I'm facing an issue where when I sign out a user (using FirebaseAuth.signOut() method) and sign in with another user, information of the previous user are loaded instead of the new one.
I believe this is caused by this information still being accessible in firebase's cache.
Is there a way to force firebase to clear its local cache?
Cheers!
For Android, there is FirebaseFirestore.clearPersistence().
For JavaScript/web, there is Firebase.clearPersistence().
For iOS, there is Firebase.clearPersistence().
Flutter does not seem to have this API yet.
Bear in mind that the clearPersistence API is not meant for the specific case you're talking about. If you read the API docs carefully, you can see they're meant for testing.
You might want to do a little more debugging to figure out what exactly it is that's not working the way you expect. Since you're not showing any code, it's hard to tell if you might be doing something wrong.
You can use the async call FirebaseFirestore.instance.clearPersistence(); for flutter projects.
Check this answer.
If clearPersistence() doesn't work, Programmatically restart your app
you can restart your app like this: https://stackoverflow.com/a/50116077/10041654
in addition, while restarting init your firebase: https://github.com/The-ring-io/flutter_phoenix/issues/27#issue-1490150037
Related
Hello I am trying to firebase in my app and I keep running into problems. I've tried the suggestions in this screen shot, but I think perhaps I am not understanding properly.
Its saying cannot find correct Provider, I am guessing it can't find it in the tree. But it looks to me as if it is there
Here is my main where I call provider
So it turns out this is what works. Now i just need to figure out how to present the data.
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 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.
How to send notification to user on data changes in database using firebase ?
I am newbie and searched everywhere no such help.. please help me.
I got to know that it's possible using firebase cloud function but I did not got any example code to understand it. So please help by giving any example code.
Have a look at the first use-case mentioned in the Firebase documentation and the sample code for that use-case. They quite literally describe what you're asking for.
Note that this code is non-trivial, since the entire use-case is quite involved. You will have to make sure you understand all parts well, before you try to make any changes to the sample code. To get this understanding, you might be better served by following the more basic documentation for the Realtime Database and Cloud Messaging, and the codelab for iOS, Android, and/or Web.
My question is pretty simple, I don´t know how to simulate multiple updates inside Firebase Simulator. Since I don´t know how to even start I can´t provide any code. Any guidance will be very helpful.
There is currently no way to execute multi-location updates in the Firebase Database security rules simulator.
It would be great to have that functionality, so can you file a feature request for it here?