Unity3d with Firebase: Can't Start Coroutine - firebase

Greeting,
I'm currently facing a problem that my coroutine can't start. This is the first time I facing this issues and I can't find a proper solution online. Much appreciated if anyone can point me to the right direction to solve this issue.
Here are the code.
path_reference.GetDownloadUrlAsync().ContinueWith((Task<Uri> task) => {
if (!task.IsFaulted && !task.IsCanceled)
{
Debug.Log("Download URL: " + task.Result);
StartCoroutine(DownloadStuff(task.Result));
}
else
{
Debug.Log(task.Exception.ToString());
}
});
}
IEnumerator DownloadStuff(Uri uri)
{
Debug.Log("Start Download");
using (var www = UnityWebRequestTexture.GetTexture(uri))
{
yield return www.SendWebRequest();
if (www.isNetworkError || www.isHttpError)
{
Debug.Log(www.error);
}
else
{
var texture = DownloadHandlerTexture.GetContent(www);
//Texture2D texture = new Texture2D(1, 1);
//if you need sprite for SpriteRenderer or Image
Sprite sprite = Sprite.Create(texture, new Rect(0.0f, 0.0f, texture.width,
texture.height), new Vector2(0.5f, 0.5f), 100.0f);
Debug.Log("Finished downloading!");
}
Debug.Log(www.downloadProgress);
}
}'

The task returned by Firebase probably finishes execution on a thread other than the main thread, and Unity coroutines can only run on the main thread.
Unity's support of multithreading and async is pretty spotty, including "eating" some errors if the continuations of those errors would execute on another thread other than the main thread.
To fix this, you need to change the function that starts your coroutine:
try {
// Important: ConfigureAwait(true) ensures the code after this will run in the
// same thread as the code before (which is the main thread!)
var url = await path_reference.GetDownloadUrlAsync().ConfigureAwait(true);
StartCoroutine(DownloadStuff(url));
} catch (Exception ex) {
// Tip: when logging errors, use LogException and pass the whole exception,
// that way you will get pretty links to the error line in the whole stack trace.
Debug.LogException(ex);
}
As an aside, I usually have a few extension methods on all my projects to deal with that while staying in async-world instead of coroutine-world (because at least with async I can catch errors and not just "halt and catch fire" like Unity's coroutines)
The main ones are:
public static Task ToTask(this YieldInstruction self, MonoBehaviour owner) {
var source = new TaskCompletionSource<object>();
IEnumerable Routine() {
yield return self;
source.SetResult(null);
}
return source.Task;
}
private static Task SendAsync(this UnityWebRequest self, MonoBehaviour owner) {
var source = new TaskCompletionSource<object>();
await self.SendWebRequest().ToTask(owner);
if (
self.isHttpError
|| self.isNetworkError
) {
source.SetException(new Exception(request.error));
yield break;
}
source.SetResult(null);
}
Which you can use like this, inside a MonoBehaviour:
await new WaitForSeconds(0.2f).ToTask(this);
UnityWebRequest request = /* etc */;
await request.SendAsync(this);
var texture = DownloadHandlerTexture.GetContent(request);
Note that these methods do not require ConfigureAwait, since their SetResult/SetException invocations are ran from Unity-provided coroutine continuations.

Related

What is an async scope for a delegate in Vala?

I am trying the async examples from the GNOME project site. I get the follwoing warning which I don't under stand on how to fix.
async.vala:8.2-8.17: warning: delegates with scope="async" must be owned
Code
async double do_calc_in_bg(double val) throws ThreadError {
SourceFunc callback = do_calc_in_bg.callback;
double[] output = new double[1];
// Hold reference to closure to keep it from being freed whilst
// thread is active.
// WARNING HERE
ThreadFunc<bool> run = () => {
// Perform a dummy slow calculation.
// (Insert real-life time-consuming algorithm here.)
double result = 0;
for (int a = 0; a<100000000; a++)
result += val * a;
output[0] = result;
Idle.add((owned) callback);
return true;
};
new Thread<bool>("thread-example", run);
yield;
return output[0];
}
void main(string[] args) {
var loop = new MainLoop();
do_calc_in_bg.begin(0.001, (obj, res) => {
try {
double result = do_calc_in_bg.end(res);
stderr.printf(#"Result: $result\n");
} catch (ThreadError e) {
string msg = e.message;
stderr.printf(#"Thread error: $msg\n");
}
loop.quit();
});
loop.run();
}
The warning is pointing at the run variable inside the async function. Who or what needs to be owned? The reference to the closure?
The delegate needs to have a well defined owner all the time. The error message is a bit misleading.
To fix it you have to explicitly transfer the ownership from the delegate to the thread constructor:
new Thread<bool>("thread-example", (owned) run);
Instead of
new Thread<bool>("thread-example", run);
See also: https://wiki.gnome.org/Projects/Vala/Tutorial#Ownership
PS: The generated C code is fine in both cases. (at least with valac 0.46.6)

TesseractApi Xamarin Infinite Freeze

I am using Tessaract's Xamarin Forms Nuget(https://github.com/halkar/Tesseract.Xamarin), and am trying to scan a picture taken by the Android Device. This is the code that I am using:
private async System.Threading.Tasks.Task<string> OCRAsync(byte[] bytes)
{
TesseractApi api;
api = new TesseractApi(this, AssetsDeployment.OncePerInitialization);
await api.Init("bul");
await api.SetImage(bytes);
var detectedText = api.Results(PageIteratorLevel.Block);
result = string.Empty;
if (detectedText != null)
{
foreach (var annotation in detectedText)
{
result = FindWordInDictionary(annotation.Text);
}
}
return result;
}
The method is called from a synchronized method like this:
var task = OCRAsync(data);
result = task.Result;
Whenever the compiler gets to "await api.Init("bul");" the app freezes indefinitely. Do you know what may cause this problem? Thank you.
The problem was that I needed to give a file location in the .init function:
await api.Init(pathToDataFile, "bul");

Obscure Unity Firebase Realtime Database Error: "Custom Run loops are not supported"?

I am currently attemping to build a custom Editor tool for Unity that utilizes the Firebase Realtime Database. This tool would allow someone to right-click on a scene asset in the inspector and select to 'lock' or 'unlock' the scene. Within our Firebase Database, this locking is represented by a dictionary, with each scene name as a key and each value being either "locked" or "unlocked". This funcitonality will be expanded later, but for now, I'm just trying to get things set up so that I can actually connect to and use the Firebase Realtime Database.
I had looked at the Firebase Quickstart Unity project for the Realtime Database (the one that functions like a leaderboard) and saw that it worked fine. I could replace the database URL in the project with the URL for my app's database, and when I entered in values, they appeared inside my realtime database.
So, I based the code for my custom editor script on the code from the quickstart. In fact, I copy-pasted most of it. I will post the script itself, and then describe the errors I receive, as well as the lines that give the errors:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Firebase;
using Firebase.Unity.Editor;
using Firebase.Database;
[CustomEditor(typeof(SceneAsset))]
[ExecuteInEditMode]
public class SceneLockingEditor : Editor
{
static string sceneName;
DependencyStatus dependencyStatus = DependencyStatus.UnavailableOther;
protected virtual void OnEnable()
{
Debug.Log("OnEnable Called");
sceneName = target.name;
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => {
dependencyStatus = task.Result;
if (dependencyStatus == DependencyStatus.Available)
{
InitializeFirebase();
}
else
{
Debug.LogError(
"Could not resolve all Firebase dependencies: " + dependencyStatus);
}
});
}
// Initialize the Firebase database:
protected virtual void InitializeFirebase()
{
Debug.Log("Initializing Firebase");
FirebaseApp app = FirebaseApp.DefaultInstance;
app.SetEditorDatabaseUrl(CENSORING MY DATABASE SORRY);
if (app.Options.DatabaseUrl != null) app.SetEditorDatabaseUrl(app.Options.DatabaseUrl);
}
static TransactionResult SceneLockTransaction(MutableData mutableData)
{
List<object> sceneLocks = mutableData.Value as List<object>;
if (sceneLocks == null)
{
sceneLocks = new List<object>();
}
if(mutableData.ChildrenCount > 0)
{
//Look at every child in the scene locks directory.
foreach (var child in sceneLocks)
{
Debug.Log("Checking next child.");
if (!(child is Dictionary<string, object>))
continue;
//If we find the scene we're looking for...
Debug.Log("Checking if the scene has the name we want");
foreach(string key in ((Dictionary<string, object>)child).Keys)
{
Debug.Log("Key: " + key);
}
if(((Dictionary<string, object>)child).ContainsKey(sceneName))
{
string childLockStatus = (string)((Dictionary<string, object>)child)["lockStatus"];
//If the scene is already locked, just abort.
if (childLockStatus == "locked")
{
Debug.Log("Scene is already locked. Abort.");
return TransactionResult.Abort();
}
else
{
Debug.Log("Scene existed in the database and was not locked. Locking it.");
// If the scene existed in the database but was not locked, we will lock it.
((Dictionary<string, object>)child)[sceneName] = "locked";
// You must set the Value to indicate data at that location has changed.
mutableData.Value = sceneLocks;
return TransactionResult.Success(mutableData);
}
}
}
}
Debug.Log("Scene did not exist in the database. Adding it as locked.");
// If the scene didn't exist in the database before, we will add it as locked.
Dictionary<string, object> newSceneLock = new Dictionary<string, object>();
newSceneLock[sceneName] = "locked";
sceneLocks.Add(newSceneLock);
// You must set the Value to indicate data at that location has changed.
mutableData.Value = sceneLocks;
return TransactionResult.Success(mutableData);
}
static TransactionResult SceneUnlockTransaction(MutableData mutableData)
{
List<object> sceneLocks = mutableData.Value as List<object>;
if (sceneLocks == null)
{
sceneLocks = new List<object>();
}
if (mutableData.ChildrenCount > 0)
{
//Look at every child in the scene locks directory.
foreach (var child in sceneLocks)
{
Debug.Log("Checking next child.");
if (!(child is Dictionary<string, object>))
continue;
//If we find the scene we're looking for...
Debug.Log("Checking if the scene has the name we want");
foreach (string key in ((Dictionary<string, object>)child).Keys)
{
Debug.Log("Key: " + key);
}
if (((Dictionary<string, object>)child).ContainsKey(sceneName))
{
string childLockStatus = (string)((Dictionary<string, object>)child)["lockStatus"];
//If the scene is already locked, just abort.
if (childLockStatus == "unlocked")
{
Debug.Log("Scene is already unlocked. Abort.");
return TransactionResult.Abort();
}
else
{
Debug.Log("Scene existed in the database and was locked. Unlocking it.");
// If the scene existed in the database but was not locked, we will lock it.
((Dictionary<string, object>)child)[sceneName] = "unlocked";
// You must set the Value to indicate data at that location has changed.
mutableData.Value = sceneLocks;
return TransactionResult.Success(mutableData);
}
}
}
}
Debug.Log("Scene did not exist in the database. Adding it as unlocked.");
// If the scene didn't exist in the database before, we will add it as locked.
Dictionary<string, object> newSceneLock = new Dictionary<string, object>();
newSceneLock[sceneName] = "unlocked";
sceneLocks.Add(newSceneLock);
// You must set the Value to indicate data at that location has changed.
mutableData.Value = sceneLocks;
return TransactionResult.Success(mutableData);
}
static public void AddSceneLock()
{
Debug.Log("Attempting to add scene lock to database.");
DatabaseReference reference = FirebaseDatabase.DefaultInstance.GetReference("SceneLocks");
Debug.Log("Running Transaction...");
// Use a transaction to ensure that we do not encounter issues with
// simultaneous updates that otherwise might create more than MaxScores top scores.
reference.RunTransaction(SceneLockTransaction)
.ContinueWith(task => {
if (task.Exception != null)
{
Debug.Log(task.Exception.ToString());
}
else if (task.IsCompleted)
{
Debug.Log("Transaction complete.");
}
});
}
static public void RemoveSceneLock()
{
Debug.Log("Attempting to add scene lock to database.");
DatabaseReference reference = FirebaseDatabase.DefaultInstance.GetReference("SceneLocks");
Debug.Log("Running Transaction...");
// Use a transaction to ensure that we do not encounter issues with
// simultaneous updates that otherwise might create more than MaxScores top scores.
reference.RunTransaction(SceneUnlockTransaction)
.ContinueWith(task => {
if (task.Exception != null)
{
Debug.Log(task.Exception.ToString());
}
else if (task.IsCompleted)
{
Debug.Log("Transaction complete.");
}
});
}
[MenuItem("CONTEXT/SceneAsset/Lock Scene", false, 0)]
public static void LockScene()
{
Debug.Log("LockScene Called for scene " + sceneName + ".");
AddSceneLock();
}
[MenuItem("CONTEXT/SceneAsset/Unlock Scene", false, 0)]
public static void UnlockScene()
{
Debug.Log("UnlockScene Called for scene " + sceneName + ".");
RemoveSceneLock();
}
}
The errors always come from this line:
FirebaseDatabase.DefaultInstance.GetReference("SceneLocks");
Any line that has to do with "FirebaseDatabase.DefaultInstance" will throw one of the following two errors
Error 1:
InvalidOperationException: SyncContext not initialized.
Firebase.Unity.UnitySynchronizationContext.get_Instance ()
Firebase.Platform.PlatformInformation.get_SynchronizationContext ()
Firebase.FirebaseApp.get_ThreadSynchronizationContext ()
Firebase.Database.DotNet.DotNetPlatform+SynchronizationContextTarget..ctor ()
Firebase.Database.DotNet.DotNetPlatform.NewEventTarget (Firebase.Database.Internal.Core.Context c)
Firebase.Database.Internal.Core.Context.EnsureEventTarget ()
Firebase.Database.Internal.Core.Context.InitServices ()
Firebase.Database.Internal.Core.Context.Freeze ()
Firebase.Database.Internal.Core.RepoManager.CreateLocalRepo (Firebase.Database.Internal.Core.Context ctx, Firebase.Database.Internal.Core.RepoInfo info, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.Internal.Core.RepoManager.CreateRepo (Firebase.Database.Internal.Core.Context ctx, Firebase.Database.Internal.Core.RepoInfo info, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.FirebaseDatabase.EnsureRepo ()
Firebase.Database.FirebaseDatabase.get_RootReference ()
SceneLockingEditor.OnInspectorGUI () (at Assets/Bitloft/SCRIPTS/Editor/SceneLockingEditor.cs:37)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1242)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Error 2:
Exception: Custom Run loops are not supported!
Firebase.Database.Internal.Core.Context.GetExecutorService ()
Firebase.Database.Internal.Core.Context.GetConnectionContext ()
Firebase.Database.Internal.Core.Context.NewPersistentConnection (Firebase.Database.Internal.Connection.HostInfo info, IDelegate delegate_)
Firebase.Database.Internal.Core.Repo..ctor (Firebase.Database.Internal.Core.RepoInfo repoInfo, Firebase.Database.Internal.Core.Context ctx, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.Internal.Core.RepoManager.CreateLocalRepo (Firebase.Database.Internal.Core.Context ctx, Firebase.Database.Internal.Core.RepoInfo info, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.Internal.Core.RepoManager.CreateRepo (Firebase.Database.Internal.Core.Context ctx, Firebase.Database.Internal.Core.RepoInfo info, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.FirebaseDatabase.EnsureRepo ()
Firebase.Database.FirebaseDatabase.get_RootReference ()
SceneLockingEditor.OnInspectorGUI () (at Assets/Bitloft/SCRIPTS/Editor/SceneLockingEditor.cs:37)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1242)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
It's always one error or the other, and I can't determine what causes one error to appear rather than the other. Both errors stop whatever operation I'm trying to do on the database, which means I can't interact with my database at all.
I've taken a look at the quickstart projects and watched some videos of people setting up Firebase to work with their projects, and I can't seem to determine what I have messed up during the process. I have imported my google-services.json into the unity project. The quickstart projects worked just fine interacting with my database. It's just this particular script that won't work. I cannot find any mention of these two errors anywhere on Google. I even contacted the official Firebase support and they couldn't give me any advice on what the errors mean or what could be causing them.
I considered one problem might be in my initialization function. Instead of doing:
FirebaseApp app = FirebaseApp.DefaultInstance;
I figured that maybe I am supposed to use FirebaseApp.Create() with a custom name passed in, but that resulted in the same errors being thrown on the same line. I am at a loss for how to proceed with this problem. I don't know of anyone else who has had these particular errors, and I've done very much experimentation with different ways to access the database over the past several days. If anybody has an idea of what I am doing wrong here, or what causes these errors (and, how to fix them), I would really appreciate it.
At first you should initialize firebase with new instance of FirebaseApp with unique name. I do it like this:
FirebaseApp firebaseApp = FirebaseApp.Create(
FirebaseApp.DefaultInstance.Options,
"FIREBASE_EDITOR");
The second is setup references (DatabaseReference, StorageReference etc.) with this firebaseApp instance and use it only after FirebaseApp.CheckAndFixDependenciesAsync()
Overall code will look like this:
public static void Initialize(bool isEditor = false)
{
if (isEditor)
{
FirebaseApp firebaseApp = FirebaseApp.Create(
FirebaseApp.DefaultInstance.Options,
"FIREBASE_EDITOR");
firebaseApp.SetEditorDatabaseUrl("https://project.firebaseio.com/");
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task =>
{
if (task.Result == DependencyStatus.Available)
{
database = FirebaseDatabase.GetInstance(firebaseApp).RootReference;
storage = FirebaseStorage.GetInstance(firebaseApp).RootReference;
auth = FirebaseAuth.GetAuth(firebaseApp);
}
else
{
Debug.LogError(
"Could not resolve all Firebase dependencies: " + task.Result);
}
});
}
else
{
FirebaseApp.DefaultInstance.SetEditorDatabaseUrl("https://project.firebaseio.com/");
database = FirebaseDatabase.DefaultInstance.RootReference;
storage = FirebaseStorage.DefaultInstance.RootReference;
auth = FirebaseAuth.DefaultInstance;
}
IsInitialized = true;
}
I had the same errors. I spent several hours solving this and it worked for me

Enable no timeout for one specific page

I have a page that doing something, it can take 1,2 hours or even more...
After a while I get request timed out, I want that this specific page will NOT get request timed out - ever(or at least 24 hours).
How do I do it?
Thanks.
You can make a thread with a signal in it to know it its still running or not.
I suggest to use a mutex signal because is the only one that can be the same across many pools and threads.
The thread code can be:
public class RunThreadProcess
{
// Some parametres
public int cProductID;
// my thread
private Thread t = null;
// start it
public Thread Start()
{
t = new Thread(new ThreadStart(this.work));
t.IsBackground = true;
t.SetApartmentState(ApartmentState.MTA);
t.Start();
return t;
}
// actually work
private void work()
{
// while the mutex is locked, the thread is still working
Mutex mut = new Mutex("WorkA");
try
{
mut.WaitOne();
// do thread work
all parametres are available here
}
finally
{
mut.ReleaseMutex();
}
}
}
And you call it as
Mutex mut = new Mutex("WorkA");
try
{
if(mut.WaitOne(1000))
{
// release it here to start it from the thread as signal
mut.ReleaseMutex();
// you start the thread
var OneAction = new RunThreadProcess();
OneAction.cProductID = 100;
OneAction.Start();
}
else
{
// still running
}
}
finally
{
mut.ReleaseMutex();
}

UIImagePickerController Crashing Monotouch

I am trying to write an application, but it is constantly crashing when using the uiimagepickercontroller. I thought that it might be because I was not disposing of the picker after each use, but it will often freeze up on first run as well. Usually I'll take a picture and it just freezes, never asking to "use" the picture.
Do you have any suggestions? Here is my code. Has anyone gotten this to work?
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
myPicker = new UIImagePickerController();
myPicker.Delegate = new myPickerDelegate(this);
myAlbumButton.Clicked += delegate {
if(UIImagePickerController.IsSourceTypeAvailable(UIImagePickerControllerSourceType.PhotoLibrary)){
myPicker.SourceType = UIImagePickerControllerSourceType.PhotoLibrary;
myPicker.AllowsEditing = true;
this.PresentModalViewController (myPicker, true);
}else{
Console.WriteLine("cannot get album");
}
};
myCameraButton.Clicked += delegate {
if(UIImagePickerController.IsSourceTypeAvailable(UIImagePickerControllerSourceType.Camera)){
myPicker.SourceType = UIImagePickerControllerSourceType.Camera;
//myPicker.AllowsEditing = true;
this.PresentModalViewController (myPicker, true);
}else{
Console.WriteLine("cannot get camera");
}
};
}
private class myPickerDelegate : UIImagePickerControllerDelegate
{
private TestView _vc;
public myPickerDelegate ( TestView controller):base()
{
_vc = controller;
}
public override void FinishedPickingImage (UIImagePickerController myPicker, UIImage image, NSDictionary editingInfo)
{
// TODO: Implement - see: http://go-mono.com/docs/index.aspx?link=T%3aMonoTouch.Foundation.ModelAttribute
_vc.myImageView.Image = image;
myPicker.DismissModalViewControllerAnimated(true);
}
}
Try to call your event handlers code from the main thread by using BeginInvokeOnMainThread().
So my issue was very similar.
Instead of having a delegate class, I had the delegates inline for the picker.
For some reason the app froze every time after talking the image, not stopping in any breakpoint after that.
The solution that worked for me was to use this book:
http://www.scribd.com/doc/33770921/Professional-iPhone-Programming-with-MonoTouch-and-NET-C

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