Actionscript SharedObject data go randomly missing - actionscript-3

I'm designing a game with save and load functions. Using the SharedObject technique I'm successfully saving most of the variables. However, there is this one Dictionary that sometimes ends up as "undefined". This happends perhaps 1/3 of the times i load the game.
This is my save function. It runs approximately every 2. second. I've removed a lot of code lines since they aren't relevant (saving the other variables). The trace line is for debugging purposes. Every time, also when the above mentioned error accurs, this line works. Consequently the dictionary isn't "undefined" at this moment.
private function saveGame():void
{
so = SharedObject.getLocal("progress", "/");
so.data.saved = true;
so.data.airportDict = airportDict;
trace(dayCount, so.data.airportDict["Australia"]);
so.flush();
}
The following lines run every time you open the program. The purpose is to decide whether there is a saved file to load or not.
so = SharedObject.getLocal("progress", "/");
if (so.data.saved == true)
{
loadProgress();
}
else
{
airportDict = new Dictionary();
resetAirportDict(); // This function just add lots of data to the dictionary.
}
And finally, the loading function:
private function loadProgress():void
{
so = SharedObject.getLocal("progress", "/");
airportDict = so.data.airportDict;
trace("Successfull start? " + airportDict);
}
As already mentioned, the airport dictionary's value is "undefined" maybe 1/3 of the time I run the program. For no appearant reason. This is a mystery.

SharedObject can store primitive types + Array and Object types. For other complex types you have to register the classes you wish to store using registerClassAlias(). In your cases Dictionary is a complex type that is not handled by default by SharedObject + the complex objects you might use as keys will have to be registered as well. So any complex class you use has to be register or else SharedObject will fail.
registerClassAlias("YourClassName", YourClassName);
This piece of code produce error because SharedObject doesn't understand complex objects:
var shareddata:SharedObject = SharedObject.getLocal("mydata")
var instance:MyClass;
if(shareddata.data["instance"] == undefined)
{
instance = new MyClass();
shareddata.data["instance"] = instance;
}
else
{
instance = shareddata.data["instance"];
}
But you can easily fix it by registering your class:
import flash.net.registerClassAlias;
registerClassAlias("MyClass", MyClass);
var shareddata:SharedObject = SharedObject.getLocal("mydata")
var instance:MyClass;
if(shareddata.data["instance"] == undefined)
{
instance = new MyClass();
shareddata.data["instance"] = instance;
}
else
{
instance = shareddata.data["instance"];
}
//no error and you truly get back your custom class instance the second time around.

Related

save load error 1010 array objects with sharedObjects as3

i cant figure out this one so maby you guys can help me out.
i store some data in the form of a array filled with Objects in this example cards.
in my main class i have the following code:
deckSprite.savedData = SharedObject.getLocal("cardsdata");
deckSprite.savedData.data.savedArray = deckSprite.deckArr;
deckSprite.savedData.flush();
trace(deckSprite.savedData.data.savedArray);
the trace will output something like [object card1, object card2, object card3]
now in a static class called "deckSprite" i have this:
savedData = sharedObject.getLocal("cardsdata");
if (savedData.data.savedArray == undefined)
{
trace("no save yet");
}
{
else
{
trace("save loaded");
deckArr = savedData.data.savedArray;
trace(savedData.data.savedArray);
now my trace data turns out only ", ," (somehow the cards are gone).
now after i got saved data i restart my application and whenever he tryes to acces the deckArr it crashes giving me the error "A term is undefined and has no properties".
how is it possible that when i save the array it saves all the cards inside the array and when i restart the application its suddenly only ",,"but the cards are gone?
When serializing objects in AS3, you have to register their class using registerClassAlias() from package flash.net. So you have to call something like
registerClassAlias('com.example.deck', Deck)
in the program before any saving or loading happens.
See full reference at AS3 API Reference
NOTE: As pointed out by #BadFeelingAboutThis in comments, you have to register all referenced class in your Deck, i.e. if your deck looks like this:
class Deck {
var firstCard:Card;
var type:DeckType;
}
to be able to save Deck to SharedObject you have to call
registerClassAlias('com.example.deck', Deck);
registerClassAlias('com.example.card', Card);
registerClassAlias('com.example.decktype', DeckType);
before any saving/loading is done.
EDIT
Everything depends on content of your array
If I assume, your deckSprite is declared like this:
var deck1:Deck = new Deck();
var deck2:Deck = new Deck();
var deckArr:Array = new Array(deck1, deck2);
var deckSprite:DeckSprite = new DeckSprite()
deckSprite.setDeckArr(deckArr);
then before adding deckArray to SharedObject, you have to call registerClassAlias(). Sou your save code will look like this:
registerClassAlias('com.example.deck', Deck);
deckSprite.savedData = SharedObject.getLocal("cardsdata");
deckSprite.savedData.data.savedArray = deckSprite.deckArr;
deckSprite.savedData.flush();
trace(deckSprite.savedData.data.savedArray);
(replace the Deck with actual class you use for representing your decks)
Similarly the first line has to be called before you do any loading.
Of course it is best not to repeat yourself, so you should call registerClassAlias('com.example.deck', Deck); only once in your program, so for example in some init() method in your main class, if you have something like that.

Why does a closed NetConnection that has no event listeners or references stick around in memory?

It seems that if flash.net.NetConnection is instantiated and connected to an HTTP URL (such as an AMFPHP gateway), that instance is never picked up by garbage collection even after it has been closed and the only reference is set to null.
On the other hand, if the instance is connected to null (as would be done when used to play video/mp3 files), the instance is cleared from memory.
To clarify, the following connection will stick around in memory:
var stickyConn:NetConnection = new NetConnection();
stickyConn.connect("http://myserver/amfphp/gateway.php");
stickyConn.close();
stickyConn = null;
Whereas, the following connection will be cleared from memory immediately:
var tempConn:NetConnection = new NetConnection();
tempConn.connect(null);
tempConn.close();
tempConn = null;
Some things I have already tried to solve this issue:
set the client to an empty object (since the default value of the client is the NetConnection itself)
before closing the connection, call connect(null)
after closing the connection, call connect(null) and close it again
Has anyone run into this issue before? Is there a solution to this?
I have built heavyloaded FLV/Mp4 Players using AS3 quite often. When I am using a service like Akamai or Adobe's internal NetConnection Class I always keep in mind the
client object.
the is the property of NetConnection on which ALL callback methods are invoked. The default is this NetConnection instance this. If you set the client property to another object, callback methods will be invoked on that object.
In this way you can easily understand how Garbage Collection was never really applied accross each component in the same way. So, where stickyConn = null; only stops the playback, since you never declared a Weak Reference, Garbage Collection has no clue what to look for.
I have had success with differrent methods based on the specific player:
Simply stating NetConnectionObj.client = this usually suffices. But what if your NetConnection is extended or implementing an interface? Simply use a null Dictionary object:
var d:Dictionary = new Dictionary(true); . From here Garbage collection will recognize "d" as a weak reference and automatically dump it;
Hence, your snippet will look somewhat like this:
var Dc:Dictionary = new Dictionary(true);
NetConnection:NetConnection.client = Dc;
or some variation with the same intent.
I know this works, so reach out if you need help...
I may have been vague with the last answer in regards to GC and Dictionary Objects. Please take this snippet into consideration. I wrote it quickly but I try to explain the Concept of what solves your problem; mainly since I have dealt with it before:
public class Main extends MovieClip {
private var connection:NetConnection;
private var __nData:*;
private var _instance:*;
private var _closure:Function;
private var _D:Dictionary;
public function Main() {
connection = new NetConnection();
connection.addEventListener(NetStatusEvent.NET_STATUS, _nsHandle)
connection.connect(null);
}
public function _nsHandle(event:NetStatusEvent):void {
try {
connection = new NetConnection();
connection.connect(null);
connection.client = RegisterForGC(event.target);
RegisterForGC(connection);
} finally {
__nData = event.target.netConnection;
}
}
public function RegisterForGC(NCObject:*):* {
_instance = NCObject;
_closure = function ():void {}
_listener = function (e:Event):void {}
_D = new Dictionary(true);
_D[_listener] = "A";
_D[_instance] = "B";
_D[_closure] = "C";
try {
new LocalConnection().connect( "A" );
new LocalConnection().connect( "B" );
} catch (anything:*) { }
return _instance;
}
}
I'm not sure but Your example seems to suggest you are declaring your vars on stage / frame.
close(); is all you need for this to work HOWEVER....
from what I have found with NetConnection it for some reason unless all vars / functions are declared in an External class eg. public vars public function,
It stays in memory even after using close();
Pulled out my hair figuring this out with an audio streaming project.
However once I moved all coding to an external class, close(); actually closed the connection.
If your code is on a frame on stage or within MC I would create a class and declare vars & functions in said External Class.as and for some stupid reason it works.
Hope this helps.
Are you using a NetStream object and not disposing of it when finished? I only ask because I rarely see a NetConnection without a NetStream object far behind it.

Save Application state on Disk or some where so user access it later

In flex builder 4.5 i'm working on a project like cacoo.
I want to save diagrams(display object,ui components,text) before close the application into somewhere than I would be able to access after the application open again.
more clear:-If user edit some uml diagram on this project and save it for edit later and close application.after some days he/she want to edit previously saved diagram.
now how i'm save this diagram for future edit.
If save/open dialog will work for you, you can yse FileReference API. Before doing this, you have to implement serialization/deserialization of your state into/from String/ByteArray/XML object.
private var fileReference:FileReference;
// due to security restrictions, this method must be called from an
// event handler that responds to a user event (mouse click or key
// press), otherwise it will fail.
private function saveState(serializedState:*, fileName:String):void {
fileReference = new FileReference();
fileReference.addEventListener(Event.COMPLETE, onSaved);
fileReference.addEventListener(IOErrorEvent.IO_ERROR, onSavingError);
try {
fileReference.save(serializedState, fileName); // will open save dialog
} catch (e:Error) {
trace("error saving data: " + e.toString());
freeListeners();
}
}
private function onSaved(e:Event):void {
trace("saved!");
freeListeners();
}
private function onSavingError(e:ErrorEvent):void {
trace("error saving data: " + e.toString());
freeListeners();
}
private function freeListeners():void {
fileReference.removeEventListener(Event.COMPLETE, onSaved);
fileReference.removeEventListener(IOErrorEvent.IO_ERROR, onSavingError);
}
Similarly with restoring the state (use FileReference.browse(), then FileReference.load()).
If you need to save/restore app state without any dialogs, then you should probably use AIR (or SharedObject, as Raja Jaganathan suggested). But it seems to be not the case, as you want the user to be able to re-open the diagram in another system. To achieve this, you should allow the user to save his work to the appropriate place, so later he can move it to another machine/system and re-open it with your application.
Another alternative is to store everything on the server and provide the user with a list of saved files (like Cacoo does). If you go this way, you'll have to implement the corresponding server-side API. It may be REST API or smth like RTMP server. In the case of REST API, use FileReference.upload() to upload the data to your server, and URLLoader.load() to obtain it back.
You can store your diagram state through SharedObject for better you create one class which hold all of your state of Diagram so that later you can use
SharedObject using http://livedocs.adobe.com/flex/3/html/help.html?content=lsos_5.html
you can use registerClassAlias for custom class stored in sharedobject.
myClassInstance = new MyClass();
myClassInstance.x = 100;
myClassInstance.y = 100;
myClassInstance.text = "diagrams";
registerClassAlias("com.path.to.MyClass", MyClass);
myStuff = SharedObject.getLocal("myAppStuff");
myStuff.data.whatINamedIt = myClassInstance;
myStuff.flush();
now when get it back out... you can say:
myStuff = SharedObject.getLocal("myAppStuff");
var mySavedClass:MyClass = myStuff.data.whatINamedIt as MyClass;
Read mySavedClass instance value then inject to your diagram model when open again.
To implement application close event
http://www.flexer.info/2007/10/25/fabridge-warn-on-flex-application-exit/
Sprite or MovieClip other DisplayObject objects can not be direct serialized. So you should stored objects information (origin x,y, width, height, color, child info...). using a ByteArray or Array or Dictionary ... and that save to ShareObjects. later roll back from ShareObject and re-create Original Object. MovieClip or Sprite appropriate purpose is container.
Here is my test code.
1. create a Movieclip. purpose is container.
2. draw a rectangle using a graphics. And set the coordinates.
var drawWidth:Number = 500;
var drawHeight:Number = 300;
var rect:MovieClip = new MyRect();
rect.graphics.beginFill(0xffffff*Math.random(),1);
rect.graphics.drawRect(0,0,drawWidth,drawHeight);
rect.graphics.endFill();
rect.x= 300;
rect.y= 100;
3. Stores the information in the array.
var myRectInformation:Array = new Array();
myRectInformation.push(rect.x);
myRectInformation.push(rect.y);
myRectInformation.push(drawWidth);
myRectInformation.push(drawHeight);
var bmd:BitmapData = new BitmapData(rect.width, rect.height,true,0);
bmd.draw(rect);
//is byteArray.
myRectInformation.push(bmd.getPixels(new Rectangle(0,0,bmd.width,bmd.height)));
4. save to SharedObjects, array.
var mySaveData:SharedObject = SharedObject.getLocal("myStorage")
mySaveData.data.myRectInformation = myRectInformation;
mySaveData.flush();
5. this is load from SharedObject data stored. and recreate Objects.
var rect:MovieClip = new MyRect();
var loadBmd:BitmapData = new BitmapData(mySaveData.data.myRectInformation[2], mySaveData.data.myRectInformation[3], true, 1);
loadBmd.setPixels(new Rectangle(0,0,loadBmd.width,loadBmd.height), mySaveData.data.myRectInformation[4]);
var bmp:Bitmap = new Bitmap(loadBmd);
rect.addChild(bmp);
rect.x = mySaveData.data.myRectInformation[0];
rect.y = mySaveData.data.myRectInformation[1];
addChild(rect);

How to clone an object without knowing the exact type in AIR for iOS

I am writing an iOS game in Flash and I need a way to clone polymorphic objects.
I have BaseClass, SubClass1, SubClass2 (and so on...) and I need a clone() method in BaseClass, that will create a copy of the current object, without a conditional such as
var obj:BaseClass;
if(this is SubClass1) {
obj = new SubClass1();
}else if(this is SubClass2) {
obj = new SubClass2();
}else...
I need a way to create an object and create the exact bytes (yes, a shallow copy is enough for my purpose) of the object. I've looked at:
AS3 - Clone an object
As3 Copy object
http://actionscripthowto.com/how-to-clone-objects-in-as3/
But none seem to work. Probably not available in AIR 3.3 for iOS SDK. (they compile, but the code doesn't work in my case)
Is there any other way, or did anybody achieve to clone an object in AIR for iOS?
Thanks,
Can.
Bit-by-bit cloning cannot be done with ActionScript, unless your class only contains primitive values (i.e. a simple data structure). That's what the ByteArray approach you've linked to in this question's answer is used for - but when you're dealing with complex types, especially display objects, you'll soon come to the limits (as, I gather, you have already realized).
So this more or less leaves you with two options:
Create a new object and copy all of its fields and properties.
This is the way to go if you're going to need behavior and field values, and you didn't use any drawing methods (i.e., you can not copy vector graphics this way). Creating a new class instance without knowing its exact type can be done in a generalized way using reflections, getQualifiedClassName() and getDefinitionByName() will help you there, and if you need more than just the name, describeType(). This does have limits, too, though:private fields will not be available (they don't appear in the information provided by describeType()), and in order to not run into performance problems, you will have to use some sort of cacheing. Luckily, as3commons-reflect has already solved this, so implementing the rest of what you need for a fully functional shallow copy mechanism is not too complex.
Create a new instance like this:
var newObject:* = new Type.forInstance( myObject ).clazz();
Then iterate over all accessors, variables and dynamic properties and assign the old instance's values.
I have implemented a method like this myself, for an open source framework I am working on. You can download or fork it at github. There isn't any documentation yet, but its use is as simple as writing:
var myCopy:* = shallowCopy( myObject );
I also have a copy() method there, which creates a true deep copy. This, however, has not been tested with anything but data structures (albeit large ones), so use at your own risk ;)
Create a bitmap copy.
If you do have vector graphics in place, this is often easier than recreating an image: Simply draw the content of the object's graphics to a new Bitmap.
function bitmapCopy( source:Sprite ):Bitmap {
source.cacheAsBitmap = true;
var bitmapData:BitmapData = new BitmapData( source.width, source.height, true, 0xFFFFFF );
bitmapData.draw( source, new Matrix(), null, null, null, true );
return new Bitmap( bitmapData, PixelSnapping.AUTO, true );
}
You need to create an abstract clone method in the base class and implement it for each subclass. In the specific implementations, you would copy all of the properties of the object to the new one.
public class BaseClass {
public function clone():BaseClass
{
// throw an error so you quickly see the places where you forgot to override it
throw new Error("clone() should be overridden in subclasses!");
return null;
}
}
public class Subclass1 extends BaseClass {
public override function clone():BaseClass
{
var copy:Subclass1 = new Subclass1();
copy.prop1 = prop1;
copy.prop2 = prop2;
// .. etc
return copy;
}
}
If you wanted to create a generic default implementation of clone, you could use describeType to access the properties and copy them over:
public function clone():BaseClass
{
var defn:XML = describeType(this);
var clsName:String = defn.#name;
var cls:Class = getDefinitionByName(clsName) as Class;
var inst:* = new cls();
for each(var prop:String in (defn.variable + defn.accessor.(#access == 'readwrite')).#name )
{
inst[prop] = this[prop];
}
return inst;
}
The main issue with this is that the describeType XML can get quite large - especially if you are dealing with objects that extend DisplayObject. That could use a lot of memory and be slow on iOS.

Is it possible not to flush sharedobject on close?

I'm having a problem with the sharedObject flush method. Is it possible to not flush the new data when the swf is closed? My savegame function is the only function that calls the flush method and it also determines which array goes where in the sharedObject data.
parentMC.sharedObject.data.moveSpdUpgrade = parentMC.upgrades.tempMoveSpdUpgrade;
parentMC.sharedObject.flush();
However, when I modify the tempMoveSpdUpgrade array, it also saves the new data in the sharedObject even if the flush hasn't been called yet.
tempMoveSpdUpgrade[0][2] = 1;
trace(parentMC.sharedObject.data.moveSpdUpgrade);
This trace shows that the data has changed but I don't understand since the flush hasn't been called and the swf hasn't been closed. I'm wondering why the modifications made in the array automatically changes the sharedObject data.
Thank you for the help.
Edit:
public function saveGame(){
parentMC.sharedObject.data.money = parentMC.money;
parentMC.sharedObject.data.moveSpdUpgrade = parentMC.upgrades.tempMoveSpdUpgrade;
parentMC.sharedObject.flush();
}
Like I stated in the comments with hackattack, the money is the correct data when I don't save but the moveSpdUpgrade array is modified either way.
I think you are running into a bit confusing thing about arrays.
What is happening never saves any data by another function or has something to do with the rest of your code.
Simple the method how you try to copy the array of that Sharedobject doesnt create two seperate Obejcts. Instead you are always working live on the sharedObject-array.
package
{
import flash.display.Sprite;
public class arraytester extends Sprite
{
private var a:Array = new Array(1,2,3,4,5);
private var b:Array = new Array("a","b","c","d","e","f");
public function arraytester()
{
// Both arrays are different Objects
trace(a); // 1,2,3,4,5
trace (b); //a,b,c,d,e,f
// Both arrays are pointing to the same Object
a= b;
trace(a); //a,b,c,d,e,f
trace (b); //a,b,c,d,e,f
b[1] = 2;
trace(a); //a,2,c,d,e,f
trace (b); //a,2,c,d,e,f
// a is a copy of b while becoming a seperate Object
a = b.concat();
b[0]= 1;
trace(a); //a,2,c,d,e,f
trace (b); //1,2,c,d,e,f
}
}
}
What is in the sharedObject that is loaded into memory and what is saved to disc are separate things. You are tracing the sharedObject in memory. Until you flush this sharedObject it probably wont save its image to disc. Try creating a new SharedObject and tracing that, it should be different.
Edit:
I see an error in what i told you to do before (below in the comments). I told you to make a new instance of moveSpdUpgrade to place in your shared object with the .concat method. The reason this doesnt work is because moveSpdUpgrade is a 2d array, i missed this detail. So calling .concat creates a new instance, but the new instance is still filled with references to arrays and it those arrays that you are editing. So to solve this we have to do a deep copy of moveSpdUpgrade. Here is a function that will accomplish that
function array2DConcat(target : Array) : Array {
var buff : Array = new Array(target.length);
for(var i : int = 0;i < target.length;i++) }
buff[i] = target[i].concat();
}
return buff;
}
and then if you change your method to
public function saveGame(){
parentMC.sharedObject.data.money = parentMC.money;
parentMC.sharedObject.data.moveSpdUpgrade = array2DConcat(parentMC.upgrades.tempMoveSpdUpgrade);
parentMC.sharedObject.flush();
}
hopefully that will work.