AS3 load variables from a txt file which has && formatting - actionscript-3

I'm trying to load a txt file of variables into my AS3 project. The problem I have though seems to be down to the fact that the txt file (which is pre formatted and cannot be changed) is formatted using double amphersands... e.g.
&name=mark&
&address=here&
&tel=12345&
I'm using the following code to load the txt file
myLoader.addEventListener(Event.COMPLETE, onLoaded, false, 0, true);
myLoader.dataFormat = URLLoaderDataFormat.VARIABLES;
urlRqSend = new URLRequest(addressToTxt.txt);
public function onLoaded(e:Event):void {
trace(myLoader.data);
}
Using URLLoaderDataFormat.VARIABLES generates the following error:
Error: Error #2101: The String passed to URLVariables.decode() must be a URL-encoded query string containing name/value pairs.
If I use URLLoaderDataFormat.TEXT I can load the data successfully but I'm not able (or don't know how to) access the variables.
Would anyone have any ideas or work arounds to this please.
Thanks,
Mark

I had that kind of problem some time ago.
I suggest you to load first as a text, remove those line breaks, the extra amphersands and parse manually:
var textVariables:String;
var objectVariables:Object = new Object();
...
myLoader.addEventListener(Event.COMPLETE, onLoaded, false, 0, true);
myLoader.dataFormat = URLLoaderDataFormat.TEXT;
urlRqSend = new URLRequest(addressToTxt.txt);
public function onLoaded(e:Event):void {
textVariables = myLoader.data;
textVariables = textVariables.split("\n").join("").split("\r").join(""); // removing line breaks
textVariables = textVariables.split("&&").join("&"); // removing extra amphersands
var params:Array = textVariables.split('&');
for(var i:int=0, index=-1; i < params.length; i++)
{
var keyValuePair:String = params[i];
if((index = keyValuePair.indexOf("=")) > 0)
{
var key:String = keyValuePair.substring(0,index);
var value:String = keyValuePair.substring(index+1);
objectVariables[key] = value;
trace("[", key ,"] = ", value);
}
}
}
I wrote that code directly here, I don't have any AS3 editor here, so, maybe you'll find errors.

If you have data in String and it has a structure just like you wrote, you can do a workaround:
dataInString = dataInString.split("\n").join("").split("\r").join(""); // removing EOL
dataInString = dataInString.slice(0,-1); // removing last "&"
dataInString = dataInString.slice(0,1); // removing first "&"
var array:Array = dataInString.split("&&");
var myVariables:Object = new Object();
for each(var item:String in array) {
var pair:Array = item.split("=");
myVariables[pair[0]] = pair[1];
}
That should make you an object with proper variables.

Related

Firebase "MD5" & BloddyCrytpo's dont match

I'm trying to do a check to see if the user has a local file. If the user does, I get bloodycrypto to make a md5 out of it. Then I compare the two values. One from the firebase file's metadata and the other from the byte array of the file digested. They never match. Does Firebase do something different when trying to generate the md5 of a file I upload?
private function handleMetaSuccess(e:StorageReferenceEvent):void
{
trace("Meta succes for reference:" + this.name);
storageMetaData = e.metadata;
trace("reading file.");
fileBA = new ByteArray();
var fs:FileStream = new FileStream();
fs.open(Definitions.CACHE_DIRECTORY.resolvePath(name + ".jpg"), FileMode.READ)
fs.readBytes(fileBA);
fs.close();
var byteHash:String = MD5.hashBytes(fileBA)
trace("Local hash = " + byteHash); //93b885adfe0da089cdf634904fd59f71
trace("Network hash = " + storageMetaData.md5Hash); //bo7XPotC+T5wmAcpagnXBw==
if (byteHash != storageMetaData.md5Hash)
{
trace("Not equal. Getting file."); //Always happens
getFile();
}
else
{
loadFile();
}
}
Upon closer inspetion (thanks to Organis) firebase doesn't return a proper MD5. What is it? In my storage consol I don't see an md5 property, so is this autogenerated? The files were uploaded through my rest API based off phantom's guide.
Update: Following Organis' comment about the way Firebase handle's MD5s
var byteHash:ByteArray = new ByteArray();
byteHash.writeUTFBytes(MD5.hashBytes(fileBA));
var byteHashWithLength:ByteArray = new ByteArray();
byteHashWithLength.writeUTF(MD5.hashBytes(fileBA));
trace("Bytehash with length = " + Base64.encode(byteHashWithLength)); //ACAyMTMzYTdmYjczYTEzZDQ3ZDkzMTEyY2I1OWQyYTBmMg==
trace("Plain = " + Base64.encode(byteHash)); //OTNiODg1YWRmZTBkYTA4OWNkZjYzNDkwNGZkNTlmNzE=
trace("Storage md5 = " + storageMetaData.md5Hash); //UsoNl5sL1+aLiAhTOTBXyQ==
Trying to take the md5 I get and turn it into base64 results in consistent mismatching results. Is there an argument I am missing or applying incorrectly when I try to decode everything?
...So I would do something like
var storageHash:String = Base64.decode(storageMetaData.md5Hash).toString();
to follow your example right?
Try this code below to get your storageMetaData.md5Hash correctly decoded from Base64 :
Let me know result of trace("storage hash : " + storageHash); to check if you're getting an (expected) sequence of 32 hex values.
private function handleMetaSuccess(e:StorageReferenceEvent):void
{
trace("Meta succes for reference:" + this.name);
storageMetaData = e.metadata;
trace("reading file.");
fileBA = new ByteArray();
var fs:FileStream = new FileStream();
fs.open(Definitions.CACHE_DIRECTORY.resolvePath(name + ".jpg"), FileMode.READ)
fs.readBytes(fileBA);
fs.close();
var byteHash:String = MD5.hashBytes(fileBA); //Local hash
var ba_storageHash:ByteArray = new ByteArray();
ba_storageHash = Base64.decode(storageMetaData.md5Hash); //update ByteArray
var storageHash:String = bytesToHexString(ba_storageHash); //Hex values of bytes shown as String
trace("Network hash : " + storageMetaData.md5Hash); //bo7XPotC+T5wmAcpagnXBw==
trace("Local hash : " + byteHash); //93b885adfe0da089cdf634904fd59f71
trace("storage hash : " + storageHash); //what is result??
if (byteHash != storageHash)
{
trace("Not equal. Getting file."); //Always happens
getFile();
}
else
{
loadFile();
}
}
// # Byte values (Hex) shown as (returned) String type
private function bytesToHexString(input:ByteArray) : String
{
var strOut:String = ""; var strRead:String = "";
input.position = 0;
var intBASize:uint = input.length;
for (var i:int = 0; i < intBASize; i++)
{
strRead = input.readUnsignedByte().toString(16);
if(strRead.length < 2) { strRead = "0" + strRead; } //# do padding
strOut += strRead ;
}
return strOut.toLowerCase(); //strOut.toUpperCase();
}

Read a string in AS3

I have a question regarding to my project which is how to read a string in AS3.
Actually, I have an text file named test.txt. For instance:
It consists of:
Sun,Mon,Tue,Wed,Thu,Fri,Sat
and then I want to put all of them into an array and then a string to show them in the dynamic text Box called text_txt:
var myTextLoader:URLLoader = new URLLoader();
myTextLoader.addEventListener(Event.COMPLETE, onLoaded);
function onLoaded(e:Event):void
{
var days:Array = e.target.data.split(/\n/);
var str:String;
stage.addEventListener(MouseEvent.CLICK, arrayToString);
function arrayToString(e:MouseEvent):void
{
for (var i=0; i<days.length; i++)
{
str = days.join("");
text_txt.text = str + "\n" + ";"; //it does not work here
}
}
}
myTextLoader.load(new URLRequest("test.txt"));
BUT IT DOES NOT show them in different line and then put a ";" at the end of each line !
I can make it to show them in different line, but I need to put them in different line in txt file and also I still do not get the ";" at the end of each line unless put it in the next file also at the end of each line.
And then I want to read the string and show an object from my library based on each word or line. for example:
//I do not know how to write it or do we have a function to read a string and devide it to the words after each space or line
if (str.string="sun"){
show(obj01);
}
if (str.string="mon"){
show(obj02);
}
I hope I can get the answer for this question.
Please inform me if you can not get the concept of the last part. I will try to explain it more until you can help me.
Thanks in advance
you must enable multiline ability for your TextField (if did not)
adobe As3 DOC :
join() Converts the elements in an array to strings, inserts the
specified separator between the elements, concatenates them, and
returns the resulting string. A nested array is always separated by a
comma (,), not by the separator passed to the join() method.
so str = days.join(""); converts the Array to a single string, and as your demand ( parameter passed to join is empty "") there is no any thing between fetched lines. and text_txt.text = str + "\n" + ";"; only put a new line at the end of the text once.
var myTextLoader:URLLoader = new URLLoader();
var days:Array;
myTextLoader.addEventListener(Event.COMPLETE, onLoaded);
function onLoaded(e:Event):void
{
days = e.target.data.split(/\n/);
var str:String;
stage.addEventListener(MouseEvent.CLICK, arrayToString);
}
myTextLoader.load(new URLRequest("test.txt"));
function arrayToString(e:MouseEvent):void
{
text_txt.multiline = true;
text_txt.wordWrap = true;
text_txt.autoSize = TextFieldAutoSize.LEFT;
text_txt.text = days.join("\n");
}
also i moved arrayToString out of onLoaded
for second Question: to checking existance of a word, its better using indexOf("word") instead comparing it with "==" operator, because of invisible characters like "\r" or "\n".
if (str.indexOf("sun") >= 0){
show(obj01);
}
if (str.indexOf("mon") >= 0){
show(obj02);
}
Answer to the first part:
for (var i=0; i<days.length; i++)
{
str = days[i];
text_txt.text += str + ";" + "\n";
}
I hope I understand you correctly..
I wrote from memory, sorry for typos if there are...
For the second part, add a switch-case
switch(str) {
case "sun":
Show(??);
break;
.
.
.
}

How to access an object in AS3

I wrote this code
var enemies:Object = new Object();
// HP MP ATK DEF MATK MDEF AGI LUCK
enemies.Goblin = [40, 20, 6, 6, 3, 3, 4, 1];
which contains those stats for the goblin and I created a function that should take the stats from enemies.Goblin and put them in some variables but it won't work.
function createEnemy(enemyName:String):void {
e_hp = enemies.enemyName[0];
e_mp = enemies.enemyName[1];
e_atk = enemies.enemyName[2];
e_def = enemies.enemyName[3];
e_matk = enemies.enemyName[4];
e_mdef = enemies.enemyName[5];
e_agi = enemies.enemyName[6];
e_luck = enemies.enemyName[7];
}
This is the output error when the createEnemy function is executed: TypeError: Error #1010: A term is undefined and has no properties.
Object "enemies" does not have "enemyName" property.
Try this:
enemies[enemyName][0]
enemies[enemyName][1]
...
The answer had been given but what are you doing is a wrong way to do. Accessing properties by index is asking for trouble in a very near future.
It is better to do with classes but since you're using objects, I will try use objects too:
var goblin_stats:Object = { hp:40, mp:20, atk:6, def:6 }; // and so on
var elf_stats:Object = { hp:35, mp:30, atk:8, def:4 }; // and so on
...
// add as much characters as needed
Now I believe you just want to create a fresh goblin based on goblin stats. Just pass the stats to the createEnemy function:
createEnemy(goblin_stats);
function createEnemy(stats:Object):void {
e_hp = stats.hp;
e_mp = stats.mp;
// and so on
}
or better:
function createEnemy(stats:Object):void {
for (var property:String in stats) e_stats[property] = stats[property];
}
Store objects (everything) in arrays for easy referencing. Here are the key code:
var aEnemies:Array = new Array();
var mcEnemy:Object = new Object();
mcEnemy.iHP = 40; // set iHP property to 40
aEnemies.push(mcEnemy); // add enemy to array of enemies
trace("enemy 0's HP: " + aEnemies[0].iHP);

How to get byteArray or base64 string from RenderTexture Cocos2d-JS

I am making a game on cocos2d-JS for facebook in which there is a requirement of sharing a screenshot of the game.
I am able to take the screenshot but now I am unable to upload it in the Parse.com server because it requires base64 format or byte array. I am unable to find any solution of converting Sprite in to this format.. Here's my code so result when I do addchild its coming proper .. I have also added my commented code so that it will help to understand that I have tried lot of things but couldnt achieve the same.
shareToSocialNetworking: function () {
cc.director.setNextDeltaTimeZero(true);
var newsize = cc.director.getVisibleSize();
var renderText = new cc.RenderTexture(newsize.width,newsize.height);
renderText.begin();
cc.director.getRunningScene().visit();
renderText.end();
var result = cc.Sprite.create(renderText.getSprite().getTexture());
result.flippedY = true;
this._mainViewNode.addChild(result,6000);
//renderText.saveToFile("screenshot.jpg",cc.IMAGE_FORMAT_PNG);
//var based = renderText.getSprite().getTexture().getStringForFormat().toString();
//var data = based.getData();
var file = new Parse.File("screen.jpg", { base64: this.getBase64(result) });
//var file = new Parse.File("screen.jpg", data, "image/png");
var self = this;
file.save().then(function() {
// The file has been saved to Parse.
alert(file.url);
this.onSharePictureInfoLink(file.url());
}, function(error) {
// The file either could not be read, or could not be saved to Parse.
});
//
//var ccImage = renderText.newCCImage();
//
//var str = ccImage.getData();
},
is there any workaround that can be done
there is a private variable called _cacheCanvas, which is the instance of the offscreen canvas
you can simply do renderText._cacheCanvas.toDataURL()
Here's how you can take the screnshot from cocos2d-JS
screenshot: function (fileName) {
var tex = new cc.RenderTexture(winSize.width, winSize.height, cc.Texture2D.PIXEL_FORMAT_RGBA8888);
tex.setPosition(cc.p(winSize.width / 2, winSize.height / 2));
tex.begin();
cc.director.getRunningScene().visit();
tex.end();
var imgPath = jsb.fileUtils.getWritablePath();
if (imgPath.length == 0) {
return;
}
var result = tex.saveToFile(fileName, cc.IMAGE_FORMAT_JPEG);
if (result) {
imgPath += fileName;
cc.log("save image:" + imgPath);
return imgPath;
}
return "";
}
then make a Java call from Javascript
public static void ScreenShot()
{
Bitmap imageBitmap = BitmapFactory.decodeFile(Cocos2dxHelper.getCocos2dxWritablePath() + "/" + "screenshot.png");
String fileHolder = "SampleFolder";
File filepathData = new File("/sdcard/" + fileHolder);
//~~~Create Dir
try {
if (!filepathData.exists())
{
filepathData.mkdirs();
filepathData.createNewFile();
FileWriter fw = new FileWriter(filepathData + fileHolder);
BufferedWriter out = new BufferedWriter(fw);
String toSave = String.valueOf(0);
out.write(toSave);
out.close();
}
}
catch (IOException e1) {
}
//~~~Create Image
File file = new File("/sdcard/" + "Your filename");
try
{
file.createNewFile();
FileOutputStream ostream = new FileOutputStream(file);
imageBitmap.compress(CompressFormat.PNG, 100, ostream);
ostream.close();
}
catch (Exception e) {}
Uri phototUri = Uri.fromFile(file);
Intent shareIntent = new Intent();
shareIntent.setAction(Intent.ACTION_SEND);
shareIntent.putExtra(Intent.EXTRA_STREAM, phototUri);
//~~~Add Code Below
}
Do not forget to add permission for external storage

Reverse engineering - Flash app

I have that code:
private function handleFlashVarsXmlLoaded(event:Event) : void
{
var secondsplit:String = null;
var item:Array = null;
var string:* = XML(String(event.target.data));
var notsplited:* = string.vars_CDATA; //what is .vars_CDATA?
var splitted:* = notsplitted.split("&");
var datacontainer:Object = {};
var index:Number = 0;
item = secondsplit.split("=");
datacontainer[item[0]] = item[1];
this.parseFlashVars(datacontainer); // go next
return;
}
That function is loaded when URLLoader is loaded.
I think that this function parse a XML file to string(fe. param1=arg1&param2=arg2), then split it by "&" and then by "=" and add data to datacontainer by
datacontainer["param1"] = "arg1"
But how should the XML file look like and what is string.vars_CDATA
I think, vars_CDATA is just a name of XML field, becourse variable named "string" is contains whole XML. So var "notsplited" contains a String-typed data of this field (I think so, becourse of the line "var splitted:* = notsplitted.split("&");", which splits String to Array).