I am currently working on a standalone app that can handle communication from a mobile and also utilizes VLC player to output a stream.
The way I do it is that output stream object is in the main window, but I receive requests via SignalR.
The request is fairly simple - it's just a string. The problem is I have no clue on how to pass the string from a SignalR hub back to the MediaPlayer object. How do I either get a string passed to an object outside or make a mediaplayer "persist" inside the hub? For now my code concerning it looks like this:
The hub:
[HubName("CommHub")]
public class CommHub:Hub
{
VLCControl outputplayer = new VLCControl();
public void RequestConnectionsList()
{
var databasePath = "--dbpath here--";
var db = new SQLiteConnection(databasePath);
List<string> output = db.Table<VideoSources>().Select(p => p.Name).ToList(); //Gets names from the db
Clients.Client(Context.ConnectionId).CamsInfo(output); //send available connection names to client
}
public void RequestOutStream(string requestedName) //this function is called but i have no idea how to make it work
{
outputplayer.playSelected(requestedName);
}
}
VLCControl:
class VLCControl
{
public Media rtsp;
private const string VIDEO_URL = "rtsp://wowzaec2demo.streamlock.net/vod/mp4:BigBuckBunny_115k.mov";
private MediaPlayer player;
public static string GetConfigurationString() //using this method in mainwindow player as well
{
string address = Properties.Settings.Default.LocalAddress;
string port = Properties.Settings.Default.LocalPort;
string result=
":sout=#duplicate" +
"{dst=display{noaudio}," +
"dst=rtp{mux=ts,dst=" + address +
",port=" + port + ",sdp=rtsp://" + address + ":" + port + "/go.sdp}";
return result;
}
public void playSelected(string inputAddress)
{
var databasePath = "D:\\Projects\\Sowa\\Sowa\\Serwer\\VideoSources.db";
var db = new SQLiteConnection(databasePath);
string input = db.Table<VideoSources>().FirstOrDefault(p => p.Name == "test").Address;
db.Close();
var rtsp = new Media(MainWindow._libvlc, input, FromType.FromLocation);
rtsp.AddOption(VLCControl.GetConfigurationString());
player.Stop();
player.Play(new Media(MainWindow._libvlc, VIDEO_URL, FromType.FromLocation));
}
}
The players are definitely working - when i create a mediaplayer in mainwindow it does indeed output as expected.
I think your question can be rephrased as "How can I call a method on my UI from a SignalR Hub"
For that, you have several options :
If you are using ASP.net core's SignalR, you can use dependency injection to inject either your window or an accessor to your window
You can get your main window with (MyWindow)Application.Current.MainWindow. What you do with it is up to you then
You can create a static class that will hold a reference to your component directly. This example assumes you have only one view at a time in your application.
public static class ViewAccessor {
public static MyView View { get; set; }
}
In your view constructor, after InitializeComponents:
ViewAccessor.View = this;
In your hub :
ViewAccessor.View.Play(...);
Related
I want to save a list of dialogue items. I made a script called dialogue item which is just one message, I made an array of that so it can be a conversation, and I made a list of that conversation so that I can have multiple conversations.
[SerializeField] public List<DialogueList> dialogue = new List<DialogueList();
So I made this variable of a class named DialogueList, that contains the dialogueitems.
[System.Serializable]
public class DialogueList
{
[SerializeField] public string convoName;
[SerializeField] public int dialogueID;
[SerializeField] public DialogueItem[] dialogues;
}
I want to save these conversations so that I can load them in specific languages in later stages. But for some reason my JSON file is empty when I try to save my variable named dialogue.
string jsonData = JsonUtility.ToJson(dialogue, true);
string _fullPath = "/caroline-dialogue" + ".json";
File.WriteAllText(Application.persistentDataPath + _fullPath, jsonData);
I tried using a different method, that actually works, but it can get really messy.
for (int i = 0; i < dialogue.Count; i++)
{
string jsonData = JsonUtility.ToJson(dialogue[i], true);
string _fullPath = "/caroline-dialogue-" + i + ".json";
File.WriteAllText(Application.persistentDataPath + _fullPath, jsonData);
}
My question is: What am I doing wrong? Am I forgetting something? My guess it that something is wrong with the variable named dialogue, since saving all the dialogueitems with a for loop works.
I hope I explained my problem well enough.
Serialization/deserialization of the arrays or lists is not supported using the JsonUtility. You would need to wrap the list in a serializable class:
[Serializable]
private class DialogueListWrapper
{
public List<DialogueList> objects;
}
I read where someone was able to do this, but I'm having a hard time getting it to work.
Basically, I'm scheduling an HTTP callout to a page that has a controller that builds a CSV and emails it to a recipient.
The Scheduled class:
global class ReportExporter implements System.Schedulable {
global void execute(SchedulableContext sc) {
getmailReportOutput ex = new getmailReportOutput();
ex.exportCSV();
}
}
The getEmailReportOutput class:
public class getmailReportOutput{
public Static String strSessionID;
public getmailReportOutput() {
}
public void exportCSV() {
makeReportRequest();
}
#future (callout=true)
public Static void makeReportRequest() {
strHost ='c.cs4.visual.force.com';
strSessionID = UserInfo.getSessionId();
String requestUrl = 'https://' + strHost + '/apex/TestSendReport#';
HttpRequest req = new HttpRequest();
req.setEndpoint(requestUrl);
req.setMethod('GET');
req.setHeader('Cookie','sid=' + strSessionID );
String output = new Http().send(req).getBody();
System.debug('HTTP RESPONSE RETURNED: ' + output);
}
}
The getEmailReportOutput class does an HTTP Callout to a VF page: I make sure to send the sessionID with the request:
And the "TestSendReport" is just a simple callout to a controller:
<apex:page controller="Exporter" action="{!runrpt}">
</apex:page>
...And the controller is calling the report content:
public class Exporter {
public static Boolean isTest;
public static String strEmailAddr;
public void runrpt() {
executeRpt();
}
#future
public static void executeRpt() {
System.debug('CALLING REPORT EXPORTER...');
String ReportName__c = '00OP0000000Jp3N';
String strEmailAddr = 'myname#email.com';
ApexPages.PageReference report = new ApexPages.PageReference( '/' + RptName__c + '?csv=1');
Messaging.EmailFileAttachment attachment = new Messaging.EmailFileAttachment();
attachment.setFileName('report.csv');
attachment.setBody(report.getContent());
attachment.setContentType('text/csv');
Messaging.SingleEmailMessage message = new Messaging.SingleEmailMessage();
message.setFileAttachments(new Messaging.EmailFileAttachment[] { attachment } );
message.setSubject('Report');
message.setPlainTextBody('The report is attached.');
message.setToAddresses( new String[] { strEmailAddr } );
Messaging.sendEmail( new Messaging.SingleEmailMessage[] { message } );
}
}
...Any ideas? The debug logs show all is well, but nothing is received. I know this is a wall of code, but it seems to be what people recommend to accomplish the task - I just can't see anything wrong.
I don't see anything obviously missing here :/
Just to be safe - getEmailReportOutput & getmailReportOutput are the same class (typo error in the post, not in your actual code)?
This looks like jumping a lot of hops, do I read it correctly that it's scheduled class -> REST callout -> VF page with action -> #future -> send an email? Geez, a lot can go wrong here ;) I've read somewhere that SF will keep some kind of reference counter and calling out to same instance might block you from using page.getContent...
Can you see the report body System.debug(report.getContent().toString());? Can you try saving this email as task for your own user or under a sample Account for example (setSaveAsActivity())?
As blatant plug as it is - I've used different path to solve similar requirement. Check out https://salesforce.stackexchange.com/questions/4303/scheduled-reports-as-attachment and see if you can get it to work?
I have a Setting.cs file containing the info
[Serializable]
public class Setting
{
public Setting() {}
public String defaultAlertTone = Path.GetDirectoryName(Application.ExecutablePath) + "\\Sounds\\applause-2.wav";
}
and my settingsForm retrieving the info through this code
Setting settingObject;
public SoundPlayer player;
public settingsForm(backgroundForm backgroundFormObject)
{
InitializeComponent();
this.backgroundFormObject = backgroundFormObject;
settingObject = backgroundFormObject.getSetting();
}
private void InitializeSound()
{
// Create an instance of the SoundPlayer class.
player = new SoundPlayer();
player.SoundLocation = settingObject.defaultAlertTone;
// Listen for the LoadCompleted event.
player.LoadCompleted += new AsyncCompletedEventHandler(player_LoadCompleted);
// Listen for the SoundLocationChanged event.
player.SoundLocationChanged += new EventHandler(player_LocationChanged);
}
Why is it that every time I run the app, there would be a null reference exception on the
player.SoundLocation = settingObject.defaultAlertTone;
the backgroundFormObject.getSetting(); is just a method to retrieve the setting object. the code for it are as follows
Setting settingObj = new Setting();
public Setting getSetting()
{
return settingObj;
}
The reasons could be
InitializeSound() is somehow running before settingsForm (not likely, but this would make the settingObject not initialized and refer to null).
If this is the complete code for Setting class, i don't see how calling new Setting() anywhere would make a difference. So use Setting settingObject = new Setting(); when you first define this property in the settingsForm class.
It is not the settingObject which is null.
I get a ContentLoadException "File not found", when the debugger hits my LoadContent method in my DrawableGameComponent. I created a test string that outputs the Content Root Directory and it is as follows : \GameName\bin\x86\Debug\Content minus my personal folders preceding it of course.
Here is the code in the Game child class :
GraphicsDeviceManager graphics;
global_vars variables;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content"; //Folder for the Content Manager to place pipelined files as they are loaded
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
variables = new global_vars(graphics);
Character c = new Character(null, null, variables, this);
this.Components.Add(c);
base.Initialize();
}
And the DrawableGameComponent implementation :
public Character(Ability[] starting_abilities, Player owner, global_vars vars, Game game) : base(game)
{
this.variables = vars;
this.abilities = starting_abilities;
this.character_owner = owner;
this.experience = 0;
this.position = new Rectangle(variables.CHARACTER_START_POSITION_X, variables.CHARACTER_START_POSITION_Y, variables.CHARACTER_WIDTH + variables.CHARACTER_START_POSITION_X, variables.CHARACTER_HEIGHT + variables.CHARACTER_START_POSITION_Y);
}
public override void Initialize()
{
base.UpdateOrder = variables.CHARACTER_UPDATE_PRIORITY;
base.DrawOrder = variables.CHARACTER_UPDATE_PRIORITY;
base.Enabled = true; //Enables Game to call Update on this component
base.Visible = true; //Enables Game to call Draw on this component
this.move_speed = 3;
this.position.X = variables.CHARACTER_START_POSITION_X;
this.position.Y = variables.CHARACTER_START_POSITION_Y;
this.move_state = variables.CHARACTER_DEFAULT_MOVESTATE;
this.charsprite = new SpriteBatch(variables.manager.GraphicsDevice);
base.Initialize(); //Super class calls LoadContent
}
protected override void LoadContent()
{
String test = Game.Content.RootDirectory;
character_default = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Center");
character_right = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Right");
character_left = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Left");
character_down = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Down");
character_up = Game.Content.Load<Texture2D>("Character_Grey_Eyes_Up");
base.LoadContent();
}
I've checked and double checked the Folders, Filenames, etc and they all look normal. I'm absolutely stumped.
Solved it. My Character was being added to the Component list in the Games Initialize() before it's super class call to base.Initialize(). This made my game begin calling the Character's Load and Init functions. Since the Game's Init was not called, the super class Microsoft.Xna.Framework.Game Content variable was either a null pointer or not set up properly.
The solution was to add the Character to the Component list in the game's LoadContent()
Whats the best way to save variables like userid that is stored and reachable from different pages in WP7.
There's the querystring method, but can be kind of a pain to implement.
When navigating, pass the parameter like a HTTP querystring.
Then, on the otherside, check if the key exists, and extract the value. The downside of this is if you need to do more than 1, you need to type it in yourself, and it only supports strings.
So to pass an integer, you'd need to convert it. (And to pass a complex object, you need to take all the pieces you need to recompile it on the other side)
NavigationService.Navigate(new Uri("/PanoramaPage1.xaml?selected=item2", UriKind.Relative));
protected override void OnNavigatedTo(System.Windows.Navigation.NavigationEventArgs e)
{
string selected = String.Empty;
//check to see if the selected parameter was passed.
if (NavigationContext.QueryString.ContainsKey("selected"))
{
//get the selected parameter off the query string from MainPage.
selected = NavigationContext.QueryString["selected"];
}
//did the querystring indicate we should go to item2 instead of item1?
if (selected == "item2")
{
//item2 is the second item, but 0 indexed.
myPanorama.DefaultItem = myPanorama.Items[1];
}
base.OnNavigatedTo(e);
}
Here's a sample app that uses a querystring.
http://dl.dropbox.com/u/129101/Panorama_querystring.zip
A easier (and better) idea is to define a variable globally, or use a static class. In App.xaml.cs, define
using System.Collections.Generic;
public static Dictionary<string,object> PageContext = new Dictionary<string,object>;
Then, on the first page, simply do
MyComplexObject obj;
int four = 4;
...
App.PageContext.Add("mycomplexobj",obj);
App.PageContext.Add("four",four);
Then, on the new page, simply do
MyComplexObj obj = App.PageContext["mycomplexobj"] as MyComplexObj;
int four = (int)App.PageContext["four"];
To be safe, you should probably check if the object exists:
if (App.PageContext.ContainsKey("four"))
int four = (int)App.PageContext["four"];
You may use an App level variable (defined in App.xaml.cs) and access it from anywhere within your app. If you want to persist, shove it into Isolated Storage and read it on App launch/activate. There are helpers available to JSon serialize/deserialize your reads/writes from the Isolated Storage.
Check out Jeff's post (here) on tips to use Isolated Storage.
Hope this helps!
Well "best" is always subjective, however, I think an application service is a good candidate for this sort of thing:-
public interface IPhoneApplicationService : IApplicationService
{
string Name {get; set;}
object Deactivating();
void Activating(object state);
}
public class AuthenticationService : IPhoneApplicationService
{
public static AuthenticationService Current {get; private set; }
public void StartService(ApplicationServiceContext context)
{
Current = this;
}
public void StopService()
{
Current = null;
}
public string Name {get; set;}
public object Deactivating()
{
// Return an serialisable object such as a Dictionary if necessary.
return UserID;
}
public void Activating(object state)
{
UserID = (int)state;
}
public int UserID { get; private set; }
public void Logon(string username, string password)
{
// Code here that eventually assigns to UserID.
}
}
You place an instance of this in your App.xaml:-
<Application.ApplicationLifetimeObjects>
<!--Required object that handles lifetime events for the application-->
<shell:PhoneApplicationService
Launching="Application_Launching" Closing="Application_Closing"
Activated="Application_Activated" Deactivated="Application_Deactivated"/>
<local:AuthenticationService Name="AuthServ" />
</Application.ApplicationLifetimeObjects>
Now you do need to tweak the App.xaml.cs:-
private void Application_Activated(object sender, ActivatedEventArgs e)
{
var state = PhoneApplicationService.Current.State;
foreach (var service in ApplicationLifetimeObjects.OfType<IPhoneApplicationService>())
{
if (state.ContainsKey(service.Name))
{
service.Activating(state[service.Name]);
}
}
}
private void Application_Deactivated(object sender, DeactivatedEventArgs e)
{
var state = PhoneApplicationService.Current.State;
foreach (var service in ApplicationLifetimeObjects.OfType<IPhoneApplicationService>())
{
if (state.ContainsKey(service.Name))
{
state[service.Name] = service.Deactivating();
}
else
{
state.Add(service.Name, service.Deactivating());
}
}
}
You can now access you UserID anywhere in your app with:-
AuthenticationService.Current.UserID
This general pattern can be used to maintain seperation of key application wide services (you don't load a whole bunch of incohesive properties into your App class). It also provides the hooks for maintaining state between activations which is essential.