I am creating my first app engine app and having problems with authenticating the users.
I have followed the https://cloud.google.com/appengine/docs/python/endpoints/consume_android#making_authenticated_calls - seems a bit magical, that I just "setAccountName" and it is supposed to work, but w/e, I guess that it should load the app scopes from Android Audience and then just check if the account name I passed has actually logged into the device.
The API call works, passes the authentication, but sadly - the "endpoints.get_current_user()" function on the backend returns None.
So I kept digging, but I can't seem to find anything on the topic. Best thing I have found is http://blog.notdot.net/2010/05/Authenticating-against-App-Engine-from-an-Android-app - but that's an article from 6 years ago and the author uses HTTP client and nothing related to endpoints libs.
All I can think of would be to follow some "non-endpoints" way of adding "login with Google" to my app and then try to pass the credentials I would get to my API builder, but that just feels wrong, like there should be an easier way to do that.
So, am I missing some step, that was not mentioned in https://cloud.google.com/appengine/docs/python/endpoints/consume_android#making_authenticated_calls ?
Actual code (slightly simplified) below:
Backend:
auth_api = endpoints.api(
name='auth_api',
version='v1.0',
auth_level=endpoints.AUTH_LEVEL.REQUIRED,
allowed_client_ids=[
ANDROID_CLIENT_ID,
WEB_CLIENT_ID,
endpoints.API_EXPLORER_CLIENT_ID,
],
audiences=[
WEB_CLIENT_ID,
endpoints.API_EXPLORER_CLIENT_ID,
],
scopes=[
'https://www.googleapis.com/auth/userinfo.profile',
'https://www.googleapis.com/auth/userinfo.email',
],
)
#auth_api.api_class(resource_name='rating')
class RatingHandler(remote.Service):
#endpoints.method(
message_types.VoidMessage,
RatingsMessage,
path='rating/getRatings',
http_method='GET',
)
def getRatings(self, request):
rating_query = Rating.query(
ancestor=ndb.Key(
Account,
endpoints.get_current_user().user_id(), // ERROR! endpoints.get_current_user() is None
)
).order(-Rating.rating)
Client:
// Somewhere these lines exist
if (credential == null || credential.getSelectedAccountName() == null) {
startActivityForResult(
AuthUtils.getCredentials(getActivity()).newChooseAccountIntent(),
AuthUtils.REQUEST_ACCOUNT_PICKER
);
} else {
LoadRatings();
}
#Override
public void onActivityResult(
int requestCode,
int resultCode,
Intent data
) {
super.onActivityResult(requestCode, resultCode, data);
if (data != null && data.getExtras() != null) {
String accountName =
data.getExtras().getString(
AccountManager.KEY_ACCOUNT_NAME
);
if (accountName != null) {
credential = GoogleAccountCredential.usingAudience(
getApplicationContext(),
"server:client_id:" + Constants.ANDROID_AUDIENCE
);
credential.setSelectedAccountName(accountName);
LoadRatings();
}
}
}
public void LoadRatings() {
// AuthApi was auto-generated by Google App Engine based on my Backend
AuthApi.Builder api = new AuthApi.Builder(
AndroidHttp.newCompatibleTransport(),
new AndroidJsonFactory(),
credential
).setApplicationName(getPackageName());
AuthApi service = api.build();
try {
ApiMessagesRatingRatedBeerListMessage result = service.rating().getRatings().
// some stuff done with result, but the Exception is thrown in line above
OK, I figured it out. When I removed "scopes" from API declaration, it works. I'm not sure how I am going to access user's email / profile yet, but that's at least a step forward.
This issue has been actually brought up before - How to add more scopes in GoogleCloud Endpoints - sadly, without any answers
You won't have a User object (Entity that is) on the backend created for you. You have to do that yourself. For example:
#Entity
public class AppEngineUser {
#Id
private String email;
private User user;
private AppEngineUser() {}
public AppEngineUser(User user) {
this.user = user;
this.email = user.getEmail();
}
public User getUser() {
return user;
}
public Key<AppEngineUser> getKey() {
return Key.create(AppEngineUser.class, email);
}
}
When you create an API method and specify a User object like this:
#ApiMethod(name = "insertRecord", path = "insert_record", httpMethod = HttpMethod.POST)
public Record insertRecord(User user, Record record)
// check if google user is authenticated
throws UnauthorizedException {
if (user == null) {
throw new UnauthorizedException("Authorization required");
}
// user is authenticated... do some stuff!
}
The User object is an injected type. It is actually: com.google.appengine.api.users.User. See "injected types" on https://cloud.google.com/appengine/docs/java/endpoints/paramreturn_types.
What this means is that GAE injects the Google user object if the user provided the correct credentials to their Google+ account. If they did not, then User will be null. If it is, you can throw an UnauthorizedException the way the above method does.
You can now get things like the User's gmail address among other things if the user object is not null. From there, you must store those values in your own custom entity, such as AppEngineUser and save it to the datastore. Then you can do other things with it later, such as load it, check if the user is registered and whatever else all by yourself.
Hope that helps!
Related
I am currently in the process of getting my project to run with Firebase. I've completed authentication through this script here.
using System.Collections.Generic;
using UnityEngine;
using GooglePlayGames;
using GooglePlayGames.BasicApi;
using UnityEngine.SocialPlatforms;
using System.Threading.Tasks;
using Firebase;
using Firebase.Auth;
public class FirebaseManager : MonoBehaviour
{
private string AuthCode;
private void Start()
{
// Initialize Play Games Configuration and Activate it.
PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
.RequestServerAuthCode(false)
.Build();
Debug.LogWarning("Config Built");
PlayGamesPlatform.InitializeInstance(config); Debug.LogWarning("Instance");
PlayGamesPlatform.Activate(); Debug.LogWarning("Activate");
Firebase.Auth.FirebaseAuth auth = Firebase.Auth.FirebaseAuth.DefaultInstance; // Sign In and Get a server auth code.
UnityEngine.Social.localUser.Authenticate((bool success) =>
{
if (!success)
{
Debug.LogError("SignInOnClick: Failed to Sign into Play Games Services.");
return;
}
string authCode = PlayGamesPlatform.Instance.GetServerAuthCode();
if (string.IsNullOrEmpty(authCode))
{
Debug.LogError("SignInOnClick: Signed into Play Games Services but failed to get the server auth code.");
return;
}
Debug.LogFormat("SignInOnClick: Auth code is: {0}", authCode); // Use Server Auth Code to make a credential
Firebase.Auth.Credential credential = Firebase.Auth.PlayGamesAuthProvider.GetCredential(authCode); // Sign In to Firebase with the credential
auth.SignInWithCredentialAsync(credential).ContinueWith(task => {
if (task.IsCanceled)
{
Debug.LogError("SignInOnClick was canceled.");
return;
}
if (task.IsFaulted)
{
Debug.LogError("SignInOnClick encountered an error: " + task.Exception);
return;
}
Firebase.Auth.FirebaseUser newUser = task.Result;
Debug.LogFormat("SignInOnClick: User signed in successfully: {0} ({1})", newUser.DisplayName, newUser.UserId);
});
});
}
}
Once i build this project onto Google Play and test it, it has the google UI pop up that shows my Google Play account name. Checking firebase authentication panel i can see my google play account populate the field with a UID.
I send some data to my database via REST API
using System.Collections.Generic;
using UnityEngine;
using Firebase.Database;
using Proyecto26;
using Firebase;
using Firebase.Auth;
using UnityEngine.UI;
using TMPro;
public class Database : MonoBehaviour
{
#region Instance
public static Database I;
public void GetInstance()
{
if(I == null)
{
I = this;
}
else
{
Destroy(I);
I = this;
}
}
private void Awake()
{
GetInstance();
}
#endregion
private string UID;
PlayerSaveData playerSaveData = new PlayerSaveData();
private void Start()
{
Debug.Log("Sending data");
LoadedData();
}
public void SavePlayerData()
{
UserID();
Debug.Log(UID);
RestClient.Put("https://-censored project linkrtdb.firebaseio.com/users" + UID + ".json", playerSaveData);
Debug.Log("Sent Data function complete");
}
public void LoadedData()
{
RestClient.Get<PlayerSaveData>("https://-censored project link-rtdb.firebaseio.com/users" + UID + ".json").Then(response =>
{
playerSaveData = response;
});
}
// UID //
public void UserID()
{
Firebase.Auth.FirebaseAuth auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
Firebase.Auth.FirebaseUser user = auth.CurrentUser;
if (user != null)
{
string playerName = user.DisplayName;
// The user's Id, unique to the Firebase project.
// Do NOT use this value to authenticate with your backend server, if you
// have one; use User.TokenAsync() instead.
string uid = user.UserId;
Debug.LogWarning("Player UID: " + uid);
UID = uid;
}
else
{
UID = "No UID";
}
}
}
Once i check my data on the Database page on the Firebase Console on a live build via Google Play Market, the data only populates when i set the rules to test "Write = true and read = true for everyone"
However, once i add the rules from the documents that fit my situation
{
"rules": {
"users": {
"$uid": {
// Allow only authenticated content owners access to their data
".read": "auth != null && auth.uid == $uid",
".write": "auth != null && auth.uid == $uid"
}
}
}
}
The live application does not continue to write to the database.
My debug log on Logcat shoes the UID is spitting out the same exact UID that is authenticated on firebase.
I hate to be the guy that floods a forum with a question that i am sure has been asked a 100 times. I have been at this firebase thing for about 2 days, but i am throwing in the towel on this one. I can't find anything unique to my situation. With the little knowledge i have, i do feel that somehow the authentication is not sending with the way i structured my database.cs with REST. But i was assured this is the way i should go.
Any help would be greatly appreciated, much thanks to those that take the time! :D
It seems like your REST client is not passing the user credentials along with the request. The Firebase SDK passes this information with each connection/request, and you'll have to do the same here.
Have a look at the Firebase documentation on authorizing REST requests, specifically the section on authenticating with an ID token, which is probably easiest for you.
On the other hand, I'd recommend having a look using using the Firebase Realtime Database SDK instead of calling the REST API, as this will pass the required information automatically.
I'm building an app that uses Google Cloud Speech.
I have a Google Service account key in my app, and I use it to call the API.
It works well when used by one user, but does not work when multiple users use it at the same time.
For example, only one user is available or all are unavailable.
The rights of the service account key are project owner.
I think it's a service account key issue...
How do I fix it?
private class AccessTokenTask extends AsyncTask<Void, Void, AccessToken> {
#Override
protected AccessToken doInBackground(Void... voids) {
final SharedPreferences prefs = mContext.getSharedPreferences(PREFS, Context.MODE_PRIVATE);
String tokenValue = prefs.getString(PREF_ACCESS_TOKEN_VALUE, null);
long expirationTime = prefs.getLong(PREF_ACCESS_TOKEN_EXPIRATION_TIME, -1);
// Check if the current token is still valid for a while
if (tokenValue != null && expirationTime > 0) {
if (expirationTime > System.currentTimeMillis() + ACCESS_TOKEN_EXPIRATION_TOLERANCE) {
return new AccessToken(tokenValue, new Date(expirationTime));
}
}
final InputStream stream = mContext.getResources().openRawResource(R.raw.credential);
try {
final GoogleCredentials credentials = GoogleCredentials.fromStream(stream).createScoped(SCOPE);
final AccessToken token = credentials.refreshAccessToken();
prefs.edit()
.putString(PREF_ACCESS_TOKEN_VALUE, token.getTokenValue())
.putLong(PREF_ACCESS_TOKEN_EXPIRATION_TIME, token.getExpirationTime().getTime())
.apply();
return token;
} catch (IOException e) {
Log.e(TAG, "Failed to obtain access token.", e);
}
return null;
}
#Override
protected void onPostExecute(AccessToken accessToken) {
mAccessTokenTask = null;
final ManagedChannel channel = new OkHttpChannelProvider()
.builderForAddress(GOOGLE_API_HOSTNAME, GOOGLE_API_PORT)
.nameResolverFactory(new DnsNameResolverProvider())
.intercept(new GoogleCredentialsInterceptor(new GoogleCredentials(accessToken)
.createScoped(SCOPE)))
.build();
mApi = SpeechGrpc.newStub(channel);
// Schedule access token refresh before it expires
if (mHandler != null) {
mHandler.postDelayed(mFetchAccessTokenRunnable,
Math.max(accessToken.getExpirationTime().getTime() - System.currentTimeMillis() - ACCESS_TOKEN_FETCH_MARGIN, ACCESS_TOKEN_EXPIRATION_TOLERANCE));
}
}
}
This code is the code that calls 'credential.json' file on Android and gets 'Access token'.
The server for this app is python and communicates via http.
https://github.com/GoogleCloudPlatform/android-docs-samples/tree/master/speech/Speech
The description in the link above tells you to delegate the authentication to the server.
I want to write that part with python code.
What should I do?
In the link you provided in the description, they suggest you to read first the basic authentication concepts document. In your case, use a service account for the Android application.
I understand that you have already been able to provide end user credentials to a Google Cloud Platform API, as for example Cloud Speech API.
If you want to authenticate multiple users to your application you should use instead Firebase authentication. The link contains a brief explanation and a tutorial.
There are several Python client libraries for GCP that you can use, depending on what operations do you want to perform on the server. And regarding Python authentication on the server side, this documentation shows how the authentication for Google Cloud Storage works (have this example in mind as a reference).
I am trying to get my friend name and ids with Graph API v2.0, but data returns empty:
{
"data": [
]
}
When I was using v1.0, everything was OK with the following request:
FBRequest* friendsRequest = [FBRequest requestForMyFriends];
[friendsRequest startWithCompletionHandler: ^(FBRequestConnection *connection,
NSDictionary* result,
NSError *error) {
NSArray* friends = [result objectForKey:#"data"];
NSLog(#"Found: %i friends", friends.count);
for (NSDictionary<FBGraphUser>* friend in friends) {
NSLog(#"I have a friend named %# with id %#", friend.name, friend.id);
}
}];
But now I cannot get friends!
In v2.0 of the Graph API, calling /me/friends returns the person's friends who also use the app.
In addition, in v2.0, you must request the user_friends permission from each user. user_friends is no longer included by default in every login. Each user must grant the user_friends permission in order to appear in the response to /me/friends. See the Facebook upgrade guide for more detailed information, or review the summary below.
If you want to access a list of non-app-using friends, there are two options:
If you want to let your people tag their friends in stories that they publish to Facebook using your App, you can use the /me/taggable_friends API. Use of this endpoint requires review by Facebook and should only be used for the case where you're rendering a list of friends in order to let the user tag them in a post.
If your App is a Game AND your Game supports Facebook Canvas, you can use the /me/invitable_friends endpoint in order to render a custom invite dialog, then pass the tokens returned by this API to the standard Requests Dialog.
In other cases, apps are no longer able to retrieve the full list of a user's friends (only those friends who have specifically authorized your app using the user_friends permission). This has been confirmed by Facebook as 'by design'.
For apps wanting allow people to invite friends to use an app, you can still use the Send Dialog on Web or the new Message Dialog on iOS and Android.
UPDATE: Facebook have published an FAQ on these changes here: https://developers.facebook.com/docs/apps/faq which explain all the options available to developers in order to invite friends etc.
Although Simon Cross's answer is accepted and correct, I thought I would beef it up a bit with an example (Android) of what needs to be done. I'll keep it as general as I can and focus on just the question. Personally I wound up storing things in a database so the loading was smooth, but that requires a CursorAdapter and ContentProvider which is a bit out of scope here.
I came here myself and then thought, now what?!
The Issue
Just like user3594351, I was noticing the friend data was blank. I found this out by using the FriendPickerFragment. What worked three months ago, no longer works. Even Facebook's examples broke. So my issue was 'How Do I create FriendPickerFragment by hand?
What Did Not Work
Option #1 from Simon Cross was not strong enough to invite friends to the app. Simon Cross also recommended the Requests Dialog, but that would only allow five requests at a time. The requests dialog also showed the same friends during any given Facebook logged in session. Not useful.
What Worked (Summary)
Option #2 with some hard work. You must make sure you fulfill Facebook's new rules: 1.) You're a game 2.) You have a Canvas app (Web Presence) 3.) Your app is registered with Facebook. It is all done on the Facebook developer website under Settings.
To emulate the friend picker by hand inside my app I did the following:
Create a tab activity that shows two fragments. Each fragment shows a list. One fragment for available friend (/me/friends) and another for invitable friends (/me/invitable_friends). Use the same fragment code to render both tabs.
Create an AsyncTask that will get the friend data from Facebook. Once that data is loaded, toss it to the adapter which will render the values to the screen.
Details
The AsynchTask
private class DownloadFacebookFriendsTask extends AsyncTask<FacebookFriend.Type, Boolean, Boolean> {
private final String TAG = DownloadFacebookFriendsTask.class.getSimpleName();
GraphObject graphObject;
ArrayList<FacebookFriend> myList = new ArrayList<FacebookFriend>();
#Override
protected Boolean doInBackground(FacebookFriend.Type... pickType) {
//
// Determine Type
//
String facebookRequest;
if (pickType[0] == FacebookFriend.Type.AVAILABLE) {
facebookRequest = "/me/friends";
} else {
facebookRequest = "/me/invitable_friends";
}
//
// Launch Facebook request and WAIT.
//
new Request(
Session.getActiveSession(),
facebookRequest,
null,
HttpMethod.GET,
new Request.Callback() {
public void onCompleted(Response response) {
FacebookRequestError error = response.getError();
if (error != null && response != null) {
Log.e(TAG, error.toString());
} else {
graphObject = response.getGraphObject();
}
}
}
).executeAndWait();
//
// Process Facebook response
//
//
if (graphObject == null) {
return false;
}
int numberOfRecords = 0;
JSONArray dataArray = (JSONArray) graphObject.getProperty("data");
if (dataArray.length() > 0) {
// Ensure the user has at least one friend ...
for (int i = 0; i < dataArray.length(); i++) {
JSONObject jsonObject = dataArray.optJSONObject(i);
FacebookFriend facebookFriend = new FacebookFriend(jsonObject, pickType[0]);
if (facebookFriend.isValid()) {
numberOfRecords++;
myList.add(facebookFriend);
}
}
}
// Make sure there are records to process
if (numberOfRecords > 0){
return true;
} else {
return false;
}
}
#Override
protected void onProgressUpdate(Boolean... booleans) {
// No need to update this, wait until the whole thread finishes.
}
#Override
protected void onPostExecute(Boolean result) {
if (result) {
/*
User the array "myList" to create the adapter which will control showing items in the list.
*/
} else {
Log.i(TAG, "Facebook Thread unable to Get/Parse friend data. Type = " + pickType);
}
}
}
The FacebookFriend class I created
public class FacebookFriend {
String facebookId;
String name;
String pictureUrl;
boolean invitable;
boolean available;
boolean isValid;
public enum Type {AVAILABLE, INVITABLE};
public FacebookFriend(JSONObject jsonObject, Type type) {
//
//Parse the Facebook Data from the JSON object.
//
try {
if (type == Type.INVITABLE) {
//parse /me/invitable_friend
this.facebookId = jsonObject.getString("id");
this.name = jsonObject.getString("name");
// Handle the picture data.
JSONObject pictureJsonObject = jsonObject.getJSONObject("picture").getJSONObject("data");
boolean isSilhouette = pictureJsonObject.getBoolean("is_silhouette");
if (!isSilhouette) {
this.pictureUrl = pictureJsonObject.getString("url");
} else {
this.pictureUrl = "";
}
this.invitable = true;
} else {
// Parse /me/friends
this.facebookId = jsonObject.getString("id");
this.name = jsonObject.getString("name");
this.available = true;
this.pictureUrl = "";
}
isValid = true;
} catch (JSONException e) {
Log.w("#", "Warnings - unable to process Facebook JSON: " + e.getLocalizedMessage());
}
}
}
Facebook has revised their policies now. You can’t get the whole friendlist anyway if your app does not have a Canvas implementation and if your app is not a game. Of course there’s also taggable_friends, but that one is for tagging only.
You will be able to pull the list of friends who have authorised the app only.
The apps that are using Graph API 1.0 will be working till April 30th, 2015 and after that it will be deprecated.
See the following to get more details on this:
User Friends
Facebook Application Development FAQ
In Swift 4.2 and Xcode 10.1:
If you want to get the friends list from Facebook, you need to submit your app for review in Facebook. See some of the Login Permissions:
Login Permissions
Here are the two steps:
1) First your app status is must be in Live
2) Get required permissions form Facebook.
1) Enable our app status live:
Go to the apps page and select your app
https://developers.facebook.com/apps/
Select status in the top right in Dashboard.
Submit privacy policy URL
Select category
Now our app is in Live status.
One step is completed.
2) Submit our app for review:
First send required requests.
Example: user_friends, user_videos, user_posts, etc.
Second, go to the Current Request page
Example: user_events
Submit all details
Like this submit for all requests (user_friends , user_events, user_videos, user_posts, etc.).
Finally submit your app for review.
If your review is accepted from Facebook's side, you are now eligible to read contacts, etc.
As Simon mentioned, this is not possible in the new Facebook API. Pure technically speaking you can do it via browser automation.
this is against Facebook policy, so depending on the country where you live, this may not be legal
you'll have to use your credentials / ask user for credentials and possibly store them (storing passwords even symmetrically encrypted is not a good idea)
when Facebook changes their API, you'll have to update the browser automation code as well (if you can't force updates of your application, you should put browser automation piece out as a webservice)
this is bypassing the OAuth concept
on the other hand, my feeling is that I'm owning my data including the list of my friends and Facebook shouldn't restrict me from accessing those via the API
Sample implementation using WatiN:
class FacebookUser
{
public string Name { get; set; }
public long Id { get; set; }
}
public IList<FacebookUser> GetFacebookFriends(string email, string password, int? maxTimeoutInMilliseconds)
{
var users = new List<FacebookUser>();
Settings.Instance.MakeNewIeInstanceVisible = false;
using (var browser = new IE("https://www.facebook.com"))
{
try
{
browser.TextField(Find.ByName("email")).Value = email;
browser.TextField(Find.ByName("pass")).Value = password;
browser.Form(Find.ById("login_form")).Submit();
browser.WaitForComplete();
}
catch (ElementNotFoundException)
{
// We're already logged in
}
browser.GoTo("https://www.facebook.com/friends");
var watch = new Stopwatch();
watch.Start();
Link previousLastLink = null;
while (maxTimeoutInMilliseconds.HasValue && watch.Elapsed.TotalMilliseconds < maxTimeoutInMilliseconds.Value)
{
var lastLink = browser.Links.Where(l => l.GetAttributeValue("data-hovercard") != null
&& l.GetAttributeValue("data-hovercard").Contains("user.php")
&& l.Text != null
).LastOrDefault();
if (lastLink == null || previousLastLink == lastLink)
{
break;
}
var ieElement = lastLink.NativeElement as IEElement;
if (ieElement != null)
{
var htmlElement = ieElement.AsHtmlElement;
htmlElement.scrollIntoView();
browser.WaitForComplete();
}
previousLastLink = lastLink;
}
var links = browser.Links.Where(l => l.GetAttributeValue("data-hovercard") != null
&& l.GetAttributeValue("data-hovercard").Contains("user.php")
&& l.Text != null
).ToList();
var idRegex = new Regex("id=(?<id>([0-9]+))");
foreach (var link in links)
{
string hovercard = link.GetAttributeValue("data-hovercard");
var match = idRegex.Match(hovercard);
long id = 0;
if (match.Success)
{
id = long.Parse(match.Groups["id"].Value);
}
users.Add(new FacebookUser
{
Name = link.Text,
Id = id
});
}
}
return users;
}
Prototype with implementation of this approach (using C#/WatiN) see https://github.com/svejdo1/ShadowApi. It is also allowing dynamic update of Facebook connector that is retrieving a list of your contacts.
Try /me/taggable_friends?limit=5000 using your JavaScript code
Or
try the Graph API:
https://graph.facebook.com/v2.3/user_id_here/taggable_friends?access_token=
If you are still struggling with this issue on a development mode.
Follow the same process as mentioned below:
create a test app of your main app,
create test users, automatically install app for test users and assign them 'user_friend' permission.
Add your test users as a friend with each other.
I followed the same process after going through alot of research and finally it worked.
In the Facebook SDK Graph API v2.0 or above, you must request the user_friends permission from each user in the time of Facebook login since user_friends is no longer included by default in every login; we have to add that.
Each user must grant the user_friends permission in order to appear in the response to /me/friends.
let fbLoginManager : FBSDKLoginManager = FBSDKLoginManager()
fbLoginManager.loginBehavior = FBSDKLoginBehavior.web
fbLoginManager.logIn(withReadPermissions: ["email","user_friends","public_profile"], from: self) { (result, error) in
if (error == nil) {
let fbloginresult : FBSDKLoginManagerLoginResult = result!
if fbloginresult.grantedPermissions != nil {
if (fbloginresult.grantedPermissions.contains("email")) {
// Do the stuff
}
else {
}
}
else {
}
}
}
So at the time of Facebook login, it prompts with a screen which contain all the permissions:
If the user presses the Continue button, the permissions will be set. When you access the friends list using Graph API, your friends who logged into the application as above will be listed
if ((FBSDKAccessToken.current()) != nil) {
FBSDKGraphRequest(graphPath: "/me/friends", parameters: ["fields" : "id,name"]).start(completionHandler: { (connection, result, error) -> Void in
if (error == nil) {
print(result!)
}
})
}
The output will contain the users who granted the user_friends permission at the time of login to your application through Facebook.
{
data = (
{
id = xxxxxxxxxx;
name = "xxxxxxxx";
}
);
paging = {
cursors = {
after = xxxxxx;
before = xxxxxxx;
};
};
summary = {
"total_count" = 8;
};
}
I want to make a diet helper app for android devices, using android studio and
I need ideas on what to use to implement the login/register system, I followed a tutorial on youtube but it was outdated and I ended up wasting my time, then I've read on google, that android studio has a library called volley that I can use with PHP and MySql to make the login system.
Do you have other ideas, or is that the best one to go with?
I'm open to suggestions so shoot!
Update:
I've created a post about how to do this using a PHP backend for your Android application. https://keithweaver.ca/posts/4/android-php-custom-login
Additionally to the link above, this is how you can setup a server.
https://github.com/kweaver00/tutorials/blob/master/setup-server.md
https://keithweaver.ca/posts/9/setup-ubuntu-server-quickly
Original Post:
This is one solution and isn't guaranteed to be the best.
You can really use anything to communicate with a server. Async Tasks or Retrofit are both popular.
Assuming you have set up a server with a LAMP stack. Make sure you have an SSL so you don't pass user information that isn't encrypted.
Create a user table in mysql
Ex.
id int default->NULL AI primary-key
user varchar 250 default->null
pass varchar 250 default->null
signupdate date default-> null
Create a log in sessions table of some sort
Ex.
id int default->NULL AI primary-key
user varchar 250 default->null
token varchar 250 default->null
addedDate date default->null
Create a log in php script (I know this probably isnt the best way to right php code)
$connection = mysqli_connect("localhost", "phpmysqluser", "password", "dbname") or die("Error 404: unable to connect");
$username = $_POST['user'];
$pass = $_POST['pass'];
//add code to remove slashes and etc.
$result = mysqli_query($connection, "SELECT * FROM userTable WHERE user='$username' AND pass='$pass'") or die("Error: this line has error");
class response{
public $loggedin =0;
public $message = "";
}
$response = new response();
if(mysqli_num_rows($result) == 1){
$logInToken = generateLogInToken();
//have a function that creates a unique token and stores it for X days or minutes
$response->loggedin = 1;
$response->message = $logInToken;
}else{
$response->message = "wrong info";
}
echo json_decode($response);
This should output a json file like this depending on your user and pass variables.
{
"loggedin" : 1,
"message" : "asdnlansdkansd"
}
Right another script that passes in the log in token and user name to check if it's valid.
$connection .... //same as above
//well it really should be a include_once cause if you change credentials
$token = $_POST['token'];
$user = $_POST['user'];
$registeredDate = "";
$today = date('Y-m-d');
$result = mysqli_query($connection, "SELECT * FROM tokenTable WHERE user='$user' AND token='$token'") or die("Error...");
class response{
public $status = 0;
}
$response = new response();
if(mysqli_num_rows($result) == 1){
//check token has been register today and if not sign them out
while($row = mysqli_fetch_array($result)){
$registeredDate = $row['addedDate'];
}
if($registeredDate == $today){
//token is valid
$response->status = 3;
}else{
//expired
$response->status = 2;
}
}else{
//user and token are not valid
$response->status = 1;
}
echo json_decode($response);
Giving a json object like:
{
"status" : 3
}
In your Android app on open, run the code to check if the account is valid if there is anything stored locally. Or just go to log in screen.
On splash screen in the onCreate (you dont need a splash screen, its actually not recommended but its the easiest way to explain the process):
if(userNameAndTokenStoredInSharedPref()){
String token = getTokenFromSharedPref();
String userName = getUserNameFromSharedPref();
checkAgainstServer(token, userName);
}else{
Intent openLogInWindow = new Intent(this, LogInActivity.class);
startActivity(openLogInWindow);
}
still in the slash activity but out of the oncreate:
protected void checkAgainstServer(String token, String user){
//using retrofit
ThisAppRestClient.get().postCheckTokenAndUser(token, user, new Callback<UserStatusCallBack>() {
#Override
public void success(UserStatusCallBack userStatusCallback, retrofit.client.Response response) {
if(userStatusCallback.getStatus() == 1){
//Invalid token
}else if(userStatusCallback.getStatus() == 2){
//Expired token
}else if(userStatusCallback.getStatus() == 3){
//Success
Intent openMainWindow = new Intent(this, MainActivity.class);
startActivity(openMainWindow);
}
}
#Override
public void failure(RetrofitError error) {
//Retrofit errors like timeouts, etc.
}
}
}
The log in activity would be something like:
logBtn.setOnClickListener(new View.onClick...
String userName = userNameEditText.getText().toString().toLowerCase().trim();
String password = passwordEditText.getText().toString().trim();
if(!TextUtils.isEmpty(userName) && !TextUtils.isEmpty(password)){
callServerLogInScript(userName, password);
}
userNameEditText.setText("");
logBtn.setVisibility(View.GONE);
}
lower down the file:
protected void callServerLogInScript(String user, String pass){
//using retrofit
ThisAppRestClient.get().postCheckTokenAndUser(user, pass, new Callback<LogInCallBack>() {
#Override
public void success(LogInCallBack logInCallback, retrofit.client.Response response) {
if(logInCallback.getLoggedIn() == 1){
//succssful
storeUserNameInSharedPref(user);
storeTokenInSharedPref(logInCallback.getMessage());
Intent openMainActivity = new Intent(this, MainActivity.class);
startActivity(openMainActivity);
}else{
//incorrect log in
logBtn.setVisibility(View.VISIBLE);
}
}
#Override
public void failure(RetrofitError error) {
//Retrofit errors like timeouts, etc.
}
}
}
The reason for not storing the user name and password directly is if the device is rooted they can manipulate the data locally but not on your server.
It depends which you want to use. If you have your own server to host, then use php,mysql. If not, you can also use other third party which provides you to add if you know php,mysql to create.
Another option is if you don't want to use php mysql to store datas, then you can proceed with parse.com
So if you want to use parse.com, just register it. It's free to use.
Hope it will match your requirement, say for eg: if you want to create registration(everything saving in datas will be handled),you need to give exact object name that matches what you given in parse.com
Even you can also create in code itself without object name. I will show you a piece of example how to create and insert for registration..
ParseUser user = new ParseUser();
user.setEmail((txtEmail));//create an edittext and get the values in strings and store..
user.setPassword(txtPassword);//same for password
user.setUsername(txtUsername);//username
user.signUpInBackground(new SignUpCallback() {
public void done(ParseException e) {
if (e == null) {
//completed..it has been registered
Toast.makeText(getApplicationContext(),
"Successfully Signed up, please log in.",
Toast.LENGTH_LONG).show();
finish();
} else {
Toast.makeText(getApplicationContext(),
"Sign up Error", Toast.LENGTH_LONG)
.show();
}
}
});
Simple one if you don't want to use php,mysql. Well documentation and easy to integrate and use it. Happy coding.
FYI: Android studio is IDE for development. And volley is HTTP library that makes networking for Android.
I'm trying to create on android a facebook application and I'm using android facebook-sdk .
The example that I'm trying to understand is this one:
https://github.com/facebook/facebook-android-sdk/tree/master/examples/stream
There is something that I don't understand in here if u could help me out a little bit it would be great.
At some point in the main Activity is doing something like:
Dispatcher dispatcher = new Dispatcher(this);
dispatcher.addHandler("login", LoginHandler.class);
dispatcher.addHandler("stream", StreamHandler.class);
dispatcher.addHandler("logout", LogoutHandler.class);
Session session = Session.restore(this);
if (session != null) {
dispatcher.runHandler("stream");
} else {
dispatcher.runHandler("login");
}
}
What I don't understand is the way this Session.restore(this) works.
The restore method looks like this:
public static Session restore(Context context) {
if (singleton != null) {
if (singleton.getFb().isSessionValid()) {
return singleton;
} else {
return null;
}
}
SharedPreferences prefs =
context.getSharedPreferences(KEY, Context.MODE_PRIVATE);
String appId = prefs.getString(APP_ID, null);
if (appId == null) {
return null;
}
Facebook fb = new Facebook(appId);
fb.setAccessToken(prefs.getString(TOKEN, null));
fb.setAccessExpires(prefs.getLong(EXPIRES, 0));
String uid = prefs.getString(UID, null);
String name = prefs.getString(NAME, null);
if (!fb.isSessionValid() || uid == null || name == null) {
return null;
}
Session session = new Session(fb, uid, name);
singleton = session;
return session;
}
If someone could explain me what is the whole purpose of SharedPreferences, what is stored there and why are these 2 lines needed :
fb.setAccessToken(prefs.getString(TOKEN, null));
fb.setAccessExpires(prefs.getLong(EXPIRES, 0));
When you access any facebook user information or any other action which requires permission to be accessed as shown below. . If the user press Allow button then A Token is inserted in their Database with the user Id , your App Id and the validation time (which may be unlimited) as well as the Actions you may perform (e.g Access Info, Send Email, Access Posts, Post to Wall etc.), that specific Token is returned to you and you save that Token to access the info and other action which are permitted against that token.
Whenever you make a request for any action they match that token, check validation and then see if that action is allowed by the user, if allowed you are granted to complete the action.