We are developing an app which needs to interact with various opperators USSD menus. (USSD is GSM's Unstructured Supplementary Service Data). I have searched and searched for a solution to no avail. It may not be possible.
We need to be able to initiate a ussd session, e.g. dial *150*00#
Phone receives USSD response - ideally we hide or automate a response immediately so it simply flashes in and out.
We automate a response, and more often a series of response, receive, response until complete.
The app then scrapes in the automated sms received.
This needs to work ideally for android versions pre oreo and post, so I presume using accessibility services pre and the ussd api post. API 26 seems to work ok for a 1 step receive response but from what I read not for multiple steps.
Any help most appreciated.
You can use this library for multi step ussd https://github.com/romellfudi/VoIpUSSD. It leverages accessability service for scraping, filling and dismissing ussd dialogs
Say you want to perform this ussd sequence *122# -> 1 -> final result
This is how you can do it
USSDApi ussdApi = USSDController.getInstance(context);
ussdApi.callUSSDInvoke("*122#", map, new USSDController.CallbackInvoke() {
#Override
public void responseInvoke(String message) {
// message has the response for *122#
ussdApi.send("1", new USSDController.CallbackMessage(){
#Override
public void responseMessage(String message) {
// message has the response for 1
}
});
}
#Override
public void over(String message) {
// message contains the final result
}
});
Related
I want to get and read sip info messages on during call. I sent other side to sip info message and I saw on logcat but I dont get the message on code. I use the pjsip.
How to get sip info messages on during call?
Thanks.
you will require. onCallTsxState call back function from call class to listen to Sip message shared during the call. It took quite some time for me to figure out and hopefully it could help some once else ,if its too late for you.
#Override
public void onCallTsxState(OnCallTsxStateParam prm) {
if (eventBody.getTsxState().getType() == (pjsip_event_id_e.PJSIP_EVENT_RX_MSG)) {
SipRxData rdata = eventBody.getTsxState().getSrc().getRdata();
//technically here in messageBuffer I am storing all header file info shared during the call
String messageBuffer = rdata.getWholeMsg();
Log.e("bingo", String.valueOf(messageBuffer));
// in my case in my case I am check presences of info message : Connection Established every time new header message is send
if(messageBuffer.contains("Connection established")){
Log.e("bingo", "bingo established");
try {
//perform what ever you want to do here when you receive info message
}
});
I have an app that makes an http request via the localhost to a separate, third-party app which I do not control, and waits for a response from that call before continuing. The workflow goes like this:
User is inside my app
User presses a button, which launches and calls out to the third-party application
User interacts with the third-party application
When the third-party application finishes its work, my app picks up the completed http response, and pulls itself back to the forefront via MoveTaskToFront for the user to continue working.
This functions properly in Android 9 and below, but the last step does not work in Android 10, I believe due to the new restrictions on launching activities from the background.
I have no control over the third-party app, so I cannot modify it to close itself when finished working, or request that the calling app be returned to the foreground when appropriate. Does anyone know of a workaround for this?
Edit: as requested, I've added the code snippet with the call out. This is a Xamarin project, so it's written in C#, but this particular code section is Android-platform-specific, so I am able to make Android system calls.
First I have to bring up the third-party app:
Intent intent = CrossCurrentActivity.Current.AppContext.PackageManager.GetLaunchIntentForPackage("com.bbpos.android.tsys");
if (intent != null)
{
// We found the activity now start the activity
intent.AddFlags(ActivityFlags.ClearTask);
CrossCurrentActivity.Current.AppContext.StartActivity(intent);
}
Then I call into it via the localhost, process the response, and want to switch back to my app.
using (var client = new HttpClient())
{
// by calling .Result we're forcing synchronicity
var response = client.GetAsync("http://127.0.0.1:8080/v2/pos?TransportKey=" + pTransportKey + "&Format=JSON").Result;
if (response.IsSuccessStatusCode)
{
var responseContent = response.Content;
// as above, forcing synchronicity
string responseString = responseContent.ReadAsStringAsync().Result;
var result = JsonConvert.DeserializeObject<GeniusTransactionResponse>(responseString);
var manager = (ActivityManager)Application.Context.GetSystemService(Context.ActivityService);
var test = manager.AppTasks.First().TaskInfo.Id;
manager.AppTasks.First().MoveToFront();
//manager.MoveTaskToFront(CrossCurrentActivity.Current.Activity.TaskId, 0);
return result;
}
else
{
return null;
}
}
Quick update in case anyone else has this same issue: I was able to work around this by adding an Accessibility Service to the project. Simply having an Accessibility Service registered and enabled by the user allows MoveTaskToFront to function as it did in APIs <29; the actual service doesn't need to do anything.
We want to add a reporting feature to our existing application.
For this purpose we are sending Events in JSON via HTTPS to a server application.
We need to remember Event-objects that could not be send to the server (No internet, server not reachable...). We are considering to store the events in a SQLite database and discard all Events that are older than 24 hours to prevent flooding our storage.
Another option would be to write the JSON-objects to a file and concat each new event when it could not be send to the server. The problem with this solution is, that it would be hard for us to discard logs older than 24 hours.
We store the event sin a table with the columns:
| id | json | created_at |
Can anyone recommend best practices for this use case?
Currently we tend to use the sqlite solution but we are wondering if there are any caveats that we are not aware of.
If you don't mind using third-party lib i can recommend android-priority-jobqueue. You can easily achieve what you are trying to do. You can always create job and it will handle itself. You can set if it needs network, if it is persistent (saved into DB when no network) and even you can customize your own retry logic.
Here's little example.
public class PostTweetJob extends Job {
public static final int PRIORITY = 1;
private String text;
public PostTweetJob(String text) {
// This job requires network connectivity,
// and should be persisted in case the application exits before job is completed.
super(new Params(PRIORITY).requireNetwork().persist());
}
#Override
public void onAdded() {
// Job has been saved to disk.
// This is a good place to dispatch a UI event to indicate the job will eventually run.
}
#Override
public void onRun() throws Throwable {
// yours code here
}
#Override
protected RetryConstraint shouldReRunOnThrowable(Throwable throwable, int runCount,
int maxRunCount) {
// An error occurred in onRun.
return RetryConstraint.createExponentialBackoff(runCount, 1000);
}
}
And you call it like this.
jobManager.addJobInBackground(new PostTweetJob("It works"));
use JobService(Android 5+ - lollipop and above) and AlarmManager (for android sdk<21 - pre lollipop) with this solution u can schedule any task and it would be performed. JobService was developed rxactely for tjis purposes(schedule and perform different tasks) maybe you can try JobIntentService it is would work on kitkat(android 4+) devices
P.S.
In that case you didnt need any third party libs and other dependrncies like firebase/google play services(like for FirebaseDispatcher)
I developed an android turn based game and so far I can make the first move but when I want the user would wait for the second player to play the app crashes.
What I tried to do is when the player finishes his move I call a function like this:
public void TheThread()
{
boolean fy=false;
while(!fy)
{
if(CheckMove2())
fy=true;
}
}
The checkmove2 function connects the parse table and check if is there a turn and return boolean.
I beleive this is not the right way to do it,thanks for your help.
Edit:
ChecKmove2() function:
private boolean CheckMove2() {
fx=false;
ParseQuery query = new ParseQuery("serverturn");
query.whereEqualTo("Receiver", Sender);
query.getFirstInBackground(new GetCallback() {
public void done(ParseObject updatePO, ParseException ParseError) {
if(ParseError == null){
fx=true;
String objID;
x=updatePO.getInt("x");
y=updatePO.getInt("y");
try {
updatePO.delete();
} catch (ParseException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
///here comes the game algorithm.
if(fx)
return true;
return false;
}
Edit: the app not crashes its just stop and alert: "The app is not responding" and then asks if I want to wait or close the app.The checkmove function works perfectly I checked it with other devices,the problem is to use this checkmove function in a while loop so the user would wait for the opponent turn.
Your application is crashing because in that scenario you've caused an endless loop (if there are no other moves waiting). So the OS will, most likely force close your application because it thinks its become unresponsive.
What you're better off doing is this:
Create a background service with an AyncTask to check for other players moves at specific intervals (10 - 15 mins maybe?)
Once a move is found. Alert the player to it by using a Notification which would link to your app via an Intent
As a side note, you should always use background threads/async tasks etc to talk to networks.
On your place i would do next:
In parse cloudCode afterSave or beforeSave of the object you are waiting for, send a socket message to your app when the needed object is updated. For example using pubnub.com
I think this is a decent solution, but running some loopy checking logic seemes so unprofessional.
In general it works like this:
two players subscribe to a channel
when one finishes move, from cloud code send a message to this
channel
catch it in your app.
The message can trigger update from parse or can contain the needed data itself.
I have 2 Android devices using WiFi Direct. On one device I can get information about the other device using the WifiP2pManager class, and request a connection to the other device. However when I request a connection, the other device pops up a little window and asks the user if they want to accept the connection request.
Is it possible to auto-accept these connection requests? I.E to be able to connect to the other device without user confirmation?
It can be easily done with the help of Xposed framework. You just need to replace the single method inside one of android java classes (see the link from snihalani's answer). But of course to use Xposed your device must be rooted. The main idea can be expressed in the following code (using Xposed)
#Override
public void handleLoadPackage(LoadPackageParam lpparam) {
try {
Class<?> wifiP2pService = Class.forName("android.net.wifi.p2p.WifiP2pService", false, lpparam.classLoader);
for (Class<?> c : wifiP2pService.getDeclaredClasses()) {
//XposedBridge.log("inner class " + c.getSimpleName());
if ("P2pStateMachine".equals(c.getSimpleName())) {
XposedBridge.log("Class " + c.getName() + " found");
Method notifyInvitationReceived = c.getDeclaredMethod("notifyInvitationReceived");
final Method sendMessage = c.getMethod("sendMessage", int.class);
XposedBridge.hookMethod(notifyInvitationReceived, new XC_MethodReplacement() {
#Override
protected Object replaceHookedMethod(MethodHookParam param) throws Throwable {
final int PEER_CONNECTION_USER_ACCEPT = 0x00023000 + 2;
sendMessage.invoke(param.thisObject, PEER_CONNECTION_USER_ACCEPT);
return null;
}
});
break;
}
}
} catch (Throwable t) {
XposedBridge.log(t);
}
}
I tested it on SGS4 stock 4.2.2 ROM and it worked.
I guess the same could be done with the help of Substrate for android.
From my current understanding of the API, You cannot really accept connections automatically without user's intervention. You can initiate a connection, that doesn't require user intervention. If both of your devices are mobile devices, you will have to accept connection request on one end.
I have put this as a feature request in android project hosting.
You can monitor their response here: https://code.google.com/p/android/issues/detail?id=30880
Based on the comments, do you really need to connect to the devices if you just want to track and log the vehicles around you ?
I don't know the scope of the project, but you could simply use the WifiP2pDeviceList that you get when you request the peers in the WifiP2pManager. You could get the list of the devices (~= vehicles) around you and could log this.
Connection is useful if you want to send more detailed information I guess.
If you can modify the framework, you can ignore the accept window and direct send the "PEER_CONNECTION_USER_ACCEPT".
Base on Android 5.0, "frameworks/opt/net/wifi/service/java/com/android/server/wifi/p2p/WifiP2pServiceImpl.java".
You must find the "notifyInvitationReceived", and modify to ...
private void notifyInvitationReceived() {
/*Direct sends the accept message.*/
sendMessage(PEER_CONNECTION_USER_ACCEPT);
/*
... old code
*/
}