Raising events in KRL without using explicit - krl

I'm writing an app that raises events, similar to how Phil Windley's personal data manager application works. However, if I try to use any event domain but explicit, the events don't get propagated. The following rules work fine with explicit as the domain, but not with driverreg.
rule driver_info_submit {
select when web pageview ".*"
pre {
driver_name = "Joe Driver";
driver_phone = "111-555-1212";
msg = <<
Current driver info: #{ent:driver_name}, #{ent:driver_phone}
>>;
}
notify("Started", msg);
fired {
raise explicit event new_driver_data with driver_name=driver_name and driver_phone=driver_phone;
}
}
// Save driver name
rule save_driver_name {
select when explicit new_driver_data
pre {
driver_name = event:param("driver_name") || ent:driver_name;
driver_phone = event:param("driver_phone") || ent:driver_phone;
}
noop();
always {
set ent:driver_name driver_name;
set ent:driver_phone driver_phone;
raise explicit event driver_data_updated;
}
}
rule driver_info_updated {
select when explicit driver_data_updated
{
notify("Driver name", ent:driver_name);
notify("Driver phone", ent:driver_phone);
}
}
It doesn't seem to be a problem with whether the app is deployed, as I've tried it both ways. What am I missing?

Only certain domains are allowed as domains in the raise statement:
explicit
http
system
notification
error
pds
This may be relaxed in the future.
This is covered in the documents here: https://kynetxdoc.atlassian.net/wiki/display/docs/Raising+Explicit+Events+in+the+Postlude
(note that this is a temporary home for the documentation)

Related

Firebase Cross Service Security Rules

I am trying to implement a Firestore check in my Storage rules following:
https://firebase.blog/posts/2022/09/announcing-cross-service-security-rules
The exists function works fine but I keep getting errors on get. I am using the emulators and running firebase-tools 11.17.0
This returns true or false correctly:
function found(datasetId) {
return firestore.exists(/databases/(default)/documents/datasets/$(datasetId))
}
This fails every time:
function shared(datasetId) {
return firestore.get(/databases/(default)/documents/datasets/$(datasetId)).data.meta.privacy == 'public';
}
An error shows up in emulators on initial load and with every request:
com.google.firebase.rules.runtime.common.EvaluationException: Error: /home/max/Projects/test/websites/namespace/test-web/storage.rules line [10], column [24]. Service call error. Function: [firestore.get], Argument: [path_value {
segments {
simple: "databases"
}
segments {
simple: "(default)"
}
segments {
simple: "documents"
}
segments {
simple: "datasets"
}
segments {
simple: "13ypyc346atp3gqywoqB"
}
}
].
The actual rule is very simple, and works fine if I remove the shared function:
allow read: if found(datasetId) && shared(datasetId)
This was bug in firebase-tools that was fixed in v11.19.0
https://github.com/firebase/firebase-tools/releases/tag/v11.19.0
Fixed bug with Cross-Service Rules integration for Firestore documents containing nulls

Why 'link' variable gets changed to null even after i assign it a value

private fun shareOperation(file: File) {
val uri = Uri.fromFile(file)
val storage = FirebaseStorage.getInstance()
val pdfRef = storage.reference.child("pdf/${uri.lastPathSegment}")
pdfRef.putFile(uri).addOnFailureListener { e ->
Log.e(TAG, "Couldn't share " + e.message)
}.addOnCompleteListener{
it.addOnCompleteListener {
pdfRef.downloadUrl.addOnSuccessListener { e ->
run {
link = e.toString()
Log.i(TAG,link!!) // Here i get the link to file in firebase storage
}
}
}
}
// Here link gets null
}
i was expecting somehow i can get the link to the file and can use it for sharing intent
You are performing an asynchronous call to upload the file, that is correct since any UI blocking action must be performed in background. The variable link will be null until the run code is executed in the background thread.
You need to code inside the run block whatever you want to happen when the link is available.
BTW looks weird what you are doing with the nested addOnCompleteListener, there should be an easier way to code that. You should probably spend time learning how to code with listeners and background threads.

How can I handle high traffic increase on my google cloud feature?

My situation is the following:
I developed a game, where people can save their progress via google cloud. I'm releasing big content-updates, resulting in many people returning to my game at the same time, trying to get their savegame.
This overload causing my customers to get stucked in the savegame-loading process - not able to start playing with their progress.
Here's an updated 4 days screenshot of the cloud-api-dashboard
(And here's the old "12 hours" screenshot of the cloud-api-dashboard)
more informations about the Project:
The game keeps using the "save in cloud"-function in the background on some stages of the game to provide players with the functionality to play on two diffrent devices.
I'm using Unity 2019.3.9f1 and the Asset "Easy Mobile Pro 2.17.3" for the Game-Service-Feature.
The "Google Play Games Plugin" has the version "0.10.12" and can be found on github
more informations about the Cloud-Situation:
The OAuth "user type" is "External" (and can't be changed)
The OAuth user cap display shows "0/100" for the user-cap
And The OAuth rate limits is displaying this for the token-grant-rate (highest "Average Token Grant Rate" is 3,33 of 10.000 as limit)
All used quotas are within the limit. The project reaches
1/10 of "queries per day" (1.000.000.000 max) and
1/2 of "queries per 100 sec" (20.000 max).
more informations about the Error-Trace in the cloud-API:
On my search for a better Error-Log I tried to find “Cloud Logging”-tools in the “Google Cloud Platform”-console. But every section i tried won’t display anything:
“Logging” (Operations tool) is empty
“Cloud Logging API” says: “no data available for the selected time frame.”
“Cloud Debugger API” says: “no data available for the selected time frame.”
I can't find a more detailed variant of the errors as this (the "Metrics"-Section in the "Google Drive API"):
Is there anything I miss to get a better insight?
more informations about the Core-Code
As I mentioned, I’m using “EasyMobilePro”, so I have one “SaveGame”-Var and 8 calls for google and apple as well. I already contacted their support: They assured me that those calls are unchangeable & kind of rock solid (so it can’t be caused from their code) and I should try to contact google if the problem is not on my side.
The 5 calls from EasyMobile for cloudsave are:
bool “GameServices.IsInitialized()”
void “GameServices.OpenWithAutomaticConflictResolution”
void “GameServices.WriteSavedGameData”
void “GameServices.ReadSavedGameData”
void “GameServices.DeleteSavedGame”
The 3 calls from EasyMobile for cloud-login are:
void “GameServices.Init()”
delegate “GameServices.UserLoginSucceeded”
delegate “GameServices.UserLoginFailed”
The Process, that causes the Issue:
I call “GameService.Init()”, the user logs in (no problem)
On that “LoginSuccess”-Callback I call my Function “HandleFirstCloudOpening”:
//This Method is Called, after the player Pressed "Save/ Load" on the StartScreen
//The button is disabled imidiately (and will be re-enabled if an error/fail happens)
public void TryCallUserLogin() {
if (!IsLoginInit) {
EasyMobile.GameServices.UserLoginFailed += HandleLoginFail;
EasyMobile.GameServices.UserLoginSucceeded += HandleFirstCloudOpening;
IsLoginInit = true;
}
if (!IsGameServiceInitialized) {
EasyMobile.GameServices.Init();
} else { //This "else" is only be called, if the "Init" was successfull, but the player don't have a connected savegame
HandleFirstCloudOpening();
}
}
private void HandleLoginFail() {
//(...) Show ErrorPopup, let the player try to login again
}
private void HandleFirstCloudOpening() {
if (currentSaveState != CloudSaveState.NONE) {
CloudStateConflictDebug(CloudSaveState.OPENING);
return;
}
currentSaveState = CloudSaveState.OPENING;
EasyMobile.GameServices.SavedGames.OpenWithAutomaticConflictResolution(cloudSaveNameReference, UseFirstTimeOpenedSavedGame);
}
private void UseFirstTimeOpenedSavedGame(EasyMobile.SavedGame _savedGame, string _error) {
currentSaveState = CloudSaveState.NONE;
if (string.IsNullOrEmpty(_error)) {
cloudSaveGame = _savedGame;
ReadDataFromCloud(cloudSaveGame);
} else {
ErrorPopupWithCloseButton("cloud_open", "failed with error: " + _error);
}
}
private void ReadDataFromCloud(EasyMobile.SavedGame _savedGame) {
if (_savedGame.IsOpen) {
currentSaveState = CloudSaveState.LOADING;
EasyMobile.GameServices.SavedGames.ReadSavedGameData(_savedGame, UseSucessfullLoadedCloudSaveGame);
} else { //backup function if the fresh-opened savegame is "closed" for some reason (can happen later while "saving" ingame)
HandleFirstCloudOpening();
}
}
private void UseSucessfullLoadedCloudSaveGame(EasyMobile.SavedGame _game, byte[] _cloudData, string error) {
if (!string.IsNullOrEmpty(error)) {
ErrorPopupWithCloseButton("cloud_read", "Reading saved game data failed: " + error);
return;
}
if (_cloudData.Length > 0) {
//A function, that converts the saved bytes to my useable Savegame-Data
//having a "try&catch": if it fails, it useses the callback with the param "null"
SaveGameToByteConverter.LoadFromBytes<CoreSaveData>(_cloudData, UseSucessfullConvertedSavegameData);
} else {
//this will "fail", causing the use of the callback with the param "null"
SaveGameToByteConverter.LoadFromBytes<CoreSaveData>(null, UseSucessfullConvertedSavegameData);
}
}
private void UseSucessfullConvertedSavegameData(CoreSaveData _convertedSaveGame) {
//Has a Loaded & normal SaveGame in his cloud
if (_convertedSaveGame != null) {
//Loaded Save matches verify-conditions
if (CheckLoadedSaveIsVerified(_convertedSaveGame)) {
OverrideGameSaveDatawithLoaded(_convertedSaveGame);
ReloadCurrentScene();
return;
} else { //This happens if the cloud-save doesn't pass my verification-process
ErrorPopupWithCloseButton("cloud_loadedSave", "Couldn't find a compatible Savegame!");
return;
}
} else { //User uses Cloud-save for the frist Time or has an unusable savegame and gets a "new" (lost his old data)
TrySaveGameToCloud((bool _saved) => {
SaveAllGameFilesLocally();
});
}
}
I shrunk the code by removing most of my “if error happens, do XY”, since there are many and they would extend the reprex. If necessary I can provide a more detailed (but more complicated) code.
current conclusion
I can't find any issue on my side, that wouldn't have been fixed with a "restart of the game" or woudln't been covered by an error-popup for the user. It's like they are queued because of the amount of users and need to wait way too long for a response. Some users told us they had to wait & tried "x hours" (it's variable from 2h to 36h) and then they passed to play with their progress (so it worked). But some players mentioned they couldn't play again on the next day (same problem). Like their "access-token" only holds for a day?
Edit-History:
(1) updated the first dash-board-picture to match the ongoing situation
(1) added "more informations about the cloud-situation"
(1) can't find a more detailed error-log
(2) removed most pictures as displayables (kept the links)
(2) added "more informations about the Error-Trace in the cloud-API"
(2) added "more informations about the Core-Code" and a Reprex
(2) added "current conclusion"

Azure Mobile Services for Xamarin Forms - Conflict Resolution

I'm supporting a production Xamarin Forms app with offline sync feature implemented using Azure Mobile Services.
We have a lot of production issues related to users losing data or general instability that goes away if the reinstall the app. After having a look through, I think the issues are around how the conflict resolution is handled in the app.
For every entity that tries to sync we handle MobileServicePushFailedException and then traverse through the errors returned and take action.
catch (MobileServicePushFailedException ex)
{
foreach (var error in ex.PushResult.Errors) // These are MobileServiceTableOpearationErrors
{
var status = error.Status; // HttpStatus code returned
// Take Action based on this status
// If its 409 or 412, we go in to conflict resolving and tries to decide whether the client or server version wins
}
}
The conflict resolving seems too custom to me and I'm checking to see whether there are general guidelines.
For example, we seem to be getting empty values for 'CreatedAt' & 'UpdatedAt' timestamps for local and server versions of the entities returned, which is weird.
var serverItem = error.Result;
var clientItem = error.Item;
// sometimes serverItem.UpdatedAt or clientItem.UpdatedAt is NULL. Since we use these 2 fields to determine who wins, we are stumped here
If anyone can point me to some guideline or sample code on how these conflicts should be generally handled using information from the MobileServiceTableOperationError, that will be highly appreciated
I came across the following code snippet from the following doc.
// Simple error/conflict handling.
if (syncErrors != null)
{
foreach (var error in syncErrors)
{
if (error.OperationKind == MobileServiceTableOperationKind.Update && error.Result != null)
{
//Update failed, reverting to server's copy.
await error.CancelAndUpdateItemAsync(error.Result);
}
else
{
// Discard local change.
await error.CancelAndDiscardItemAsync();
}
Debug.WriteLine(#"Error executing sync operation. Item: {0} ({1}). Operation discarded.",
error.TableName, error.Item["id"]);
}
}
Surfacing conflicts to the UI I found in this doc
private async Task ResolveConflict(TodoItem localItem, TodoItem serverItem)
{
//Ask user to choose the resolution between versions
MessageDialog msgDialog = new MessageDialog(
String.Format("Server Text: \"{0}\" \nLocal Text: \"{1}\"\n",
serverItem.Text, localItem.Text),
"CONFLICT DETECTED - Select a resolution:");
UICommand localBtn = new UICommand("Commit Local Text");
UICommand ServerBtn = new UICommand("Leave Server Text");
msgDialog.Commands.Add(localBtn);
msgDialog.Commands.Add(ServerBtn);
localBtn.Invoked = async (IUICommand command) =>
{
// To resolve the conflict, update the version of the item being committed. Otherwise, you will keep
// catching a MobileServicePreConditionFailedException.
localItem.Version = serverItem.Version;
// Updating recursively here just in case another change happened while the user was making a decision
UpdateToDoItem(localItem);
};
ServerBtn.Invoked = async (IUICommand command) =>
{
RefreshTodoItems();
};
await msgDialog.ShowAsync();
}
I hope this helps provide some direction. Although the Azure Mobile docs have been deprecated, the SDK hasn't changed and should still be relevant. If this doesn't help, let me know what you're using for a backend store.

Unlang write to file FreeRADIUS

I know I might be facing an impossible mission. What I do want is radiusd to write down every mac received in an Acces-Request, for later on deny access to those MAC.
I know the policies file is written in unlang, bad news are that radiusd does not have any write permissions on any of the conf files...
Anyway, was anyone capable of WRITTING to a file in the POLICY PROCESSING of FreeRADIUS?
What I want to achieve would be something like this:
raddb/sites-available/default
authorize {
rewrite_calling_station_id
unauthorized_macs
if(ok) {
reject
}
else {
update control {
Auth-Type := Accept
}
GET MAC FROM CALLIN_STATION_ID ATTRIBUTE
WRITE THIS F***ING MAC TO unauthorized_macs FILE
}
}
Thanks to Arran, I could solve this the following way:
authorize {
rewrite_calling_station_id
authMac
if(ok) {
reject
}
else {
linelog
update control {
Auth-Type := Accept
}
}
}
Where linelog is configured as follows:
raddb/mods-enabled/linelog
linelog {
filename = /path/to/hell/authMac
format = "%{Calling-Station-ID}"
}
update request {
Tmp-String-0 := `echo "%{Calling-Station-ID}" >> "/path/to/f___ing_unauthorized_macs_file"`
}
There's also the linelog module which would be better in >= v3.0.x as it implements internal locking (in addition to flock) to prevent line interleaving.
See /etc/raddb/mods-available/linelog for examples.