Writing to a Text file on a server from Unity - c#

Hi I have been making an app in Unity and I have been trying to add code that will log User actions i.e. they have made a certain game object appear. What I am trying to do is write to a .txt file stored on a server I have the following code which is based on:
http://answers.unity3d.com/questions/984290/upload-txt-file-to-server-using-php.html
and they suggest it works, for me it is not writing anything to the file.
Here is my PHP code (SaveData.php):
<?php
$Action = $_GET["action"];
$Date = date('Y/m/d H:i:s');
$myFile = "TestingData.txt";
$fh = fopen($myFile, 'a') or die("can't open file");
fwrite($fh,$Action . "," . $Date . "\n");
fclose($fh);
?>
And here is the C# (SaveData.cs) I am attaching to the game objects I change the Action value in the inspector window:
using UnityEngine;
using System.Collections;
public class SaveData : MonoBehaviour {
public string postDataURL = "http://arinstructionman.byethost7.com/SaveData.php?"; //add a ? to your url
public string Action;
void Start()
{
StartCoroutine(PostData(Action));
}
IEnumerator PostData(string action)
{
string post_url = postDataURL + "action=" + WWW.EscapeURL(action);
WWW data_post = new WWW(post_url);
yield return data_post;
if (data_post.error != null)
{
print("There was an error saving data: " + data_post.error);
}
}
}
If I copy the post_url value and run it in the browser it seems to work fine, can anyone advise what I am doing wrong?
post_url output:
http://arinstructionman.byethost7.com/SaveData.php?action=Plane+Visible
Any help is much appreciated.

I would suggest trying this with $_POST instead of $_GET and see if you get a different response.
Also, you can use file_put_contents to open, write, and close the file all in one line, and using the FILE_APPEND flag to prevent overwriting the existing file. If the file does not exist, this will also create the file for you.
<?php
if(!isset($_POST["action"]))
{
echo ("NO DATA RECIEVED");
return;
}
$action = $_POST["action"];
$date = date('Y/m/d H:i:s');
$data = "{$action},{$date}\n";
$myFile = "TestingData.txt";
if(file_put_contents($myFile, $data, FILE_APPEND))
echo ("success");
else
echo ("failed to write file);
?>
And use WWWform to POST data to the PHP file:
public string postDataURL = "http://arinstructionman.byethost7.com/SaveData.php";
public string Action = "some action";
void Start()
{
StartCoroutine(PostData(Action));
}
IEnumerator PostData(string action)
{
WWWForm form = new WWWForm();
form.AddField("action", action);
WWW dataPost = new WWW(postDataURL, form);
yield return dataPost;
if (dataPost.error != null)
print("There was an error saving data: " + data_post.error);
else
print(dataPost.text);
}

)
Just in case someone is trying to implement that and it doesn't work like it was the case for me.
I found a fix, for sure is not the best implementation, but at least it works for the moment :
If your server doesn't use PHP5 you will have to use PHP4 function
(coming from : http://memo-web.fr/categorie-php-126/ ):
function file_put_contents_PHP4($myFile, $data) {
$f = #fopen($myFile, 'w');
if (!$f) {
echo ("failed to write file");
return false;
} else {
$resultat= fwrite($f, $data);
fclose($f);
echo ("success");
return $resultat;
}
}
For sure we could test if PHP5 is available with something like, but my php knowledge is kind of bad ahah :
if (!function_exists('file_put_contents'))
{
function file_put_contents_PHP4...
{
The Scripts :
SaveData.php, in your server online:
<?php
$action = $_POST["action"];
$data = "{$action}";
$myFile = "TestingData.txt";
if($action == "")
{
echo ("NO DATA RECIEVED");
return;
}
else
file_put_contents_PHP4($myFile, $data);
function file_put_contents_PHP4($myFile, $data) {
$f = #fopen($myFile, 'w');
if (!$f) {
echo ("failed to write file");
return false;
} else {
$resultat= fwrite($f, $data);
fclose($f);
echo ("success");
return $resultat;
}
}
?>
Unity c# Script :
[SerializeField] private string postDataURL = "http://yourebsite.com/SaveData.php";
[SerializeField] private string Action = "some action";
void Start()
{
StartCoroutine(PostData(Action));
}
IEnumerator PostData(string action)
{
WWWForm form = new WWWForm();
form.AddField("action", action);
WWW dataPost = new WWW(postDataURL, form);
yield return dataPost;
if (dataPost.error != null)
print("There was an error saving data: " + dataPost.error);
else
print(dataPost.text);
}
Don't forget to put an empty text file "TestingData.txt" next to "SaveData.php" into the server.
Don't forget as well to add the correct adress to SaveData.php in the Inspector.
I uploaded them to an old personal server using Filezilla and everything is working as intended.
Cheers :-)

Related

XAMPP becomes super slow after some time

Does anyone ever encounter the MYSQL in XAMPP being super slow after sometime?
I have a unity application that asking a string to be downloaded with this php script.
<?php
include 'Config.php'; // Just a normal mysqli connection setup
//the post from Unity.
$var_uniqueID = $_POST['uniqueID_Post'];
$conn = OpenCon(); // open connection
//create a query
$sql = "SELECT
var_name,
var_value
FROM variable_current_values
WHERE uniqueID = '".$var_uniqueID."' ";
$result = mysqli_query($conn, $sql);
if( mysqli_num_rows($result) > 0)
{
//show data for each row
while($row = mysqli_fetch_assoc($result))
{
echo "".$row['var_name'] .
"|".$row['var_value'] . "";
}
}
CloseCon($conn); // close the connection
?>
This PHP script is being called with c# script of UnityWebRequest
//www variable
private UnityWebRequest unityWebRequest;
void Update ()
{
if (unityWebRequest == null)
{
//fetch The data Widget
StartCoroutine(RealDataFetchWhere(this.name));
}
}
private IEnumerator RealDataFetchWhere(string _uniqueIDPost)
{
//gives the unique key
WWWForm fetchingForm = new WWWForm();
fetchingForm.AddField("uniqueID_Post", _uniqueIDPost);
//load and wait until the data is downloaded
unityWebRequest = UnityWebRequest.Post(**thePHPLink**, fetchingForm);
yield return unityWebRequest.SendWebRequest();
string data = unityWebRequest.downloadHandler.text;
print("the Data is : " + data);
}
At first everything seems to be fine. Data is downloaded perfectly(almost in realtime speed).
However after like more than 10 minutes, the XAMPP mySQL starting to slow down considerably. I try to modified the data manually in XAMPP and it takes about 5 - 8 seconds until the "row is affected"
If i leave them longer without closing my unity program, XAMPP start to freeze and disconnected.
Does anyone know the solutions to counter this problem ?

Attempting to upload .png file to web directory

I'm trying to use Unity to upload a .png file to a specific web folder. The issue could be 1 of 3 things.
1) I couldn't locate a php.ini file on godaddy. So could it be that the folder isn't configured for upload?
2) I've never done this in Unity before so it could be an issue with my code there. (it does return the message that my file couldn't be uploaded, so it is pinging the .php file)
3) It could also be the php code I have, not sure if I adapted the example properly.
I've read other examples but I'm just not sure where my issue even lies for what I should be fixing. Any advice would be awesome.
Unity:
public IEnumerator UploadTicketImage()
{
byte[] FileUpload = File.ReadAllBytes(Path.Combine(Application.persistentDataPath
+ "/TicketInformation/", "Pic001.png"));
WWWForm TextureForm = new WWWForm();
//TextureForm.AddBinaryData(PlayerPrefs.GetString("ImageName"), FileUpload);
TextureForm.AddBinaryData("TotalTest", FileUpload, Path.Combine(Application.persistentDataPath
+ "/TicketInformation/", "Pic001.png"),"image/png");
UnityWebRequest wwwimageupload = UnityWebRequest.Post(StaticVars.IPAddress+ "/UploadTicketsImage.php?", TextureForm);
wwwimageupload.uploadHandler = (UploadHandler)new UploadHandlerRaw(FileUpload);
//wwwimageupload.chunkedTransfer = false;
yield return wwwimageupload.SendWebRequest();
Debug.Log(wwwimageupload.downloadHandler.text);
}
PHP
<?php
$target_dir = "PhotoDeposit/";
$target_file = $target_dir . basename($_FILES["fileToUpload"]["name"]);
$uploadOk = 1;
$imageFileType = strtolower(pathinfo($target_file,PATHINFO_EXTENSION));
// Check if image file is a actual image or fake image
if(isset($_POST["submit"])) {
$check = getimagesize($_FILES["fileToUpload"]["tmp_name"]);
if($check !== false) {
echo "File is an image - " . $check["mime"] . ".";
$uploadOk = 1;
} else {
echo "File is not an image.";
$uploadOk = 0;
}
}
if (move_uploaded_file($_FILES["fileToUpload"]["tmp_name"], $target_file)) {
echo "The file ". basename( $_FILES["fileToUpload"]["name"]). " has been uploaded.";
} else {
echo "Sorry, there was an error uploading your file.";
}
?>
I would already expect it to not find the image file you want to upload correctly.
Path.Combine(Application.persistentDataPath + "/TicketInformation/", "Pic001.png")
results in a path like
| |
v v
C:\path\to\project\/TicketInformation/\Pic001.png
on windows or
| |
v v
/path/to/project//TicketInformation//Pic001.png
on linux or android.
It should rather be used like
Path.Combine(Application.persistentDataPath, "TicketInformation", "Pic001.png")
and
Path.Combine(Application.persistentDataPath, "TicketInformation")
The next point is: Why are you even using an UploadHandlerRaw when you already added the data to the WWWForm so this seems to make not much sense to me.
You should remove the line
wwwimageupload.uploadHandler = (UploadHandler)new UploadHandlerRaw(FileUpload);
Also note that File.ReadAllBytes only works on Windows platforms so depending on your build target you might have to change the way you read the file. You could use a UnityWebRequestTexture.GetTexture also to read local files. Something like
public IEnumerator UploadTicketImage()
{
var folderPath = Path.Combine(Application.persistentDataPath, "TicketInformation");
var filepath = Path.Combine(folderPath, "Pic001.png");
byte[] FileUpload = null;
using (var www = UnityWebRequestTexture.GetTexture(filepath))
{
yield return www.SendWebRequest();
if (www.isNetworkError || www.isHttpError)
{
Debug.LogErrorFormat(this, "File loading failed with {0} - {1}", www.responseCode, www.error);
Debug.LogErrorFormat(this, "Couldn't read file at {0}", filepath);
yield break;
}
else
{
// file data successfully loaded
FileUpload = www.downloadHandler.data;
}
}
var form = new WWWForm();
// here you want the name the file should have on the server
// not a complete system path to file on your local device
// |
// |
// |
// And this is the field you will have |
// to access in php |
// | |
// v v
form.AddBinaryData("TotalTest", FileUpload, "Pic001.png", "image/png");
using (var www = UnityWebRequest.Post("https://111.111.111.1" + "/UploadTicketsImage.php?", form))
{
yield return www.SendWebRequest();
if (www.isNetworkError || www.isHttpError)
{
Debug.LogError(www.error);
}
else
{
Debug.Log(www.downloadHandler.text);
}
}
}
Finally I am no PHP expert by afaik you will then have to access the submitted field like
$_FILES['TotalTest']
sicne you call the field TotalTest in form.AddBinaryData.
Also the
if(isset($_POST["submit"]))
is probably never true since you didn't set it in the WWWForm (I might be wrong and it is set automatically whenever a request is sent).
Note: Typed on smartphone so no warranty but I hope the idea gets clear.

Unity - saving simple data off device [duplicate]

I am trying to connect to a MS SQL database through Unity. However, when I try to open a connection, I get an IOException: Connection lost.
I have imported System.Data.dll from Unity\Editor\Data\Mono\lib\mono\2.0. I am using the following code:
using UnityEngine;
using System.Collections;
using System.Data.Sql;
using System.Data.SqlClient;
public class SQL_Controller : MonoBehaviour {
string conString = "Server=myaddress.com,port;" +
"Database=databasename;" +
"User ID=username;" +
"Password=password;";
public string GetStringFromSQL()
{
LoadConfig();
string result = "";
SqlConnection connection = new SqlConnection(conString);
connection.Open();
Debug.Log(connection.State);
SqlCommand Command = connection.CreateCommand();
Command.CommandText = "select * from Artykuly2";
SqlDataReader ThisReader = Command.ExecuteReader();
while (ThisReader.Read())
{
result = ThisReader.GetString(0);
}
ThisReader.Close();
connection.Close();
return result;
}
}
This is the error I get:
IOException: Connection lost
Mono.Data.Tds.Protocol.TdsComm.GetPhysicalPacketHeader ()
Mono.Data.Tds.Protocol.TdsComm.GetPhysicalPacket ()
Mono.Data.Tds.Protocol.TdsComm.GetByte ()
Mono.Data.Tds.Protocol.Tds.ProcessSubPacket ()
Mono.Data.Tds.Protocol.Tds.NextResult ()
Mono.Data.Tds.Protocol.Tds.SkipToEnd ()
Rethrow as TdsInternalException: Server closed the connection.
Mono.Data.Tds.Protocol.Tds.SkipToEnd ()
Mono.Data.Tds.Protocol.Tds70.Connect (Mono.Data.Tds.Protocol.TdsConnectionParameters connectionParameters)
Mono.Data.Tds.Protocol.Tds80.Connect (Mono.Data.Tds.Protocol.TdsConnectionParameters connectionParameters)
Please disregard any security risks with this approach, I NEED to do this for testing, security will come later.
Thank you for your time.
Please disregard any security risks with this approach
Do not do it like this. It doesn't matter if security will come before or after. You will end of re-writing the whole code because the password is hard-coded in your application which can be decompiled and retrieved easily. Do the connection the correct way now so that you won't have to re-write the whole application.
Run your database command on your server with php, perl or whatever language you are comfortable with but this should be done on the server.
From Unity, use the WWW or UnityWebRequest class to communicate with that script and then, you will be able to send and receive information from Unity to the server. There are many examples out there. Even with this, you still need to implement your own security but this is much more better than what you have now.
You can also receive data multiple with json.
Below is a complete example from this Unity wiki. It shows how to interact with a database in Unity using php on the server side and Unity + C# on the client side.
Server Side:
Add score with PDO:
<?php
// Configuration
$hostname = 'localhot';
$username = 'yourusername';
$password = 'yourpassword';
$database = 'yourdatabase';
$secretKey = "mySecretKey"; // Change this value to match the value stored in the client javascript below
try {
$dbh = new PDO('mysql:host='. $hostname .';dbname='. $database, $username, $password);
} catch(PDOException $e) {
echo '<h1>An error has ocurred.</h1><pre>', $e->getMessage() ,'</pre>';
}
$realHash = md5($_GET['name'] . $_GET['score'] . $secretKey);
if($realHash == $hash) {
$sth = $dbh->prepare('INSERT INTO scores VALUES (null, :name, :score)');
try {
$sth->execute($_GET);
} catch(Exception $e) {
echo '<h1>An error has ocurred.</h1><pre>', $e->getMessage() ,'</pre>';
}
}
?>
Retrieve score with PDO:
<?php
// Configuration
$hostname = 'localhost';
$username = 'yourusername';
$password = 'yourpassword';
$database = 'yourdatabase';
try {
$dbh = new PDO('mysql:host='. $hostname .';dbname='. $database, $username, $password);
} catch(PDOException $e) {
echo '<h1>An error has occurred.</h1><pre>', $e->getMessage() ,'</pre>';
}
$sth = $dbh->query('SELECT * FROM scores ORDER BY score DESC LIMIT 5');
$sth->setFetchMode(PDO::FETCH_ASSOC);
$result = $sth->fetchAll();
if(count($result) > 0) {
foreach($result as $r) {
echo $r['name'], "\t", $r['score'], "\n";
}
}
?>
Enable cross domain policy on the server:
This file should be named "crossdomain.xml" and placed in the root of your web server. Unity requires that websites you want to access via a WWW Request have a cross domain policy.
<?xml version="1.0"?>
<cross-domain-policy>
<allow-access-from domain="*"/>
</cross-domain-policy>
Client/Unity Side:
The client code from Unity connects to the server, interacts with PDO and adds or retrieves score depending on which function is called. This client code is slightly modified to compile with the latest Unity version.
private string secretKey = "mySecretKey"; // Edit this value and make sure it's the same as the one stored on the server
public string addScoreURL = "http://localhost/unity_test/addscore.php?"; //be sure to add a ? to your url
public string highscoreURL = "http://localhost/unity_test/display.php";
//Text to display the result on
public Text statusText;
void Start()
{
StartCoroutine(GetScores());
}
// remember to use StartCoroutine when calling this function!
IEnumerator PostScores(string name, int score)
{
//This connects to a server side php script that will add the name and score to a MySQL DB.
// Supply it with a string representing the players name and the players score.
string hash = Md5Sum(name + score + secretKey);
string post_url = addScoreURL + "name=" + WWW.EscapeURL(name) + "&score=" + score + "&hash=" + hash;
// Post the URL to the site and create a download object to get the result.
WWW hs_post = new WWW(post_url);
yield return hs_post; // Wait until the download is done
if (hs_post.error != null)
{
print("There was an error posting the high score: " + hs_post.error);
}
}
// Get the scores from the MySQL DB to display in a GUIText.
// remember to use StartCoroutine when calling this function!
IEnumerator GetScores()
{
statusText.text = "Loading Scores";
WWW hs_get = new WWW(highscoreURL);
yield return hs_get;
if (hs_get.error != null)
{
print("There was an error getting the high score: " + hs_get.error);
}
else
{
statusText.text = hs_get.text; // this is a GUIText that will display the scores in game.
}
}
public string Md5Sum(string strToEncrypt)
{
System.Text.UTF8Encoding ue = new System.Text.UTF8Encoding();
byte[] bytes = ue.GetBytes(strToEncrypt);
// encrypt bytes
System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
byte[] hashBytes = md5.ComputeHash(bytes);
// Convert the encrypted bytes back to a string (base 16)
string hashString = "";
for (int i = 0; i < hashBytes.Length; i++)
{
hashString += System.Convert.ToString(hashBytes[i], 16).PadLeft(2, '0');
}
return hashString.PadLeft(32, '0');
}
This is just an example on how to properly do this. If you need to implement session feature and care about security, look into the OAuth 2.0 protocol. There should be existing libraries that will help get started with the OAuth protocol.
An alternative would be to create your own dedicated server in a command prompt to do your communication and connecting it to unity to Handel multiplayer and SQL communication. This way you can stick with it all being created in one language. But a pretty steep learning curve.
Unity is game engine.
so That's right what the answer says.
but, Some domains need to connect database directly.
You shouldn't do that access database directly in game domain.
Anyway, The problem is caused by NON-ENGLISH computer name.
I faced sort of following errors at before project.
IOException: Connection lost
Mono.Data.Tds.Protocol.TdsComm.GetPhysicalPacketHeader ()
Mono.Data.Tds.Protocol.TdsComm.GetPhysicalPacket ()
Mono.Data.Tds.Protocol.TdsComm.GetByte ()
Mono.Data.Tds.Protocol.Tds.ProcessSubPacket ()
Mono.Data.Tds.Protocol.Tds.NextResult ()
Mono.Data.Tds.Protocol.Tds.SkipToEnd ()
Rethrow as TdsInternalException: Server closed the connection.
Mono.Data.Tds.Protocol.Tds.SkipToEnd ()
Mono.Data.Tds.Protocol.Tds70.Connect (Mono.Data.Tds.Protocol.TdsConnectionParameters connectionParameters)
Mono.Data.Tds.Protocol.Tds80.Connect (Mono.Data.Tds.Protocol.TdsConnectionParameters connectionParameters)
And after changing computer name as ENGLISH, It works.
I don't know how it's going. But It works.
Mono's System.Data.dll has some issues in P.C has NON-ENGLISH Computer name.
So, at least Unity project.
You should tell your customer Do not set their computer name as NON-ENGLISH.
I don't know people in mono knows these issue or not.
---------- It's OK in after 2018 version ----------
Api Compatibility Level > .Net 4.x
You can connect database in Non-english computer name machine.

Upload image to Web using C# Xamarin Android

I want to upload my image using POST, but it always show an error while uploading the file ("There was an error uploading the file, please try again"). When I echo $link, only "uploaded//" appears.
How do I rename the "file" variable in $_FILES["file"] in my C# code?
variabel uriFotoAndr.Path return :
/storage/sdcard1/DCIM/Camera/MYIMAGE.jpg
C# Code :
System.Net.WebClient Client = new System.Net.WebClient();
Client.Headers.Add("Content-Type", "binary/octet-stream");
byte[] result = Client.UploadFile("my.web.com/ppl/post_image.php", "POST", uriFotoAndr.Path);
string s = System.Text.Encoding.UTF8.GetString(result, 0, result.Length);
Toast.MakeText(this, s, ToastLength.Long).Show();
PHP Code :
<?php
$uploads_dir = 'uploaded/';
if ($_FILES["file"]["error"] == UPLOAD_ERR_OK)
{
$tmp_name = $_FILES["file"]["tmp_name"];
$name = $_FILES["file"]["name"];
$link= $uploads_dir."/".$name;
if( move_uploaded_file($tmp_name, $link))
{
echo "Success: Picture Upload Successfully!";
}
else
{
echo "There was an error uploading the file, please try again!".$link;
}
}
else
{
echo "Error: Picture not Uploaded";
}
?>
I am using VS 2015 and Xamarin to build this app. Thanks in advance...
I already found the answer,
my web link on C# code before :
http://mywebsite.com/post_image.php
then i add "www" to the link :
http://www.mywebsite.com/post_image.php
and i can upload !!! :D

Xamarin C# android and PARSE - Downloading a parseFile inside a parseObject

I previously made a post asking how to send a .3gpp audio file up to the parse cloud here:
Xamarin C# Android - converting .3gpp audio to bytes & sending to parseObject
I have managed to do this successfully, on parse's data manager, I can click the file's link and play the sound sent from my android device successfully.
Here's the code for uploading the data to the cloud:
async Task sendToCloud(string filename)
{
ParseClient.Initialize ("Censored Key", "Censored Key");
string LoadPath = System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData);
string savetheFile = sName + ".3gpp";
string tempUserName;
LoadPath += savetheFile;
Console.WriteLine ("loadPath: " + LoadPath);
try
{
byte[] data = File.ReadAllBytes(LoadPath);
ParseFile file = new ParseFile(savetheFile, data);
await file.SaveAsync();
var auidoParseObject = new ParseObject("AudioWithData");
//Console.WriteLine(ParseUser.getUserName());
if (ParseUser.CurrentUser != null)
{
tempUserName = ParseUser.CurrentUser.Username.ToString();
}
else{
tempUserName = "Anonymous";
}
//tempUserName = ParseUser.CurrentUser.Username.ToString();
Console.WriteLine("PARSE USERNAME: " + tempUserName);
auidoParseObject["userName"] = tempUserName;
auidoParseObject["userName"] = tempUserName;
auidoParseObject["file"] = file;
await auidoParseObject.SaveAsync();
}
catch (Exception e)
{
Console.WriteLine("Failed to await audio object! {0}" + e);
}
}
So as you can see, I'm sending a ParseObject called "AudioWithData".
This object contains two children:
-The username of the user who uploaded the file (string)
-The parseFile called "file" (which has the following two children)
---SaveTheFile (A string containing the name of the audio file, input by the user, with the .3gpp extension added on the end, for example "myAudioFile.3gpp"
---data (this contains the bytes of the audio file)
I need to be able to download the file onto my android device, and play it through a mediaplayer object.
I've checked over the documentation on the parse website, but I haven't managed to do this:
(excuse my pseudo querying syntax here)
SELECT (audio files) FROM (the parseObject) WHERE (the username = current user)
I then, eventually, want to place all of these files into a listview, and when the user clicks the file, it plays the audio.
I've tried the following but I don't really know what I'm doing with it...
async Task RetrieveSound(string filename)
{
ParseClient.Initialize ("Censored key", "Censored key");
Console.WriteLine ("Hit RetrieveSound, filename = " + filename);
string username;
var auidoParseObject = new ParseObject("AudioWithData");
if (ParseUser.CurrentUser != null) {
username = ParseUser.CurrentUser.Username.ToString ();
} else {
username = "Anonymous";
}
string cloudFileName;
Console.WriteLine ("username set to: " + username);
var HoldThefile = auidoParseObject.Get<ParseFile>("audio");
//fgher
var query = from audioParseObject in ParseObject.GetQuery("userName")
where audioParseObject.Get<String>("userName") == username
select file;
IEnumerable<ParseFile> results = await query.FindAsync();
Console.WriteLine ("passed the query");
//wfojh
byte[] data = await new HttpClient().GetByteArrayAsync(results.Url);
Console.WriteLine ("putting in player...");
_player.SetDataSourceAsync (data);
_player.Prepare;
_player.Start ();
}
Any help would be GREATLY APPRECIATED! Even a point in the right direction would be great!
Thanks!
EDIT--
I'm actually getting a query error on the following lines
(I can't post images because of my reputation - I lost access to my main stackOverflow account :/ )
Links to images here:
first error: http://i.stack.imgur.com/PZBJr.png
second error: http://i.stack.imgur.com/UkHvX.png
Any ideas? The parse documentation is vague about this.
this line will return a collection of results
IEnumerable<ParseFile> results = await query.FindAsync();
you either need to iterate through them with foreach, or just pick the first one
// for testing, just pick the first one
if (results.Count > 0) {
var result = results[0];
byte[] data = await new HttpClient().GetByteArrayAsync(result.Url);
File.WriteAllBytes(some_path_to_a_temp_file, data);
// at this point, you can just initialize your player with the audio file path and play as normal
}

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