PiracyChecker | Android library that prevents your app from being pirated / | Android library
kandi X-RAY | PiracyChecker Summary
kandi X-RAY | PiracyChecker Summary
An Android library that prevents your app from being pirated / cracked using Google Play Licensing (LVL), APK signature protection and more.
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Top functions reviewed by kandi - BETA
- Process a new response from the license server
- Set the max retries value
- Set the retry timestamp
- Set the last valid license timestamp
- Decodes the extras from the server
- Obfuscate a string
- Decode a base64 encoded data
- Returns the number of bytes in the source array
- Verifies the signed response from server
- Parse response string into ResponseData object
- Reset policy
- Returns whether the client is allowed or not
- Show APK signatures dialog
- Generates a public key from a string representation
- Retrieve a string value from the preferences
- Set up the radio buttons
- Check if the user has access to the application
- Returns the value of the accessed response
PiracyChecker Key Features
PiracyChecker Examples and Code Snippets
Community Discussions
Trending Discussions on PiracyChecker
QUESTION
Here are the facts:
- My game app is 100% working with debug keystore signed apk using Google Play Games, can sign in, unlock achievements.
- My game app is 100% working with release keystore signed apk using Google Play Games, can sign in, unlock achievements.
- Whenever I try to sign in to Google Play Games with my app using app bundle instead of apk, I get SIGN_IN_REQUIRED error, which is stupid on its own, considering I literally want to sign in.
I only found one guy who found the same issue but he is developing his game in Unity, and my app is a native Android app made with Android SDK, so I don't really get his solution.
I won't input screenshots about console settings and SHA1 keys and linked apps and all about those things because as I said, the only difference between the working versions and the not working version is that the not working version has been made to an android app bundle, instead of an apk, so the integrations is correct.
The sad thing is that my apk is more than 100 MB so Google Play doesn't let me upload it anymore, I have to app bundle.
The process of making my app into an app bundle somehow make Google Play Games integration broken.
Any ideas?
E D I T:
As requested, here is the gradle.properties file:
...ANSWER
Answered 2020-Jun-06 at 08:23What Google is doing is signing the APKs that it generates from the App Bundle.
The release keystore you sign your App Bundle with is effectively only used by Google to authenticate the origin of the artifact. What is served to users are APKs signed with a key called the "app signing key".
If you go to the "App Signing" page in the Play Console, you will be able to find the upload certificate (which corresponds to your release keystore) and the app signing certificate.
Copy the SHA-1 of the app signing certificate.
Then, did you register your game in the Play Console in the "Game services" section? If so, go to "Linked apps", select "Android" and after filling the details of package name etc., you'll be asked to enter the SHA-1 to create the Client ID.
In there, paste the SHA-1 copied previously.
Hope that helps.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install PiracyChecker
You can use PiracyChecker like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the PiracyChecker component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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