In app purchase didReceiveResponse does not show my product - ios-simulator

By some mysterious reasons I got myself a jailbroken iPhone 3GS from a vendor whom I am finding difficult to track.
My task is to test out in app purchase functionality on it.
Currently it has iOS 5.0.1 with cydia installed.
No, it does not have Appsync.
I am installing my build through testflightapp API which works without issues with my app so far.
However when I initiate in app purchase, I don't get anything in response.products so far.
I have added productIDs and all in itunes-connect already, checked twice that they are fine, since 48 hours.
I tried testing with iPhone simulator 5.1, but all I got was no values from storekit. I would love to hear if there is any workaround with simulator.

Worked around this finally - deleted my app from itunes connect, re-added it.
It complained about name being already used.
I changed the language of name. And it worked.
Maybe, my prior app setup was right, but I had something else messed up.
In between, I rejected my app. That maybe one of the reason behind this issue.
Lesson?
Don't developer reject your app.

Related

Failures in "Pre-Launch report" in Google Play Developer Console in Google VR startup

I've been working on a game using Google VR in Unity3d and I recently updated my version of unity3d and the (built in) Google VR SDK to the latest version. After doing so the pre-launch report (automated testing on firebase) is showing crashes, during the unity splash screen, on 5 out of 6 devices.
This is the issue that is reported:
Issue: Crash of app uk.co.softkitty.puzzleroom running instrumentation ComponentInfo{com.google.android.apps.mtaas.crawler/android.support.test.runner.AndroidJUnitRunner}
Not very helpful, it looks like a generic unit test result if the app closes unexpectedly . I've looked through the logs and cant find anything unusual from my app or unity, but I did find something. It looks to me like this may be being caused by the test script itself:
10-27 01:54:54.494: I/ViewInteraction(19677): Performing 'single click' action on view (with class name: is "android.widget.ImageButton" and with id: uk.co.softkitty.puzzleroom:id/ui_back_button ...............
This to me, looks like the test runner is exploring the app UI and the first thing it does is click the "back" button. Which I would expect to close the app. I also tried using Firebase directly, which seemed to confirm it:
Firebase Activity Map
Does that seem likely that this is just a bug/red herring caused by changes to unity/GVR Or even firebase? Has anyone else experienced this?
I just don't want to release it if it really is crashing on so many devices!
Many Thanks
I asked Google Play Support about this and they got back to me.
They have confirmed that the issue is caused by a new crawler used by the Pre-Launch report. Details can be found here under the section "Pre-launch report versions"
They've escalated the issue and have also provided a workaround:
Sign in to your Play Console.
Select an app.
Select Release management > Pre-launch report > Settings.
In the “Pre-launch report version” section, move the Opt-out switch
to the right until it turns blue.
I haven't verified this yet but will mark as answer once I have.
Edit
I have tested this and all the tests pass again so this looks like a good solution for now.
We got this when uploading our APK as well. It started October 27th and crashed the following 4 days until we changed our setup. I couldn't see anything in our code base that should trigger this problem, so I wonder if it's related to changes on Google's side.
However, we did just did two changes and now everything's working again.
We added the following line to proguard-project.txt:
-keep class android.arch.** { *; }
I assume this was what fixed it.
At the same time we changed the compileSdkVersion and targetSdkVersion to 27 (and correspondingly all belonging support libs). For all I know they could have fixed it here too..
Edit:
To more directly answer your question: Yes, it does seem likely that this is just a bug/red herring, not on Unity's side, but in Firebase Test Lab or in Google's support lib. I tested the APK that failed the pre-launch tests and it worked just fine on my device.

Firebase and Swift 3

I have searched around and have not found the particular answer that I am seeking for. I just went and updated my App to a Swift 3 Language from swift 2. It obviously threw out a host of errors which I went through and fixed to the best of my abilities and now I do not have any errors. I can run the app but I cant tell if anything else is working because the Login or Auth sections of the app are not working. I know that I can just bypass to test but I have been working on it a lot and trying to get this feature to work that worked well before the language was changed..
Very simple my question is this:
I upgraded to Swift 3. Do I need to upgrade the cocoa pods to support the change in language? If not is it just an issue with the way that my code is and because of the change to swift 3 that i need to keep tinkering with?
Thanks for any help
sorry posted that about 12 hours to early. After doing a lot of research it looks like I found the answer. have not tested yet but I think I am getting the same errors in the compiler.
"We've noticed what seems to be an issue with the latest iOS 10 simulators (up to beta 6 at the time of this writing) that causes Firebase Auth to throw an error due it to not being able to write values to the keychain. This issue does not affect real devices." This is from a Firebase Blog
Hello I got this problem on the device and not on simulator, my device is iOS 9.3.3 and the strange thing is that when run from xcode it works just fine
But when I open from device after stopping debug from xcode, the error will occur
And after some digging, I found out that if pod is only using firebase, it connect just fine even opening from the device
But if I add just 1 pod, it will error like above, so I don't really understand what is going on
And yes already try using keychain sharing
Any tips?
Edit: it works fine on other devices running iOS 8.1

Apple Push Notification not working after changed Mac

since my old MacBook crashed and not able to revive, I have gotten a new macbook and load my project from SVN.
Because of this I faced problem with the code signing. So I deleted all my cert and provision profile from Apple developer and regenerated new set. I have successfully archive the app now.
Problem is the push notification is not working already. Even I have replaced re generated p12 on my server. My old app, ad hoc new app all don't receive message anymore.
Anybody can advise me where to check? Thanks.
Thanks Siva for the suggestions, those are all valid checking. However I have done all these but still to no avail.
After dive deep into the code and Google around, finally found the culprit. It is due to Apple no longer support SSL and using TLS now. Have to update code in Push Sharp.
These are 2 related links:
1) https://github.com/Redth/PushSharp/pull/369/files
2) https://github.com/Redth/PushSharp/issues/424

URLForUbiquityContainerIdentifier never returns on iPad Air 2 running iOS 8.1

I have a new iPad Air 2 running iOS 8.1 that I am using to test my app.
The call to URLForUbiquityContainerIdentifier never returns.
I installed iOS 8.1 on my iPhone 5s and everything works as expected.
I am thinking there may be a bug in iOS 8.1 for the iPad Air 2 but I am not sure. I noticed that in Settings for iCloud that Documents and Data wasn't even listed, and I signed out and signed back in and Documents & Data showed up in settings. That leads me to believe that this might be an iOS bug.
But in case it is not, is anyone else had the call to URLForUbiquityContainerIdentifier never return? If so, what did you do to fix it?
This is a Core Data app using iCLoud storage for an sqlite data store.
I call ubiquityIdentityToken before and it retuns a non-nil value, so iCloud is available.
NSURL *cloudStoreURL = [fileManager URLForUbiquityContainerIdentifier:#"XXYYZZ.com.yourcompany.appname"];
A user emailed me and said it suddenly started working for him. I just ran my app with no changes and everything works as it should. I do not know why it is working, but something changed somewhere, my guess is Apple changed something.
I've seen the same issue recently for one of my apps. It never occurred directly for me but it has occurred for Apple during the review process. However, it happened only for one of my apps. A second app with the same code never showed the issue for myself or for Apple. I have contacted DTS regarding the problem. If I get a solution I'll post it here.

Meteor login not working on mobile

I am working on a simple mobile web app and I am having trouble logging in...
I followed this little sample on making a custom login: http://blog.benmcmahen.com/post/41741539120/building-a-customized-accounts-ui-for-meteor
Nothing too tricky here.
So I run my meteor server locally. On my computer, through the browser, I can log in and create accounts -- no problem.
When I go to my local IP from my iPhone, the website successfully loads but for some reason I am not able to login or create accounts.
I have noticed that for Meteor.loginWithPassword and Meteor.createUser, the callback function NEVER gets called. I have {{loggingIn}} rendering a loading screen and the loading screen is only there for a fraction of a second before the form is reloaded. No errors are thrown (validation passes and the callback function doesnt fail).
Out of suspicion, I deployed the app and tried accessing the deployed website from my phone and the same issue persists...
Any ideas what I cannot log in or create accounts on my iPhone, but I can on my computer? Maybe its a cookies thing? Any ways of solving this?
Thanks a lot,
Chet
Edit:
This works on both my desktop browser and iPhone simulator. Just not my iPhone. Could it just be a local network issue? -- No, even if I deploy the website, I have the same issues...
Also, check out my github post about recreating the issue:
https://github.com/ccorcos/meteorPasswordMobileError
Check to make sure that you are running the same version of iOS on all the devices you are testing on. I have seen iOS 7 misbehave when using Meteor apps. iOS 6 works just fine.

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