Google One-tap project status - google-signin

Does anyone know what is the status of Google One-tap AKA YOLO project?
It seems like all the official documentation on One-tap is gone. The cached version states:
The beta test program for this API is currently closed. We are improving the API's cross-browser functionality and will provide updates here in the coming months.
There are quite some websites which are still using this technology, either because they were in Beta and/or whitelisted by Google.

There is a new version that addresses the feedback and issues from the beta, it's available as of 2020 Q1: https://developers.google.com/identity/one-tap/web

All of the prior URLs regarding one tap are all 404 errors now. Seems like it was totally canned and they are deferring to the more generic sign in integration from a website login page.

The offical document of the project has been updated. Please see the latest status there.

this time stuff gonna be the opposite > 2. Headings:
reword//06{GUIDEDLATEVIEW||2022 blank

Related

How can I delete/unwatch version in crashlytics?

I'm trying to delete version from my crashlytics tab as they are not necessary.
I've already seen this post which exactly what I need but for Firebase, this new app isn't on Fabrics as they'll migrate to Firebase in a month or so.
I haven't been able to find the same functionality as in Fabrics. If anyone knows that would be really helpful.
As of today, after reaching to Firebase support, I got this answer:
We have received similar requests to add support for enabling and disabling the monitoring of a specific version of your app. I've raised your request to our engineering team, and this will be evaluated for consideration. However, I cannot guarantee when this feature will be officially rolled out.
For now, you may keep an eye out on our Firebase blog or release notes for any latest news or new features that we may have. We appreciate that you have expressed your feedback as this makes Firebase a better place for everyone.

Google One-Tap Sign In / YOLO project status

we are trying to enable the One Tap sign-up from Google. It seems there was some security concern (reading online not officially by google) and the official document has been taken out by Google.
Is that API still working, can we integrate it or should we wait for it?
You can find related functionality in Smart Lock for Passwords section here
Looks like original SDK was removed in favor of more common browser Credentials Management API (draft of w3c) in Сhrome 51 and then reworked in Chrome 60.
Also, they have a codelabs tutorial to learn it step by step.

Your app contains an Intent Redirection vulnerability

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.

Braintree Hosted Fields Example

I am trying to get my head round the Hosted Fields framework of Braintree. It has been released just a few days ago and is still in beta.
I looked at the docs. I'm getting the overall idea but it would be nice to have some sort of small working example to start with. I found a github repo but the code does not seem to be working.
Google search did not deliver anything of value (just articles commenting on the idea). Can you point me to a working example (preferably one using rails) ?
I work at Braintree and was one of the developers on the Hosted Fields team. Glad to see so many people using it!
I made a GitHub repo that should answer your question. Basically, you have to set up Braintree on the server, create a client token, and then pass that client token to braintree.setup in the JavaScript.
The bulk of the Hosted Fields work happens in the "new transaction" view.
Hope this helps!

Posting graphite events to Hosted Graphite

I'm using Hosted Graphite and trying to add deploy events to my grafana dashboard. I first attempted to use the method described here.
The metric is added to graphite with a simple line at the end of the deploy script:
echo "$HOSTEDGRAPHITE_API_KEY.events.$ENVIRONMENT.api.deploy 1" \
| nc -uw0 carbon.hostedgraphite.com 2003
I can show those data points in a simple graph, but using the annotations feature with the "regular metric query" doesn't seem to be adding anything to the graphs.
I'm more interested in using real events, based on: http://obfuscurity.com/2014/01/Graphite-Tip-A-Better-Way-to-Store-Events. This should allow us to tag the event with, for example, the commit hash or git tag. Unfortunately, I can't find anything in the Hosted Graphite documentation about how to get these data into graphite. I also can't find anything about it in the graphite docs.
Despite the lack of docs, I tried posting to a few endpoints, just hoping to get lucky. All of these returned 404:
https://${HOSTEDGRAPHITE_API_KEY}#www.hostedgraphite.com/api/v1/events
https://${HOSTEDGRAPHITE_API_KEY}#www.hostedgraphite.com/api/v1/sink/events
https://${HOSTEDGRAPHITE_API_KEY}#www.hostedgraphite.com/XXXXXX/graphite/events
where XXXXXX is the path prefix I have when accessing the graphite dashboard at /XXXXXX/graphite/dashboard.
I also tried contacting Hosted Graphite support but the "Support" link seems to go nowhere.
Hosted Graphite employee here.
UPDATE: We support Graphite Events and Annotations now: http://docs.hostedgraphite.com/advanced/annotations-and-events.html
We don't currently support events, but it is in development.
This is the reason there is no mention of this functionality in our documentation.
We do support annotations based on metrics.
Which support link didn't work for you? I'll get that fixed :)
You can email us at support+so# or on twitter, as you already discovered.
I'm sorry I don't have a better solution to tagging deploys right now ( it's something we want to be able to do too) but it should be available soon.
Please get in touch via email if there's anything else we can help with.
e
EDIT: We're using Intercom for support, do you have something like noscript/disconnect that might stop that from working?

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