AIR Loading server hosted swf into same sandbox - actionscript-3

I have an AIR App I'm working on and need to load a swf(always from localhost) which will access some methods in it's parent and vice versa. I'm not concerned with opening gaping security holes in a desktop app though. I've been searching all over but keep hitting walls with each implementation out there.
My current setup loads in the swf and it plays but I get a small error from the sandbox since I'm not in the same one as the app. Does anyone know how to get past this error so there is complete freedom opened up between the AIR app and the swf?
* Security Sandbox Violation *
SecurityDomain 'http://localhost/test.swf' tried to access incompatible context 'app:/Test_Player.swf'
public function loadSWF():void {
//var context:LoaderContext = new LoaderContext();
//context.checkPolicyFile = true;
//context.applicationDomain = ApplicationDomain.currentDomain;
//context.securityDomain = SecurityDomain.currentDomain;
var req:URLRequest = new URLRequest(swfURL);
adLoader = new Loader();
videoCanvas.rawChildren.addChild(adLoader);
loader.contentLoaderInfo.addEventListener(Event.INIT, adLoadedHandler, false, 0, true);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioError, false, 0, true);
//loader.load(req, context);
loader.load(req);
}

You need to load your distant SWF with an UrlLoader and then reload it through loadByte. With this method you will by pass security.
package
{
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLLoader;
import flash.net.URLLoaderDataFormat;
import flash.net.URLRequest;
import flash.system.ApplicationDomain;
import flash.system.LoaderContext;
public class TestDistantSwf extends Sprite
{
private var _urlLoader : URLLoader = new URLLoader;
private var _loader : Loader = new Loader;
public function TestDistantSwf()
{
addChild(_loader);
// Won't work
//_loader.load(new URLRequest("http://localhost/test.swf"));
// Load it as binary
_urlLoader.dataFormat = URLLoaderDataFormat.BINARY;
_urlLoader.addEventListener(Event.COMPLETE, onLoad);
_urlLoader.load(new URLRequest("http://localhost/test.swf"));
}
private function onLoad(e : Event) : void
{
// Load distant swf data locally
_loader.loadBytes(_urlLoader.data, new LoaderContext(false, ApplicationDomain.currentDomain));
}
}
}
If you need to pass arguments like flash var, two way to do it, if use Air 2.6 or later, you can use LoaderContext.parameters :
private function onLoad(e : Event) : void
{
var lc : LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
lc.parameters ={
foo:"hello !"
};
lc.allowCodeImport = true;
// Load distant swf data locally
_loader.loadBytes(_urlLoader.data, lc);
}
And then get it with loaderInfo.parameters in your loaded SWF.
Or you can call a function of loaded Swf :
private function onLoadBinary(e : Event) : void
{
e.target.content.init("hello 2 !");
}
private function onLoad(e : Event) : void
{
var lc : LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
lc.allowCodeImport = true;
// Load distant swf data locally
_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadBinary);
_loader.loadBytes(_urlLoader.data, lc);
}
This will call from loaded swf in its main class:
public function init(foo : String) : void
{
trace(foo);
}

Related

AS3: Display data(integer) from an swf to another swf through class

I have a "score1.as" class in which it will access a data from an swf and display it into
my "finalscore.fla"...I was able to pass and trace the data successfully into my "finalscore.fla"..But my problem is this: Though I was able to access the data by tracing it, I can't display it to my dynamic text...I thought by simply typing "txtScore.text = ("Score: " + lol1.go() );" would solve the problem but it didn't...Please help..Here's my code..bY the way, I'm using actionscript 3.0..
score1.as:
package
{
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
public class score1 extends Sprite
{
private var loader:Loader;
public function Parent()
{
loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoaded);
loader.load(new URLRequest("savescore.swf"));//This is the swf where in the data came from
}
public function onLoaded(e:Event):void
{
trace(loader.content['currentScore']);
}
public function go():int{
return loader.content['currentScore'];//This is the data being accessed
}
}
}
finalscore.fla:
var lol1:score1 = new score1();
txtScore.text = ("Score: " + lol1.go() ); // This is where I can't display the data
lol1.Parent();//I successfully traced the data
Check your embedded fonts. You are likely only embedding the characters from the font that were present at compile time. For example, if you have a textfield with "Hello World!", and you wanted to do textfield.text = "Jiggly Jello Lord!" would display as "l ello ord", because only those characters were present in the textfield during compile.
Edit:
I took a closer look at your code. You need to call Parent() before you can get your content. In fact, rename it to be the constructor, and you should be good.
package {
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
public class score1 extends Sprite {
public var loader:Loader;
public function score1() {
// You need to run this code as your constructor.
loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoaded);
loader.load(new URLRequest("savescore.swf"));
}
public function onLoaded(e:Event):void {
trace(loader.content['currentScore']);
}
public function go():int {
return loader.content['currentScore'];
}
}
}
You'd also want to wait for your content to be loaded before accessing the data. For this, you'd need to wait for your onLoaded to fire before trying txtScore.text = ("Score: " + lol1.go() );
Edit 2
onLoaded is how you know if it runs. It gets called when Event.COMPLETE fires. By the same extension, just register for that event from outside your class, or fire an event, or any other solution that completes after the data is loaded.
finalscore.fla:
var lol1:score1 = new score1();
lol1.loader.contentLoaderInfo.addEventListener(Event.COMPLETE, scoreReady);
function scoreReady(e:Event):void {
txtScore.text = "Score:" + lol1.go();
}

Workaround for Security.allowDomain

I have number of SWF files which should be accessed from external server. To be able to do this I need to have Security.allowDomain in each SWF file. The problem here is that I don't have FLA for those files and there are thousands of SWFs.
If there a better way to configure those files to be accessible from other domain?
Like having some kind of config file or so.
Yes, there is one workaround, but I think it's a security hole, so it can be fixed in any release of flash player. Meanwhile it works now so here is solution - use URLLoader with BINARY dataFormat as preloader for swf bytes:
swf without Security permissions for it scripting:
package
{
import flash.display.MovieClip;
public class astest extends MovieClip
{
public function astest()
{
}
public function externalCheck():void
{
graphics.beginFill(0xFF0000);
graphics.drawCircle(100, 100, 100);
}
}
}
Loader swf that wants to load previous swf and call the externalCheck method:
package
{
import flash.display.Loader;
import flash.display.MovieClip;
import flash.events.Event;
import flash.net.URLLoader;
import flash.net.URLLoaderDataFormat;
import flash.net.URLRequest;
import flash.utils.ByteArray;
public class astest2 extends MovieClip
{
private var loader:Loader;
private var urlLoader:URLLoader;
public function astest2()
{
init();
}
//this method works fine
protected function init():void
{
urlLoader = new URLLoader();
urlLoader.dataFormat = URLLoaderDataFormat.BINARY;
urlLoader.load(new URLRequest("http://domain_with_your_swfs/astest.swf"));
urlLoader.addEventListener(Event.COMPLETE, function(event:Event):void
{
addChild(loader = new Loader());
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoader);
loader.loadBytes(urlLoader.data as ByteArray);
});
}
//this method will fire SecurityError when calling the 'externalCheck' method
protected function init2(event:Event = null):void
{
addChild(loader = new Loader());
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoader);
loader.load(new URLRequest("http://domain_with_your_swfs/astest.swf"));
}
protected function onLoader(event:Event = null):void
{
var swf:Object = loader.content;
swf.externalCheck();
}
}
}
Don't forget to place the crossdomain.xml file to the root of your server with swf files to load, without it URLLoader will not able to load the bytes, it's the only security requirement.

Flash Builder 4.6 Mobile Flex AS3: How to communicate with embedded SWF

I have a Flash Barcode scanner (camera) and want to use it in a mobile project to scan QR-Codes. It would be nice that it is possible to re-use this SWF and embedded it into a mobile Flex application. The SWF is made in Flash CS5.
So far, embedding (and add it to the stage and showing it) is successful but how do i communicate with the SWF? For example calling a function of it or by using events.
Here is a code snippet:
[Embed(source="../cam/cam.swf")]
private var cam:Class;
....
....
public const EVT_SNAPSHOT : String = "onSnapShot";
public var camera : Object;
public function onInit(e:Event) : void
{
this.camera = new cam();
this.camera.addEventListener(Event.ADDED_TO_STAGE, this.cameraInit );
this.stage.addChild( this.camera as DisplayObject );
}
private function cameraInit(e:Event):void
{
trace( 'Added to stage' );
this.stage.addEventListener( EVT_SNAPSHOT, this.cameraDoScan ); // does not bind?
trace( this.camera.hasOwnProperty('getAppInfo') ); // shows 'false'
}
private function cameraDoScan(e:MouseEvent):void
{
trace('MouseClick!');
}
Does anyone know to communicate with this 'thing'?
The most functional way to use external swf module is to load it into current ApplicationDomain, so you will have access to all classes contained in this loaded swf:
package
{
import flash.display.DisplayObject;
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.system.ApplicationDomain;
import flash.system.LoaderContext;
import flash.utils.ByteArray;
import flash.utils.getDefinitionByName;
public class astest extends Sprite
{
[Embed(source="/../assets/art.swf", mimeType="application/octet-stream")]
private static const art:Class;
public function astest()
{
var artBytes:ByteArray = new art() as ByteArray;
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onArtLoaded);
loader.loadBytes(artBytes, new LoaderContext(false, ApplicationDomain.currentDomain));
}
protected function onArtLoaded(e:Event):void
{
var domain:ApplicationDomain = ApplicationDomain.currentDomain;
if(domain.hasDefinition("welcome_view"))
{
var moduleClass:Class = domain.getDefinition("welcome_view") as Class;
var module:Object = new moduleClass();
//module.moduleFunction();
addChild(module as DisplayObject);
}else
{
trace("loaded swf hasn't class 'welcome_view'");
}
}
}
}

as3 Adobe Air access iPad device camera

Is there a way you can use as3 to access iPad's camera?
I mean start the Camera within the app itself
have ability take a shoot and save the image to byteArray and applying the image to the background or doing some manipulation
I have done some research most of them just showing how to access the android devices.
Thanks for any suggestion or help.
Yes, you can absolutely do this. The beauty of Flash is that the code to do it is the same that you would use on Android or a PC.
Literally, you can do this to connect the camera to a Video object:
var camera:Camera = Camera.getCamera();
var video=new Video();
video.attachCamera(camera);
this.addChild(video); // 'this' would be a Sprite or UIComponent, etc...
There's a lot more to do if you want to do something useful, but it's fairly straight forward once you get started :)
bluebill1049, I'm not certain from the thread if you got what you were looking for, but I did see your request for the whole class. I found the same information (that Jason Sturges posted in his answer) in this post.
take photo using Adobe Builder (flex) for iOS
Unlike his reply here, his reply to that post had had a link to a great tutorial on building a mobile app and it was from that tutorial that this code was lifted/quoted. It requires an event class (event.CameraEvent - only a few lines) that's contained in that project/tutorial so it's important to be able to go back to the source, as it were. That source is located here:
http://devgirl.org/files/RIAUnleashed/
My thanks to Jason. Just so you don't have to dig, here's the event class that's missing from the quote:
package events
{
import flash.events.Event;
import flash.filesystem.File;
public class CameraEvent extends Event
{
public static const FILE_READY:String = "fileReady";
public var file:File;
public function CameraEvent(type:String, file:File=null, bubbles:Boolean = true, cancelable:Boolean = true)
{
super(type, bubbles, cancelable);
this.file = file;
}
}
}
Hope that helps!
Using the loader is not the only way to access the image bytes on iOS. It turns out the data is already in JPEG format to begin with, so encoding it again is not necessary.
Just do a mediaPromise.open() to get at the bytes and save them directly instead.
XpenseIt example code offers this camera implementation:
Class: CameraUtil:
package utils
{
import events.CameraEvent;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.MediaEvent;
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import flash.media.CameraRoll;
import flash.media.CameraUI;
import flash.media.MediaPromise;
import flash.media.MediaType;
import flash.utils.ByteArray;
import mx.events.DynamicEvent;
import mx.graphics.codec.JPEGEncoder;
[Event(name = "fileReady", type = "events.CameraEvent")]
public class CameraUtil extends EventDispatcher
{
protected var camera:CameraUI;
protected var loader:Loader;
public var file:File;
public function CameraUtil()
{
if (CameraUI.isSupported)
{
camera = new CameraUI();
camera.addEventListener(MediaEvent.COMPLETE, mediaEventComplete);
}
}
public function takePicture():void
{
if (camera)
camera.launch(MediaType.IMAGE);
}
protected function mediaEventComplete(event:MediaEvent):void
{
var mediaPromise:MediaPromise = event.data;
if (mediaPromise.file == null)
{
// For iOS we need to load with a Loader first
loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderCompleted);
loader.loadFilePromise(mediaPromise);
return;
}
else
{
// Android we can just dispatch the event that it's complete
file = new File(mediaPromise.file.url);
dispatchEvent(new CameraEvent(CameraEvent.FILE_READY, file));
}
}
protected function loaderCompleted(event:Event):void
{
var loaderInfo:LoaderInfo = event.target as LoaderInfo;
if (CameraRoll.supportsAddBitmapData)
{
var bitmapData:BitmapData = new BitmapData(loaderInfo.width, loaderInfo.height);
bitmapData.draw(loaderInfo.loader);
file = File.applicationStorageDirectory.resolvePath("receipt" + new Date().time + ".jpg");
var stream:FileStream = new FileStream()
stream.open(file, FileMode.WRITE);
var j:JPEGEncoder = new JPEGEncoder();
var bytes:ByteArray = j.encode(bitmapData);
stream.writeBytes(bytes, 0, bytes.bytesAvailable);
stream.close();
trace(file.url);
dispatchEvent(new CameraEvent(CameraEvent.FILE_READY, file));
}
}
}
}

Run-time loading of external assets and re-using preloaded assets in actionscript 3?

I'm creating a 2d flash game (coded in flex/actionscript 3) where assets are downloaded when they are needed. Currently I have it setup like this:
AssetLoader.as
package
{
import flash.display.Loader;
import flash.net.URLRequest;
public class AssetLoader extends Loader
{
//set vars
private var url:String = "http://test.com/client/assets/";
public function AssetLoader(url:String)
{
Logger.log("AssetLoader request: " + this.url + url);
var request:URLRequest = new URLRequest(this.url + url);
this.load(request);
}
}
}
Then, where I want to load the asset I do the following:
var asset:AssetLoader = new AssetLoader("ships/" + graphicId + ".gif");
asset.contentLoaderInfo.addEventListener(Event.COMPLETE, onShipAssetComplete, false, 0, true);
private function onShipAssetComplete(event:Event):void
{
var loader:Loader = Loader(event.target.loader);
shipImage = Bitmap(loader.content);
shipImage.smoothing = true;
addChild(shipImage);
}
The thing is, that this method doesn't check for already downloaded assets, so it will redownload them the second time the same asset is being requested (I think).
So, what I need is an array where all downloaded assets are stored, and on request the name of this asset is checked for existance in the array. So if it has already been downloaded, that asset from memory must be returned rather than redownloaded.
I could make the assetloader a static class, but I have to wait for the event to fire when it's done downloading the image - so I can't simply let a static function return the corresponding image. Any idea how I should do this?
EDIT for an attempt after comments:
package
{
import flash.display.Loader;
import flash.events.Event;
import flash.net.URLRequest;
public final class AssetManager
{
private static var assets:Object = {};
private static var preUrl:String = Settings.ASSETS_PRE_URL;
public static function load(postUrl:String):*
{
if (assets[postUrl])
{ //when the asset already exists
//continue
}
else
{ //the asset still has to be downloaded
var request:URLRequest = new URLRequest(preUrl + postUrl);
var loader:Loader = new Loader();
loader.load(request);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
function(event:Event):void
{
var loader:Loader = Loader(event.target.loader);
assets[postUrl] = loader.content;
}, false, 0, true);
}
}
}
}
EDIT2: another attempt
package
{
import flash.display.Loader;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.net.URLRequest;
public final class AssetManager
{
private static var assets:Object = {};
private static var preUrl:String = Settings.ASSETS_PRE_URL;
public static function load(postUrl:String):*
{
if (assets[postUrl])
{ //the asset already exists
var dispatcher:EventDispatcher = new EventDispatcher();
dispatcher.dispatchEvent(new CustomEvent(CustomEvent.LOAD_COMPLETE, assets[postUrl]));
}
else
{ //the asset still has to be downloaded
var request:URLRequest = new URLRequest(preUrl + postUrl);
var loader:Loader = new Loader();
loader.load(request);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
function(event:Event):void
{
var loader:Loader = Loader(event.target.loader);
assets[postUrl] = loader.content;
var dispatcher:EventDispatcher = new EventDispatcher();
dispatcher.dispatchEvent(new CustomEvent(CustomEvent.LOAD_COMPLETE, assets[postUrl]));
}, false, 0, true);
}
}
}
}
Then, I try the following:
var asset:AssetManager = AssetManager.load("ships/" + graphicId + ".gif");
asset.addEventListener(CustomEvent.LOAD_COMPLETE, onShipAssetComplete, false, 0, true);
But get an error, "undefined method addEventListener by a reference of the type static AssetManager" (roughly translated).
You could add a static object (used as a dictionary with urls for assets as keys and the content for assets as values) in the AssetLoader class and in the same time keep using the class in the way you're using it right now.
private static var assets:Object = {};
The difference would be that your class would need to check against that static object if the URL for the content has already been requested previously. If it has, dispatch the complete event immediately. If it hasn't, follow the normal routine and don't forget to populate your static object with the newly loaded asset.
Update:
This is a quick example of what I meant. I haven't had time to test this, but it should work.
Note:
You must invoke the loadAsset() method of the AssetLoader instances you create in order to actually load the asset. This is consistent with the way the Loader class we're extending works.
You should always add all event listeners BEFORE invoking the loadAsset() method. In your question you're calling the load() method from within the constructor and only afterwards add the event listener for Event.COMPLETE. This could produce strange results.
Here's the code:
package
{
import flash.display.Loader;
import flash.events.Event;
import flash.net.URLRequest;
public class AssetLoader extends Loader
{
private static const BASE_URL:String = 'http://test.com/client/assets/';
public static var storedAssets:Object = {};
private var assetURL:String;
private var urlRequest:URLRequest;
private var cached:Boolean = false;
public function AssetLoader(url:String):void
{
trace('Loading: ' + url);
assetURL = url;
if (storedAssets[assetURL] != null)
{
cached = true;
trace('Cached');
}
else
{
trace('Loading uncached asset');
urlRequest = new URLRequest(BASE_URL + assetURL);
contentLoaderInfo.addEventListener(Event.COMPLETE, OnAssetLoadComplete);
}
}
public function loadAsset():void
{
if (cached)
loadBytes(storedAssets[assetURL]);
else
load(urlRequest);
}
private function OnAssetLoadComplete(event:Event):void
{
storedAssets[assetURL] = contentLoaderInfo.bytes;
trace('Loaded ' + contentLoaderInfo.bytesLoaded + ' bytes');
}
}
}
Update 2:
Here's how one would use the class above:
var assetLdr:AssetLoader = new AssetLoader("ships/" + graphicId + ".gif");
assetLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, onShipAssetComplete);
assetLdr.loadAsset();
private function onShipAssetComplete(event:Event):void
{
var shipImage:Bitmap = Bitmap(event.target.loader.content);
// Do stuff with shipImage
}
Perhaps you should take a look at Bulk Loader. It does the kinds of things your looking to do. If you really want to use a custom solution, it would be a great point of reference, but why reinvent the wheel?
Tyler.
Here is an alteration of your load command to capture the resourceId
public function load(postUrl:String):*
{
var index:int;
if ((index = assetExists(postUrl)) != -1)
{
dispatchEvent(new CustomEvent(CustomEvent.LOAD_COMPLETE, asset[postUrl]));
}
else
{
//the asset still has to be downloaded
var request:URLRequest = new URLRequest(preUrl + postUrl);
var loader:Loader = new Loader();
loader.load(request);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
function(event:Event)
{
// NOTE: not sure on scoping here ...
// pretty sure you're this will be the Loader
// if not just read it off the event like you were before
assets[postUrl] = content;
dispatchEvent(new CustomEvent(CustomEvent.LOAD_COMPLETE, asset[postUrl]));
}, false, 0, true);
}
}
/* In a new file */
public class CustomEvent extends Event
{
public static const LOAD_COMPLETE:String = "CustomEvent_LoadComplete";
// If you know the type you should use it (e.g. Sprite/DisplayObject)
public var content:*;
public function CustomEvent(type:String, _content:*)
{
content = _content;
super(type);
}
}
Note: when you write an Event descendant you should also override the toString and clone methods. I've also cheated on the constructor since you may want to pass through weakReferences and things like that.