How could i buy a package of sms verification codes to verify my mobile application.? - verification

I am facing a problems to send the sms verification codes to my mobile application users,
Since some of telecom operators are blocking these kind of sms and not allowing the users to receive such sms,
So i am looking for verification code messeges provider to serve me in all over the countries (not blocked by local mobile networks operators)
The cost should be affordable not expensive, to use for mobile app verfication. Can you advise me how to do.?

I am still a little unsure whether this will solve your issue, but here is a suggestion. Search for two factor authentication providers on Google. There are several to choose from. Some of them offer trial plans so that you can test them. You have not stated clearly whether it is internationally you want to use this, or in certain countries. I would presume that the issue can be that a very inexpensive sms provider will not send international sms messages, due to the cost involved. I am not familiar with any blocking of such messages, so an example of your situation (e.g. Carrier or country, and the service you have already tried using) could make it easier to help.
The more information you provide in a question on so, the easier it is to get good help.

Related

Considerations for Creating Industrial Applications (Native/Web)

What considerations are needed when creating a web app that is intended to be used in an industrial plant setting for a company? My specific use case is an industrial facility with several different production plants that would each have its own device for the application interface.
How do companies enforce the usage of such apps on a monitor/tablet? For example, could I prevent them from using other stuff on the tablet?
Importantly, how would security work? They'd share a device. There may be multiple operators that use the app in a given shift. Would they all use the same authentication session (this is not preferable, as I'd like to uniquely identify the active user)? Obviously I could use standard username/passwords with token based sessions that expire, however, this leaves a lot of potential for account hijacking. Ideally, they'd be able to log on very quickly (PIN, perhaps?) and their session would end when they are done.
As long as there is internet connection, I would presume that there isn't much pro/con regarding the use of native applications versus web based or progressive web apps. Is this assumption correct?
What's the best way of identifying which device the application is being run on?
Is this a common thing to do in general? What other technologies are used to create software that obtains input from industrial operators?
--
Update - this is a good higher level consideration of the question at hand, however, it has become apparent why focused, specific questions are helpful. As such, I will follow up with questions that are specific.
Identifying the Area/Device a Web Application is Accessed On
Enforcing Specific Application Use on Tablets
Best Practices for Web App Authentication in Industrial Settings
I'm not able to answer everything in great detail but here are a few pointers. In the environment as you describe we usually see these two options. 1) you tell them what you need, internet, security, if they give you device and how it will be configured 2) they tell you exactly what you need to deliver.
I do not think you can 100% prevent them. We did it by providing the tablet( well laptops in our case) and the OS configuration took care of that, downside we had few devices to support. You seem to hint that there is always an internet connection so I guess you can collect all info about the system and send it back to you daily?
We were allowed to "tap" into their attendance SW and when you entered the facility you were able to use your 4 digit pin to log in if you were out of premisses you could not log in at all. I can imagine the following: you log in with your username and password - this does full verification, after that, you can use 4 digit pin to login for next n hours.
maybe, kinda, depends on what you are doing. Does the browser have all features you need? Our system needs multicast to perform really fast, so we have a native app
touched on this in 1. You could also use device enrolment process. You can also contractually force them that there will be only your software and it may invalidate support contract. It really depends on your creativity. My favourite( and it works - just tell them, there will only be installed my software and if not you will pay me double for support. I only saw one customer who installed some crap on the device when there were told not to
it really depends on what industry you are talking about, every industry is different. We almost always build a custom solution
The enforcement of the device/app usage depends on the customer, if the customer asked for help in the enforcement, then you can provide guide, training and workshops. If the customer serious about the enforcement then it will be a policy that's adapted by all the organization from top to down. Usually seniors will resist a workflow change more than juniors, so top management/executive should deal with that. Real life story: SAP team took 6 months to transform major newspaper workflow, during that few seniors got fired because they refuse to adapt the change.
Security shouldn't handicap the users, usually in industrial environment the network is isolated or at least restricted through VPN to connect multiple sites (plants in your case), regarding the active user: we usually provide guide/training/workshop for the users and inform them that using colleague account or device will prevent the system from tracking your accomplishment/tasks, so each user is responsible to make sure the active account/device is the one assigned to him/her.
It depends, with native you have more controls than web, but if the app is just doing monitoring then most of today apps use web for monitoring and the common way to receive input is REST APIs (even if the industrial devices doesn't support REST API, a middleware could be written to transform the output). If you need more depth about native vs web you need to ask new question with more details about the requirements.
Depends on the tech you are using (native or web), and things I mentioned in point 2: you can use whitelist of devices that's allowed to run the app. overall there are many best ways to track down the device.
How common in general? I think such information can only be achieved by survey, the world full of variations. And having something common not mean its safe or best, our industry keep changing at all levels. So to stay in the loop, we must keep learning and self-updating without reboot.

WhatsApp - How WhatsApp server stops/detects requests from unauthorized apps?

Every application that generates dynamic content must have a server whose address is embedded inside the application to enable communication with server.
Now in the case of WhatsApp definitely they have also embed the server's address inside the WhatsApp application. For example someone reverse engineer the WhatsApp apk and found the address of the server, as well as he also found the parameters and all the stuff that the application sends to the server (i-e session, token, authentication key etc etc) for successful communication, so is that mean he can use these same parameters structure and the server address in different third party app to play/communicate with the WhatsApp server? Because server is just an electronic device that works on the digital signals and thats it. Server don't know that these parameters are coming from the authorized WhatsApp apk or from third party apk.
If yes, then don't you guys think that there should be solution to that problem?
If no, then what are the techniques and algorithms they are using to stop requests from unauthorized/fake apps.
I believe not any employee from WhatsApp will answer here to share the algorithm, but i know SOF is full of geeks, if someone knows how WhatsApp stops these kind of issues please share, otherwise i will be still glad to know about the advice and ideas that you guys have in your mind for the best security practices.
How banking, paypal etc and messaging apps including WhatsApp works in that scenario and how they stop the issue that i described above?
Important:
I am not going to reverse engineer the WhatsApp, i am just creating a server and fighting with this issue to be solved to secure my server and only accept request from my app but stop requests from unauthorized/fake apps.
Thanks & respect to all in advance who will contribute.
There is no way to prevent malicious reverse-engineering, resulting in a fake app pretending to be the real thing. While you are working on your server, you need to do defensive programming, that is, your server shouldn't assume that the request was sent via the app. So, if you protect your server against all kinds of malicious and deliberate misuses, then your server is safe.
However, that's easier said than done, because your project is developed by a finite amount of people and - if it becomes successful then - the audience contains a swarm of smart bad people.
You will therefore need to detect a subset of features that you need to absolutely protect against misuses and prioritize testing and improving those, by thinking with the mind of a fictional hacker, who would like to either gain unearned profits or do harm to your project. Schizophrenic, I know, but you need to do that on the server. You also need to improve the security of less than critical features, but at a lower priority and log the requests you get, so if SHTF, then you will have at least a chance to deduce what caused it and how.
If the phone app is in your hands as well, then you might implement some additional authentication for each version, like generating a version token for each user that downloads your app. Since the version token generator algorithm would not be in the hands of hackers, they would have to solve that on a per user basis, which is extremely laborius to solve this for several users if done by hand and if they work it out in a way to make it automatic, their solution would be viable only for a version.
So, there is no 100% accuracy in this area, but you can make life very hard and miserable for people payed to hack through your application.

is it possible to identify telecom provider by mobile or phone number?

There are ulimited online bulk sms provider supporting Restful API. Mainly I look into Nexmo, Tropo, Twilio pricing in different countries.
Let take an example sms to Brazil.
[ TROPO ]
2¢ / msg
[ Nexmo ]
3.63¢ / msg
[ Twilio ]
Twilo offers based on providers. see the pricing.
Vivo 8.3¢ / msg
Claro 8.6¢ / msg
TIM 1.2¢ / msg
Oi 8.3¢ / msg
So, What I want is before sending SMS, I want to identify the Provider. See the example sending sms to TIM is cheaper in Twilio but others Tropo and Nexmo are cheaper. If there is a way to identify the telecom provider then I can program which API to use before sending sms. I don't know this question should be posted here or not. Is there a way or api available to identify this? Thank you.
I didn't see ready solutions, except databases in billings (in most cases they are detailed as needed for concrete needs)
The "number one" source is ITU. Link to docs - http://www.itu.int/oth/T0202.aspx?parent=T0202
It's official source, but it isn't ready to consume database. You must spend much time to manually create database.
There are some preparsed databases, as http://en.allworldsms.com/html/phone_codes.php ...
it's ugly, but it contains logos. And it's not downloadable in one file, but it's still easy to consume.
http://www.data24-7.com/git.php offers a free look up service if you want to use the web based panel they have. If you want API access they charge a sub-penny rate per look up. When I was using it the rate was something like .006 cents. Also the data was only about 90% correct. They may have improved it since then.
You can get more then just the provider, you can also tell if the phone number supports SMS, if it's wireless and what the greeting interrupt tone is (the number that by-passes the voice mail greeting).

How to build a simple 2-player game, communicating over the internet, with no custom code on any server?

How can I build a simple 2-player game, that communicates over the internet?
I need to solve the problems of:
lookup or rendezvous - two players want to find each other.
ongoing communications. Either player can initiate an action that requires delivering information to the other side, in a reasonbly quick timeframe (IM-type latency, not email-type latency).
In this regard, I suppose it is equivalent to a 2-way chat, where people want to be able to find each other, and then also, once paired up, intercommunicate.
Further requirements:
for now, assume the endpoints are Windows OS, relatively recent.
assume neither endpoint machine is directly accessible from the internet. Assume they are client machines, hidden behind firewalls that block incoming requests. The machines can make outbound requests. (say, over HTTP, but TCP is also fine)
communication should be private. For simplicity, let's say there's a shared secret already in place, and the endpoints are able to do AES. I guess what I mean by this is, any intermediary should not need to decrypt the message packets. The decryption will happen only at the endpoints.
all custom code should run only on the client PCs.
Assume there is no server in the internet that is under my control.
I'm happy to use third-party servers to facilitate intercommunication, like an IM server or something, as long as it's free, and I am not required to install custom code on it.
What APIs are available to facilitate this design?
Can I do this with IM APIs? WCF? Are there WCF Channels for Windows Messenger?
What protocols? HTTP? I have this tagged as "peer-to-peer" but I mean that virtually; there's no hard requirement for a formal p2p protocol.
What message formats would you use?
EDIT
To clarify the requirements around servers, what I want is NO SERVER UNDER MY CONTROL. And NONE OF MY CUSTOM CODE ON ANY SERVER. That is not the same as "No server".
Think of it this way: I can send an email over SMTP, using custom code that I write on the sending and receiving side. My custom code can connect via a free SMTP server intermediary. This would require no installation of code on the SMTP server. This is something like what I want, but SMTP is not acceptable, because of the latency.
EDIT2
I also found this: library for Instant Messaging, like libpurple, but written in C#
ANSWER
I can do what I want, using libraries for IM frameworks. One simple way to do it using Windows Live Messenger is to use the Messenger Activity SDK. This proves the concept, but is not really a general solution. But, similar things can be accomplished with the IM libraries for various messenger systems, like libpurple, or using libs for IRC channels. In all these cases, the IM servers act as the firewall-penetrating communications infrastructure.
IM is the wrong tool. Instead, use an IRC chat room.
With an IRC chat room, your clients "log in" to the chat room, and that is used for your "presence". Anyone in the chat room is "available" to play the game.
Once that is done, the game instance communicate with each other through the chat room. They can use the global channel, or simply private IRC channels for game traffic.
The issues to solve:
First, all game state is shared on the clients. Many games have done this (RTS's like Age of Empires, RPGs like Diablo). But client states are susceptible to hacking and cheating. That's just a plain truth. If the game is popular, it WILL be hacked.
Ping traffic. Basically the flow is you log in to the room, your client is in "available to play" mode. Then it pings EVERYONE ELSE to see if THEY are available to play. This will happen with every client "sign in" to the chat room. You can then use the public room for broadcast events "Frank is ready for a new game", "Frank started a game with Joe", etc. That can help keeps games in sync and not chatty, but when a client connects to the chat room, it's going to go "Hi All, it's Bob, what are you all doing". So you need to manage that.
Traffic volume. IRC rooms can handle a lot of traffic, but not a LOT of traffic. Most are designed to prevent "spamming", "flooding", etc. So you may well be rate limited on you game play. Not a problem for "Checkers", more so for "World of Warcraft" during a 40 man Raid. That's a game design issue.
Terms of service. The IRC provider may well say "Uh no, you can't do that with our service". I haven't looked in to it, so I don't know, but could be an issue.
Other than that, IRC is a pretty good fit. Lots of IRC bot code floating around on the net, I've never used any of it.
Every two-player game must have some type of server environment by the basic need of having to communicate between two clients/players at the very least. Keep in mind, each of the clients/players can also act as its own server to communicate with other linked clients. But the need to keep tabs on all clients/players at any given time and the need to facilitate searching of other clients/players inherently requires some type of server environment to begin with.
libpurple along with otr can give you the privacy-over-IM such an application would need.
You could setup a message board on one of the free message board servers so that players can find each other. You'll probably want to encourage them to use private messages to exchange IP addresses. Then, use a protocol that connects using IP addresses. Good luck with that. Firewalls make it a pain.
Then, of course, one machine of the pair would need to act as server, the other as client. Your software must contain both sets of code. I've written such a game and can tell you that the communication code gets a little confusing.
I can tell you right now that you'd be much happier in life if you wrote a web service to facilitate communication. But, then, you'd need a server for that.
Good luck. You're going to need it.
OR, you could just write a game for an IM client, like Microsoft Messenger. I've seen games for that one, so I know it can be done.
As somebody has said, it may not yet possible to do so if you don't have any mediated server between 2 players. As you're happy to use third party server, I suggest that you build your system using Google App Engine + XMPP over HTTP. It works nicely over internet and behind firewall. And yet it's free (as long as your system doesn't grow out of GAE quota).
Peer to peer is out due to your firewall constraint. This doesn't really work easily for directory services anyway.
The next easiest method I would use is to toss up a very simple CGI server script on one of the numerous super cheap web hosting sites. It seems that you don't want to go this route. Is there some particular reason? 100 lines of code and a super cheap server should give you everything you're asking for and more.
I suppose you could hook into some sort of third party chat library thing. I don't know about the current IM protocols, but good old IRC and a separate channel for your game would work. You even could cobble something together using FTP. BLOG comments on a free blog site would work too. The question is why?
These are all kludges. They get the job done in obtuse, inelegant, and poorly scaling ways.
I urge you to reconsider the web server solution.
You have a lot of conflicting requirements. Both clients behind a firewall blocking incoming requests pretty much means they can't do peer-2-peer since neither machine can act as the server, and you will need to have a transport server in the middle somewhere routing messages to each client. Right now what you are asking is pretty much not possible given the no server requirement.

Testing SMS code without access to a texting plan

Is there any way to test SMS messaging without having a texting plan?
There isn't any way to setup the equivalent of a mock email server for the purposes of testing an SMS service is there? Are there any other ways to accomplish the task? Perhaps setting up something like a GrandCentral account that can receive text messages?
I am looking to test SMS messages to multiple accounts without having to find multiple people with texting plans and coordinating the effort.
Google now has the answer for which I seek. With the roll-out of their new Google Voice (previously GrandCentral) they added the ability to received text messages to the phone number (which currently is free). While technically somewhat of a text plan, one could theoretically sign up for a few accounts and be able to test multiple phone numbers.
http://www.google.com/voice/
Update (Nov 2010):
Perhaps an even better way to do this now is to use either Tropo (tropo.com) or Twilio (twilio.com). Both of them offer low cost SMS messaging and Tropo is free for development. I've been using Tropo and it's very quick and easy to setup and write and code for.
It would depend on the method of how you're sending out the SMS messages. If you're using the email method (<ten digit number>#<cell provider's doman>) you can fake it with a regular email account that can be purged automatically. If you're using an actual SMS publisher your best bet would be to refactor the design so that you can test that your function gets called the expected number of times, but doesn't actually send the messages. Then when you want to test the production-ready code you actually round up a group of people and try it out.
Having a provider that doesn't charge for incoming text messaging (like US Cellular) comes in handy for situations like that.
SMS text can be done under a few different protocols. I've had success with SMPP using the Easy SMPP .NET library and this java-based SMPP server simulator. It saved me a bunch of overpriced service charges.
you can send email to their phone:
18005551212#txt.att.net (IIRC)