Downloading images and save to device - unity3d

I having some issues here with UnityWebRequest.
I tried to download and save the jpeg, but it seem that the download is a success but it does not save it, and does not show me Log from "saveToFile" function.
Did I did something wrong?
Here are my code.
public string folderPath;
void Start()
{
folderPath = Application.persistentDataPath + "/" + FileFolderName;
}
IEnumerator DownloadingImage(Uri url2)
{
Debug.Log("Start Downloading Images");
using (UnityWebRequest uwr = UnityWebRequestTexture.GetTexture(url2))
{
// uwr2.downloadHandler = new DownloadHandlerBuffer();
yield return uwr.SendWebRequest();
if (uwr.isNetworkError || uwr.isHttpError)
{
Debug.Log(uwr.error);
}
else
{
Debug.Log("Success");
Texture myTexture = DownloadHandlerTexture.GetContent(uwr);
byte[] results = uwr.downloadHandler.data;
saveImage(folderPath, results);
}
}
}
void saveImage(string path, byte[] imageBytes)
{
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(path)))
{
Directory.CreateDirectory(Path.GetDirectoryName(path));
Debug.Log("Creating now");
}
else
{
Debug.Log(path + " does exist");
}
try
{
File.WriteAllBytes(path, imageBytes);
Debug.Log("Saved Data to: " + path.Replace("/", "\\"));
}
catch (Exception e)
{
Debug.LogWarning("Failed To Save Data to: " + path.Replace("/", "\\"));
Debug.LogWarning("Error: " + e.Message);
}
}

You have wrong file name so give filename with extension,
If you don't give extension, 'Directory.Exists' doesn't know whether file or directory.
or you could separate parameters such as rootDirPath and filename.
IEnumerator DownloadingImage(Uri url2)
{
Debug.Log("Start Downloading Images");
using (UnityWebRequest uwr = UnityWebRequestTexture.GetTexture(url2))
{
// uwr2.downloadHandler = new DownloadHandlerBuffer();
yield return uwr.SendWebRequest();
if (uwr.isNetworkError || uwr.isHttpError)
{
Debug.Log(uwr.error);
}
else
{
Debug.Log("Success");
Texture myTexture = DownloadHandlerTexture.GetContent(uwr);
byte[] results = uwr.downloadHandler.data;
string filename = gameObject.name+".dat";
// saveImage(folderPath, results); // Not a folder path
saveImage(folderPath+"/"+filename, results); // give filename
}
}
}

Related

Respond from Volley library comes in twice

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();
}

Looking for a way to add a progress bar for asynchronic task (Unity, C#)

I'm pretty new to writing asynchronous stuff in Unity. It is pretty easy to create a progress bar for asynchronous operation, but when it comes to doing it for the asynchronous task I'm not even sure when to start :(
public async void GetPhotoFromAndroidAndAddTexture(RawImage mainImage, string path)
{
await AddTextureToImage(mainImage, path);
}
public async Task<Texture2D> GetTextureFromAndroid(string path)
{
if(path != "" && path != " ")
{
#if UNITY_ANDROID
path = "file://" + path;
#endif
UnityWebRequest www = UnityWebRequestTexture.GetTexture(path);
var asyncOperation = www.SendWebRequest();
while(!asyncOperation.isDone)
{
await Task.Delay( 1000/30 );
}
return DownloadHandlerTexture.GetContent(www);
}
else
{
Debug.Log("The path is not correct!");
return null;
}
}
public async Task AddTextureToImage(RawImage mainImage, string path)
{
IProgress<int> progress;
Texture2D photoFromDevice = await GetTextureFromAndroid(path);
float textureH = photoFromDevice.height;
float textureW = photoFromDevice.width;
float aspectRat = textureH > textureW ? textureH/textureW : textureW/textureH;
mainImage.GetComponent<AspectRatioFitter>().aspectRatio = aspectRat;
mainImage.texture = photoFromDevice;
}
While the photo from android is being add as a texture I want to create a progress bar.
Thank you in advance for any suggestions
I can see no reason in your code why you should be using async at all. The only thing you actually are waiting for is the UnityWebRequest. async hasn't really any advantage over a simple Coroutine(IEnumerator) here.
In addition async stuff always also brings the problem of multi-threading ... Unity isn't thread safe so most of the API can only be used in the Unity mainthread.
You should rather stick to a Coroutine like e.g.
// wherever you want to show/use the progress
public float progress;
public void GetPhotoFromAndroidAndAddTexture(RawImage mainImage, string path)
{
StartCoroutine(AddTextureToImage(mainImage, path));
}
public IEnumerator AddTextureToImage(RawImage mainImage, string path)
{
Texture2D photoFromDevice;
if (path != "" && path != " ")
{
#if UNITY_ANDROID
path = "file://" + path;
#endif
UnityWebRequest www = UnityWebRequestTexture.GetTexture(path);
var asyncOperation = www.SendWebRequest();
while (!asyncOperation.isDone)
{
// wherever you want to show the progress:
progress = www.downloadProgress;
yield return null;
// or if you want to stick doing it in certain intervals
//yield return new WaitForSeconds(0.5f);
}
// you should also check for errors
if(www.error != null)
{
Debug.LogError("Something went wrong loading!", this);
yield break;
}
photoFromDevice = DownloadHandlerTexture.GetContent(www);
}
else
{
Debug.LogError("The path is not correct!", this);
yield break;
}
float textureH = photoFromDevice.height;
float textureW = photoFromDevice.width;
float aspectRat = textureH > textureW ? textureH / textureW : textureW / textureH;
mainImage.GetComponent<AspectRatioFitter>().aspectRatio = aspectRat;
mainImage.texture = photoFromDevice;
}
Alternatively often recommended is a kind of "dispatcher" or I prefer to call it a main thread worker where you can pass actions from other threads back to the main thread like e.g.
private ConcurrentQueue<Action> callbacks = new ConcurrentQueue<Action>();
private void Update()
{
while(callbacks.TryDequeue(var out a))
{
// Invokes the action in the main thread
a?.Invoke();
}
}
// example method to call
private void UpdateProgressBar(float progress)
{
// use progress
}
public async Task<Texture2D> GetTextureFromAndroid(string path)
{
if(path != "" && path != " ")
{
#if UNITY_ANDROID
path = "file://" + path;
#endif
UnityWebRequest www = UnityWebRequestTexture.GetTexture(path);
var asyncOperation = www.SendWebRequest();
while(!asyncOperation.isDone)
{
// add a callback for the main thread using a lambda expression
callbacks.Add(()=> { UpdateProgressBar(www.downloadProgress); });
await Task.Delay( 1000/30 );
}
return DownloadHandlerTexture.GetContent(www);
}
else
{
Debug.Log("The path is not correct!");
return null;
}
}
A cool way to have a simple progress bar for example can be achieved by using an UI.Image with
Image Type = Filled
Fill Method = Horizontal
Fill Origin = Left
now all you have to do is update the image.fillAmount

Apache commons net FTP clients hangs unpredictably

We tried all the solutions provided in this post (FTP client hangs) but none of them is working. We are using version 3.6 of commons net. Sometimes it hangs while uploading a file, sometimes will checking existence of a directory. Max. file size is around 400 MB. But sometime it hangs even for a small file size < 1KB. Below is the fragment of code:
public boolean uploadData(String inputFilePath, String destinationFolderName) {
if (StringUtil.isNullOrBlank(inputFilePath) || StringUtil.isNullOrBlank(destinationFolderName)) {
LOGGER.error("Invalid parameters to uploadData. Aborting...");
return false;
}
boolean result = false;
FTPSClient ftpClient = getFTPSClient();
if (ftpClient == null) {
logFTPConnectionError();
return false;
}
try {
loginToFTPServer(ftpClient);
result = uploadFileToFTPServer(ftpClient, inputFilePath, destinationFolderName);
} catch (Exception e) {
logErrorUploadingFile(inputFilePath, e);
return false;
} finally {
try {
logoutFromFTPServer(ftpClient);
} catch (Exception e) {
logErrorUploadingFile(inputFilePath, e);
result = false;
}
}
return result;
}
private FTPSClient getFTPSClient() {
FTPSClient ftpClient = null;
try {
ftpClient = new FTPSClient();
LOGGER.debug("Connecting to FTP server...");
ftpClient.setConnectTimeout(connectTimeOut);
ftpClient.connect(server);
int reply = ftpClient.getReplyCode();
if (!FTPReply.isPositiveCompletion(reply)) {
ftpClient.disconnect();
LOGGER.error("Could not connect to FTP server. Aborting.");
return null;
}
} catch (Exception e) {
LOGGER.error("Could not connect to FTP server.", e);
return null;
}
return ftpClient;
}
private void loginToFTPServer(FTPSClient ftpClient) throws Exception {
ftpClient.setDataTimeout(DATA_TIMEOUT);
ftpClient.login(ftpUserName, ftpPassword);
ftpClient.enterLocalPassiveMode();
ftpClient.setFileType(FTP.BINARY_FILE_TYPE);
LOGGER.debug("FTP Client Buffer Size Before:" + ftpClient.getBufferSize());
ftpClient.setBufferSize(BUFFER_SIZE);
LOGGER.debug("FTP Client Buffer Size After:" + ftpClient.getBufferSize());
ftpClient.execPBSZ(0);
ftpClient.execPROT("P");
ftpClient.setControlKeepAliveTimeout(300);
LOGGER.debug("Logged into FTP server.");
}
private void logoutFromFTPServer(FTPSClient ftpClient) throws Exception {
LOGGER.debug("Logging out from FTP server.");
ftpClient.logout();
ftpClient.disconnect();
LOGGER.debug("FTP server connection closed.");
}
private boolean uploadFileToFTPServer(FTPSClient ftpClient, String inputFilePath, String destinationFolderName) {
boolean result = false;
String remoteLocationFile;
File ftpFile = new File(inputFilePath);
try (InputStream inputStream = new FileInputStream(ftpFile)) {
String fileName = ftpFile.getName();
remoteLocationFile = (destinationFolderName == null || destinationFolderName.isEmpty())
? ftpFile.getName()
: destinationFolderName + File.separator + fileName;
LOGGER.info("Storing file " + ftpFile.getName() + " of size "
+ ftpFile.length() + " in folder " + remoteLocationFile);
result = ftpClient.storeFile(remoteLocationFile, inputStream);
if(result) {
LOGGER.info("Successfully stored file " + ftpFile.getName() + " in folder " + remoteLocationFile);
} else {
LOGGER.error("Unable to store file " + ftpFile.getName() + " in folder " + remoteLocationFile);
}
return result;
} catch (Exception e) {
logErrorUploadingFile(inputFilePath, e);
}
return result;
}
The application is hosted in apache tomcat 8. What could be other causes of this issue and how should we fix them? This is crucial functionality of our application and we may even consider to use alternate API if that is stable. Please suggest.
Adding ftpClient.setSoTimeout(20000); has fixed the issue.
Adding a enterLocalPassiveMode right before the retreiveFile should solve this issue.
You also need to add
ftpClient.setControlKeepAliveTimeout(300);
or Check this code which will resolve the hanging issue

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;
}
}
}
}

I have jsp oage which upload form data and file upload also same time. But i got java.io.FileNotFoundException: when there isn't file upload

boolean isMultipart = ServletFileUpload.isMultipartContent(request);
if (isMultipart) {
System.out.println("multipart2");
// Create a factory for disk-based file items
FileItemFactory factory = new DiskFileItemFactory();
// Create a new file upload handler
ServletFileUpload upload = new ServletFileUpload(factory);
try {
// Parse the request
List /* FileItem */ items = upload.parseRequest(request);
Iterator iterator = items.iterator();
while (iterator.hasNext()) {
FileItem item = (FileItem) iterator.next();
if (item.isFormField()) //your code for getting form fields
{
if (item.getFieldName().equals("btn")) {
if (item.getString().equals("Submit")) {
String name = item.getFieldName();
String value = item.getString();
System.out.println("test2" + name + value);
}
if (item.getString().equals("Save as Draft")) {
System.out.println("hii hii2");
String name = item.getFieldName();
String value = item.getString();
}
}
} if (!item.isFormField()) {
String fileName = item.getName();
System.out.println("File Upload Named : " + fileName);
String root = getServletContext().getRealPath("/");
File path = new File(root + "/uploads");
if (!path.exists()) {
boolean status = path.mkdirs();
}
File uploadedFile = new File(path + "/" + fileName);
// System.out.println(uploadedFile.getAbsolutePath());
item.write(uploadedFile);
}
}
} catch (FileUploadException e) {
e.printStackTrace();
} catch (Exception e) {
e.printStackTrace();
}
}
response.sendRedirect("/EventCalendar-war/pages/user_pages/user_create_event.jsp");
}
This is my code.When there is no file to upload I got java.io.FileNotFoundException .If file is upload with form data it's work fine.What is wrong with my code?