Unity WebGL editable configuration file - unity3d

How to make an Unity WebGL project to read a kind of configuration file (any format), which is editable after the "Build" from Unity workspace.
Below is the sample of Build directory, which contains the packaged files
The use case is to have the backend API using by this WebGL project to be configurable at the hosting server, so that when the player/user browse it, it knows where to connect to the backend API.
The closest part I could explore currently is to implement the custom Javascript browser scripting. Any advice or any existing API could be used from Unity?

An update for the chosen solution for this question. The Javascript browser scripting method was used.
Total of 3 files to be created:
WebConfigurationManager.cs
Place it in the asset folder. This file is the main entry for the C# code, it decides where to get the web configuration, either via the default value from another C# class (while using the unity editor), or using the browser scripting method to retrieve (while browsing the distribution build via browser).
WebConfigurationManager.jslib
Place it the same folder as WebConfigurationManager.cs. This file is the javascript code, to be loaded by browser.
web-config.json
Your JSON configuration. The web configuration file could be hosted anywhere, example below placed under the root of the distribution build folder, you'll have to know where to load the file, for example https://<website>/web-config.json.
// WebConfigurationManager.cs
using System;
using UnityEngine;
using System.Runtime.InteropServices;
using AOT;
public class ConfigurationManager : MonoBehaviour
{
#if UNITY_WEBGL && !UNITY_EDITOR
// Load the web-config.json from the browser, and result will be passed via EnvironmentConfigurationCallback
public delegate void EnvironmentConfigurationCallback(System.IntPtr ptr);
[DllImport("__Internal")]
private static extern void GetEnvironmentConfiguration(EnvironmentConfigurationCallback callback);
void Start()
{
GetEnvironmentConfiguration(Callback);
}
[MonoPInvokeCallback(typeof(EnvironmentConfigurationCallback))]
public static void Callback(System.IntPtr ptr)
{
string value = Marshal.PtrToStringAuto(ptr);
try
{
var webConfig = JsonUtility.FromJson<MainConfig>(value);
// webConfig contains the value loaded from web-config.json. MainConfig is the data model class of your configuration.
}
catch (Exception e)
{
Debug.LogError($"Failed to read configuration. {e.Message}");
}
}
#else
void Start()
{
GetEnvironmentConfiguration();
}
private void GetEnvironmentConfiguration()
{
// do nothing on unity editor other than triggering the initialized event
// mock the configuration for the use of Unity editor
var testConfig = JsonUtility.FromJson<MainConfig>("{\n" +
" \"apiEndpoint\": \"ws://1.1.1.1:30080/events\",\n" +
" \"updateInterval\": 5\n" +
"}");
Debug.Log(testConfig.apiEndpoint);
Debug.Log(testConfig.updateInterval);
}
#endif
}
// WebConfigurationManager.jslib
mergeInto(LibraryManager.library, {
GetEnvironmentConfiguration: function (obj) {
function getPtrFromString(str) {
var buffer = _malloc(lengthBytesUTF8(str) + 1);
writeStringToMemory(str, buffer);
return buffer;
}
var request = new XMLHttpRequest();
// load the web-config.json via web request
request.open("GET", "./web-config.json", true);
request.onreadystatechange = function () {
if (request.readyState === 4 && request.status === 200) {
var buffer = getPtrFromString(request.responseText);
Runtime.dynCall('vi', obj, [buffer]);
}
};
request.send();
}
});

Related

Unity WebGL throws Error: "ReferenceError: Runtime is not defined"

I wanted to export my Unity project (Unity Version 2021.2) for WebGL, but I get this Error:
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
ReferenceError: Runtime is not defined unityFramework/_WebSocketConnect/instance.ws.onopen#http://localhost:55444/Build/WEbGL.framework.js:3:67866
I am using this Websocket package (https://github.com/endel/NativeWebSocket) an everything is working fine in Unity or in a Windows Build. When i run the WebGL build it does connect with the websocket but then i get the Error.
The Error message says more info is in my console but the console on F12 only repeats the error:
Uncaught ReferenceError: Runtime is not defined
at WebSocket.instance.ws.onmessage (WEbGL.framework.js:3)
instance.ws.onmessage # WEbGL.framework.js:3
To give a minimal reproducable example i just created a empty 3D Core project with Unity 2021.2 and imported the package NativeWebSocket (I downloaded the File from GitHub and installed it manally:
Copy the sources from NativeWebSocket/Assets/WebSocket into your Assets directory
Then you have to make the fixes postet by kentakang on https://github.com/endel/NativeWebSocket/pull/54 otherwise the build will fail.
Then i made a new C# script with the code below (also from the Github page) and put it on the Camera in the Scene. I exported it for WebGL and got the mentioned Error.
This happens when one of the Methods websocket.OnOpen/OnError/OnClose/OnMessage is called, so you don´t even need a running websocket because then websocket.OnError is called and the WebGL Build throws the "Runtime is not defined" Error. Or if you have also the running Websocket server which is also included in the package you get the Error when websocket.OnOpen is called.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NativeWebSocket;
public class Connection : MonoBehaviour
{
WebSocket websocket;
// Start is called before the first frame update
async void Start()
{
websocket = new WebSocket("ws://localhost:2567");
websocket.OnOpen += () =>
{
Debug.Log("Connection open!");
};
websocket.OnError += (e) =>
{
Debug.Log("Error! " + e);
};
websocket.OnClose += (e) =>
{
Debug.Log("Connection closed!");
};
websocket.OnMessage += (bytes) =>
{
Debug.Log("OnMessage!");
Debug.Log(bytes);
// getting the message as a string
// var message = System.Text.Encoding.UTF8.GetString(bytes);
// Debug.Log("OnMessage! " + message);
};
// Keep sending messages at every 0.3s
InvokeRepeating("SendWebSocketMessage", 0.0f, 0.3f);
// waiting for messages
await websocket.Connect();
}
void Update()
{
#if !UNITY_WEBGL || UNITY_EDITOR
websocket.DispatchMessageQueue();
#endif
}
async void SendWebSocketMessage()
{
if (websocket.State == WebSocketState.Open)
{
// Sending bytes
await websocket.Send(new byte[] { 10, 20, 30 });
// Sending plain text
await websocket.SendText("plain text message");
}
}
private async void OnApplicationQuit()
{
await websocket.Close();
}
}
Does someone know how to fix this Error? Help would be appreciated:)
It seams that in unity 2021.2 variable Runtime doesn't exist and can be replaced with Module['dynCall_*'].
In webSocket.jslib change all Runtime.dynCall('*1', *2, [*3, *4]) for Module['dynCall_*1'](*2, *3, *4)
Example instance.ws.onopen function in WebSocket.jslib:
change Runtime.dynCall('vi', webSocketState.onOpen, [ instanceId ]);
for
Module['dynCall_vi'](webSocketState.onOpen, instanceId);

Can I call Ionic 4 / Capacitor Electron code from the Ionic part of the application?

I am investigating using Ionic 4/ Capacitor to target Windows via the Electron option, for an application where I want to use SQLite.
Using the Ionic Native SQLite plugin, which wraps this Cordova plugin, out of the box, as far as I can see, the Windows support is for UWP, and not Desktop, which runs using Electron in Ionic Capacitor wrapper.
My plan, was to see if I could use Electron SQLite package, and then call this from my Ionic application by making a wrapper class for the Ionic native similar to what I used to get browser support by following this tutoral
If I can call the Electron code from my Ionic app, then I can't see why this wouldn't work.
So, my question here is, can I call code (I will add functions to use the SQlite) I add to the hosting Electron application from within the Ionic (web) code? And if so, how?
Thanks in advance for any help
[UPDATE1]
Tried the following...
From an Ionic page, I have a button click handler where I raise an event..
export class HomePage {
public devtools() : void {
let emit = new EventEmitter(true);
emit.emit('myEvent');
var evt = new CustomEvent('myEvent');
window.dispatchEvent(evt);
}
Then within the Electron projects index.js, I tried..
mainWindow.webContents.on('myEvent', () => {
mainWindow.openDevTools();
});
const ipc = require('electron').ipcMain
ipc.on('myEvent', (ev, arg) => {
mainWindow.openDevTools();
});
But neither worked.
I should mention I know very little about Electron. This is my first exposure to it (via Capacitor)
In case someone is interested, this is how I solved this.
Im am using Ionic 4 / Capacitor + Vue 3.
In my entry file (app.ts) I have declared a global interface called Window as follows:
// app.ts
declare global { interface Window { require: any; } }
Then, I have written the following class:
// electron.ts
import { isPlatform } from '#ionic/core';
export class Electron
{
public static isElectron = isPlatform(window, 'electron');
public static getElectron()
{
if (this.isElectron)
{
return window.require('electron');
}
else
{
return null;
}
}
public static getIpcRenderer()
{
if (this.isElectron)
{
return window.require('electron').ipcRenderer;
}
else
{
return null;
}
}
public static getOs()
{
if (this.isElectron)
{
return window.require('os');
}
else
{
return null;
}
}
}
And I use it like this:
//electronabout.ts
import { IAbout } from './iabout';
import { Plugins } from '#capacitor/core';
import { Electron } from '../utils/electron';
export class ElectronAbout implements IAbout
{
constructor() { }
public async getDeviceInfo()
{
let os = Electron.getOs();
let devInfo =
{
arch: os.arch(),
platform: os.platform(),
type: os.type(),
userInfo: os.userInfo()
};
return devInfo;
}
public async showDeviceInfo()
{
const devInfo = await this.getDeviceInfo();
await Plugins.Modals.alert({ title: 'Info from Electron', message: JSON.stringify(devInfo) });
}
}
This is working but, of course, I still need to refactor the Electron class (electron.ts). Probably using the singleton pattern is a better idea.
I hope this helps.
Update
You can communicate from the render process with your main process (index.js) like this:
//somefile.ts
if (Electron.isElectron)
{
let ipc = Electron.getIpcRenderer();
ipc.once('hide-menu-button', (event) => { this.isMenuButtonVisible = false; });
}
//index.js
let newWindow = new BrowserWindow(windowOptions);
newWindow.loadURL(`file://${__dirname}/app/index.html`);
newWindow.webContents.on('dom-ready', () => {
newWindow.webContents.send('hide-menu-button');
newWindow.show();
});
I dug into this yesterday and have an example for you using angular(this should apply to ionic too).
in your service declare require so we can use it
//Below your imports
declare function require(name:string);
Then in whatever function you want to use it in:
// Require the ipcRenderer so we can emit to the ipc to call a function
// Use ts-ignore or else angular wont compile
// #ts-ignore
const ipc = window.require('electron').ipcRenderer;
// Send a message to the ipc
// #ts-ignore
ipc.send('test', 'google');
Then in the created index.js within the electron folder
// Listening for the emitted event
ipc.addListener('test', (ev, arg) => {
// console.log('ev', ev);
console.log('arg', arg);
});
Its probably not the correct way to access it but its the best way i could find. From my understanding the ipcRenderer is used for when you have multiple browsers talking to each other within electron. so in our situation it enables our web layer to communicate with the electron stuff

GTK allow open files with new vala application

I'm developing a media player with Vala and I want to be able to open audio files with this application (once it is installed).
In .descktop files I added the following MIME types to indicate which files can open (they are the same MIME types than in banshee):
MimeType=application/musepack;application/ogg;application/rss+xml;application/vnd.emusic-emusic_list;application/x-ape;application/x-democracy;application/x-extension-m4a;application/x-extension-mp4;application/x-flac;application/x-flash-video;application/x-id3;application/x-linguist;application/x-matroska;application/x-miro;application/x-musepack;application/x-netshow-channel;application/x-ogg;application/x-quicktime-media-link;application/x-quicktimeplayer;application/x-shorten;application/x-troff-msvideo;application/xspf+xml;audio/3gpp;audio/AMR;audio/AMR-WB;audio/ac3;audio/ape;audio/avi;audio/basic;audio/flac;audio/midi;audio/mp;audio/mp2;audio/mp3;audio/mp4;audio/mp4a-latm;audio/mpc;audio/mpeg;audio/mpeg3;audio/mpegurl;audio/musepack;audio/ogg;audio/vorbis;audio/wav;audio/wave;audio/x-amzxml;audio/x-ape;audio/x-flac;audio/x-it;audio/x-m4a;audio/x-matroska;audio/x-mod;audio/x-mp;audio/x-mp3;audio/x-mpc;audio/x-mpeg;audio/x-mpeg-3;audio/x-mpegurl;audio/x-ms-asf;audio/x-ms-asx;audio/x-ms-wax;audio/x-ms-wma;audio/x-musepack;audio/x-ogg;audio/x-pn-aiff;audio/x-pn-au;audio/x-pn-wav;audio/x-pn-windows-acm;audio/x-s3m;audio/x-sbc;audio/x-scpls;audio/x-speex;audio/x-tta;audio/x-vorbis;audio/x-vorbis+ogg;audio/x-wav;audio/x-wavpack;audio/x-xm;image/avi;image/x-pict;misc/ultravox;text/google-video-pointer;text/x-google-video-pointer;text/x-opml+xml;video/3gpp;video/avi;video/dv;video/fli;video/flv;video/mp4;video/mp4v-es;video/mpeg;video/msvideo;video/ogg;video/quicktime;video/vivo;video/vnd.divx;video/vnd.vivo;video/x-anim;video/x-avi;video/x-flc;video/x-fli;video/x-flic;video/x-flv;video/x-m4v;video/x-matroska;video/x-mpeg;video/x-mpg;video/x-ms-asf;video/x-ms-wm;video/x-ms-wmv;video/x-ms-wmx;video/x-ms-wvx;video/x-msvideo;video/x-nsv;video/x-ogm+ogg;video/x-theora;video/x-theora+ogg;x-scheme-handler/lastfm;x-scheme-handler/u1ms;
By donig this the application is shown in the dialog "Open with" when I click on a file.
Then, in my Gtk.Application class I added in the constructor:
class SomeClass (string[] args) {
Object (application_id: "some.id", flags: ApplicationFlags.HANDLES_OPEN);
// do stuff...
}
And finally I added the "open" method which is suposed to be called when a file is open with the aplication:
public override void open (File[] files, string hint) {
// do stuff ...
}
However, when I try to open a .mp3 file with my application appears a dialog which says:
"No es poden obrir els fitxers o uris amb aquesta aplicació"
in english:
"The files or uris can not be opened with this application"
So my question is: Am I missing something?
I've added MIME types in descktop file, I've activated the flag "HANDLES_OPEN" and I've implemented the method "open".
PD: I'm working with elementaryOS and I install my app with CMake build system.
In GLib/C terminology: You need to connect your implementation of open to the GApplication's ::open signal.
In Vala terminology: See signals:
class Foo : Object {
public signal void some_event (); // definition of the signal
public void method () {
some_event (); // emitting the signal (callbacks get invoked)
}
}
void callback_a () {
stdout.printf ("Callback A\n");
}
void callback_b () {
stdout.printf ("Callback B\n");
}
void main () {
var foo = new Foo ();
foo.some_event.connect (callback_a); // connecting the callback functions
foo.some_event.connect (callback_b);
foo.method ();
}
...
So, in Vala terms:
You need a reference to a GLib.Application.
You need to call app.connect(open); somewhere before your mainloop starts running.

BBOS 10 File picker not returning signals properly

I implemented a native File Picker on BlackBerry 10, after a bit of messing around it finally recognised the class, it opens fine and returns the file Address on the console but it looks like two signals are not working properly, baring in mind this is pretty much a straight copy of code from BlackBerry 10 docs.
using namespace bb::cascades::pickers;
void Utils::getFile() const{
FilePicker* filePicker = new FilePicker();
filePicker->setType(FileType::Music);
filePicker->setTitle("Select Sound");
filePicker->setMode(FilePickerMode::Picker);
filePicker->open();
// Connect the fileSelected() signal with the slot.
QObject::connect(filePicker,
SIGNAL(fileSelected(const QStringList&)),
this,
SLOT(onFileSelected(const QStringList&)));
// Connect the canceled() signal with the slot.
QObject::connect(filePicker,
SIGNAL(canceled()),
this,
SLOT(onCanceled()));
}
I wanted it to return the file url to qml with this (works fine with QFileDialog but that wouldn't recognise on my SDK) var test=utils.getFile()
if(test=="") console.debug("empty")
else console.debug(test)
But I'm getting these messages from the console: Object::connect: No such slot Utils::onFileSelected(const QStringList&) in ../src/Utils.cpp:27
Object::connect: No such slot Utils::onCanceled() in ../src/Utils.cpp:33
It is returning undefined from the else in the qml function when it opens,
Does anyone know where I cocked up or how I could get QFileDialog class to be found by the SDK?
I just wanted to give you a bit of an explanation in case you're still having some troubles. The concept's in Qt were a little foreign to me when I started in on it as well.
There are a couple ways you can do this. The easiest would probably be the pure QML route:
import bb.cascades 1.2
import bb.cascades.pickers 1.0
Page {
attachedObjects: [
FilePicker {
id: filePicker
type: FileType.Other
onFileSelected: {
console.log("selected files: " + selectedFiles)
}
}
]
Container {
layout: DockLayout {
}
Button {
id: launchFilePicker
text: qsTr("Open FilePicker")
onClicked: {
filePicker.open();
}
}
}
}
When you click the launchFilePicker button, it will invoke a FilePicker. Once a file is selected, the fileSelected signal will be fired. The slot in this case is the onFileSelected function (predefined), which logs the filepaths of the files that were selected (a parameter from the signal) to the console.
The C++ route is a little more work, but still doable.
If your class file was called Util, then you'd have a Util.h that looks something like this:
#ifndef UTIL_H_
#define UTIL_H_
#include <QObject>
class QStringList;
class Util : public QObject
{
Q_OBJECT
public:
Util(QObject *parent = 0);
Q_INVOKABLE
void getFile() const;
private Q_SLOTS:
void onFileSelected(const QStringList&);
void onCanceled();
};
#endif /* UTIL_H_ */
Note the Q_INVOKABLE getFile() method. Q_INVOKABLE will eventually allow us to call this method directly from QML.
The corresponding Util.cpp would look like:
#include "Util.h"
#include <QDebug>
#include <QStringList>
#include <bb/cascades/pickers/FilePicker>
using namespace bb::cascades;
using namespace bb::cascades::pickers;
Util::Util(QObject *parent) : QObject(parent)
{
}
void Util::getFile() const
{
FilePicker* filePicker = new FilePicker();
filePicker->setType(FileType::Other);
filePicker->setTitle("Select a file");
filePicker->setMode(FilePickerMode::Picker);
filePicker->open();
QObject::connect(
filePicker,
SIGNAL(fileSelected(const QStringList&)),
this,
SLOT(onFileSelected(const QStringList&)));
QObject::connect(
filePicker,
SIGNAL(canceled()),
this,
SLOT(onCanceled()));
}
void Util::onFileSelected(const QStringList &stringList)
{
qDebug() << "selected files: " << stringList;
}
void Util::onCanceled()
{
qDebug() << "onCanceled";
}
To make your Q_INVOKABLE getFile() method available to QML, you'd need to create an instance and set it as a ContextProperty. I do so in my applicationui.cpp like so:
Util *util = new Util(app);
QmlDocument *qml = QmlDocument::create("asset:///main.qml").parent(this);
qml->setContextProperty("_util", util);
Then, you can call this Q_INVOKABLE getFile() method from QML:
Page {
Container {
layout: DockLayout {}
Button {
id: launchFilePicker
text: qsTr("Open FilePicker")
onClicked: {
_util.getFile();
}
}
}
}
Like Richard says, most of the documentation covers how to create signals/slots, so you could review that, but also have a look at some Cascades-Samples on Git.
Hope that helps!!!

GWT Script Injection Failure with PubNub

New to GWT but I love it so far. I do have a problem that's easy to reproduce. It is a big problem for me because I want to create a GWT Module for PubNub - a utility we use internally.
I created a demo project to test out encapsulation and I have found an interesting problem with ScriptInjector/Pubnub.
At first I followed the PubNub instructions. NOTE: I have included my keys for my test account. Feel free to use them.
Following the instructions I put these two items in the html file in the GWT project (with my keys specified):
<div pub-key="pub-b8b75fbd-c4cf-4583-bab9-424af7a7f755" sub-key="sub-5e843c94-1193-11e2-bba9-b116c93082cf" ssl="off" origin="pubsub.pubnub.com" id="pubnub"></div>
<script src="http://cdn.pubnub.com/pubnub-3.1.min.js"></script>
When I do this, I can use JSNI to access pubnub. It all works great.
What doesn't work is if I delete the tag here and inject the script instead with the following code. I know the script injects because I can see the success message and I can see the script in Developer tools in Chrome.
ScriptInjector.fromUrl("http://cdn.pubnub.com/pubnub-3.1.js").setCallback(
new Callback<Void, Exception>() {
public void onFailure(Exception reason) {
Window.alert("Script load failed.");
}
public void onSuccess(Void result) {
Window.alert("Script load success.");
}
}).inject();
I feel this must be somehow related to accessing the DOM with the delayed script, or because the script is not a part of the DOM. It's trying to access the setup div and it's not able to...(just my guess)
Any thoughts? I need to move the items out of the html file because I need to modularize this project for use in other larger projects. Any help would be appreciated.
(PS, I have tried to create html widgets as well, and add them in EntryPoint. This also adds the tag to the page based on my browsing in Developer Tools in Chrome, but it fails to work just as ScriptInjector fails.)
EDIT: Here is as simple a project as I can make to demo the problem:
html file:
above the closing body tag:
<div pub-key="pub-b8b75fbd-c4cf-4583-bab9-424af7a7f755" sub-key="sub-5e843c94-1193-11e2-bba9-b116c93082cf" ssl="off" origin="pubsub.pubnub.com" id="pubnub"></div>
<script src="http://cdn.pubnub.com/pubnub-3.1.min.js"></script>
<script src="pubnubWrapper.js"></script>
pubnubWrapper.js (basically what's at the pubnub website):
function subToPubNub(){
    PUBNUB.subscribe({
        channel    : "hello_world",      // CONNECT TO THIS CHANNEL.
 
        restore    : false,              // STAY CONNECTED, EVEN WHEN BROWSER IS CLOSED
                                         // OR WHEN PAGE CHANGES.
 
        callback   : function(message) { // RECEIVED A MESSAGE.
            alert(message);
        },
 
        disconnect : function() {        // LOST CONNECTION.
            alert(
                "Connection Lost." +
                "Will auto-reconnect when Online."
            )
        },
 
        reconnect  : function() {        // CONNECTION RESTORED.
            alert("And we're Back!")
        },
 
        connect    : function() {        // CONNECTION ESTABLISHED.
 
            PUBNUB.publish({             // SEND A MESSAGE.
                channel : "hello_world",
                message : "Hi from PubNub."
            })
 
        }
    })
}
ScriptTest.java:
public class ScriptTest implements EntryPoint {
public void onModuleLoad() {
//add a button to sub to pubnub
Button subButton = new Button("Sub");
//add the event handler for button
subButton.addClickHandler(new ClickHandler() {
public void onClick(ClickEvent event) {
//sub to pubnub
callSub();
}
});
RootPanel.get().add(subButton);
}
public native void callSub() /*-{
//call my wrapper to pubnub
$wnd.subToPubNub();
}-*/;
}
This all works as is.
If you remove the pubnub script from the html file and add it with script injector, it fails. If you add the script to the gwt.xml file, it fails.
Any Ideas?
Can you post your JSNI code?
I bet you are accessing PubNub via the $wnd variable right?
If you put the script tags in your module's xml file the pubnub code will be loaded in the host's page window (you can check with Chrome DeveloperTools).
ScriptInjector by default won't load it there but in the GWT namespace.
So in order to load it into the host's window namespace you have to pass the TOP_WINDOW to the ScriptInjector
ScriptInjector.fromUrl("http://cdn.pubnub.com/pubnub-3.1.js").setCallback(
new Callback<Void, Exception>() {
public void onFailure(Exception reason) {
Window.alert("Script load failed.");
}
public void onSuccess(Void result) {
Window.alert("Script load success.");
}
}).setWindow(ScriptInjector.TOP_WINDOW).inject();