I added an option to sign in with Google but, to my understanding, it only works for me because my SHA-1 signature is in the Firebase settings page so it'll only work for me but not for them.
We're a team of 10 people and I don't want everyone to start adding their own signatures if possible.
Is it at all possible to make this happen in debug mode? We're not in release yet.
P.S if I'm wrong about the reason and it should work fine with only my SHA-1 fingerprint, what is the issue?
I'm not sure if it's different if we deploy the app on play store, but if you've not deployed yet and just downloaded the apk from Android Studio / VS Code then anyone with a valid Gmail account can sign In.
I've also developed google sign in for my app and people are able to login.
Can you share the setup and code it can help us to narrow down the issue.
Related
I see this question has already been asked but not all that recently so I am bringing it up again.
How do you hide your firebaseConfig file, or any secret key, in an expo application? (For production, not dev).
As far as I can tell, there is no way to properly hide the firebase config file with API keys etc in a react-native expo app.
Being that I have already built my entire app around interacting with firestore, I am a bit perplexed as to how to proceed forward.
If I eject, is there a way to properly hide my API key in a non-expo react-native-app? Or will I still face the same problem? Everything is working smoothly and I would prefer not to eject.
I have some experience using node.js/express.js as a backend (only ever in a development setting). Should I build myself a server and then serve the config info from there?
If I want to deploy a 'demo' app, is there a way to hide the keys while still using expo?
Any insight into this would be so helpful.
As far as I am aware there is no 'dotenv' package compatible with expo.
Also I have zero experience in deploying mobile apps, and very little in deploying web apps. I have not yet had to deal with securing keys in deployment.
Any help would be so appreciated.
It's not possible to effectively hide your Firebase config information. The best you can do is make it more difficult for someone to find them. Since all the JavaScript code is running on a computer or device that you don't control, you can't ensure that any of it is hidden from view.
In fact, you don't need to hide any of that. I suggest reading this: Is it safe to expose Firebase apiKey to the public?
If you're using Realtime Database, Firestore, or Cloud Storage, you should be using security rules to protect data so that only authorized users can access it.
I am using Firebase Crashlytics in my Android app. At this point, my app is exclusively available as an internal test version which is only visible to 3 known testers (set up within Google Play console). Everything works well and I see my crashs in the console.
However, I keep getting crash resports of totally unknown users who are not registered as testers. I can see these users in the Authentication tab in the Firebase console. Here is a snippet:
I see crash reports of totally unknown devices which definitely do not belong to any of my registered testers. They are definitely not coming from an emulator.
QUESTION: Does anyone have an idea where these users come from and how they can access an app in the internal test track?
OK, if anyone has the same question: I got this answer here:
Google/Android runs some automated bot tests on your app.
Would be great if that were documented somewhere...
I am currently working on the old project. I am having the whole working android project but I am not aware which firebase account is my android project linked with. Please help!!
I want to know where I can find the developer email address of the firebase account.
Information about the developer of the project is not exposed on the configuration data that is included in the app. If this was possible, it would actually be a security risk as any user of your app could then find that email address.
If you are the developer yourself, but forgot which email address you used to sign in to the Firebase console, reach out to Firebase support for personalized help in troubleshooting. If you're not the developer, I'm afraid there's not much they (or any of us) can do.
I launched a game to the Google Play store recently and it was going good until now. I just received an email from Google that says that "One or more of your apps contains an Intent Redirection vulnerability that puts user data at risk " and tells me I need to fix it by August 13.
I personally don't collect or demand any user data or info. However, I used Google Admob ads with Facebook mediation and Unity ads in my game which may be the cause of this problem. So, my question is how to overcome this problem? They also said in the email to make changes in the manifest file. If any one has a similar problem and knows the solution for it, your help would be appreciated.
Here is the email:
"One or more of your apps contains an Intent Redirection vulnerability that puts user data at risk. On August 13, 2019, any apps that contain unfixed security vulnerabilities beyond the dates listed on your Play Console alerts will be removed from Google Play.
Action required
Sign in to your Play Console.
Select Alerts to see which apps contain a security vulnerability, and review the guidance on how to resolve the vulnerability.
Update your affected apps to fix the vulnerabilities.
Submit the updated versions of your affected apps.
Upon resubmission, your app will be reviewed again. This process can take several hours. If the app passes review and is published successfully then no further action is required. If the app fails review then the new app version will not be published and you will receive notification via email."
I was having the same issue "intent redirection your app(s) are vulnerable to intent redirection" and I added exported="false" in every activity, but still got rejected, then I realized the problem was in one of the payment libraries I was using, all I had to do is update the library and the new app update got live.
my issue was in RazorPay payment gateway, I updated it from 1.6.3 to 1.6.6 (latest)
implementation 'com.razorpay:checkout:1.6.6'
they already mentioned this issue here, check it out https://github.com/razorpay/razorpay-android-sample-app/issues/202
I have a same issue, actually Latest Unity Add Xiaomi SDK by default which cause this issue.
Simple remove Xiaomi from your Unity it will fix the issue.
We had received a similar email, In the Play Console/Alert tab, we found this
for us, the reason is "com.androidnative.features.social.common.SocialProxyActivity.StartActivity"
which come from Android Native asset[Ultimate Mobile] - Unity3D.
We used that asset for Advertisements, In-app purchase and play game services instead of using the original SDK. So the possible solution is to remove that asset from our game and use the original SDK.
Here is the Screenshot of my alert.
There are several points to keep in mind to resolve that issue:
The most confusing: you must rollout affected application fixed APK/AAB to 100% on all tracks where it had place to be. Important note is that among others you must rollout production track release to 100% in order to Google to reconstruct your issue.
In the new version of Play Console there is no way to find out any specific information about the issue so you should email Google Support to ask for details. As a respone you may possibly get obfuscated method or class signature, so you need to deobfuscate it.
Read carefully through official document to address issues and resolve them. Our application got rejected because SMS BroadcastReceiver did not apply any permission restraints.
Ihsan Ali
The problem is in the UnityChannel.aar file, you need to open it with the help of the archiver and open the AndroidManifest.XML. I in the line android:exported="true" wrote a false as indicated in the article in Google. Now publish the version and if the error will no longer be reported.
I had the same issue. Just remove xiaomi app game centre from your unity>>game build option. Disabling it will surely clear out the issue.
After having issues with crashes in Android O and also seeing that GCM is fully deprecated we are trying to migrate to FCM. Keep in mind I did zero of the setup on this project, so I'm just trying to follow the migration guide. Our server side team is very busy right now, so I'm trying to make it as easy as I can for them.
So someone gave me owner permissions on the Google APIs dashboard for the project, where I can see that Google Cloud Messaging is enabled. So I gave owner permissions to an account we now use for all of our mobile online accounts and consoles.
Then I logged into the Firebase console, but when I click "add project" I do not have the option to import the existing GCM project, as the docs seem to say I should. It also doesn't show up for my personal work account either, even though it is also an "owner" account. I was really hoping to migrate this way so that we might not have to get new api keys.
However, I do see in the Google APIs dashboard that I can "enable" FCM from there. Will this create the Firebase project for me and if so will it generate new keys or can we use the old ones?
OR is it actually better to just create an entirely new FCM project?