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Facebook 3.1.1 SDK breaks A LOT
Started by haakon Dec 29 2012 08:39 PM

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#101

haakon

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haakon
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Walter,

you are holding the facebook session in your plugin, which is not accessible from our plugin. It worked perfectly before you moved your facebook code into a plugin.

We can't force the user to login twice, one time with your plugin and one time with our plugin. So either you must implement the native share dialog in your plugin, or make the facebook session globally available like it was before. Or do you have any other suggestions?
uid: 21746 topic_id: 34416 reply_id: 142898


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#102

haakon

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haakon
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I've tested some more. If I haven't logged in with Coronas facebook.login, our plugin works. As soon as we log in with facebook.login, the com.facebook.sdk Code=7 error shows up when we try to invoke the native share dialog.

However, with my code example posted, you know as well as I do that implementing the native share dialog is a 10 minute job for you at most, at least in the enterprise static library, now that you have moved the code into a plugin. And it's even a much voted for feature in your new feature request section...

We'll submit to Apple with daily 1027 since that works fine for us, but I sure hope you'll do something about this soon. I mean, it took 7 weeks to solve the com.facebook.sdk Code=5 error, so maybe you can make up for that by implementing the native share dialog today ;)

Yeah!
uid: 21746 topic_id: 34416 reply_id: 142901


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#103

haakon

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haakon
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There's still a bug in 1030:

The operation couldn’t be completed. (com.facebook.sdk error 5.)

Steps to reproduce
==============
1) Login with facebook
2) Turn off internet connection
3) Try to do something with Facebook (request me/friends for instance)
4) Fails with error 5
5) Turn on internet connection
6) Try to do something with Facebook (request me/friends for instance)
7) Result: Facebook is now completely borked, the only way to restore Facebook operations is to exit the app and start anew.

Can the developer responsible for the facebook integration PLEASE put some pride in making a robust facebook implementation and actually TEST it? Unbelievable that we have to go so many rounds.
uid: 21746 topic_id: 34416 reply_id: 142912


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#104

Naomi

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Naomi
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Here's a quick update regarding the daily build 1030 as it applies to my project -- it's working perfectly for me! I tested all possible route, and everything is working smoothly. At this point, I don't expect any aspect of FB in my app to break. Woohooo!! Thanks for the fix!

Naomi
uid: 67217 topic_id: 34416 reply_id: 142933


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#105

cublah

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cublah
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You could just check for connectivity before you do any Facebook commands, if no connectivity then display message (which you should do anyway) not perfect but would solve it most of the time.
uid: 8697 topic_id: 34416 reply_id: 142937


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#106

haakon

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haakon
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@cublah, yes, I know. The problem is that exceptions in the sdk/integration completely breaks all FB functionality, and Corona needs to handle it.

I've implemented the workarounds needed, and we're using daily 1027, so right now everything works as it should for us. We're stuck at 1027, though, until Coronalabs fixes the native share dialog. The network bug is fixed like you suggested and can stay like that.
uid: 21746 topic_id: 34416 reply_id: 142938


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#107

walter

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@haakon, all calls to FBSession on the Corona side are silo'd in the plugin. So as long as you don't require our facebook library, you won't call into the plugin, thereby avoiding any conflict.

And from what you say, it looks like you are using our plugin alongside yours, so that explains your issues.
uid: 26 topic_id: 34416 reply_id: 142939


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#108

haakon

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haakon
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@walter,

the error I found is not related to mixing 2 plugins. Mixing the plugins only affects the native share dialog.

I guess the only way we'll get facebook integration WITH native share dialogs is to roll our own Facebook plugin from scratch? I was kind of hoping not having to do that, since you have already integrated with Facebook. Our plugin has just got the native share dialog implemented, not anything related to login, sessions or posting stuff to facebook...
uid: 21746 topic_id: 34416 reply_id: 142943


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#109

haakon

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haakon
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Fixed. Rewrote the plugin to use iOS functionality instead of Facebook functionality:

SLComposeViewController*fvc = [SLComposeViewController composeViewControllerForServiceType:SLServiceTypeFacebook];

...

With that we were able to switch to daily 1030 and continue presenting the users with native share dialogs.
uid: 21746 topic_id: 34416 reply_id: 143042


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#110

cebodine

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cebodine
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Hi Tom,

We are still experiencing problems with build 1028. In the call to facebook.login, we have been wrapping the listener parameter with a lua enclosure to provide context information to the listener:

        facebook.login( game.facebookAppId,
            function(event)
                listener(request, event)
            end,
            request.permissions
        )

The request table includes all of the required data to send to facebook (path, method, attachment), and what action(s) to take upon receipt. This avoids having to define global variables and facilitated concurrent processing of multiple facebook requests.

With the latest build, we can confirm that the enclosure passed to the FIRST login call is now used for all subsequent listener invocations. To some extent, we might be able to work around this, but it will require blocking all user activity until each request is completed. This used to work quite well.

What we really need is the ability to pass a different listener for each facebook.request in the same manner as network.request. The current implementation requires the listener to depend upon global (or at least module level) variables to determine context.
uid: 120928 topic_id: 34416 reply_id: 142689


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#111

Tom

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Tom
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@cebodine, can you provide some code around the snippet you posted so we can see the context in which it's used? If you prefer, you can email me directly something that I can test against to better understand the issue. tom at coronalabs dot com.

Have you seen any other issues in your test of 1028?

Thanks,
Tom
uid: 7559 topic_id: 34416 reply_id: 142700


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#112

Naomi

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Naomi
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A quick update to let you all know that Daily Build 1028 fixed the issue for me. The final issue that I had with the 1028 was something to do with a device that previously had FB error. I didin't clean slate the device, and the newly built app got tripped by the lingering issue. Once I wiped the device and then installed the same app, the error went away.

Tom, thank you so much for fixing this!!!

Naomi
uid: 67217 topic_id: 34416 reply_id: 142703


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#113

cebodine

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cebodine
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Hi Tom,

I don't really have time at the moment to put together a full working demonstration that is not our complete project, but here are a few larger snipets... Right now, I am away from my mac, so I cannot build this for device. and test

facebookUI.lua
local facebook = require("facebook")
local json = require("json")

local factory = {}

-- Facebook Session States
local fbPhases = {
    login = "Logged In",
    loginFailed = "Login Failed",
    loginCancelled = "Login Cancelled",
    logout = "Logged Out",
}
-- Facebook Connection listener
--
local function listener( request, event )

    -- print("facebookUI.listener invoked", dialog, request, event)
    -- After a successful login event, send the FB command
	-- Note: If the app is already logged in, we will still get a "login" phase
	--
    if ( "session" == event.type ) then
        -- event.phase is one of: "login", "loginFailed", "loginCancelled", "logout"
        print( "facebookUI listener, Session Status: " .. event.phase, request )
        factory.sessionState = event.phase
    end
    if ( "session" == event.type ) then
        if "login" == event.phase then

            print("Login complete, invoking facebook.request", request.path)
            if request.action then
                facebook.showDialog( request.action, request.attachment )
            else
                facebook.request( request.path, request.method, request.attachment )		-- posting the photo
            end
        else
            print("Login failed: ", event.phase)
        end

    elseif ( "request" == event.type ) or ( "dialog" == event.type ) then
        -- event.response is a JSON object from the FB server
        local response = event.response

        if event.isError then
            print("Facebook connect error:", json.encode(event))
        else
            if "dialog" == event.type and (not(response and string.find(response, "post_id="))) then
                print("Dialog cancelled.")
                if request.onError then
                    request.onError("Canceled")
                end
            else
                print("Facebook Response:",response)
                local decodedResponse = json.decode(response) or response
                if decodedResponse and decodedResponse.error then
                    print("Facebook refused request.\n" .. (decodedResponse.error.message or "") )
                else
                    if request.onResponse then
                        -- invoke callback with decoded json, or plan response if not json encoded
                        request.onResponse(request, decodedResponse)
                    end
                end
            end
        end
    else
        print("facebookUI listener - unhandeld event:", event.type)
    end
end

function factory.sendMessage( request )
    -- call the login method of the FB session object, passing in a handler
    -- to be called upon successful login.

    -- wrap callback to provide context to listener
    print("invoking facebook.login for ", request.path, request)
    facebook.login( game.facebookAppId,
        function(event)
            listener(request, event)
        end,
        request.permissions
        --{"publish_stream","user_photos"}
    )
end

other module:
local fbUI = require( "facebookUI" )

local function getFriendsListener(request, response)
    local friendsList = response and response.data
    local contextData = request.contextData
    -- process the results in friendsList
end

local function getFriends()
        local request = {
            path = "me/friends",
            attachment = {
                fields="installed,name,picture.height(90).width(90)"
            },
            onResponse = getFriendsListener,
            onError = function(msg) print("failed", msg) end,
            contextData = "Other info",
        }
        fbUI.sendMessage(request)
end

The request table above is just one example, it combines the data to send to facebook with success and error handlers, and can pass additional parameters to the onResponse listener.
It is getting late, I've got to go.
uid: 120928 topic_id: 34416 reply_id: 142711


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#114

cebodine

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cebodine
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After re-working our code to store the facebook request context globally, our application is now functional on build 1028 (except for the part that attempts to do multiple concurrent facebook requests) I guess I'm going to have to serialize that process and make the user wait.

We have observed a few errors:
Error: HTTP status code: 200
Facebook connect error: {"isError":true,"type":"request","name":"fbconnect","response":"The operation couldn't be completed. (com.facebook.sdk error 5.)"}
These have been sporadic, not reproducible, and no pattern has yet been determined. Immediate retry of the same request works.

Thanks
uid: 120928 topic_id: 34416 reply_id: 142768


[TOPIC: post.html]
#115

Tom

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Tom
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Facebook error 5 is a general error that's returned when it couldn't complete an operation I saw this yesterday when I was testing and the iPad device didn't have an Internet connection. Your app needs to handle cases when something goes wrong with the connection or talking with the Facebook servers.
uid: 7559 topic_id: 34416 reply_id: 142776


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#116

dimd

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dimd
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Hey Tom,

I still get Facebook error 5 with my code, which used to work to post a screenshot.
---- ***********   FACEBOOK    ************* ----
	
	local function onLoginSuccess()
		
		local attachment = {
			message = text[18][language],
			source = { baseDir=system.DocumentsDirectory, filename="shot.jpg", type="image" }
		}
		
		facebook.request( "me/feed", "POST", attachment )
		
	end

	local function fbListener( event )
		if event.isError then
			native.showAlert( "ERROR", event.response, { "OK" } )
		else
			if event.type == "session" and event.phase == "login" then
				-- login was a success; call function
				onLoginSuccess()
			
			elseif event.type == "request" then
				-- this block is executed upon successful facebook.request() call
	 
				native.showAlert( "Success", "The photo has been uploaded.", { "OK" } )
				
			end
		end
	end
 
	local function postFB(event)
		
		if event.phase == "began" then 
			
			display.getCurrentStage():setFocus( event.target )
			event.target.isFocus = true
			
		elseif event.phase == "moved" then
		

		elseif event.phase == "ended" or event.phase == "cancelled" then
	   
			--** Take screenshot
			display.save( stillMainMenuGraphicElements[39], "shot.jpg", system.DocumentsDirectory )
			
			local function waitAndPost()
				if require("socket").connect("google.com", 80) == nil then
					 
					 -- If no internet connection
					
				else
	
					facebook.login( fbAppID, fbListener, { "publish_actions" } )
					
				end
			end
			
			timer.performWithDelay(100, waitAndPost)		
			
			display.getCurrentStage():setFocus( nil )
			event.target.isFocus = nil
			
		end
 		   	
    	return true
end



I did add to the build.settings the following. (However, is it normal to have it once with the "fb" prefix and once without?)

FacebookAppID = "123922354444543",
			
			CFBundleURLTypes =
            {
                {
                    CFBundleURLSchemes =
                    {
                        "fb123922354444543",
                    }
                }
            },


Any idea? What am i doing wrong?

Thanks.
uid: 100310 topic_id: 34416 reply_id: 142792


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#117

Tom

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Tom
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@cebodine, we are looking into your issue to see what we can do to make it work as before.
uid: 7559 topic_id: 34416 reply_id: 142794


[TOPIC: post.html]
#118

Naomi

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Naomi
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@Tom and @cebodine, I'd like to know what Tom means by "make it work as before."

Does this mean re-working the code "to store the facebook request context globally" is not necessary? I've been re-working my code today, because otherwise, facebook requests are failing after successfully executing a series of requests in one scene (i.e., successfully executing CASE 5 or CASE 7.) If re-working my code is not necessary, I'd rather wait for additional fix before I proceed further. So, is what Tom looking into related to this? Please let me know.

Naomi
uid: 67217 topic_id: 34416 reply_id: 142795


[TOPIC: post.html]
#119

Tom

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Tom
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@Naomi,

This means making each call to facebook.login update the listener, whereas in the current implementation (build 1028 and newer), only the first facebook.login sets it. Before build 1028 each login call would update the listener so we introduced a regression bug with our fix.
uid: 7559 topic_id: 34416 reply_id: 142799


[TOPIC: post.html]
#120

Naomi

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Naomi
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@Tom, thank you so much for the explanation. It sounds like I don't need to rework my code then. That's a relief.

Thanks again,
Naomi
uid: 67217 topic_id: 34416 reply_id: 142802


[TOPIC: post.html]
#121

cebodine

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cebodine
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@Tom,

Just to be clear, the listener called should be the listener that was in effect at the time that the request or dialog was sent. That is the only way that multiple concurrent Facebook requests can be correlated.

Ideally, that would mean adding an additional parameter to facebook.request to specify the listener for that specific request.

Thanks
uid: 120928 topic_id: 34416 reply_id: 142803


[TOPIC: post.html]
#122

Tom

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Tom
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@cebodine, we are looking to fix what we broke with build 1028 changes. At this time we cannot add new parameters or APIs because it won't be compatible with Android, which we haven't updated to the latest SDK. We will update the Android SDK after we get some much needed Android issues out of the way.
uid: 7559 topic_id: 34416 reply_id: 142809


[TOPIC: post.html]
#123

Tom

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Tom
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@cebodine, the login listener regression bug is fixed and should be available in the next daily build (1030).
uid: 7559 topic_id: 34416 reply_id: 142827


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#124

haakon

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haakon
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Hi,

1030 works fine, but broke our own plugin for facebook native share dialog, since you have moved your own code into a plugin (Enterprise).

Error Domain=com.facebook.sdk Code=7 "The operation couldn’t be completed. (com.facebook.sdk error 7.)" UserInfo=0x1ab85fd0 {com.facebook.sdk:NativeDialogReasonKey=NativeDialogInvalidForSession}

Thus we need this piece of code inserted in your plugin asap (we should have submitted to Apple today, but need to wait for you to update):

#import <FacebookSDK/FacebookSDK.h>
#import <FacebookSDK/FBNativeDialogs.h>

int
PluginNativeFacebook::ShowDialogForReal( lua_State *L)
{
    UIViewController *viewController = fRuntime.appViewController;
    
    const char *txt = lua_tostring( L, 1 );
    const char *img = lua_tostring( L, 2 );
    const char *url = lua_tostring( L, 3 );
    int listenerIndex = 4;
    
    if (NULL == fListener) {
        if ( CoronaLuaIsListener( L, listenerIndex, kEvent ) )
        {
            CoronaLuaRef listener = CoronaLuaNewRef( L, listenerIndex );
            fListener = listener;
        }
	}
    
    [FBNativeDialogs
     presentShareDialogModallyFrom:viewController
     initialText:[NSString stringWithFormat:@"%s", txt]
     image:[UIImage imageWithContentsOfFile:[NSString stringWithFormat:@"%s", img]]
     url:[NSURL URLWithString:[NSString stringWithFormat:@"%s", url]]
     handler:^(FBNativeDialogResult result, NSError *error) {
         
         // Only show the error if it is not due to the dialog
         // not being supporte, i.e. code = 7, otherwise ignore
         // because our fallback will show the share view controller.
         if (error && [error code] == 7) {
             NSLog(@"Not supported");
             NSLog(@"%@", error.debugDescription);
             
             char status[] = "error";
             DispatchEvent(true, status);
         } else {
             NSLog(@"Supported, what next?");
             NSString *alertText = @"";
             if (error) {
                 alertText = [NSString stringWithFormat:
                          @"error: domain = %@, code = %d",
                          error.domain, error.code];
                
             } else if (result == FBNativeDialogResultSucceeded) {
                 NSLog(@"Posted successfully");
                 char status[] = "success";
                 DispatchEvent(true, status);
             } else if (result == FBNativeDialogResultCancelled) {
                 NSLog(@"Cancelled");
                 char status[] = "cancelled";
                 DispatchEvent(true, status);
             } else if (result == FBNativeDialogResultError) {
                 NSLog(@"Got an error");
                 char status[] = "error";
                 DispatchEvent(true, status);
             } else if (![alertText isEqualToString:@""]) {
                 NSLog(@"%@", alertText);
                 char status[] = "error";
                 DispatchEvent(true, status);
             } else {
                 NSLog(@"Just an error, not sure why");
                 char status[] = "error";
                 DispatchEvent(true, status);
             }
         }
     }];
    
    return 0;
}

int
PluginNativeFacebook::ShowDialog(lua_State *L)
{
    NSLog( @"Show Dialog, Native Facebook Plugin, version %s.", version);
    
    Self *provider = ToLibrary(L);
	provider->ShowDialogForReal(L);
    
    return 0;
}
uid: 21746 topic_id: 34416 reply_id: 142869


[TOPIC: post.html]
#125

walter

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walter
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If the error is generated by the invocation of your code/plugin, then this isn't an issue with our Facebook implementation.

In other words, if you are calling your own native wrapper for facebook functionality, then our code will not have an impact on your code's behavior. In fact, none of our code would be executed at all, since you are using your own version instead.
uid: 26 topic_id: 34416 reply_id: 142895



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