Flutter Firebase in-app messaging not working on publish - firebase

I'm using firebase_in_app_messaging: ^0.2.3 on my application.
I can test my Firebase In-app messaging campaign on a real device, but when I published my campaign nothing seems to work.
I'm using the default on_foreground trigger event and another custom event. When I close my app and open it again nothing appears.
Does it take some time to start working? What am I missing?

I solved the issue by re-installing my application.
I assume the campaign didn't appear because I was already testing the campaign, and it's frequency was Once per device.
But still an in-app messaging test should not be considered as a real campaign engagement. It may be Firebase inner bug.
Hope this will help someone out there...

Related

Firebase Crashlytics Webhook for Slack won't report recurring crashes

I have successfully set up the Webhook for Slack so that it will report crashes on Firebase Crashlytics. This is working completely fine!
However, when it detects the same crash multiple times,
it will report the first crash to the slack channel just fine, but the second time and after the same crash is detected, it does not report to the slack channel.
Is this how it's supposed to be?
I want to notify Slack of all crashes.
I can see in the slack integration settings section that the following settings that can be/is turned on.
Please check my image. ↓
enter image description here
Thank you for watching. :D
This is working as expected. As you can see in the screenshot Triggered when your app experiences a crash Crashlytics hasn't seen before, the notifications will be triggered when a new issue is detected.
After that, crashes that fall in the same issue won't trigger a notification as Crashlytics has already seen them before.
Check this blog post that explains this in detail for the different types of alerts.

What does "Remove this app" in the Firebase console really do? ...beyond stopping the collection of analytics data

Have an old iOS & Android app that uses Firebase to authenticate & Firestore as a back end.
I just want to shut it down. i.e. stop authentication & Firestore access.
I know that's not polite but the app is causing real problems for other apps in the project.
Thought Google support: Delete Firebase App sounded promising but reading the documentation it seems like this doesn't do much more than stop the collection of analytic data - which doesn't sound like app removal at all.
Was hoping for something more dramatic but am reticent to try as removal is a one-way street.
I removed the app's OAuth clients in the Google APIs console credentials page but that didn’t have any effect on signing up, signing in ...which also seems weird.
So, would appreciate if anybody could shed more light on what removing an iOS & Android app from a Firebase project really does?
Thanks in advance
Removing the App from your Firebase project removes the credentials available to apps that may wish to log in and use your project's services, being Firestore, Realtime DB, Cloud Functions, FCM, etc . This does not disable or remove the functionality within your app client which would throw errors when the app credentials are invalid.

Firebase Cross Platform Push Notification Plugin Duplicating MainActivity

I'm using the following plugin for implementing and handling FCM push notifications in my xamarin application and there's one little unaddressed problem I'm facing.
I was hoping someone else has already figured it out and could help me.
THE PROBLEM:
It seems to be duplicating my MainActivity although I have the LaunchMode set to SingleTop.
There's an event called OnNotificationReceived that's provided by the library.
This event fires as expected, only once, when the application is in the foreground.
When I minimize the application (let it run in the background), send a notification to the device and tap on the notification, it opens the application, as expected, but if I send another notification after that, while the application is in the foreground, The OnNotificationReceived Event is fired twice.
I've tried changing the NotificationActivityFlags property to SingleTop.
I've tried changing my MainActivity's Launch Mode to SingleTop
I tried running the sample application they've provided to check if its something that I'm doing wrong, and still the same thing happens.
Logging the issue in their Github repository
None of the above have worked.
The issue can be reproduced by:
downloading the sample from the repository, link provided above
replacing their google-services.json file with your own from the Firebase
console.
change the package name of the sample of the application to the one you
have registered on Firebase
following the steps above that I've mentioned
ADDITIONAL INFO
Version Number of Plugin: 1.3.0
Device Tested On: Huawei P8 Lite Android Version 6.0
Version of VS: Visual Studio 2019
Version of Xamarin: 3.4.0.1009999
Update:
Unfortunately, the method below has not proven successful after attempting to implement it, I should have thought of the fact that I'm still going to need the notification object for iOS, earlier.
Myself and the team are going to implement a way to keep track of the users platform on the server and send them a notification either with or without the notification based on their platform, since iOS handles FCM notifications differently from Android. For now we're going to use Google's Instance ID service to determine what platform existing users are on.
Workaround:
I hope this helps someone in the future, if not I hope someone can provide me with a better solution.
In order to have my cake and eat it, basically be able to keep the notification object in the payload instead of removing it and having to further customise the payload to display notifications just for iOS, I changed the MainActivity's (the activity thats launched when a user taps on the notification) Launch mode to SingleInstance. That way I can keep my notification object in the payload and not have to worry about the OnNotificationReceived event being triggered twice.

app_remove event in Firebase

I am using Firebase Analytics for my Xamarin Forms mobile app. The Firebase documentation says it can track the event "app_remove" . But I cant find that in firebase events dashboard .
Can someone help !
On iOS, when the app is removed by users, users can't go back to the app so that Firebase Analytics can log the app_remove event. In addition, the process is already terminated and there is no way to upload that event even if Analytics can log it. It's nearly impossible to log app_remove events on iOS.
For Android app, please note that the app should be linked to Google Play to report app_remove event on Firebase.

FCM console push test is currently broken? (Android)

I've been using FCM console(web) to test push notification for Android smartphone.
I use push token from Android device, but FCM console says "Completed" and it's not delivered.
It worked fine before, but recent few days, it's not working.
Is there anyone facing same problem?
I got an answer from FCM support team.
Thank you for that information.
It would seem that you are affected by the changes made between July
31 and August 1st. We rolled out a change to Firebase Notifications to
filter apps by GMP App Id rather than by package name. This change was
purely internal and should have had no effect on visible behavior as
all apps using Firebase should have had both package name and app id
set to match. However, we are now seeing some apps that have the wrong
app id set and this is causing messages to not be delivered (or in
some cases to be delivered to the wrong app if an app has the app id
of another app). These apps have a bug that was previously masked but
is now exposed.
We are investigating ways in which apps have sent these incorrect app
ids and ways in which we can catch them and warn app developers.
For now, the Firebase Notifications console will only work with apps
that use the FCM SDK. We recommend updating to the latest version of
the FCM SDK in order to mitigate the issue, but in case you don't want
to migrate to FCM SDK, you can still use your own server to send push
notifications.
Apologies for the inconvenience this may have caused. Please let me
know if there's anything else I could help with.
Regards,

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