Facebook 3.1.1 SDK breaks A LOT

@Tom, thank you. Looking forward to the resolution.

@haakon, I haven’t touched my code after I reverted it back to my pre-workaround code. Perhaps when I converted to incorporate your workaround, it worked – except that I didn’t clean slate my device, and some FB related cookie was still on device, causing it to disturb my test process – I don’t know. The errors I ended up with (after I implemented your workaround) was the same errors that I get when I delete the app and reinstall the very same app. Does your app have no issue after you install it, test it thoroughly, delete it and then reinstall it – assuming you are building your app with iOS6.1 SDK? If it works, then I may not have implemented your workaround properly.

Anyhow, yes, I’ll send you the test project. Let me know if you spot anything odd. If you end up implementing your workaround on the test project, it would be nice if you can send it back.

Naomi

Edit: Haakon, I just sent you the test project. BTW, is this illegal for facebook.showDialog? But then, if it’s illegal, why does it work after I restart the app?

local attachment = {  
 app\_id = appID,  
 to = friendID,  
 link = "http://www.coronalabs.com",  
 picture = "http://www.coronalabs.com/wp-content/uploads/2012/06/Built\_with\_Corona\_SM.png",  
 name = "I Hit a New High Score!!",  
 description = "I made a new high score in this game!"  
 }  
facebook.showDialog( "feed", attachment )  

[import]uid: 67217 topic_id: 34416 reply_id: 142429[/import]

lol … after reading all the frustration caused by this issue and facing it myself now i notice that just above this box where i am typing is a solution … “Need immediate assistance? Get Premium Support.” …

+1 for fixing this

Thanks for the code Haakon … will give it s spin if this is not addressed in the next day or two. [import]uid: 118012 topic_id: 34416 reply_id: 142450[/import]

Just an update on the iOS Facebook SDK 3.0 issue. We reworked our internal FB 3.1.1 interface and believe we have resolved the major issues. We tested against the Facebook Sample App as well as Naomi’s test case (#20794). The changes will in the next daily build (1028 and later). We will continue to test and please report any problems you find.

We tried to not make any breaking API changes so there should be no changes to existing Corona code.

Thanks,
Tom [import]uid: 7559 topic_id: 34416 reply_id: 142584[/import]

Tom, this is fantastic! Thank you. I’ll grab daily build 1028 as soon as it becomes available, and yes, I’ll post if I encounter any problems.

Thanks again!

Naomi
[import]uid: 67217 topic_id: 34416 reply_id: 142586[/import]

To use Facebook with build 1028 there is one change needed to your Facebook project. You need to add your Facebook App ID to another place in the build.setting file.

plist={ FacebookAppID = "xxxxxxxxxxxxxx", CFBundleURLTypes = { { CFBundleURLSchemes = { "fbxxxxxxxxxxxxxx", }, }, },},[/code] [import]uid: 7559 topic_id: 34416 reply_id: 142641[/import]

Thank you Tom. We’ll have a look at this today and see what kind of results we get and report back here.

[import]uid: 120928 topic_id: 34416 reply_id: 142652[/import]

@cebodine, a quick note to let you know that I found there are still some FB issues with daily build 1028 (after revising the build.settings per Tom’s instruction.) Tom is aware of my test result. And now, I’ll sit tight and wait for another good news.

Naomi [import]uid: 67217 topic_id: 34416 reply_id: 142656[/import]

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. [import]uid: 120928 topic_id: 34416 reply_id: 142689[/import]

@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 [import]uid: 7559 topic_id: 34416 reply_id: 142700[/import]

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 [import]uid: 67217 topic_id: 34416 reply_id: 142703[/import]

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. [import]uid: 120928 topic_id: 34416 reply_id: 142711[/import]

This is very frustrating! This bug (20096) was filed on January 9th and reported as soon as build 993 came out which implemented the Facebook 3.1 API.

We have received no fix for this or a date for when it might be fixed. We have received no workaround or working sample code.

This is a showstopper for us. We have a game pretty much ready to go except we can’t get around this bug.

I don’t believe this is a Facebook bug. I believe it’s a Corona bug.

Please, Corona, assign somebody to this that can fix it.

Thank you,
Christopher Bodine
President, CloverLeaf Mobile Apps
http://www.cloverleafmobile.com [import]uid: 120928 topic_id: 34416 reply_id: 142001[/import]

Looks like this bug will be just as badly handled as the Android Push Notification feature was “back then”.

I suggest that you rely on facebook.showDialog() for everything related to posting stuff. Getting a user’s friends or extra user info is not requiring any permissions. If you need extra user info in /me, you can set that up on developers.facebook.com in your app.

The main things you’ll be missing is the ability to post photos, post on behalf of the user on his/hers friends wall (it’s already deprecated by Facebook, so that possiblity is about to go away). And if you have a server that posts achievements, scores etc on behalf of the user, that wont work without the publish_actions permission. The final part is what we miss the most => we’ve seen a dramatic change (negative) in user activity and reach after we lost that possibility.

If you are an Enterprise user you can implement the native share dialog to fix the photo posting issue.

I’ll be writing a brand new facebook integration for Corona next week to get the publish permissions working again, since it’s an important part of our marketing strategy. We can concider selling that plugin to other (frustrated) devs in the need of a working facebook integration. But you’ll need Enterprise to use it. [import]uid: 21746 topic_id: 34416 reply_id: 142005[/import]

I agree with Christopher @cebodine. This bug is a show stopper for me too. It really destroys Facebook aspect of the app. At this point, I’m sure it’s Corona bug (not Facebook SDK bug, especially since haakon was able to fixed it with his version of FB SDK integration.)

I could use 990 as a stop gap measure – perhaps get Apple to approve the app ahead of time and then do a quick update before releasing the app, but it really is going to be a very short term solution, especially since there are a whole host of other bugs that’s been fixed since 990. I definitely need to use latest build for the final release that includes additional monetization features (such as iAds, RevMob, Chartboost, if ever it becomes available, etc.) Besides, I think using latest build is absolutely necessary for the Android version (again due to number of bug fixes that went in since 990.)

So, I’d very much like to know where we are at with this bug. Please?

Naomi [import]uid: 67217 topic_id: 34416 reply_id: 142007[/import]

@Naomi - Tom asked you to continue the discussion per e-mail. What happened with that? Was it just an attempt to silence this thread and hope that the community stopped asking for a fix? That’s funny :slight_smile: [import]uid: 21746 topic_id: 34416 reply_id: 142008[/import]

@haakon, I sent him a few emails detailing my finding but I have not heard back from him. Maybe my email wasn’t helpful? Because I thought I found the fix, and then it turned out it was a false alarm? I dunno.

BTW, the publish_actions permission is required for FB Score API too. Even though I use showDialog for posting anything on friend’s wall, I still need publish_actions permission to post user’s high score and retrieve friends’ high scores. There’s no way around it (short of begging users to restart the app as soon as they sign in to FB – which is not an option at alll, honestly.)

Naomi [import]uid: 67217 topic_id: 34416 reply_id: 142010[/import]

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 [import]uid: 120928 topic_id: 34416 reply_id: 142768[/import]

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. [import]uid: 7559 topic_id: 34416 reply_id: 142776[/import]

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. [import]uid: 100310 topic_id: 34416 reply_id: 142792[/import]

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