Respond from Volley library comes in twice - rest

I am trying to figure out why a response from the Volley library comes in twice (and it is not always the same response that is doubled).
This is the result, a pie chart:
As we can see the total income and the total spending comes in twice (and if I debug it, it is never 4 GET calls, it is always at least 6 GET calls, although only 4 methods are executed).
Here is my code where I am trying to execute 4 GET requests.
public void initialize() {
getOutputFromDatabase(StaticFields.INCOME);
getOutputFromDatabase(StaticFields.EXPENSE);
getOutputFromDatabase(StaticFields.SAVINGS);
getOutputFromDatabase(StaticFields.FOOD);
}
private void getOutputFromDatabase(String incomeOrExpenseOrSavingsOrFood) {
//RequestQueue initialized
mRequestQueue = Volley.newRequestQueue(this);
// REST URL
String url = null;
if(incomeOrExpenseOrSavingsOrFood.equals("income")) {
url = StaticFields.PROTOCOL +
sharedPref_IP +
StaticFields.COLON +
sharedPref_Port +
StaticFields.REST_URL_GET_SUM_INCOME;
} else if (incomeOrExpenseOrSavingsOrFood.equals("expense")) {
url = StaticFields.PROTOCOL +
sharedPref_IP +
StaticFields.COLON +
sharedPref_Port +
StaticFields.REST_URL_GET_SUM_EXPENSE;
} else if (incomeOrExpenseOrSavingsOrFood.equals("savings")) {
url = StaticFields.PROTOCOL +
sharedPref_IP +
StaticFields.COLON +
sharedPref_Port +
StaticFields.REST_URL_GET_SUM_SAVINGS;
} else if (incomeOrExpenseOrSavingsOrFood.equals("food")) {
url = StaticFields.PROTOCOL +
sharedPref_IP +
StaticFields.COLON +
sharedPref_Port +
StaticFields.REST_URL_GET_SUM_FOOD;
}
//String Request initialized
StringRequest mStringRequest = new StringRequest(Request.Method.GET,
url,
new Response.Listener<String>() {
#Override
public void onResponse(String response) {
try {
JSONObject obj = new JSONObject(response);
JSONArray jsonArray = new JSONArray();
jsonArray.put(obj);
JSONObject locs = obj.getJSONObject("incomeexpense");
JSONArray recs = locs.getJSONArray("Total income");
String repl = recs.getString(0);
if(incomeOrExpenseOrSavingsOrFood.equals("income") && repl.equals("null")) {
totalIncome.setText("0");
} else if(incomeOrExpenseOrSavingsOrFood.equals("income") && !repl.equals("null")){
totalIncome.setText(repl);
pieChart.addPieSlice(
new PieModel(
"Total income",
Float.parseFloat(repl),
Color.parseColor("#99CC00")));
} else if(incomeOrExpenseOrSavingsOrFood.equals("expense") && repl.equals("null")) {
totalExpense.setText("0");
} else if(incomeOrExpenseOrSavingsOrFood.equals("expense") && !repl.equals("null")) {
totalExpense.setText(repl);
pieChart.addPieSlice(
new PieModel(
"Total spending",
Float.parseFloat(repl),
Color.parseColor("#FF4444")));
} else if(incomeOrExpenseOrSavingsOrFood.equals("savings") && repl.equals("null")) {
totalSavings.setText("0");
} else if(incomeOrExpenseOrSavingsOrFood.equals("savings") && !repl.equals("null")) {
totalSavings.setText(repl);
pieChart.addPieSlice(
new PieModel(
"Total savings",
Float.parseFloat(repl),
Color.parseColor("#33B5E5")));
} else if(incomeOrExpenseOrSavingsOrFood.equals("food") && repl.equals("null")) {
totalFood.setText("0");
} else if(incomeOrExpenseOrSavingsOrFood.equals("food") && !repl.equals("null")) {
totalFood.setText(repl);
pieChart.addPieSlice(
new PieModel(
"Food/day",
Float.parseFloat(repl),
Color.parseColor("#FFBB33")));
}
} catch (JSONException e) {
e.printStackTrace();
}
}
}, new Response.ErrorListener() {
#Override
public void onErrorResponse(VolleyError error) {
Log.i(TAG,"Error :" + error.toString());
}
});
mStringRequest.setShouldCache(false);
DefaultRetryPolicy retryPolicy = new DefaultRetryPolicy(5000, 0, DefaultRetryPolicy.DEFAULT_BACKOFF_MULT);
mStringRequest.setRetryPolicy(retryPolicy);
mRequestQueue.add(mStringRequest);
// To animate the pie chart
pieChart.startAnimation();
}
Maybe someone know what I am doing wrong here?
I tried different things like
disabling the cache
setting a policy
but nothing worked so far.

I found my error.
The problem is that I am calling my methods where we can find the REST API calls in onResume again.
I had in my mind that onResume is called when someone comes back to his Activity, but I was wrong.
This is my right onResume now.
#Override
protected void onResume() {
super.onResume();
// pieChart.clearChart();
loadSharedPreferences(StaticFields.SP_PORT);
loadSharedPreferences(StaticFields.SP_INTERNET_ADDRESS);
loadSharedPreferences(StaticFields.SP_PERSON);
// getOutputFromDatabase(StaticFields.INCOME);
// getOutputFromDatabase(StaticFields.EXPENSE);
// getOutputFromDatabase(StaticFields.SAVINGS);
// getOutputFromDatabase(StaticFields.FOOD);
// To animate the pie chart
pieChart.startAnimation();
resetEditText();
}

Related

DeveloperError Exception of type 'Google.GoogleSignIn+SignInException', googleplaystore, unity, google login?

I have weird behaviour for my SignInWithGoogle.
I have everything set up for QAuth, SSH, WebClieng etc.
And when I sent a build to my phone directly. All work fine. I can SignIn, LogIn etc.
But when I made an aab build and uploaded it to google console and downloaded it from GooglePlay, as a tester, I received DeveloperError Exception of type 'Google.GoogleSignIn+SignInException.
Is there maybe something I need to change on QAuth to fix that?
public class SignInWithGoogle : MonoBehaviour
{
public static string slaveUserEmail;
public static string slaveUserPassword;
string webClientId = "536446807232-vh3olku8c637olltqlge92p17qmsqmtl.apps.googleusercontent.com";
private GoogleSignInConfiguration configuration;
FirebaseAuth _auth;
bool _initialized = false;
void Awake()
{
FireBaseInit.OnInitialized += OnFirebaseInit;
configuration = new GoogleSignInConfiguration
{
WebClientId = webClientId,
RequestIdToken = true
};
}
public void OnFirebaseInit()
{
if (_initialized) return;
_auth = FirebaseAuth.DefaultInstance;
_initialized = true;
Debug.Log("GoogleAuth Initialized");
}
public void OnSignIn()
{
Debug.Log("Calling SignIn");
GoogleSignIn.Configuration = configuration;
GoogleSignIn.Configuration.UseGameSignIn = false;
GoogleSignIn.Configuration.RequestIdToken = true;
var signInCompleted = new TaskCompletionSource<FirebaseUser>();
Debug.Log("SignInInit");
try
{
GoogleSignIn.DefaultInstance.SignIn().ContinueWith(task =>
{
if (task.IsFaulted)
{
using (IEnumerator<Exception> enumerator =
task.Exception.InnerExceptions.GetEnumerator())
{
if (enumerator.MoveNext())
{
GoogleSignIn.SignInException error =
(GoogleSignIn.SignInException)enumerator.Current;
Debug.Log("Got Error: " + error.Status + " " + error.Message);
}
else
{
Debug.Log("Got Unexpected Exception?!?" + task.Exception);
}
}
}
else if (task.IsCanceled)
{
Debug.Log("Canceled");
}
else
{
Debug.Log("Welcome in Google: " + task.Result.DisplayName + "!");
Debug.Log("GEt Ceds");
Credential credential = GoogleAuthProvider.GetCredential(task.Result.IdToken, null);
Debug.Log("Creds added");
Debug.Log("Firebase Log In try!");
FirebaseAuth.DefaultInstance.SignInWithCredentialAsync(credential).ContinueWith(authTask =>
{
if (authTask.IsCanceled)
{
Debug.Log("Auth Canceld");
signInCompleted.SetCanceled();
}
else if (authTask.IsFaulted)
{
Debug.Log("Auth Faulted");
signInCompleted.SetException(authTask.Exception);
}
else
{
Debug.Log("Auth Coplited");
signInCompleted.SetResult(((Task<FirebaseUser>)authTask).Result);
}
});
}
});
}
catch (Exception ex)
{
Debug.Log(ex.Message);
}
}
The full error:
Got Error: DeveloperError Exception of type 'Google.GoogleSignIn+SignInException' was thrown. <>c__DisplayClass8_0:b__0(Task`1) System.Threading.ThreadPoolWorkQueue:Dispatch()

How to setting firebase remote config for unity?

lets to the point, so i want to make some configuration with my game to show Ads but I avoid to update game version too much, because of that I choose firebase remote config with this I can update setting/configuration without update the game version.
there is document for this but not very clear for newbie like me, you can check it here https://firebase.google.com/docs/remote-config/use-config-unity
I already make the script like on doc, but I don't understand how its work on show data because error string format, which is what I know on this firebase console is int format
the script like this :
public static _FirebaseRemoteConfig instance;
private void Awake()
{
instance = this;
}
Firebase.DependencyStatus dependencyStatus = Firebase.DependencyStatus.UnavailableOther;
// Use this for initialization
void Start()
{
Firebase.FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task =>
{
dependencyStatus = task.Result;
if (dependencyStatus == Firebase.DependencyStatus.Available)
{
InitializeFirebase();
}
else
{
Debug.LogError(
"Could not resolve all Firebase dependencies: " + dependencyStatus);
}
});
}
public void InitializeFirebase()
{
System.Collections.Generic.Dictionary<string, object> defaults =
new System.Collections.Generic.Dictionary<string, object>();
defaults.Add("config_test_string", "default local string");
defaults.Add("config_test_int", 1);
defaults.Add("config_test_float", 1.0);
defaults.Add("config_test_bool", false);
Firebase.RemoteConfig.FirebaseRemoteConfig.SetDefaults(defaults);
Debug.Log("Remote config ready!");
}
public void FetchFireBase()
{
FetchDataAsync();
}
public void ShowData()
{
Debug.Log("maxCountToShowAdmob: " +
Firebase.RemoteConfig.FirebaseRemoteConfig.GetValue("MaxCountShowIntersitialAds").LongValue);
}
// Start a fetch request.
public Task FetchDataAsync()
{
Debug.Log("Fetching data...");
System.Threading.Tasks.Task fetchTask = Firebase.RemoteConfig.FirebaseRemoteConfig.FetchAsync(
TimeSpan.Zero);
return fetchTask.ContinueWith(FetchComplete);
}
void FetchComplete(Task fetchTask)
{
if (fetchTask.IsCanceled)
{
Debug.Log("Fetch canceled.");
}
else if (fetchTask.IsFaulted)
{
Debug.Log("Fetch encountered an error.");
}
else if (fetchTask.IsCompleted)
{
Debug.Log("Fetch completed successfully!");
}
var info = Firebase.RemoteConfig.FirebaseRemoteConfig.Info;
switch (info.LastFetchStatus)
{
case Firebase.RemoteConfig.LastFetchStatus.Success:
Firebase.RemoteConfig.FirebaseRemoteConfig.ActivateFetched();
Debug.Log(String.Format("Remote data loaded and ready (last fetch time {0}).",
info.FetchTime));
break;
case Firebase.RemoteConfig.LastFetchStatus.Failure:
switch (info.LastFetchFailureReason)
{
case Firebase.RemoteConfig.FetchFailureReason.Error:
Debug.Log("Fetch failed for unknown reason");
break;
case Firebase.RemoteConfig.FetchFailureReason.Throttled:
Debug.Log("Fetch throttled until " + info.ThrottledEndTime);
break;
}
break;
case Firebase.RemoteConfig.LastFetchStatus.Pending:
Debug.Log("Latest Fetch call still pending.");
break;
}
}

Android Volley with REST Api - POST will not insert into dB and respons incorrectly

I am using https://github.com/mevdschee/php-crud-api as REST Api to access my MySQL db. To access data from Android application I use Volley lib.
All works fine except POST (creating new item in db). But instead new item created I am getting JSON will all items (look like output from GET) and item is not created in dB.
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Log.d(TAG, "APP START");
tv = findViewById(R.id.textView);
buttonPost = findViewById(R.id.buttonPost);
buttonGet = findViewById(R.id.buttonGet);
Calendar cal = Calendar.getInstance();
SimpleDateFormat sd1 = new SimpleDateFormat("yyyy-MM-dd hh:mm:ss");
current_date = sd1.format(new Date(cal.getTimeInMillis()));
Log.d(TAG, "current_date=" + current_date);
cache = new DiskBasedCache(getCacheDir(), 1024 * 1024); // 1MB cap
mRequestQueue = new RequestQueue(cache, network);
mRequestQueue.start();
buttonGet.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
Log.d(TAG, "ButtonGet pressed");
tv.setText("");
getRest();
}
});
buttonPost.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
Log.d(TAG, "ButtonPost pressed");
tv.setText("");
postRest();
}
});
}
getRest()
tv.append("REST API - reading data via GET " + "\n");
JsonObjectRequest jsObjRequest = new JsonObjectRequest(Request.Method.GET, endpointUrl, null, new Response.Listener<JSONObject>() {
#Override
public void onResponse(JSONObject response) {
try {
JSONObject vancuraLevel1 = response.getJSONObject("restdemo");
JSONArray vancuraLevel2 = vancuraLevel1.getJSONArray("records");
int JSONlenght2 = vancuraLevel2.length();
Log.d("JSON", "JSONlenght2 =" + JSONlenght2 );
for(int n = 0; n < JSONlenght2; n++) {
Log.d("JSON", "looping " + n );
JSONArray vancuraLevel3 = vancuraLevel2.getJSONArray(n);
int JSONlenght3 = vancuraLevel3.length();
String index = vancuraLevel3.getString(0);
String datum = vancuraLevel3.getString(1);
String subjekt = vancuraLevel3.getString(2);
String ovoce = vancuraLevel3.getString(3);
Log.d("JSON", "result datum" + datum + " subjekt=" + subjekt);
tv.append("Data : " + index + "/" + datum + "/" + subjekt + "/" + ovoce + "\n");
}
} catch (JSONException e) {
e.printStackTrace();
}
}
}, new Response.ErrorListener() {
#Override
public void onErrorResponse(VolleyError error) {
Log.e(TAG, "Volley REST error " + error.toString());
tv.append("ERROR " + error.toString() +"\n");
}
});
// fire Volley request
mRequestQueue.add(jsObjRequest);
postRest(){
final String whatToInsert = "foo subjekt " + current_date;
// POST - insert data
tv.append("REST API - inserting data via POST - payload=" + whatToInsert +"\n");
StringRequest postRequest = new StringRequest(Request.Method.POST, endpointUrl, new Response.Listener<String>() {
#Override
public void onResponse(String response) {
// response
Log.d("Response", response);
// tv.append(current_date + "\n");
tv.append("response = " + response);
}
},
new Response.ErrorListener() {
#Override
public void onErrorResponse(VolleyError error) {
// error
Log.e("Error.Response", error.getMessage());
tv.append("ERROR " + error.toString() +"\n");
}
})
{
#Override
protected Map<String, String> getParams()
{
Map<String, String> params = new HashMap<String, String>();
//params.put("index", "NULL");
params.put("datum", "2017-12-30");
params.put("subjekt", whatToInsert);
params.put("ovoce", "2");
return params;
}
};
// fire Volley request
mRequestQueue.add(postRequest);
Result GET - it is OK
Result POST - fault
project is available at https://github.com/fanysoft/AndroidRESTapi
Looking closely at the code the GET method returns a JSONObject response while the POST method return a String response. The string response of the POST Method is very correct and it carries exactly the same result as the GET method result all you have to do is convert the String response to JSON object you ll have same JSONObject as the GET method
JSONObject jsonObject = new JSONObject(response);
Then you can parse the object for your result
Solved by disabling Volley cache
getRequest.setShouldCache(false);
postRequest.setShouldCache(false);

Cloud load failed with error code 7 using Unity GoolePlayGames plugin

I get the following log during on-device debugging
Error:
*** [Play Games Plugin DLL] ERROR: Cloud load failed with status code 7
Basically the OnStateLoaded() callback function always returns the boolean success = false and I can't figure out the reason why.
All that the plugin debugging logs mention is "Cloud load failed with status code 7".
According to the android doc, 7 is a generic "developer error", see https://developer.android.com/reference/com/google/android/gms/appstate/AppStateStatusCodes.html#STATUS_DEVELOPER_ERROR
I tried a quick sample and everything worked ok. Here are my steps:
Created a new game in the play console
(https://play.google.com/apps/publish)
Made sure Saved Games is set
to ON
Linked an Android Application Remembering the application ID
(the number after the title) and the package ID
Created a new project in Unity
Added the play games plugin (Assets/Import Package.../Custom
Package)
Set the application ID (Google Play Games/Android Setup...)
Switched the platform to Android (File/Build Settings...)
Set the player settings (bundle identifier and the keystore info)
Added a new script component to the camera
Saved everything and hit build and run.
Here are the contents:
using UnityEngine;
using System.Collections;
using GooglePlayGames;
using GooglePlayGames.BasicApi;
using System;
public class SaveSample : MonoBehaviour {
System.Action<bool> mAuthCallback;
GameData slot0;
void Start () {
slot0 = new GameData(0,"waiting for login....");
mAuthCallback = (bool success) => {
if (success) {
Debug.Log("Authentication was successful!");
slot0.Data =" loading....";
slot0.LoadState();
}
else {
Debug.LogWarning("Authentication failed!");
}
};
// make Play Games the default social implementation
PlayGamesPlatform.Activate();
// enable debug logs
PlayGamesPlatform.DebugLogEnabled = true;
//Login explicitly for this sample, usually this would be silent
PlayGamesPlatform.Instance.Authenticate(mAuthCallback, false);
}
protected void OnGUI() {
Screen.fullScreen = true;
int buttonHeight = Screen.height / 20;
int buttonWidth = Screen.width / 5;
GUI.skin.label.fontSize = 60;
GUI.skin.button.fontSize = 60;
Rect statusRect = new Rect(10,20,Screen.width,100);
Rect dataRect = new Rect( 10, 150, Screen.width,100);
Rect b1Rect = new Rect(10, 400, buttonWidth, buttonHeight);
Rect b2Rect = new Rect(b1Rect.x + 20 + buttonWidth,
b1Rect.y, buttonWidth, buttonHeight);
if(!Social.localUser.authenticated) {
if(GUI.Button(b1Rect, "Signin")) {
Social.localUser.Authenticate(mAuthCallback);
}
}
else {
// logged in, so show the load button and the contents of the saved data.
if(GUI.Button(b1Rect, "Load")) {
slot0.LoadState();
}
GUI.Label(dataRect, slot0.Data);
}
if(GUI.Button(b2Rect, "Save")) {
// just save a string, incrementing the number on the end.
int idx = slot0.Data.IndexOf("_");
if (idx > 0) {
int val = Convert.ToInt32(slot0.Data.Substring(idx+1));
val++;
slot0.Data = "Save_" + val;
}
else {
slot0.Data = "Save_0";
}
slot0.SaveState();
}
GUI.Label(statusRect, slot0.State);
}
// Class to handle save/load callbacks.
public class GameData : OnStateLoadedListener {
int slot;
string data;
string state;
public GameData(int slot, string data) {
this.slot = slot;
this.data = data;
this.state = "Initialized, modified";
}
public void LoadState() {
this.state += ", loading";
((PlayGamesPlatform)Social.Active).LoadState(0, this);
}
public void SaveState() {
byte[] bytes = new byte[data.Length * sizeof(char)];
System.Buffer.BlockCopy(data.ToCharArray(), 0, bytes, 0, bytes.Length);
this.state += ", saving";
((PlayGamesPlatform) Social.Active).UpdateState(slot, bytes, this);
}
public void OnStateLoaded(bool success, int slot, byte[] data) {
if (success) {
Debug.Log ("Save game slot : " + slot + " loaded: " + data);
if (data != null) {
char[] chars = new char[data.Length / sizeof(char)];
System.Buffer.BlockCopy(data, 0, chars, 0, data.Length);
this.data = new string(chars);
this.state = "loaded";
} else {
Debug.Log ("Saved data is null");
this.data = "";
this.state = "loaded, but empty";
}
} else {
// handle failure
Debug.LogWarning ("Save game slot : " + slot + " failed!: ");
this.data = "";
this.state = "loading failed!";
}
}
public byte[] OnStateConflict(int slot, byte[] local, byte[] server) {
// resolve conflict and return a byte[] representing the
// resolved state.
Debug.LogWarning("Conflict in saved data!");
state = "conflicted";
// merge or resolve using app specific logic, here
byte[] resolved = local.Length > server.Length ? local : server;
char[] chars = new char[resolved.Length / sizeof(char)];
System.Buffer.BlockCopy(resolved, 0, chars, 0, resolved.Length);
this.data = new string(chars);
return resolved;
}
public void OnStateSaved(bool success, int slot) {
Debug.Log ("Save game slot : " + slot + " success: " + success);
state = "saved";
}
public string Data {
get {
return data;
}
set {
data = value;
state += ", modified";
}
}
public int Slot {
get {
return slot;
}
}
public string State {
get {
return state;
}
}
}
}
The error code 7 is because the Cloud Save API has been deprecated and is only currently accessible to existing games that have used the API. The Unity plugin version 0.9.11 has been updated to use the SavedGames API.
I tried a quick sample and everything worked ok. Here are my steps:
Created a new game in the play console
(https://play.google.com/apps/publish)
Made sure Saved Games is set to ON
Linked an Android Application Remembering the application ID
(the number after the title) and the package ID Created a new
project in Unity
Added the play games plugin (Assets/Import
Package.../Custom Package)
Set the application ID (Google Play
Games/Android Setup...)
Switched the platform to Android (File/Build
Settings...)
Set the player settings (bundle identifier and the
keystore info)
Added a new script component to the camera Saved
everything and hit build and run.
Here is my script:
using UnityEngine;
using System.Collections;
using GooglePlayGames;
using GooglePlayGames.BasicApi;
using System;
using GooglePlayGames.BasicApi.SavedGame;
public class SaveSample : MonoBehaviour {
System.Action<bool> mAuthCallback;
GameData slot0;
bool mSaving;
private Texture2D mScreenImage;
// Use this for initialization
void Start () {
slot0 = new GameData("New game");
mAuthCallback = (bool success) => {
if (success) {
Debug.Log("Authentication was successful!");
slot0.State = "Click load or save";
}
else {
Debug.LogWarning("Authentication failed!");
}
};
PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
.EnableSavedGames()
.Build();
PlayGamesPlatform.InitializeInstance(config);
// Activate the Play Games platform. This will make it the default
// implementation of Social.Active
PlayGamesPlatform.Activate();
// enable debug logs (note: we do this because this is a sample; on your production
// app, you probably don't want this turned on by default, as it will fill the user's
// logs with debug info).
PlayGamesPlatform.DebugLogEnabled = true;
//Login explicitly for this sample, usually this would be silent
PlayGamesPlatform.Instance.Authenticate(mAuthCallback, false);
}
public void CaptureScreenshot() {
mScreenImage = new Texture2D(Screen.width, Screen.height);
mScreenImage.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
mScreenImage.Apply();
}
protected virtual void OnGUI() {
Screen.fullScreen = true;
int buttonHeight = Screen.height / 20;
int buttonWidth = Screen.width / 5;
GUI.skin.label.fontSize = 60;
GUI.skin.button.fontSize = 60;
Rect statusRect = new Rect(10,20,Screen.width,200);
Rect dataRect = new Rect( 10, 250, Screen.width,100);
Rect b1Rect = new Rect(10, 800, buttonWidth, buttonHeight);
Rect b2Rect = new Rect(b1Rect.x + 20 + buttonWidth, b1Rect.y, buttonWidth, buttonHeight);
if(!Social.localUser.authenticated) {
if(GUI.Button(b1Rect, "Signin")) {
Social.localUser.Authenticate(mAuthCallback);
}
}
else {
if(GUI.Button(b1Rect, "Load")) {
mSaving = false;
((PlayGamesPlatform)Social.Active).SavedGame.ShowSelectSavedGameUI("Select game to load",
4,false,false,SavedGameSelected);
}
GUI.Label(dataRect, slot0.Data);
}
if(GUI.Button(b2Rect, "Save")) {
int idx = slot0.Data.IndexOf("_");
if (idx > 0) {
int val = Convert.ToInt32(slot0.Data.Substring(idx+1));
val++;
slot0.Data = "Save_" + val;
}
else {
slot0.Data = "Save_0";
}
mSaving = true;
CaptureScreenshot();
((PlayGamesPlatform)Social.Active).SavedGame.ShowSelectSavedGameUI("Save game progress",
4,true,true,SavedGameSelected);
}
GUI.Label(statusRect, slot0.State);
}
public void SavedGameSelected(SelectUIStatus status, ISavedGameMetadata game) {
if (status == SelectUIStatus.SavedGameSelected) {
string filename = game.Filename;
Debug.Log("opening saved game: " + game);
if(mSaving && (filename == null || filename.Length == 0)) {
filename = "save" + DateTime.Now.ToBinary();
}
if (mSaving) {
slot0.State = "Saving to " + filename;
}
else {
slot0.State = "Loading from " + filename;
}
//open the data.
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution(filename,
DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime,
SavedGameOpened);
} else {
Debug.LogWarning("Error selecting save game: " + status);
}
}
public void SavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game) {
if(status == SavedGameRequestStatus.Success) {
if( mSaving) {
slot0.State = "Opened, now writing";
byte[] pngData = (mScreenImage!=null) ?mScreenImage.EncodeToPNG():null;
Debug.Log("Saving to " + game);
byte[] data = slot0.ToBytes();
TimeSpan playedTime = slot0.TotalPlayingTime;
SavedGameMetadataUpdate.Builder builder = new
SavedGameMetadataUpdate.Builder()
.WithUpdatedPlayedTime(playedTime)
.WithUpdatedDescription("Saved Game at " + DateTime.Now);
if (pngData != null) {
Debug.Log("Save image of len " + pngData.Length);
builder = builder.WithUpdatedPngCoverImage(pngData);
}
else {
Debug.Log ("No image avail");
}
SavedGameMetadataUpdate updatedMetadata = builder.Build();
((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(game,updatedMetadata,data,SavedGameWritten);
} else {
slot0.State = "Opened, reading...";
((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(game,SavedGameLoaded);
}
} else {
Debug.LogWarning("Error opening game: " + status);
}
}
public void SavedGameLoaded(SavedGameRequestStatus status, byte[] data) {
if (status == SavedGameRequestStatus.Success) {
Debug.Log("SaveGameLoaded, success=" + status);
slot0 = GameData.FromBytes(data);
} else {
Debug.LogWarning("Error reading game: " + status);
}
}
public void SavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game) {
if(status == SavedGameRequestStatus.Success) {
Debug.Log ("Game " + game.Description + " written");
slot0.State = "Saved!";
} else {
Debug.LogWarning("Error saving game: " + status);
}
}
public class GameData {
private TimeSpan mPlayingTime;
private DateTime mLoadedTime;
string mData;
string mState;
static readonly string HEADER = "GDv1";
public GameData(string data) {
mData = data;
mState = "Initialized, modified";
mPlayingTime = new TimeSpan();
mLoadedTime = DateTime.Now;
}
public TimeSpan TotalPlayingTime {
get {
TimeSpan delta = DateTime.Now.Subtract(mLoadedTime);
return mPlayingTime.Add(delta);
}
}
public override string ToString () {
string s = HEADER + ":" + mData;
s += ":" + TotalPlayingTime.TotalMilliseconds;
return s;
}
public byte[] ToBytes() {
return System.Text.ASCIIEncoding.Default.GetBytes(ToString());
}
public static GameData FromBytes (byte[] bytes) {
return FromString(System.Text.ASCIIEncoding.Default.GetString(bytes));
}
public static GameData FromString (string s) {
GameData gd = new GameData("initializing from string");
string[] p = s.Split(new char[] { ':' });
if (!p[0].StartsWith(HEADER)) {
Debug.LogError("Failed to parse game data from: " + s);
return gd;
}
gd.mData = p[1];
double val = Double.Parse(p[2]);
gd.mPlayingTime = TimeSpan.FromMilliseconds(val>0f?val:0f);
gd.mLoadedTime = DateTime.Now;
gd.mState = "Loaded successfully";
return gd;
}
public string Data {
get {
return mData;
}
set {
mData = value;
mState += ", modified";
}
}
public string State {
get {
return mState;
}
set {
mState = value;
}
}
}
}

Handling HTTP 302 Moved Temporarily requests in netty

I am using netty http client to fetch urls using netty. However, for some urls which are redirecting to some other page, I am unable to fetch the content of the final page using my client. I want to know how to handle 302 redirects in my response handler.
Below is the code used in messageReceived function of my response handler.
#Override
public void messageReceived(ChannelHandlerContext ctx, MessageEvent e) throws Exception {
if (!readingChunks) {
HttpResponse response = (HttpResponse) e.getMessage();
System.out.println("STATUS: " + response.getStatus());
System.out.println("VERSION: " + response.getProtocolVersion());
System.out.println();
if (!response.getHeaderNames().isEmpty()) {
for (String name: response.getHeaderNames()) {
for (String value: response.getHeaders(name)) {
System.out.println("HEADER: " + name + " = " + value);
}
}
System.out.println();
}
if (response.isChunked()) {
readingChunks = true;
System.out.println("CHUNKED CONTENT {");
} else {
ChannelBuffer content = response.getContent();
if (content.readable()) {
System.out.println("CONTENT {");
System.out.println(content.toString(CharsetUtil.UTF_8));
System.out.println("} END OF CONTENT");
}
}
} else {
HttpChunk chunk = (HttpChunk) e.getMessage();
if (chunk.isLast()) {
readingChunks = false;
System.out.println("} END OF CHUNKED CONTENT");
} else {
System.out.print(chunk.getContent().toString(CharsetUtil.UTF_8));
System.out.flush();
}
}
}