to network: {ssid}");
return;
}
wifiManager.Disconnect();
bool enableNetwork = wifiManager.EnableNetwork(network.NetworkId, true);
}
I've added permissions.
When testing it does turn the wifi on atleast, so i know it works until that point. What seems not to be working is the AddNetwork part.
I appreciate any help i can get!
You are missing one key method - reconnect(). You can read more about it in the WifiManager's docs here
The important part of the documentation is:
Reconnect to the currently active access point, if we are currently disconnected.
So, what you need to do it after you have disconnected and enabled your new network, call in the end this and you will be good to go:
wifiManager.Disconnect();
wifiManager.EnableNetwork(network.NetworkId, true);
wifiManager.Reconnect(); // This is the missing method
NB: Keep in mind that most of the WifiManager's code that you are using is being obsolete starting Android 10. So, if you want to target Android 10, then you will need to write an additional code for the connectivity for devices with Android 10+.

Issue with FCM Push Notification Android

I was able to receive push notifications some months ago, a day ago i started to work again on the app now the issue is it's not able to receive push notification. It does provide FCM token but onMessageReceived never gets called also if i try with Postman it gives an error of Mismatchsender ID, but the scenario here is a bit confusing. If i change the package name (after creating new project on console and added new goole-service.json file) it doesn't let me register for FCM token. i've stuck in this situation from last day. can anybody please help? what i'm doing wrong.
Here is implementaion of FCMToken
[Service]
[IntentFilter(new[] { "com.google.firebase.INSTANCE_ID_EVENT" })]
public class MyFirebaseIIDService : FirebaseInstanceIdService
{
const string TAG = "MyFirebaseIIDService";
public override void OnTokenRefresh()
{
var refreshedToken = FirebaseInstanceId.Instance.Token;
Log.Debug(TAG, "Refreshed token: " + refreshedToken);
SendRegistrationToServer(refreshedToken);
}
void SendRegistrationToServer(string token)
{
// Add custom implementation, as needed.
}
}
Here it gives me error if i change my package name to any other,
Error: Java.Lang.IllegalStateException: Default FirebaseApp is not
initialized in this process
try
{
var refreshedToken = FirebaseInstanceId.Instance.Token;
// PushNotificationManager.Initialize(this, false);
} catch(Exception ee)
{
}
I've solved my issue with with customization of FirebaseInitialize after creating new project on Firebase here is my code. But one bad thing is here that when new token gets initialized it never gets called on FirebaseInstanceIdReceiver.
var options = new FirebaseOptions.Builder()
.SetApplicationId("<AppID>")
.SetApiKey("<ApiKey>")
.SetDatabaseUrl("<DBURl>")
.SetStorageBucket("<StorageBucket>")
.SetGcmSenderId("<SenderID>").Build();
var fapp = FirebaseApp.InitializeApp(this, options);

Making a GET request with swift 4 works in playgrounds but not in project

Using Swift 4 and Xcode 10
I am trying to make a GET request to an API and get the results in json, and my code works perfectly in my playground, but when I copy it over to my app, I get a "Program ended with exit code: 0" error.
I'd like to make this a function I can call and change up the headers, httpMethod, credentials, actionURL, etc.. so I can reuse it for different calls to this API.
This is my first shot at this, and have been searching all over.
1) This is where I borrowed most of the code for this part of the project. Error parsing JSON in swift and loop in array
2) I tried using the advice in this video to build a struct for the data. https://www.youtube.com/watch?v=WwT2EyAVLmI&t=105s
Not sure if it is something on the swift side, or the xcode side...
import Foundation
import Cocoa
// removed in project, works in playgrounds
//import PlaygroundSupport
func makeGetCall() {
// Set up the URL request
let baseURL: String = "https://ws.example.net/v1/action"
guard let url = URL(string: baseURL) else {
print("Error: cannot create URL")
return
}
// set up the session
let config = URLSessionConfiguration.default
let session = URLSession(configuration: config)
// set up auth
let token = "MYTOKEN"
let key = "MYKEY"
let loginString = String(format: "%#:%#", token, key)
let loginData = loginString.data(using: String.Encoding.utf8)?.base64EncodedString()
// make the request
var request = URLRequest(url: url)
request.httpMethod = "GET"
request.setValue("application/json", forHTTPHeaderField: "Accept")
request.addValue("Basic \(loginData!)", forHTTPHeaderField: "Authorization")
let task = session.dataTask(with: request) {
(data, response, error) in
// check for any errors
guard error == nil else {
print("error calling GET")
print(error!)
return
}
// make sure we got data
guard let responseData = data else {
print("Error: did not receive data")
return
}
// parse the result as JSON, since that's what the API provides
do {
guard let apiResponse = try JSONSerialization.jsonObject(with: responseData, options: [])
as? [String: Any] else {
print("error trying to convert data to JSON")
return
}
// let's just print it to prove we can access it
print(apiResponse)
// the apiResponse object is a dictionary
// so we just access the title using the "title" key
// so check for a title and print it if we have one
//guard let todoTitle = todo["title"] as? String else {
// print("Could not get todo title from JSON")
// return
//}
//print("The title is: " + todoTitle)
} catch {
print("error trying to convert data to JSON")
return
}
}
task.resume()
}
makeGetCall()
// removed in project, works in playgrounds
//PlaygroundPage.current.needsIndefiniteExecution = true
In playgrounds I receive the json response as expected, but when I copy the code over to my project I receive an error.
Expected output example:
["facet": <__NSArrayI 0x7fb4305d1b40>(
asnNumber,
assetPriority,
assetType,
etc...
"Program ended with exit code: 0" is not an error; it just means the program came to an end. In fact, it is the opposite of an error, since it means the program came to an end in good order.
So, what kind of project template did you use? I'm guessing you used a Cocoa command-line tool. In that case, the problem is that simply you have no runloop, so we reach the last line and come to an end before any asynchronous stuff (e.g. networking) can take place.
This is exactly parallel to what you had to do in your playground. You couldn't network asynchronously without needsIndefiniteExecution; the playground needs to keep running after it has reached the last line, to give the networking a chance to happen. In the same way, you need the runloop in the command-line tool to keep going after it has reached the last line, to give the networking a chance to happen.
For how to give your command-line tool a runloop, see for example Run NSRunLoop in a Cocoa command-line program
Alternatively, don't use a command-line tool. Make an actual app. Now the app persists (until you quit it), and asynchronous networking just works.

Detect network changes in Xamarin Forms

I want to detect when the user is online or offline.
I am using CrossConnectivity package to detect connectivity changes.
I have to connect to VPN (Sonic Wall to be exact) in order to connect to my server.
My problem is this: When I am connecting to my server, I need to switch apps in order for me to connect to my server. When I switch back to my app the function SyncFunction.SyncUser(host, database, contact, ipaddress, pingipaddress) is not executing. The connectivity changed function is not on my App.xaml.cs it is on my Main Menu Content page because I need the sync function to be executed in my main menu not the whole app. How can I fix this?
CrossConnectivity.Current.ConnectivityChanged += async (sender, args) =>
{
var appdate = Preferences.Get("appdatetime", String.Empty, "private_prefs");
if (string.IsNullOrEmpty(appdate))
{
Preferences.Set("appdatetime", DateTime.Now.ToString(), "private_prefs");
}
else
{
if (DateTime.Now >= DateTime.Parse(Preferences.Get("appdatetime", String.Empty, "private_prefs")))
{
Preferences.Set("appdatetime", DateTime.Now.ToString(), "private_prefs");
if (CrossConnectivity.Current.IsConnected)
{
var ping = new Ping();
var reply = ping.Send(new IPAddress(pingipaddress), 5000);
if (reply.Status == IPStatus.Success)
{
lblStatus.Text = "Syncing data to server";
lblStatus.BackgroundColor = Color.FromHex("#2bcbba");
await Task.Delay(5000);
SyncFunction.SyncUser(host, database, contact, ipaddress, pingipaddress);
lblStatus.Text = "Online - Connected to server";
lblStatus.BackgroundColor = Color.FromHex("#2ecc71");
}
else
{
lblStatus.Text = "Online - Server unreachable. Connect to VPN";
lblStatus.BackgroundColor = Color.FromHex("#e67e22");
}
}
else
{
lblStatus.Text = "Offline - Connect to internet";
lblStatus.BackgroundColor = Color.FromHex("#e74c3c");
}
}
else
{
await DisplayAlert("Application Error", "It appears you change the time/date of your phone. Please restore the correct time/date", "Got it");
await Navigation.PopToRootAsync();
}
}
};
Detecting connectivity change across a VPN is not easy.
A workaround solution is to use a webservice as ping.
If you have a backend with API, this "ping" can be executed regularly to ensure the network AND the API are accessible.
This solution is to be used in addition to the connectivity check
Subscribe to connectivity changed
When conectivity looks OK, check the "ping service"
Typically in a mob app, this "ping endpoint" can be something like "/about".
Moreover, this specific service can be use to perform the compatibility version check beetween App Mob version and API version.
(look also Xamarin.Essentials to replace CrossConnectivity by Xamarin.Essentials: Connectivity, https://learn.microsoft.com/fr-fr/xamarin/essentials/connectivity?context=xamarin%2Fxamarin-forms&tabs=android)

App.OnResume error in Xamarin forms on Android and IOS devices

We are using xamarin forms. After an Android or IOS device resumes from background, we are making a REST call in .net that is being triggered by a timer. The first attempt on IOS returns a "The Descriptor is not a socket" error and the Android returns a "Connection refused" error. The same code works fine in Windows. Future attempts (every few seconds) in all 3 platforms work fine. Has anyone seen this and have a fix?
Code
//app on resume event
protected async override void OnResume()
{
// Handle when your app resumes
if (MainPage is RootPage)
{
RootPage mainPage = MainPage as RootPage;
if (mainPage.Detail is NavigationPage)
{
NavigationPage nvPage = mainPage.Detail as NavigationPage;
if(nvPage.CurrentPage is ThingsPage)
{
ThingsPage thPage = nvPage.CurrentPage as ThingsPage;
thPage.TurnOnTimer();
}
}
}
}
//code on the page
public void TurnOnTimer()
{
if (viewModel != null)
{
viewModel.ContinueTimer = true;
viewModel.StartAnotherTimer();
}
}
//code in view model
public async void StartAnotherTimer()
{
while (ContinueTimer)
{
try
{
DevicesUpdate devicesUpdate = await DataSource.GetDevices(LocationID, ControllerID, lastDevicesUpdateReceivedAt);
}
catch (Exception ex)
{
}
// Update the UI (because of async/await magic, this is still in the UI thread!)
if (ContinueTimer)
{
await Task.Delay(TimeSpan.FromSeconds(3));
}
}
}
public static async Task<DevicesUpdate> GetDevices(Guid locationID, Guid controllerID, DateTime lastUpdateReceivedAt)
{
DevicesUpdate devicesUpdate = await GetLastUpdatedDevices(controllerID, lastUpdateReceivedAt);
}
//code in view model
public static async Task<DevicesUpdate> GetLastUpdatedDevices(Guid controllerID,
DateTime lastUpdate)
{
System.Net.Http.HttpClient client = new System.Net.Http.HttpClient();
string url = string.Format("http://appname.azurewebsites.net/api/devices?controllerid={1}&lastUpdate={2}"
, Constants.WebServerURL, controllerID, lastUpdate);
System.Net.Http.HttpResponseMessage response = await client.GetAsync(new Uri(url));
string result = await response.Content.ReadAsStringAsync();
if (response.IsSuccessStatusCode)
{
DevicesUpdate devices = JSONHelper.Deserialize<DevicesUpdate>(result);
return devices;
}
else
{
if (response.ReasonPhrase == "UserException")
{
throw new UserException(result);
}
else
{
//throw error because the response from rest api is not a success
throw new System.Net.Http.HttpRequestException(result);
}
}
}
You might have a few things happening here that's causing problems.
GetDevices doesn't return anything. (I hope you just left out the return for brevity sake)
You are never setting ContinueTimer to false.
What iOS version are you on? In later versions, you HAVE to use HTTPS or explicitly allow non-secure connections. This shouldn't be a problem because Azure has ssl.
If you plan on running this in the background, you need to register your app as a background process.
If you don't plan on running this in the background, you might have issues with previous attempts being ran (or still trying to execute, or just have failed) and then calling more.
What is the reason for calling the 3 second timer for the network calls? What if the call takes more than 3 seconds (then you are making duplicate calls even though the first might succeed).
If you want to make your network calls more robust, check out this Blog Post by Rob Gibbons about resilient network calls.
First thing I would do is remove it from the timer because it seems like the underlying sockets are having issues cross-thread.

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