NSDate: Get precise time independent of device clock? [duplicate] - objective-c

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How can I locally detect iPhone clock advancement by a user between app runs?
Is there a way to determine the actual time and date in iOS (not the time of the device)
Is there a clock in iOS that can be used that cannot be changed by the user
Brief
I am working with an auto-renewable subscription-based app. When the app receives the latest receipt from Apple, it stores the expires_date_ms key in NSUserDefaults. Thirty days after that date, the app checks with Apple to see if the subscription is still active. The app can be considered an offline app, but it must connect to the internet once every 30 days in order to check the subscription status. This time comparison will be used to tell the user he/she must connect.
Problem
I am using the code below to compare the current time with the expires_date_ms:
NSTimeInterval expDateMS = [[productInfo objectForKey:#"expires_date_ms"] doubleValue];
NSTimeInterval currentDateMS = ([[NSDate date] timeIntervalSince1970] * 1000);
if (currentDateMS > expDateMS)
subExpired = YES;
This is fine and works well, but from what I can tell there's a loophole that can be exploited - if the user sets the device's clock back a hour/month/decade, the time comparison will become unreliable because [NSDate date] uses the device's current time (please correct me if I'm wrong).
Question
Is there any way of retrieving a device-independent time in milliseconds? One that can be accurately and reliably measured with no regards to the device clock?

While Kevin and H2CO3 are completely correct, there are other solutions for the purposes of checking a subscription (which I would hope does not need millisecond accuracy....)
First watch UIApplicationSignificantTimeChangeNotification so that you get notifications of when the time changes suddenly. This will even be delivered to you if you were suspended (though I don't believe you will receive it if you were terminated). This gets called when there is a carrier time update, and I believe it is called when there is manual time update (check). It also is called at local midnight and at DST changes. The point is that it's called pretty often when the time suddenly changes.
Keep track of what time it was when you go into the background. Keep track of what time it is when you come back into the foreground. If time moves radically backwards (more than a day or two), kindly suggest that you would like access to the network to check things. Whenever you check-in with your server, it should tell you what time it thinks it is. You can use that to synchronize the system.
You can similarly keep track of your actual runtime. If it gets wildly out of sync with apparent runtime, then again, request access to the network to sync things up.
I'm certain that attackers would be able to sneak 35 days or whatever out of this system rather than 30, but anyone willing to work that hard will just crack your software and take the check out entirely. The focus here is the uncommitted attacker who is just messing with their clock. And that you can catch pretty well.
You should test this carefully, and be very hesitant to accuse the user of anything. Just connecting to your server should always be enough to get a legitimate user working again.

You need to connect to/retrieve information from a reliable, official time server and use that time data in your app. For example, here's a world time server with an easy-to use API

Here are three options I can think of:
clock_gettime(CLOCK_MONOTONIC) gets the current system uptime. This is relatively unreliable because if the user reboots, this is reset. You could save the last value used and at launch use the last saved value as an offset, but the problem with this is that the time that the device was shut off for won't be calculated.
mach_absolute_time() counts the number of CPU ticks since the last reboot. It can be fetched easily through CACurrentMediaTime. Note that this can be reset simply by rebooting the device, so if changing the time is very important, I'm not so sure if you would go this way.
Network Time Protocol (NTP) is a networking protocol for synchronizing the clocks of computer systems. In practice, all NTP is is querying a time server. An iOS library for NTP can be found here.
So the first two methods do not require connectivity, while the third does. However, the third method is the only foolproof one.

There is no such thing as a non-mutable device clock that persists across reboots. The only way to get a trustworthy time is to contact a remote server that you trust and ask what its time is.

Related

React Native/Firebase App - want countdown functionality to cease if user exits app

I have built a react native app/game where a user has 30 mins to finish a task....when they start task, the 30 mins starts to countdown and it is registered in DB (Firebase) that user is "in play". When they complete task (or 30 mins run out) then DB is again updated to "not in play".
Countdown function is operating on phone and not on server.
Problem is that if the user exits the app, then the counter on the phone ceases (the user is no longer "in play") but the DB does not know about it.....there appears to be no "user has exited app" event/handler that I can use to let DB know that user has quit.
I was thinking maybe the countdown logic should be running on backend but I cant think how.....any ideas?
Currently there is no way to handle app terminated in React Native so I think your best shot is to implement it on the backend.
How about when the user starts, you save the time the user started, and if the time difference between now and when the countdown was started surpasses 30 minutes the user is no longer "in play".
One way to detect that the user has left the game would be with Firebase's onDisconnect handler. With this call you register a write operation on the database that is executed when the server detects that the client is gone.
The server can detect this in two ways:
If the client disconnects cleanly, it sends a message to the server that it is disconnecting and the server runs the disconnect handlers for that client straight away.
If the client disconnects in another way, the server will detect that the client is gone when the socket times out, which may take a few minutes.
So in your case you could use an onDisconnect handler to either remove the player from the game, or otherwise mark them as "gone".
The only problem with this approach is that dirty disconnects may take a few minutes, which might be too long for your scenario.
An alternative would be to have the client write a message into the database periodically to signify that it's still here, e.g. a lastUpdated timestamp.
You can then in any code that reads the data use that timestamp to detect if the player was still recently playing, and consider them "gone" after a certain period that works well for your game. This code can then remove the player from the database.
This code can run in a server-side component if you want, but I've in the past also run this type of code in the client and then used (server-side) security rules to ensure it can only remove users that are "gone".

UWP background task location tracking

I'm trying to develop an UWP app that is able to continually track the user's location in an in-process background task. I've been looking at the Microsoft sample code on GitHub (geolocation / Secenario3_BackgroundTask) but the problem there is that it is based on a TimeTrigger. The shortest interval that TimeTrigger allows is 15 minutes, but I need to get location updates much more frequently. Let's say at least once per minute. Is that possible at all?
I've seen that there is a LocationTrigger but there's not much documentation for it. I don't understand when this trigger gets fired. In my tests, it never got fired.
LocationTrigger is used for Geofencing, it is triggered when a mobile device enters or leaves a particular area.
As you say, TimeTrigger is not good for your requirement because it has an interval of 15 minutes at the minimum.
Windows 10 introduces a new mechanism called extended execution. Location tracking is one of the supported scenarios in which you ask the OS to keep your app running when another app is switched to the foreground.
This is a sample for your.

How to hide / encrypt POST data sent from FLASH to PHP from Tamper Data

Tamper data
There is terrible thing called Tamper Data. It receives all POST'ing data from FLASH to PHP and give ability for user to change values.
Imagine that in flash game (written in ActionScript 3) are score points and time. After match completed score and time variables are sending to PHP and inserting to database.
But user can easy change values with Tamper Data after match completed. So changed values will be inserted to database.
My idea seems that won't work
I had idea to update data in database on every change? I mean If player get +10 score points I need instant to write It to database. But how about time? I need update my table in database every milisecond? Is that protection solution at all? If user can change POST data he can change It everytime also last time when game completed.
So how to avoid 3rd party software like Tamper Data?
Tokens. I've read article about Tokens, there is talking about how to create random string as token and compare It with database, but It's not detailed and I don't have idea how to realise It. Is that good idea? If yes, maybe someone how to realise It practically?
According to me is better way to send both parameter and value in encrypted format like score=12 send like c2NvcmU9MTI= which is base64
function encrypt($str)
{
$s = strtr(base64_encode(mcrypt_encrypt(MCRYPT_RIJNDAEL_256, md5(SALTKEY), serialize($str), MCRYPT_MODE_CBC, md5(md5(SALTKEY)))), '+/=', '-_,');
return $s;
}
function decrypt($str)
{
$s = unserialize(rtrim(mcrypt_decrypt(MCRYPT_RIJNDAEL_256, md5(SALTKEY), base64_decode(strtr($str, '-_,', '+/=')), MCRYPT_MODE_CBC, md5(md5(SALTKEY))), "\0"));
return $s;
}
In general, there is no way to protect the content generated in Flash and sent to server.
Even if you encrypt the data with a secret key, both the key and the encryption algorithm are contained in the swf file and can be decompiled. It is a bit more harder than simply faking the data so it is kind of usable solution but it will not always help.
To have full security, you need to run all game simulation on the server. For example, if player jumped and catched a coin, Flash does not send "score +10" to the server. Instead, it sends player coordinates and speed, and server does the check: where is the coin, where is the player, what is player's speed and can the player get the coin or not.
If you cannot run the full simulation on the server, you can do a partial check by sending data to server at some intervals.
First, never send a "final" score or any other score. It is very easy to fake. Instead, send an event every time the player does something that changes his score.
For example, every time player catches a coin, you send this event to the server. You may not track player coordinates or coin coordinates, but you know that the level contains only 10 coins. So player cannot catch more than 10 coins anyway. Also, player can't catch coins too fast because you know the minimum distance between coins and the maximum player speed.
You should not write the data to database each time you receive it. Instead you need to keep each player's data in memory and change it there. You can use a noSQL database for that, for example Redis.
First, cheaters will always cheat. There's really no easy solution (or difficult one) to completely prevent it. There are lots of articles on the great lengths developers have gone to discourage cheating, yet it is still rampant in nearly every game with any popularity.
That said, here are a few suggestions to hopefully discourage cheating:
Encrypt your data. This is not unbeatable, but will discourage many lazy hackers since they can't just tamper with plain http traffic, they first have to find your encryption keys. Check out as3corelib for AS3 encryption.
Obfuscate your SWFs. There are a few tools out there to do this for you. Again, this isn't unbeatable, but it is an easy way to make it harder for cheaters to find your encryption keys.
Move all your timing logic to the server. Instead of your client telling the server about time, tell the server about actions like "GAME_STARTED" and "SCORED_POINTS". The server then tracks the user's time and calculates the final score. The important thing here is that the client does not tell the server anything related to time, but merely the action taken and the server uses its own time.
If you can establish any rules about maximum possible performance (for example 10 points per second) you can detect some types of cheating on the server. For example, if you receive SCORED_POINTS=100 but the maximum is 10, you have a cheater. Or, if you receive SCORED_POINTS=10, then SCORE_POINTS=10 a few milliseconds later, and again a few milliseconds later, you probably have a cheater. Be careful with this, and know that it's a back and forth battle. Cheaters will always come up with clever ways to get around your detection logic, and you don't want your detection logic to be so strict that you accidentally reject an honest player (perhaps a really skilled player who is out-performing what you initially thought possible).
When you detect a cheater, "honey pot" them. Don't tell them they are cheating, as this will only encourage them to find ways to avoid detection.

iOS background polling without location services

this is a question we've all wondered about a number of times, and no one seems to have a good answer.
How do apps like DataMan run on a regular basis in the background, indefinitely, and still get into the app store?
The app allows a user to turn on "precise data tracking" and select a frequency at which the app updates it's data usage counters with zero user interaction - the intervals are once every minute, once every 10 minutes, and once every 20 minutes.
Yes, I've read all the associated Apple Documentation on background processes and implemented many of them successfully. I've also explored the ins and outs of this old post, but it's old enough now that many of those "loop holes" have been patched and the documented stuff works better anyway.
While I've had great luck with registering my app as a VOIP app and requesting a keep-alive at certain intervals, it's not app-store-ok unless it's a VOIP app (DataMan isn't). Furthermore, registering for VOIP keep-alives doesn't actually exhibit the same behavior as DataMan...VOIP keep-alive calls come at somewhat-random intervals, or at least at the frequency you select without syncing up to clock time. DataMan actually falls in line with clock-mandated intervals and updates its data counters at the :10, :20, :30 minute marks, etc.
Any ideas?
According to their support site, their pro version just got pulled by apple. I would bet that their other versions are next.
Just because you manage to sneak something past the review team doesn't mean they won't catch it later, or that other people will succeed. What they're doing is clearly against Apple's guidelines if they are not also offering one of the approved background services.

What is a reasonable timeout for acquiring a GPS fix?

I am creating a BREW app that requests the user's position.
If the phone cannot acquire the position, I would like to display an error.
How long should I wait for my callback to be called before I determine that the phone is not likely to get a GPS fix?
When a cold start is required, the receiver has to download a full set of Ephemeris data, which is broadcast from the GPS satellite over a 30 second cycle and re-transmitted every 30 seconds.
So I would say that 60-90 seconds (two or three Ephemeris cycles) would be a suitable time to wait before declaring failure.
http://www.navigadget.com/index.php/gps-knowledge/ttff-time-to-first-fix
Note that if a device requires an almanac download, the startup time can be much longer (on the order of 12.5 to 15 minutes). This is referred to as a Factory TTFF (Time to First Fix).
I might go with an increment (say 20 or 30 seconds) between notifying the user that you have failed to establish a link, and give them the option to stop trying. Keep at it until they stop you, or a set number of iterations have passes (say 5 - 10 iterations).
45-90 seconds.
For more information, see the GPS Time To First Fix article at Wikipedia.
But you can never know when the user actually has view to the satellites or not, maybe they are still inside when they start your program, so the approach suggested by Matthew Vines is much better than a constant delay.
Cellphone-specifically, I've had a Motorola phone that had a GPS receiver, but was horrendously bad at it - it could take it around 5 minutes to get a fix where my standalone Bluetooth receiver would manage in less than a minute.
Why are you declaring failure after a fixed timeout anyway? Why not, after a reasonable time has passed (say, a minute), display a message to the tune of "GPS fix still not available; but I'm still trying" with a possibility to cancel at any time if the user is fed up? What do you expect the user to do with the failure message you're proposing to give him?