I am making an application that block certain webs and application but problem is on Some devices manufacture Like Motorola and HTC (android OS nougat and oreo) apps did not download and update after VPN is Connected But Internet Work perfectly.I am using Local VPN to monitor Network Trafic. Please Help i am stuck on this stage.
I tried all methods mention on the google
https://www.androidpit.com/google-play-not-working
http://appslova.com/android-fix-error-495-in-google-play-store/
http://techknowzone.com/how-to-solve-fix-error-code-495-in-google-play-store/
Below is the Snipped of local VPN Code
private void connect() {
int i;
isRunning=true;
Builder builder = new Builder();
StringBuilder stringBuilder = new StringBuilder("10.0.0.");
if (lastInt == 254) {
i = 0;
lastInt = 0;
} else {
i = lastInt;
lastInt = i + 1;
}
this.localAddress = stringBuilder.append(i).toString();
try {
if (this.parcelFileDescriptor != null) {
this.parcelFileDescriptor.close();
}
} catch (Exception e) {
}
try {
builder.addAddress(this.localAddress, 24);
builder.addDnsServer(dns1);
builder.addDnsServer(dns2);
this.parcelFileDescriptor = builder.setSession(getString(R.string.app_name)).setConfigureIntent(this.pendingIntent).establish();
Intent intent = new Intent("STARTEDDNSCHANGER");
intent.setAction(getPackageName() + ".STARTED_DNS_CHANGER");
sendBroadcast(intent);
} catch (Throwable e2) {
throw new IllegalArgumentException(e2);
}
}
Play downloads apps over HTTPS. If you are getting error 495 it suggests that the VPN is interfering with the HTTPS / TLS handshaking, and so Play won't download the apps. Possibly you don't support the cipher algorithm negotiation properly.
Related
I am trying to make an andorid app that commuicates with my server via Unity 5.4. The Devices need to be in the same network to do so.
For that i am using System.Net.Sockets and a TcpClient to connect to my server. Everything works well when i run it out of the Editor, or build it as a Windows standalone.The communication between a pc hosting the service and a diffrent pc running the standalone is possible and working as intended. As soon as i build it as an .apk and install it on my smartphone i will get a SocketException. Also my phone is stuck loading for quite some time
Is using a TcpClient, is that possible on android with unity3d ?
The Exception i get is:
System.Net.Sockets.SocketException: Connection timed out
I made sure that both devices are in the same network, e.g. the Ip for my Pc hosting the server is 192.168.178.24 and the ip for my smartphone is 192.168.178.113.
The ports required are open and the firewall lets data through.
I am runnig this code in Unity:
private TcpClient client;
private StreamWriter writer;
void Start()
{
try
{
client = new TcpClient(AddressFamily.InterNetwork);
IPAddress ipAddress = IPAddress.Parse(PlayerPrefs.GetString(MenuManager.IpPlayerPrefKey));
Debug.Log(ipAddress.ToString());
client.Connect(ipAddress, 11000);
writer = new StreamWriter(client.GetStream());
Debug.Log("connected");
}
catch (ArgumentNullException ane)
{
Debug.Log(string.Format("ArgumentNullException : {0}", ane.ToString()));
}
catch (SocketException se)
{
Debug.Log(string.Format("SocketException : {0}", se.ToString()));
}
catch (Exception e)
{
Debug.Log(string.Format("Unexpected exception : {0}", e.ToString()));
}
}
i double checked if the Ip adress recieved from the player prefs is correct, it is.
Has someone an idea what causes it to not even establish a connection ? I tried Wireshark on my pc, it didn't show any incoming packages, so my guess is the mistake is sometimes during establishing the connection.
Here is an image for my Log output from the smartphone:
LogCat Output
Edit: Server Code
public class ServiceListener
{
public TcpListener Listener;
public void StartListening()
{
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPAddress ipAddress = Array.Find<IPAddress>(ipHostInfo.AddressList, ipMatch => ipMatch.AddressFamily == AddressFamily.InterNetwork);
Listener = new TcpListener(ipAddress, 11000);
Listener.Start();
}
public void StopListening()
{
Listener.Stop();
}
}
static void Main()
{
ServiceListener currentListener = new ServiceListener();
currentListener.StartListening();
TcpClient currentClient = currentListener.Listener.AcceptTcpClient();
StreamReader reader = new StreamReader(currentClient.GetStream());
Console.WriteLine("Connected");
while (true)
{
byte[] messageBytes = new byte[1024];
if (!reader.EndOfStream)
{
string message = reader.ReadLine();
string[] messageParts = message.Split('|');
int xOffset = int.Parse(messageParts[0]);
int yOffset = int.Parse(messageParts[1]);
bool leftClick = bool.Parse(messageParts[2]);
bool rightClick = bool.Parse(messageParts[3]);
Console.WriteLine(string.Format("x:{0},y:{1},left:{2},right:{3}", xOffset, yOffset, leftClick, rightClick));
}
else
{
currentClient = currentListener.Listener.AcceptTcpClient();
reader = new StreamReader(currentClient.GetStream());
}
}
}
Is using a TcpClient, is that possible on android with unity3d ?
Yes, it is. It is very possible and should work.
Your problem is very likely to come from this line of code:
IPAddress ipAddress = IPAddress.Parse(PlayerPrefs.GetString(MenuManager.IpPlayerPrefKey));
Since your hosting server IP is 192.168.178.24. Hardcode the value for testing purposes to see if PlayerPrefs.GetString(MenuManager.IpPlayerPrefKey) is returning an invalid IP Address.
Maybe something like:
IPAddress ipAddress = IPAddress.Parse("192.168.178.24");
Another thing to do in your server code is to put Application.runInBackground = true; in your Start() function. This will make sure that your server is running even when the Applciation is not on focus.
Finally, you are currently using synchronous server socket. When connecting, receiving data from the server, Unity will block/freeze until that operation completes. You should use asynchronous socket or run your server and client code in another Thread. This does not look like the current problem but you will run into it later on.
Let say I have bluetooth dongle on my PC.
How can I send data to my PC directly.
I don't want to use the phone a middle man.
(which is normally used when debugging Wear over bluetooth)
Can I pair Android Wear with PC directly, and then transmit any data?
You would need to reverse engineer the Bluetooth protocol between the Android Wear watch and the Wear App on the phone. Given that the Wear App is used to update the OS Wear software on the watch, Google can change the protocol at any time. So while you might be able to sniff the traffic and duplicate the behavior of the Wear App to be able to talk to the watch, you are just one update away from having to reverse engineer it all over again.
I have tried it and confirmed it works on Android Wear 5.1 (both version 1.1 and latest version 1.3).
Proof: https://www.youtube.com/watch?v=yyGD8uSjXsI
I am not sure if Google will patch this soon because it seems like some loophole.
You need a android watch with WiFi such as Samsung Gear Live, Moto360, LG Urbane etc. For your information, LG G Watch has no WiFi support.
Then first you need to pair your watch to your phone, then go to your watch, enable WiFi and select any WiFi spot. Then the watch will ask you to insert your password on the phone. After that, it will connect to the WiFi.
Then now you should go to your android phone, and UNPAIR the watch. This is because we want to force the watch to use WiFi connection directly. Or else it will always use bluetooth via the phone as middleman.
You can double check the watch is using WiFi by running an Android Wear browser and browse any random pages.
Then in your code (server/client model), just use socket normally.
For example, I use aysnctask for network connection as below. You should get sensor data by register listener, there are many examples so I don't post here.
class ConnectServer extends AsyncTask<Void, Void, Void> {
public ConnectServer() {
super();
}
#Override
protected Void doInBackground(Void... params) {
sendToServer();
return null;
}
public void sendToServer(){
Socket socket = null;
BufferedWriter out = null;
try
{
socket = new Socket(IP_ADDRESS, 5000); // IP address of your computer
out = new BufferedWriter(new OutputStreamWriter(socket.getOutputStream()));
while(isSending)
{
//x,y,z,w is from android sensor
out.write(String.format("%.3f",x)+
","+String.format("%.3f",y)+
","+String.format("%.3f",z)+
","+String.format("%.3f",w)+"/");
out.flush();
Thread.sleep(INTERVAL); // 50ms is quite good
}
out.close();
socket.close();
}
catch (Exception e)
{
Log.e("socket",""+e.toString());
e.printStackTrace();
}
finally
{
if (socket != null)
{
try
{
socket.close();
}
catch (IOException e)
{
e.printStackTrace();
}
}
if (out != null)
{
try
{
out.close();
}
catch (IOException e)
{
e.printStackTrace();
}
}
}
}
}
For Server, I am using .net Async Socket inside Unity, but it should be the same for any .net applications. The code is not optimized or error checked thoroughly, but you get the idea.
using UnityEngine;
using System.Collections;
using System;
using System.IO;
using System.Net.Sockets;
using System.Net;
using System.Text;
public class AsyncServer : MonoBehaviour {
private byte[] data = new byte[1024];
private int size = 1024;
private Socket server;
private Socket client;
float x, y, z, w;
void Start () {
server = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
IPAddress ipAd = IPAddress.Parse("YOUR IP ADDRESS");
//IPEndPoint iep = new IPEndPoint(IPAddress.Any, 5000);
IPEndPoint iep = new IPEndPoint(ipAd, 5000);
server.Bind(iep);
server.Listen(5);
server.BeginAccept(new AsyncCallback(AcceptConn), server);
}
void AcceptConn(IAsyncResult iar)
{
Socket oldserver = (Socket)iar.AsyncState;
client = oldserver.EndAccept(iar);
Debug.Log("Accepted client: " + client.ToString());
client.BeginReceive(data, 0, size, SocketFlags.None,
new AsyncCallback(ReceiveData), client);
}
void SendData(IAsyncResult iar)
{
Socket client = (Socket)iar.AsyncState;
int sent = client.EndSend(iar);
client.BeginReceive(data, 0, size, SocketFlags.None,
new AsyncCallback(ReceiveData), client);
}
void ReceiveData(IAsyncResult iar)
{
Socket client = (Socket)iar.AsyncState;
int recv = client.EndReceive(iar);
if (recv == 0)
{
client.Close();
Debug.LogError("Waiting for client...");
server.BeginAccept(new AsyncCallback(AcceptConn), server);
return;
}
string receivedData = Encoding.ASCII.GetString(data, 0, recv);
//Debug.Log("len: " + recv + ", " + receivedData);
{
var s = receivedData.Split(',');
if (s.Length == 4)
{
float xx = float.Parse(s[0]);
float yy = float.Parse(s[1]);
float zz = float.Parse(s[2]);
s[3] = s[3].Replace("/","");
float ww = float.Parse(s[3]);
Debug.Log("len: " + recv + ", " + xx + ", " + yy + ", " + zz + ", " + ww);
}
}
client.BeginReceive(data, 0, size, SocketFlags.None,
new AsyncCallback(ReceiveData), client);
}
}
I'm making an Android app that needs to be able to see local network devices (either names or ip's). Currently I can scan the network and find the local IP's of devices. However it takes so long the user sees a black screen loading for a couple minutes while it searches the network.
Here is the code that I'm currently using:
private ArrayList<String> scanSubNet(String subnet) {
ArrayList<String> hosts = new ArrayList<String>();
InetAddress inetAddress = null;
for (int i = 1; i < 100; i++) {
try {
inetAddress = InetAddress.getByName(subnet + String.valueOf(i));
if (inetAddress.isReachable(1000)) {
hosts.add(inetAddress.getHostName());
Log.d("ERRORID", inetAddress.getHostName());
}
} catch (UnknownHostException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
}
return hosts;
}
There has to be a faster way to search for network for devices right?
Please check Using Network Service Discovery and perform task in AsyncTask. Keep on updating the UI when a new node joins your local network.
I have the following setup:
An Android device uses a 'Client' socket to connect to a remote embedded device, The Android application uses the following code snippet to connect to the embedded device.
On the embedded device uses MindTree BT stack, where server serial socket is prepared according to some properties in the device, which the Android application is familiar with, the connection defined on the embedded device, is not secured!!
The combination of both applications works on:
2 LG phones different models (version code < 10 uses the "Normal method")
2 HTC's different models (version code < 10 uses the "Workaround method")
Pantech Tablet (version code < 13 uses the "Workaround method")
Today, I've tried the application on Samsung S3, Motorola MB886, and a Nexus 7...
All resulted in a "Permission Denied" when calling to socket.connect()... (I have the proper permissions in the manifest, otherwise it would not work on the other devices.)
All the new devices I've tested on are version code > 4.0, so I'm wondering:
Does anyone know about any changes in the API?
Perhaps Android 4.0+ forces security?
It seem that the error occur in the Bonding state, since I can see on the embedded program logs...
Any insights?
The code:
public final synchronized int connectToDevice(int connectingMethod)
throws BluetoohConnectionException {
if (socket != null)
throw new BadImplementationException("Error socket is not null!!");
connecting = true;
logInfo("+---+ Connecting to device...");
try {
lastException = null;
lastPacket = null;
if (connectingMethod == BluetoothModule.BT_StandardConnection
|| connectingMethod == BluetoothModule.BT_ConnectionTBD)
try {
socket = fetchBT_Socket_Normal();
connectToSocket(socket);
listenForIncomingSPP_Packets();
onConnetionEstablished();
return BluetoothModule.BT_StandardConnection;
} catch (BluetoohConnectionException e) {
socket = null;
if (connectingMethod == BluetoothModule.BT_StandardConnection) {
throw e;
}
logWarning("Error creating socket!", e);
}
if (connectingMethod == BluetoothModule.BT_ReflectiveConnection
|| connectingMethod == BluetoothModule.BT_ConnectionTBD)
try {
socket = fetchBT_Socket_Reflection(1);
connectToSocket(socket);
listenForIncomingSPP_Packets();
onConnetionEstablished();
return BluetoothModule.BT_ReflectiveConnection;
} catch (BluetoohConnectionException e) {
socket = null;
if (connectingMethod == BluetoothModule.BT_ReflectiveConnection) {
throw e;
}
logWarning("Error creating socket!", e);
}
throw new BluetoohConnectionException("Error creating RFcomm socket for BT Device:" + this
+ "\n BAD connectingMethod==" + connectingMethod);
} finally {
connecting = false;
}
}
protected void onConnetionEstablished() {
logInfo("+---+ Connection established");
}
private synchronized void listenForIncomingSPP_Packets() {
if (socketListeningThread != null)
throw new BadImplementationException("Already lisening on Socket for BT Device" + this);
logInfo("+---+ Listening for incoming packets");
socketListeningThread = new Thread(socketListener, "Packet Listener - " + bluetoothDevice.getName());
socketListeningThread.start();
}
private BluetoothSocket fetchBT_Socket_Normal()
throws BluetoohConnectionException {
try {
logInfo("+---+ Fetching BT RFcomm Socket standard for UUID: " + uuid + "...");
return bluetoothDevice.createRfcommSocketToServiceRecord(UUID.fromString(uuid));
} catch (Exception e) {
throw new BluetoohConnectionException("Error Fetching BT RFcomm Socket!", e);
}
}
private BluetoothSocket fetchBT_Socket_Reflection(int connectionIndex)
throws BluetoohConnectionException {
Method m;
try {
logInfo("+---+ Fetching BT RFcomm Socket workaround index " + connectionIndex + "...");
m = bluetoothDevice.getClass().getMethod("createRfcommSocket", new Class[]{int.class});
return (BluetoothSocket) m.invoke(bluetoothDevice, connectionIndex);
} catch (Exception e) {
throw new BluetoohConnectionException("Error Fetching BT RFcomm Socket!", e);
}
}
private void connectToSocket(BluetoothSocket socket)
throws BluetoohConnectionException {
try {
logInfo("+---+ Connecting to socket...");
socket.connect();
logInfo("+---+ Connected to socket");
} catch (IOException e) {
try {
socket.close();
} catch (IOException e1) {
logError("Error while closing socket", e1);
} finally {
socket = null;
}
throw new BluetoohConnectionException("Error connecting to socket with Device" + this, e);
}
}
After very long long time of investigating the matter I've found one reason for the error... on some Android devices the auto Bluetooth peering is not enabled/allowed.
So, apparently except for two connection method, there are also two Bluetooth adapter enabling method, one would be to throw an intent to ask the system to turn the adapter on, and the other is to call onto the BluetoothAdapter.enable() method, which enables the Bluetooth silently.
The first method, pops a confirmation dialog, and require user interaction while the other does not, and while not showing the Bluetooth enabling confirmation dialog, also the peering confirmation is not shown, which causes the connection error.
Using the first adapter enabling method solves the problem on most of the devices, like the Nexus 7, Samsung S3, and a few others, but on some devices there is still an issue, and I'm not really sure why, but this is much better since many devices are now working with the new implementation.
I have a working ASP.NET Web API service running in Visual Studio on my dev box. I can easily get the proper results from either I.E. or FireFox by entering: http://localhost:61420/api/products. But when trying to read it from my Android Project using my AVD I get an exception thrown saying:
localhost/127.0.0.1:61420 - Connection refused.
I know my Android Java code works because I can access the WCF RESTFul service running on my Website (the URLthat's currently commented out). My Android code is pasted below.
So, why am I getting the error when accessing from my Eclipse project but not when accessing it from a browser?
Thanks
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
HttpURLConnection urlConnection = null;
try
{
//URL url = new URL("http://www.deanblakely.com/myRESTService/SayHello");
URL url = new URL("http://localhost:61420/api/products");
urlConnection = (HttpURLConnection) url.openConnection();
InputStream in = new BufferedInputStream(urlConnection.getInputStream());
String myString = readStream(in);
String otherString = myString;
otherString = otherString + " ";
}
catch (MalformedURLException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
catch (IOException e)
{
e.printStackTrace();
}
finally
{
urlConnection.disconnect();
}
}
private String readStream(InputStream is)
{
try
{
ByteArrayOutputStream bo = new ByteArrayOutputStream();
int i = is.read();
while(i != -1)
{
bo.write(i);
i = is.read();
}
return bo.toString();
}
catch (IOException e)
{
return "" + e;
}
}
}
Visual Studio development web server will only accept connections from the local host and not over the network or other virtual connection. Sounds like AVD is seen as a remote host.
To access the app from anywhere, change the webserver that should be used. Assuming you're using Windows 7 and Visual Studio 2010, make sure you have IIS and all required features installed and set the local IIS as the webserver in your project settings:
It could be necessary to start Visual Studio as a Administrator to run it with local IIS.
Use the actual IP address of your machine ie, http://192.168.0.xx
Only your local machine can access localhost, and if you are on the emulator or a device, it will have a different IP through either NAT or your DHCP from the router.