Random "404 Not Found" error on PasrseObject SaveAsynch (on Unity/Win) - unity3d

I started using Parse on Unity for a windows desktop game.
I save very simple objects in a very simple way.
Unfortunately, 10% of the time, i randomly get a 404 error on the SaveAsynch method :-(
This happen on different kind of ParseObject.
I also isolated the run context to avoid any external interference.
I checked the object id when this error happen and everything looks ok.
The strange thing is that 90% of the time, i save these objects without an error (during the same application run).
Did someone already got this problem ?
Just in case, here is my code (but there is nothing special i think):
{
encodedContent = Convert.ToBase64String(ZipHelper.CompressString(jsonDocument));
mLoadedParseObject[key]["encodedContent "] = encodedContent ;
mLoadedParseObject[key].SaveAsync().ContinueWith(OnTaskEnd);
}
....
void OnTaskEnd(Task task)
{
if (task.IsFaulted || task.IsCanceled)
OnTaskError(task); // print error ....
else
mState = States.SUCEEDED;
}

private void DoTest()
{
StartCoroutine(DoTestAsync());
}
private IEnumerator DoTestAsync()
{
yield return 1;
Terminal.Log("Starting 404 Test");
var obj = new ParseObject("Test1");
obj["encodedContent"] = "Hello World";
Terminal.Log("Saving");
obj.SaveAsync().ContinueWith(OnTaskEnd);
}
private void OnTaskEnd(Task task)
{
if (task.IsFaulted || task.IsCanceled)
Terminal.LogError(task.Exception.Message);
else
Terminal.LogSuccess("Thank You !");
}
Was not able to replicate. I got a Thank You. Could you try updating your Parse SDK.
EDIT
404 could be due to a bad username / password match. The exception messages are not the best.

Related

my unity program stucks when getting files from http server

There are two buttons in my program,
I get the file with bin extension from the address given with the get button. The operation was successful. When I press the test button, it says "test" on the console.
That is all.
However, when I press the get button, I cannot press the test button until the get request is completed. This is my problem.
What I want is that the get request continues in the background and I can click on other buttons.
What would you recommend me to do?
Get Button function :
public void get()
{
StartCoroutine(Get());
}
private IEnumerator Get()
{
string Url = "http://my/local/server/file.bin";
Debug.Log(Url);
using (UnityWebRequest unityWebRequest = UnityWebRequest.Get(Url))
{
yield return unityWebRequest.SendWebRequest();
if (unityWebRequest.isNetworkError || unityWebRequest.isHttpError)
{
Debug.Log("error");
}
else
{
byte[] results = unityWebRequest.downloadHandler.data;
Debug.Log("Received: " + unityWebRequest.downloadHandler.text);
Debug.Log("Size: " + results.Length ); }
}
}
and simple test button :
public void print()
{
Debug.Log("test");
}
As I said, both work separately. What I want is that the Test button is not blocked while doing the getting file from HTTP server.
(btw file size is 100mb)
Just glancing through the documentation, it looks like the lockup may be happening when you call:
byte[] results = unityWebRequest.downloadHandler.data;
The getter on data for the default downloadHandler appears to run a protected method to actually download the content. That download runs on the main thread by default, and is likely what's locking up your UI.
You could confirm this by adding log statements:
Debug.Log("Before get data");
byte[] results = unityWebRequest.downloadHandler.data;
Debug.Log("After get data");
and checking if there's a substantial delay between the two log statements in which the UI is frozen.
If that's the case, it looks like you should be able to attach a custom downloadHandler to run on a background thread and not block the UI thread.
DownloadHandler.GetData
DownloadHandler
To avoid using a custom downloadHandler, you could insert the following
while (!unityWebRequest.downloadHandler.isDone)
yield return null;
byte[] results = unityWebRequest.downloadHandler.data;
The problem may be the Debug.Log you are trying to do. You can delete this line below and try it.
Debug.Log ("Received:" + unityWebRequest.downloadHandler.text);

Vert.x: How to wait for a future to complete

Is there a way to wait for a future to complete without blocking the event loop?
An example of a use case with querying Mongo:
Future<Result> dbFut = Future.future();
mongo.findOne("myusers", myQuery, new JsonObject(), res -> {
if(res.succeeded()) {
...
dbFut.complete(res.result());
}
else {
...
dbFut.fail(res.cause());
}
}
});
// Here I need the result of the DB query
if(dbFut.succeeded()) {
doSomethingWith(dbFut.result());
}
else {
error();
}
I know the doSomethingWith(dbFut.result()); can be moved to the handler, yet if it's long, the code will get unreadable (Callback hell ?) It that the right solution ? Is that the omny solution without additional libraries ?
I'm aware that rxJava simplifies the code, but as I don't know it, learning Vert.x and rxJava is just too much.
I also wanted to give a try to vertx-sync. I put the dependency in the pom.xml; everything got downloaded fine but when I started my app, I got the following error
maurice#mickey> java \
-javaagent:~/.m2/repository/co/paralleluniverse/quasar-core/0.7.5/quasar-core-0.7.5-jdk8.jar \
-jar target/app-dev-0.1-fat.jar \
-conf conf/config.json
Error opening zip file or JAR manifest missing : ~/.m2/repository/co/paralleluniverse/quasar-core/0.7.5/quasar-core-0.7.5-jdk8.jar
Error occurred during initialization of VM
agent library failed to init: instrument
I know what the error means in general, but I don't know in that context... I tried to google for it but didn't find any clear explanation about which manifest to put where. And as previously, unless mandatory, I prefer to learn one thing at a time.
So, back to the question : is there a way with "basic" Vert.x to wait for a future without perturbation on the event loop ?
You can set a handler for the future to be executed upon completion or failure:
Future<Result> dbFut = Future.future();
mongo.findOne("myusers", myQuery, new JsonObject(), res -> {
if(res.succeeded()) {
...
dbFut.complete(res.result());
}
else {
...
dbFut.fail(res.cause());
}
}
});
dbFut.setHandler(asyncResult -> {
if(asyncResult.succeeded()) {
// your logic here
}
});
This is a pure Vert.x way that doesn't block the event loop
I agree that you should not block in the Vertx processing pipeline, but I make one exception to that rule: Start-up. By design, I want to block while my HTTP server is initialising.
This code might help you:
/**
* #return null when waiting on {#code Future<Void>}
*/
#Nullable
public static <T>
T awaitComplete(Future<T> f)
throws Throwable
{
final Object lock = new Object();
final AtomicReference<AsyncResult<T>> resultRef = new AtomicReference<>(null);
synchronized (lock)
{
// We *must* be locked before registering a callback.
// If result is ready, the callback is called immediately!
f.onComplete(
(AsyncResult<T> result) ->
{
resultRef.set(result);
synchronized (lock) {
lock.notify();
}
});
do {
// Nested sync on lock is fine. If we get a spurious wake-up before resultRef is set, we need to
// reacquire the lock, then wait again.
// Ref: https://stackoverflow.com/a/249907/257299
synchronized (lock)
{
// #Blocking
lock.wait();
}
}
while (null == resultRef.get());
}
final AsyncResult<T> result = resultRef.get();
#Nullable
final Throwable t = result.cause();
if (null != t) {
throw t;
}
#Nullable
final T x = result.result();
return x;
}

How to print error message of why image failed to load?

Can we get any error information from an image load failure? I have the following:
Image image = new Image(imagePath);
image.addErrorHandler(new ErrorHandler() {
Override
public void onError(ErrorEvent event) {
// what can we print here from 'event'?
}
});
I have an image that fails to load once in awhile, and I just tried letting the event.toString() method print itself, but I just get something like:
println("Error!: " + event);
// "Error: An event type"
so I'm not sure why the image fails to load,
Thank you
Currently you can't know what caused the error, but you can know what type of error caused it and it gives fairly a good idea on what might have gone wrong
event.getAssociatedType();
OR
event.getType();

Email Fails to send with sms details

The following code listens for an incoming sms, takes all the spaces out of the sms then emails the edited sms. Everything works fine, except that the app fails to send an email. Can anyone see what I am doing wrong and help me?
new Thread() {
public void run() {
try {
DatagramConnection _dc =
(DatagramConnection)Connector.open("sms://");
for(;;) { //'For-Loop' used to listen continously for incoming sms's
Datagram d = _dc.newDatagram(_dc.getMaximumLength());
_dc.receive(d); //The sms is received
byte[] bytes = d.getData();
String address = d.getAddress(); //The address of the sms is put on a string.
String msg = new String(bytes); //The body of the sms is put on a string.
String msg2 = (replaceAll(msg, " ","")) ; //
Store store = Session.getDefaultInstance().getStore();
Folder[] folders = store.list(Folder.SENT);
Folder sentfolder = folders[0]; //Retrieve the sent folder
Message in = new Message(sentfolder);
Address recipients[] = new Address[1];
recipients[0]= new Address("me#yahoo.com", "user");
in.addRecipients(Message.RecipientType.TO, recipients);
in.setSubject("Incoming SMS"); //The subject of the message is added
in.setContent("You have just received an SMS from: " + address + "/n" + "Message: " + msg2); //Here the body of the message is formed
in.setPriority(Message.Priority.HIGH); //The priority of the message is set.
Transport.send(in); //The message is sent
in.setFlag(Message.Flag.OPENED, true);
Folder folder = in.getFolder(); //The message is deleted from the sent folder
folder.deleteMessage(in);
}
}catch (Exception me) { //All Exceptions are caught
}
}
};
public static String replaceAll(String front, String pattern, String back) {
if (front == null)
return "";
StringBuffer sb = new StringBuffer(); //A StringBufffer is created
int idx = -1;
int patIdx = 0;
while ((idx = front.indexOf(pattern, patIdx)) != -1) {
sb.append(front.substring(patIdx, idx));
sb.append(back);
patIdx = idx + pattern.length();
}
sb.append(front.substring(patIdx));
return sb.toString();
}
Thanks
This isn't really an answer to the problem, just an elaboration on my comment above, that might help.
Make sure do something in your exception catch block, so that problems in the code don't go unnoticed. It's possible that your code is not encountering any exceptions, but in order for us to help, we need to try to eliminate potential problems, and since you say the code isn't working, but you have an empty exception handler, that's an easy area to fix first.
the simplest handler is just:
try {
// try sending sms here
} catch (Exception e) {
e.printStackTrace();
}
If you can run this in the debugger (which I highly suggest), then you can now put a breakpoint on the e.printStackTrace() line, and see if it ever gets hit. If it does, inspect the value of e and tell us what it is.
Normally, in my programs, I don't actually use e.printStackTrace() in catch handlers, but I have a logging class that takes strings, and maybe a log level (e.g. info, warning, error, verbose), and writes to a log file. The log file can be attached to emails the users send to tech support, or can be disabled for production if you only want to use the feature while developing.
Anyway, start with a simple printStackTrace() and see if it ever gets hit. Then, report back.
Edit: from the symptoms you describe in the comments after your question, it seems like it's a possibility that
String msg2 = (replaceAll(msg, " ","")) ; //
is throwing an exception, and therefore never letting you get to where you'd send the email. I can't see anything wrong with your implementation of replaceAll() upon initial inspection, but that might be a place to look. Has that implementation been thoroughly unit-tested?
Also, I think you have a "/n" in your code where you probably want a "\n", right?

How to run ant from an Eclipse plugin, send output to an Eclipse console, and capture the build result (success/failure)?

From within an Eclipse plugin, I'd like to run an Ant build script. I also want to display the Ant output to the user, by displaying it in an Eclipse console. Finally, I also want to wait for the Ant build to be finished, and capture the result: did the build succeed or fail?
I found three ways to run an Ant script from eclipse:
Instantiate an org.eclipse.ant.core.AntRunner, call some setters and call run() or run(IProgressMonitor). The result is either normal termination (indicating success), or a CoreException with an IStatus containing a BuildException (indicating failure), or else something else went wrong. However, I don't see the Ant output anywhere.
Instantiate an org.eclipse.ant.core.AntRunner and call run(Object), passing a String[] containing the command line arguments. The result is either normal termination (indication success), or an InvocationTargetException (indicating failure), or else something else went wrong. The Ant output is sent to Eclipse's stdout, it seems; it is not visible in Eclipse itself.
Call DebugPlugin.getDefault().getLaunchManager(), then on that call getLaunchConfigurationType(IAntLaunchConfigurationConstants.ID_ANT_BUILDER_LAUNCH_CONFIGURATION_TYPE), then on that set attribute "org.eclipse.ui.externaltools.ATTR_LOCATION" to the build file name (and attribute DebugPlugin.ATTR_CAPTURE_OUTPUT to true) and finally call launch(). The Ant output is shown in an Eclipse console, but I have no idea how to capture the build result (success/failure) in my code. Or how to wait for termination of the launch, even.
Is there any way to have both console output and capture the result?
Edit 05/16/2016 #Lii alerted me to the fact that any output between the ILaunchConfigurationWorkingCopy#launch call and when the IStreamListener is appended will be lost. He made a contribution to this answer here.
Original Answer
I realize this is an old post, but I was able to do exactly what you want in one of my plugins. If it doesn't help you at this point, maybe it will help someone else. I originally did this in 3.2, but it has been updated for 3.6 API changes...
// show the console
final IWorkbenchPage activePage = PlatformUI.getWorkbench()
.getActiveWorkbenchWindow()
.getActivePage();
activePage.showView(IConsoleConstants.ID_CONSOLE_VIEW);
// let launch manager handle ant script so output is directed to Console view
final ILaunchManager manager = DebugPlugin.getDefault().getLaunchManager();
ILaunchConfigurationType type = manager.getLaunchConfigurationType(IAntLaunchConstants.ID_ANT_LAUNCH_CONFIGURATION_TYPE);
final ILaunchConfigurationWorkingCopy workingCopy = type.newInstance(null, [*** GIVE YOUR LAUNCHER A NAME ***]);
workingCopy.setAttribute(ILaunchManager.ATTR_PRIVATE, true);
workingCopy.setAttribute(IExternalToolConstants.ATTR_LOCATION, [*** PATH TO ANT SCRIPT HERE ***]);
final ILaunch launch = workingCopy.launch(ILaunchManager.RUN_MODE, null);
// make sure the build doesnt fail
final boolean[] buildSucceeded = new boolean[] { true };
((AntProcess) launch.getProcesses()[0]).getStreamsProxy()
.getErrorStreamMonitor()
.addListener(new IStreamListener() {
#Override
public void streamAppended(String text, IStreamMonitor monitor) {
if (text.indexOf("BUILD FAILED") > -1) {
buildSucceeded[0] = false;
}
}
});
// wait for the launch (ant build) to complete
manager.addLaunchListener(new ILaunchesListener2() {
public void launchesTerminated(ILaunch[] launches) {
boolean patchSuccess = false;
try {
if (!buildSucceeded[0]) {
throw new Exception("Build FAILED!");
}
for (int i = 0; i < launches.length; i++) {
if (launches[i].equals(launch)
&& buildSucceeded[0]
&& !((IProgressMonitor) launches[i].getProcesses()[0]).isCanceled()) {
[*** DO YOUR THING... ***]
break;
}
}
} catch (Exception e) {
[*** DO YOUR THING... ***]
} finally {
// get rid of this listener
manager.removeLaunchListener(this);
[*** DO YOUR THING... ***]
}
}
public void launchesAdded(ILaunch[] launches) {
}
public void launchesChanged(ILaunch[] launches) {
}
public void launchesRemoved(ILaunch[] launches) {
}
});
I'd like to add one thing to happytime harry's answer.
Sometimes the first writes to the stream happens before the stream listener is added. Then streamAppended on the listener is never called for those writes so output is lost.
See for example this bug. I think happytime harry's solution might have this problem. I myself registered my stream listener in ILaunchListener.launchChanged and this happened 4/5 times.
If one wants to be sure to get all the output from a stream then the IStreamMonitor.getContents method can be used to fetch the output that happened before the listener got added.
The following is an attempt on a utility method that handles this. It is based on the code in ProcessConsole.
/**
* Adds listener to monitor, and calls listener with any content monitor already has.
* NOTE: This methods synchronises on monitor while listener is called. Listener may
* not wait on any thread that waits for monitors monitor, what would result in dead-lock.
*/
public static void addAndNotifyStreamListener(IStreamMonitor monitor, IStreamListener listener) {
// Synchronise on monitor to prevent writes to stream while we are adding listener.
// It's weird to synchronise on monitor because that's a shared object, but that's
// what ProcessConsole does.
synchronized (monitor) {
String contents = monitor.getContents();
if (!contents.isEmpty()) {
// Call to unknown code while synchronising on monitor. This is dead-lock prone!
// Listener must not wait for other threads that are waiting in line to
// synchronise on monitor.
listener.streamAppended(contents, monitor);
}
monitor.addListener(listener);
}
}
PS: There is some weird stuff going on in ProcessConsole.java. Why is the content buffering switched of from the ProcessConsole.StreamListener constructor?! If the ProcessConsole.StreamListener runs before this one maybe this solution doesn't work.