NetworkStats in Android 6.0 - Permissions issues - java

I'm trying to develop an app that can get the Network stats from specific packages, but I'm getting these problems:
When I try to use the NetworkStats Library of Android 6.0(Marshmallow), I get this Exception:
NetworkStats: Neither user 10412 nor current process has
android.permission.READ_NETWORK_USAGE_HISTORY.
Here is the code:
try {
TelephonyManager tm;String subscriberID;
NetworkStatsManager networkStatsManager;
NetworkStats networkStats;NetworkStats.Bucket bucket;
tm = (TelephonyManager) mContext.getSystemService(mContext.TELEPHONY_SERVICE);
subscriberID = tm.getSubscriberId();
networkStatsManager = mContext.getSystemService(NetworkStatsManager.class);
networkStats = networkStatsManager.queryDetailsForUid
(typeMobile, subscriberID, dtBegin, dtEnd, uidPackage);
if(networkStats !=null){
while (networkStats.hasNextBucket()) {
bucket = new NetworkStats.Bucket();
networkStats.getNextBucket(bucket);
Log.d("Bucket RX:",bucket.getUid()+" -" +String.valueOf(bucket.getRxBytes()));
Log.d("Bucket TX:",bucket.getUid()+" -" +String.valueOf(bucket.getTxBytes()));
}
}
}
catch (Exception ex){
Logger.e(ex.getMessage());
}
How can I get the functionality of NetworkStats in previous versions of Android (5.0 & 4.0)? Is there any library?

READ_NETWORK_USAGE_HISTORY permission is only granted for system applications. So, unless you are using a rooted phone, you won't be able to use it. The only way out is to use TrafficStats which is available since API level 8.

Mmm ... After a little bit research over internet I give up on using this Android Native Library. I have managed to make it work, but its necessary that the user enables it through "User Data Access" option (Located under Settings App). Then I try to launch this app to the user so the user can enable by himself, but this doesnt not work on many devices. See this link:
Devices without "Apps using Usage Data" or android.settings.USAGE_ACCESS_SETTINGS intent
enter image description here

Related

Play Core in app update giving UPDATE_NOT_AVAILABLE on production release

I have integrated the play core in-app update it's working fine in the testing track but when a release is published in the production track it's always giving the UPDATE_NOT_AVAILABLE flag. I think the problem might be because Timed Publishing/Publishing Overview is enabled. Is there any fix or any setting which I have to change from the play console itself? or do I have to implement something in my android end?
here is the Implemented code-
AppUpdateManager appUpdateManager = AppUpdateManagerFactory.create(context);
Task<AppUpdateInfo> appUpdateInfoTask = appUpdateManager.getAppUpdateInfo();
appUpdateInfoTask.addOnCompleteListener(listener -> {
if (listener.isSuccessful()) {
Log.d(TAG, "Update Available " + (listener.getResult().updateAvailability() == UpdateAvailability.UPDATE_AVAILABLE)); // returns false
Log.d(TAG, "Update Allowed" + listener.getResult().isUpdateTypeAllowed(AppUpdateType.IMMEDIATE)); // returns false
Log.d(TAG, "Update Availibility" + listener.getResult().updateAvailability()); // returns 1 that is UPDATE_NOT_AVAILABLE
if (listener.getResult().updateAvailability() == UpdateAvailability.UPDATE_AVAILABLE
&& listener.getResult().isUpdateTypeAllowed(AppUpdateType.IMMEDIATE)) {
try {
appUpdateManager.startUpdateFlowForResult(
listener.getResult(),
AppUpdateType.IMMEDIATE,
activity,
1001);
} catch (IntentSender.SendIntentException e) {
Log.e(TAG, "showPopup: ", e);
dialog.show();
}
} else {
Log.d(TAG, "no update: " + listener.getResult());
dialog.show();
}
} else {
Log.e(TAG, "no update: ", listener.getException());
}
});
I had a similar problem yesterday, and in my desperation put what should of been a comment about having a similar problem as an answer... #Natty showed me the error of my ways, and I felt bad, so made sure I'd come back with a better actual answer:
I discovered that the likely culprit is google play app signing. It looks like they changed things in August 2021 so as the default is to allow google to manage the app signing, which means your app is signed by a different key with each release, and thus your releases have different signatures, and it won't find the updates. The exceptions is internal app sharing.
Sadly, there appears to be no way to opt-out
You can't disable App Signing after being activated as you can read in the image below:
see this post
It get worse... because ya know google... your can't delete you app either, the only thing you can do is to
unpublish the app.
Then create a new version on the google play store. Change the applicationId to some slight variant so it counts as a different app.
When adding you first release for the new app in any track, make sure to select the appropriate option for app signing above where you drop in the app bundle
click use different key
Either use a keystore generated from android studio or make a new one. From then on google will use that same keystore for signing all future releases of the app.
I even went back and double checked this was the case for me, by checking the older version of the app and the new version on internal testing tracks. Indeed, the new version using the same app signing keystore works for in-app updates, but the older version with google app signing did not.
Just bear in mind a whole new app has to go through the review process, which can take 1-3 days for new apps (seemed to be much quicker once the initial review is done)

Always-on VPN switch on programmatically android

Can Always-on VPN switch be on programmatically?
I have added the device admin permission. After that i have set always on in with device admin
mDPM = (DevicePolicyManager) getSystemService(Context.DEVICE_POLICY_SERVICE);
mDeviceAdminSample = new ComponentName(this, DeviceAdminReceiver.class);
isAdminApp = mDPM.isAdminActive(mDeviceAdminSample);
if (isAdminApp) {
try {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
mDPM.setAlwaysOnVpnPackage(mDeviceAdminSample,"", true);
}
} catch (PackageManager.NameNotFoundException namenotfoundexception) {
namenotfoundexception.printStackTrace();
} catch (Exception ex) {
}
}
but it's not enabling the always on.
i have added package name insted of
mDPM.setAlwaysOnVpnPackage(mDeviceAdminSample,"my.app.package.name", true);
but still not enabling the switch.
Then what this code is doing?
How can i enable it programatically?
I want this to be like below image
According to docs, setAlwaysOnVpnPackage can only be used by the profile owner (usually the MDM client on work profile) or device owner (for fully managed devices):
Called by a device or profile owner to configure an always-on VPN connection through a specific application for the current user. This connection is automatically granted and persisted after a reboot.
As a personal profile user - I don't want my VPN to decide for itself when to connect (set always on programmatically will immediately connect the VPN, if implemented correctly).
As a work profile user (wearing the hat of an employee), it's not my decision, but my organization's (via the profile owner app).
So, all in all, this behavior makes sense.
Update:
Instead implementing MDM, which could take a lot of work, you can clone, build and debug Google's Test DPC app, which have everything you need to test toggling always-on VPN programmatically.
It also have million other things, which you don't need so be sure to ignore the rest :)
I haven't looked at their code, but I suggest searching for usages of setAlwaysOnVpnPackage function.
Google's Test DPC app:
Link to Play Store
Link to GitHub repo (to build & debug it yourself)

java.lang.SecurityExeception :Clearing DeviceOwner data is forbidden

I am trying to clear a data from within the app and my app is device owner, hence I am getting and error
java.lang.SecurityExeception :Clearing DeviceOwner data is forbidden.
Code I am using is
public void onClearData(View view) {
try {
boolean isCleared = ((ActivityManager) getSystemService(ACTIVITY_SERVICE)).clearApplicationUserData();
if (!isCleared) {
Toast.makeText(this, "Not able to clear the data", Toast.LENGTH_SHORT).show();
}
} catch (Exception e) {
e.printStackTrace();
}
}
Now, my question is that how it will be possible to clear a data of device owner app from within the app? Would appreciate a help.
The way you're doing it is how it's done, according to the docs.
But since you're getting that security exception, your app is probably set as a device owner app, and you're not allowed to deactivate it, remove its data nor uninstall it while it is on this state.
If that's really the case I'd suggest you to unset it as a Device Owner App. Try to use dpm remove-active-admin for that.
Take a look at those questions for more info:
How to make my app a device owner?
How to remove set-device-owner in Android DPM?
Disable a device owner app from android terminal

How to download files in background regardless of Application state?

This has been asked a couple of times on Unity Questions, but never answered.
All I need to do is creare an Android pluugin which downloads few files from given urls and show a downloading progress in notification panel. Downloading should continue even if my Unity application is out of focus.
(source: cuelogic.com)
Here is a peice of code that I have right now:
void DownloadFiles(string[] urls)
{
foreach(var url in urls)
{
StartCoroutine(DownloadFile_CR(url));
}
}
IEnumerator DownloadFile_CR(string url)
{
WWW www = new WWW(url);
while(!www.isDone)
{
yield return null;
}
if(www.error == null)
{
//file downloaded. do something...
}
}
These are some texture files. So How do I get the texture result back from native android code?
Any king of help is appreciated.
I had the same problem. At first, I used a service that worked in the background and downloaded the files I needed, including calculating progress and on complete events.
Then, I made my plugin a little more simple and easy to use. You make an instance of a Java object, providing it with the GameObject name and method name for the responses. I used json to serialize and deserialize java and C# objects, because only strings can be passed between Unity's MonoBehaviour objects and java objects.
Here is how the downnload looks in the android plugin:
Uri Download_Uri = Uri.parse(url);
DownloadManager.Request request = new DownloadManager.Request(Download_Uri);
//Restrict the types of networks over which this download may proceed.
request.setAllowedNetworkTypes(DownloadManager.Request.NETWORK_WIFI | DownloadManager.Request.NETWORK_MOBILE);
//Set whether this download may proceed over a roaming connection.
request.setAllowedOverRoaming(true);
//Set the local destination for the downloaded file to a path within the application's external files directory
String[] split = url.split("/");
request.setDestinationInExternalFilesDir(activity, null, split[split.length-1]);
//Set the title of this download, to be displayed in notifications (if enabled).
request.setTitle("Downloading " + title);
//Set a description of this download, to be displayed in notifications (if enabled)
request.setDescription("Downloading " + name);
request.setVisibleInDownloadsUi(false);
//Enqueue a new download and get the reference Id
long downloadReference = downloadManager.enqueue(request);
Then you could send back to unity the reference Id so you can get the progress and check if a file is still downloading once your app is been restarted (use SharedPreferences \ PlayerPrefs to store them)
If you want it to continue even when unity is not in focus then you cannot do it in C# in Unity with the WWW class.
If i wanted to do this i would probably write a native Android plugin that starts a download service.
From the official google docs:
A Service is an application component that can perform long-running
operations in the background, and it does not provide a user
interface. Another application component can start a service, and it
continues to run in the background even if the user switches to
another application.
Services are not that complex, you start them with Intents just as you would an activity and there are lots of examples online for this type of service.
Here is the official Android documentation regarding services: https://developer.android.com/guide/components/services.html

admob test ads appearing

I released my Android app two days ago, using admob advertising. I used my personal phone as the test phone, but took out the test mode code before releasing it. My admob status is active and I get requests and impressions on the report, but whenever I try to use the app on my personal phone i only get "test ads". I don't know why. I looked through the code of my app and can't find anything amiss. And i did delete the test version of the app and then download the released version from the market.
I'm not sure why the test ads are appearing in your app, but one way to shut them off is to go to your Admob App Settings, and choose the option "Disable test mode for all requests" as your Test Mode setting.
You customers would not have been seeing the debug ads. You probably have a line like:
AdManager.setTestDevices( new String[] {
AdManager.TEST_EMULATOR, // Android emulator
"E83D20734F72FB3108F104ABC0FFC738", // My T-Mobile G1 Test Phone
}
Assuming E83D20734F72FB3108F104ABC0FFC738 is you're personal phone, any time that phone makes a request it will get a test ad. All other phones will not be eligible for test ads, unless they are also individually added to that method.
Nick's answer works. (But is missing the final parenthesis.)
But what if I want to give my (not yet released) Android app out to 10 friends?
Is there any java code that says "treat ALL phones as test devices"?
Here is code for treat all devices as test devices:
String aid = Settings.Secure.getString(context.getContentResolver(), "android_id");
try {
Object obj;
((MessageDigest) (obj = MessageDigest.getInstance("MD5"))).update(aid.getBytes(), 0, aid.length());
aid = String.format("%032X", new Object[] { new BigInteger(1, ((MessageDigest) obj).digest()) });
} catch (NoSuchAlgorithmException localNoSuchAlgorithmException) {
aid = aid.substring(0, 32);
}
adRequest.addTestDevice(aid);

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