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Firebase: How to implement "take action only when another device is online"?


Firebase: How to implement "take action only when another device is online"?

By : Matt Griffin
Date : October 14 2020, 02:24 PM
wish help you to fix your issue You already seem to have the best approach with built-in primitives, i.e. Firebase's presence system. One note on the onDisconnect though: it will only take that long to detect a dirty disconnect (app crashes, network connection lost, etc). In the case of a clean disconnect (app is closed), the onDisconnect should fire almost immediately.
If the way the onDisconnect behaves is not good enough for your needs, you will need to implement the rest inside your app.
code :


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How can I get more information about "Waiting for target device to come online" in Android Studio?

How can I get more information about "Waiting for target device to come online" in Android Studio?


By : jason_chen
Date : March 29 2020, 07:55 AM
I wish this help you Had the same problem this morning, same version on ubuntu and android studio, 2 ways i did which helped me, i recon the second method :
Pygame Error "No available video device" on online 'repl.it'

Pygame Error "No available video device" on online 'repl.it'


By : D.T
Date : March 29 2020, 07:55 AM
I wish did fix the issue. Repl.it does not support pygame windows. Sadly i can't think of any options for running pygame windows online, i think you have to run them locally.
Handling Firebase "Tasks" and implement Manager Classes (for Firebase) in Unity

Handling Firebase "Tasks" and implement Manager Classes (for Firebase) in Unity


By : jurgen kociaj
Date : March 29 2020, 07:55 AM
hop of those help? Data is loaded from Firebase asynchronously. Instead of waiting/blocking while the data is being loaded, the app continues. And then when the data is available, it calls your callback.
You can most easily see this with some logging statements:
code :
Debug.Log("Before starting to load data");

reference.Child("users").Child(userIdToCheck).GetValueAsync().ContinueWith(task=> {
   Debug.Log("Data loaded");
});

Debug.Log("After starting to load data");
bool UserExists(string userIdToCheck) {
  reference.Child("users").Child(userIdToCheck).GetValueAsync().ContinueWith(task=>
{
   if(task.IsCompleted)
   {
       if(task.Result == null)
           ShowError("User Id is invalid");
       else 
           FriendsManager.instance.SendRequest(friendId);
   )};   
}
bool UserExists(string userIdToCheck, Action<bool> callback) {
  reference.Child("users").Child(userIdToCheck).GetValueAsync().ContinueWith(task=>
{
   if(task.IsCompleted)
   {
       if(task.Result == null)
           callback(false);
       else 
           callback(true);
   )};   
}
FriendsManager.instance.UserExists(friendId, userExists => {
    if(userExists)
        FriendsManager.instance.SendRequest(friendId);
    else 
        ShowError("User Id is invalid");
})
PHP json_decode == NULL on {"action":"online","email":null,"script":null}

PHP json_decode == NULL on {"action":"online","email":null,"script":null}


By : Niksa
Date : March 29 2020, 07:55 AM
wish of those help I dont think so, if you wrapped it in '' or "" like this -
While using "" beware of it in your case, courtesy msturdy
what is "serviceAccountKey.json" referring to in the Firebase device-to-device notifications tutorial

what is "serviceAccountKey.json" referring to in the Firebase device-to-device notifications tutorial


By : lucas renan
Date : March 29 2020, 07:55 AM
it fixes the issue In the blog post you're following, we're running the node.js script on Google Cloud's App Engine Flexible Environment using the Firebase Admin SDK. A service account is a way to give trusted processes access to Google Cloud Platform and Firebase resources.
You create a service account through the Google Cloud Console and then download the corresponding JSON file. The code in the blog post looks for that file and use it to initialize the Firebase Admin SDK.
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