Silverlight MediaElement refusing to play audio - asp.net

I am having the hardest time figuring this problem out. I have a Silverlight 4 application that loads audio and video files from URLs. The URLs are the same domain as the application is hosted on and it works great for video.
The URLs are actually asp.net mvc controllers that are responsible for reading the file from a shared location on and the server and serving back a filestream. The URLs look something like this:
http://localhost:31479/CourseMedia?path=\omnisandbox1\ILMSShare2\Demo-Fire+Behavior\media\Disclaim.wma&encrypted=False&id=00000000-0000-0000-0000-000000000000
If I put the URL directly into the browser the file loads and plays in windows media player just fine, and if I use a separate test silverlight project to load the url it also works, but for the life of me I can not get it to work properly in my main project.
This is the routine I use to actually do the source setting:
protected void SetPlayerURL(MediaElement player, string url)
{
if (player != null && url.Length > 0)
{
player.ClearValue(MediaElement.SourceProperty);
player.Source = new Uri(this.Packet.GetMediaUrl(url, false, Guid.Empty));
}
}
and the GetMediaURL function simply builds the URL format seen above:
public string GetMediaUrl(
string path,
bool encrypted,
Guid key)
{
StringBuilder builder = new StringBuilder();
builder.AppendFormat("http://{0}/CourseMedia?path={1}&encrypted={2}&id={3}",
this.Host,
System.Windows.Browser.HttpUtility.UrlEncode(path),
encrypted,
key);
return builder.ToString();
}
The request to the controller is never made for the media when it is audio. Seems odd to me as this exact code works fine for video. The MediaElement state never leaves "Closed" and the CurrentStateChanged,, MediaOpened, and MediaFailed events are never triggered.
I am at a loss!

Try setting ScrubbingEnabled of the MediaElement to false, there were some problems with Framework version 3.5 and audio and the workaround was setting that to false. Might be worth trying.
Also try capturing BufferingStarted, BufferingEnded, MediaEnded along with your MediaFailed and MediaOpened events. I'm curious if it is a buffering issue.

Related

Google Play Cross App Scripting Vulnerability: How do I protect calls to evaluateJavascript?

My app is caught up in Google's Cross App Scripting security warning and I can't seem to get a version of the app that doesn't trigger Google's warning.
The majority of the functionality is a WebView wrapper for a web app. That's where the warning is.
I think I've followed the directions in Google's tutorial for Option 2, which are as follows:
1. Update your targetSdkVersion.
It has to be above 16 and I've done that.
2. Protect calls to evaluateJavascript
The WebView does accept URL's from Intents, but those are checked ahead of time to always be trusted. And all external URLs that might appear inside the app are opened externally, i.e. in Chrome.
3. Prevent unsafe file loads
The WebView never opens file:// URIs.
The code below is the relevant section from the class and method that Google is indicating has a problem. I think I've correctly filtered out all code paths there so that the only URIs that open would be my own domain.
I've already been through two levels of Google support and all they say is to follow the directions in their tutorial. I think I've done that:
https://support.google.com/faqs/answer/9084685
rootUrl = "https://example.com"
Intent intent = getIntent();
if (intent.getStringExtra("action_url") != null) {
if (intent.getStringExtra(NotificationIntentService.NOTIFICATIONS_DESTINATION) != null) {
myWebView.loadUrl(rootUrl + intent.getStringExtra(NotificationIntentService.NOTIFICATIONS_DESTINATION));
} else if (
intent.getStringExtra("action_url").matches("^https://example.com/")) {
myWebView.loadUrl(intent.getStringExtra("action_url"));
}
} else {
if (retrieveHasRegistered(context)) {
myWebView.loadUrl(rootUrl + "/android?registered");
} else {
myWebView.loadUrl(rootUrl + "/android");
}
}
}

Firebase: Is it possible to stream a video? [duplicate]

I'm working on an app that has video streaming functionality. I'm using firebase database and firebase storage. I'm trying to find some documentation on how firebase storage handles video files, but can't really find much.
There's mentioning in the docs that firebase storage works with other google app services to allow for CDN and video streaming, but all searches seem to lead to a dead end. Any advice?
I think there are several types of video streaming, which could change our answer here:
Live streaming (subscribers are watching as an event happens)
Youtube style (post a video and end users watch at their convenience)
Having built a live streaming Periscope style app using Firebase Storage and the Firebase Realtime Database, I pretty strongly recommend against it--we uploaded three second chunks and synced them via the Realtime Database. While it worked (surprisingly well), there was ~5 second latency over very good internet, and it also wasn't the most efficient solution (after all, you're uploading and storing that video, plus there wasn't any transcoding). I recommend using some WebRTC style, built for video transport, and using the Realtime Database for signaling along side the stream.
On the other side, it's definitely possible to build mobile YT on Firebase features. The trick here is going to be transcoding the video (using something like Zencoder or Bitmovin, more here: https://cloud.google.com/solutions/media/) to chop up your uploaded video into smaller chunks of different resolutions (and different formats, iOS requires HLS for streaming, for instance). You client can store chunk information in the Realtime Database (chunk name, resolutions available, number of chunks), and can download said chunks from Storage as the video progresses.
If you want to steam a video from Firebase Storage, this is the best way I found. This will depend on the size of your video file. I'm only requesting 10-30mb files so this solution works good for me. Just treat the Firebase Url as a regular url:
String str = "fire_base_video_URL";
Uri uri = Uri.parse(str);
videoViewLandscape.setVideoURI(uri);
progressBarLandScape.setVisibility(View.VISIBLE);
videoViewLandscape.requestFocus();
videoViewLandscape.start();
If you want to loop the video:
videoViewLandscape.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
mp.setLooping(true);
}
});
And if you want to show a progress bar before the video starts do this:
videoViewLandscape.setOnInfoListener(new MediaPlayer.OnInfoListener() {
#Override
public boolean onInfo(MediaPlayer mp, int what, int extra) {
if (what == MediaPlayer.MEDIA_INFO_BUFFERING_END) {
progressBarLandScape.setVisibility(View.GONE);
return true;
}
else if(what == MediaPlayer.MEDIA_INFO_BUFFERING_START){
progressBarLandScape.setVisibility(View.VISIBLE);
return true;
}
return false;
}
});
This is not the best way of doing things but it works for me for now until I can find a good video streaming service.
2020: Yes, firebase storage video streaming is easy and possible.
All other questions suggest that you use a protocol like HLS. However, this is only necessary if you develop an app for the Apple AppStore that serves videos that are longer than 10 minutes.
In all other cases, you can simply encode your videos in mp4 and upload them to firebase. Your clients can then stream the mp4 without a problem. Just make sure that your moov atom is at the beginning of your mp4 file. This allows to start playing the video immediately, even if it is not fully loaded.
Users can also skip ahead or go back thanks to variable bit requests which are supported by firebase storage.
To test it, just upload a video to your firebase storage and open it in your browser.
You can host HLS videos on Firebase Cloud Storage. It works pretty well for me.
The trick is to modify the playlist .m3u8 files to contain the storage folder prefix, and the ?alt=media suffix for each file entry in the playlist:
#EXTM3U
#EXT-X-VERSION:3
#EXT-X-TARGETDURATION:3
#EXT-X-MEDIA-SEQUENCE:0
#EXTINF:2.760000,
<folder_name>%2F1_fileSequence_0.ts?alt=media
#EXT-X-ENDLIST
You also don't really have to use server-side transcoding, you can have the client who uploads the video do it, and save considerable costs.
I've written a full tutorial with source code here: https://itnext.io/how-to-make-a-serverless-flutter-video-sharing-app-with-firebase-storage-including-hls-and-411e4fff68fa
this is my exact implementation for it to start a video playing from storage on firebase as soon as the view is open, and then have the view disappear and then addded a button to click after to replay the video.
I have a demo link with the key so you can see it works. any questions hit me up.
you will just have to create a IBAction if you want the button after the video disappears.
// BackMuscles.swift
// Messenger
//
// Created by Zach Smith on 8/12/21.
// Copyright © 2021 spaceMuleFitness. All rights reserved.
//
import UIKit
import AVKit
import AVFoundation
class BackMuscles: UIViewController {
#IBOutlet weak var playv: UIButton!
let avPlayerViewController = AVPlayerViewController()
var avPlayer:AVPlayer?
override func viewDidLoad() {
super.viewDidLoad()
self.view.addBackground()
let movieUrl:NSURL? = NSURL(string: "https://firebasestorage.googleapis.com/v0/b/messenger-test-d225b.appspot.com/o/test%2FTestVideo.mov?alt=media&token=bd4ccba3-b446-43bc-809e-b1152aa3c2ff")
if let url = movieUrl {
self.avPlayer = AVPlayer(url: url as URL)
self.avPlayerViewController.player = self.avPlayer
}
NotificationCenter.default.addObserver(self, selector: #selector(playerDidFinishPlaying), name: NSNotification.Name.AVPlayerItemDidPlayToEndTime, object: avPlayerViewController.player?.currentItem)
self.present(self.avPlayerViewController, animated: true) { () -> Void in
self.avPlayerViewController.player?.play() // Do any additional setup after loading the view.
}
}
#objc func playerDidFinishPlaying(note: NSNotification) {
self.avPlayerViewController.dismiss(animated: true)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
#IBAction func playV(sender: UIButton) {
let amovieUrl:NSURL? = NSURL(string: "https://firebasestorage.googleapis.com/v0/b/messenger-test-d225b.appspot.com/o/test%2FTestVideo.mov?alt=media&token=bd4ccba3-b446-43bc-809e-b1152aa3c2ff")
if let aurl = amovieUrl {
self.avPlayer = AVPlayer(url: aurl as URL)
self.avPlayerViewController.player = self.avPlayer
self.present(self.avPlayerViewController, animated: true) { () -> Void in
self.avPlayerViewController.player?.play()
}
}
}
}
If you want to create a YT like app, you can first compress the video, I recommend using this library to manage video compression, i recommend the one in this link. I've manage to compress a video of 118 mg to 6 mg in under 42 seconds. It also has a great demo app, just follow the example.
After you get the compressed file upload the file to Storage, in you client app you will play the video url using a player like Exo Player.
The video below is pretty good it uses exoplayer to stream instead of mediaplayer or videoViewLanscape
https://www.youtube.com/watch?v=s_D5C5e2Uu0
try{
BandwidthMeter bandwidthMeter = new DefaultBandwidthMeter();
TrackSelector trackSelector = new DefaultTrackSelector(new AdaptiveTrackSelection.Factory(bandwidthMeter));
simpleExoPlayer = ExoPlayerFactory.newSimpleInstance(this, trackSelector);
String vid = "https://www.youtube.com/watch?v=s_D5C5e2Uu0";
Uri uri= Uri.parse(vid);
DefaultHttpDataSourceFactory dataSourceFactory = new DefaultHttpDataSourceFactory("exoplayer_video");
ExtractorsFactory extractorsFactory = new DefaultExtractorsFactory();
MediaSource mediaSource = new ExtractorMediaSource(uri,dataSourceFactory,
extractorsFactory, null, null);
videoView.setPlayer(simpleExoPlayer);
simpleExoPlayer.prepare(mediaSource);
simpleExoPlayer.setPlayWhenReady(true);
}
catch (Exception e){
}
The below is the implements in the buid gradle app file that you will need.
implementation 'com.google.android.exoplayer:exoplayer:r2.4.0'
implementation 'com.google.android.exoplayer:exoplayer-core:r2.4.0'
implementation 'com.google.android.exoplayer:exoplayer-dash:r2.4.0'
implementation 'com.google.android.exoplayer:exoplayer-hls:r2.4.0'
implementation 'com.google.android.exoplayer:exoplayer-smoothstreaming:r2.4.0'
implementation 'com.google.android.exoplayer:exoplayer-ui:r2.4.0'
To use firestorage to play videos, all you need is the full url to the video. You then pass this url into a video view or exoplayer. No full download is needed. The videoview will stream the content YT style
see first of all you need to understand firebase rules okay
like make it true for development mode
then you have to create a storage reference for storing videos in your app
okay
then you have to select video you want to upload okay
then use Uploadtask for creating a task
and upload video file in storage
now for retrieving video use exoplayer library in android
you can visit here for more

ShellExecute fails for local html or file URLs

Our company is migrating our help systems over to HTML5 format under Flare. We've also added Topic based access to the help systems using Flare CSHID's on the URI command line for accessing the topic directly, such as index.html#CSHID=GettingStarted to launch the GettingStarted.html help page.
Our apps are written in C++ and leverage the Win32 ShellExecute() function to spawn the default application associated with HTTP to display the help system. We've noticed that ShellExecute() works fine when no hashtag is specified, such as
ShellExecute(NULL, _T("open"), _T("c:\\Help\\index.html"), NULL, NULL, SW_SHOWNORMAL);
This function will launch the default browser associated with viewing HTML pages and in this case, the File:/// protocol handler will kick in, the browser will launch and you will see file:///c:/Help/index.html in the address bar.
However, once you add the # information for the topic, ShellExecute() fails to open the page
ShellExecute(NULL,_T("open"),_T("c:\\Help\\index.html#cshid=GettingStarted"),NULL,NULL,SW_SHOWNORMAL);
If the browser opens at all, you'll be directed to file:///c:/Help/index.html without the #cshid=GettingStarted topic identification.
Note that this is only a problem if the File protocol handler is engaged through ShellExecute(), if the help system lives out on the web, and the Http or Https protocol handler is engaged, everything works great.
For our customers, some of whom are on a private LAN, we cannot always rely on Internet access, so our help systems must ship with the application.
After some back-and-forth with Microsoft's MSDN team, they reviewed the source code to the ShellExecute() call and it was determined that yes, when processing File:/// based URLs in ShellExecute(), the ShellExecute() call will strip off the # and any data it finds after the # before launching the default browser and sending in the HTML page to open. MS's stance is that they do this deliberately to prevent injections into the function.
The solution was to beef up the ShellExecute() call by searching the URL for a # and if one was found, then we would manually launch the default browser with the URL. Here's the pseudocode
void WebDrive_ShellExecute(LPCTSTR szURL)
{
if ( _tcschr(szURL,_T('#')) )
{
//
//Get Default Browser from Registry, then launch it.
//
::RegGetStr(HKCR,_T("HTTP\\Shell\\Open\\Command"),szBrowser);
::CreateProcess ( NULL, szBrowser + _T(" ") + szURL, NULL, NULL, FALSE, 0, NULL, NULL, &sui, &pi);
}
else
ShellExecute(NULL,_T("open"),szURL,NULL,NULL,SW_SHOWNORMAL);
}
Granted there's a bit more to the c++ code, but this general design worked for us.
I tried WebDrive's solution and it didn't really work on Windows 10.
"HTTP\Shell\Open\Command" default value is set to Internet Explorer path, regardless of what my default browser setting. However, for Internet Explorer that solution DOES work.
Process to fetch default browser path on Windows 10 is a bit different (How to determine the Windows default browser (at the top of the start menu)) but even then the solution is not guaranteed to work, depending on the browser. E.g. for me it didn't work with Edge.
To get it to work with Edge I had to add "file:///" to the URL -- but that also makes the URL work with ShellExecute(). So, at least on Windows 10, all I needed to do was this:
ShellExecute(NULL,_T("open"),_T("file:///c:/Help/Default.html#cshid=1648"),NULL,NULL,NULL);
UPDATE:
The above stopped working months ago. What I eventually did was go through temporary file, as described here: https://forums.madcapsoftware.com/viewtopic.php?f=9&t=28376#p130613
Use FindExecutable() to get the default browser and pass the full help file path with its queries (?) and fragments (#) as the lpParameters parameter to ShellExecute(). They won't get stripped off there.
Then handle the case if it is a Store App (most likely Microsoft Edge).
Pseudo C code:
if (FindExecutable(_T("c:\Help\index.html"), NULL, szBrowser)
{
if (szBrowser == _T("C:\WINDOWS\system32\LaunchWinApp.exe"))
{
// default browser is a Windows Store App
szBrowser = _T("shell:AppsFolder\Microsoft.MicrosoftEdge_8wekyb3d8bbwe!MicrosoftEdge");
}
}
else
{
szBrowser = szURL;
szURL = NULL;
}
ShellExecute(NULL, NULL, szBrowser, szURL, NULL, SW_SHOWNORMAL);
I solved the problem without using any method other than ShellExecute in a Qt Application
QString currentpath = QDir::currentPath();
QString url = "/help//html/index.html#current";
QString full_url = "file:///" + currentpath + url;
QByteArray full_url_arr= full_url.toLocal8Bit();
LPCSTR lp = LPCSTR(full_url_arr.constData());
ShellExecute(NULL, "open", lp, NULL, NULL, SW_SHOWNORMAL);

Understanding the JIT; slow website

First off, this question has been covered a few times (I've done my research), and, for example, on the right side of the SO webpage is a list of related items... I have been through them all (or as many as I could find).
When I publish my pre-compiled .NET web application, it is very slow to load the first time.
I've read up on this, it's the JIT which I understand (sort of).
The problem is, after the home page loads (up to 20 seconds), many other pages load very fast.
However, it would appear that the only reason they load is because the resources have been loaded (or that they share the same compiled dlls). However, some pages still take a long time.
This indicates that maybe the JIT needs to compile different pages in different ways? If so, and using a contact form as an example (where the Thank You page needs to be compiled by the JIT and first time is slow), the user may hit the send button multiple times whilst waiting for the page to be shown.
After I load all these pages which use different models or different shared HTML content, the site loads quickly as expected. I assume this issue is a common problem?
Please note, I'm using .NET 4.0 but, there is no database, XML files etc. The only IO is if an email doesn't send and it writes the error to a log.
So, assuming my understanding is correct, what is the approach to not have to manually go through the website and load every page?
If the above is a little too broad, then can this be resolved in the settings/configuration in Visual Studio (2012) or the web.config file (excluding adding compilation debug=false)?
In this case, there are 2 problems
As per rene's comments, review this http://msdn.microsoft.com/en-us/library/ms972959.aspx... The helpful part was to add the following code to the global.asax file
const string sourceName = ".NET Runtime";
const string serverName = ".";
const string logName = "Application";
const string uriFormat = "\r\n\r\nURI: {0}\r\n\r\n";
const string exceptionFormat = "{0}: \"{1}\"\r\n{2}\r\n\r\n";
void Application_Error(Object sender, EventArgs ea) {
StringBuilder message = new StringBuilder();
if (Request != null) {
message.AppendFormat(uriFormat, Request.Path);
}
if (Server != null) {
Exception e;
for (e = Server.GetLastError(); e != null; e = e.InnerException) {
message.AppendFormat(exceptionFormat,
e.GetType().Name,
e.Message,
e.StackTrace);
}
}
if (!EventLog.SourceExists(sourceName)) {
EventLog.CreateEventSource(sourceName, logName);
}
EventLog Log = new EventLog(logName, serverName, sourceName);
Log.WriteEntry(message.ToString(), EventLogEntryType.Error);
//Server.ClearError(); // uncomment this to cancel the error
}
The server was maxing out during sending of the email! My code was fine, but, viewing Task Scheduler showed it was hitting 100% memory...
The solution was to monitor the errors shown by point 1 and fix it. Then, find out why the server was being throttled when sending an email!

Streaming webcam video in Flash using MP4 encoding

One of the features of the Flash app I'm working on is to be able to stream a webcam to others. We're just using the built-in webcam support in Flash and sending it through FMS.
We've had some people ask for higher quality video, but we're already using the highest quality setting we can in Flash (setting quality to 100%).
My understanding is that in the newer flash players they added support for MPEG-4 encoding for the videos. I created a simple test Flex app to try and compare the video quality of the MP4 vs FLV encodings. However, I can't seem to get MP4 to work at all.
According to the Flex documentation the only thing I need to do to use MP4 instead of FLV is prepend "mp4:" to the name of the stream when calling publish:
Specify the stream name as a string
with the prefix mp4: with or without
the filename extension. The prefix
indicates to the server that the file
contains H.264-encoded video and
AAC-encoded audio within the MPEG-4
Part 14 container format.
When I try this nothing happens. I don't get any events raised on the client side, no exceptions thrown, and my logging on the server side doesn't show any streams starting.
Here's the relevant code:
// These are all defined and created within the class.
private var nc:NetConnection;
private var sharing:Boolean;
private var pubStream:NetStream;
private var format:String;
private var streamName:String;
private var camera:Camera;
// called when the user clicks the start button
private function startSharing():void {
if (!nc.connected) {
return;
}
if (sharing) { return; }
if(pubStream == null) {
pubStream = new NetStream(nc);
pubStream.attachCamera(camera);
}
startPublish();
sharing = true;
}
private function startPublish():void {
var name:String;
if (this.format == "mp4") {
name = "mp4:" + streamName;
} else {
name = streamName;
}
//pubStream.publish(name, "live");
pubStream.publish(name, "record");
}
Would be helpful to know the version of FMS you are running?
It seems like you need at least FMS 3.0.2.
Are you sure this applies to live streams and not only for recording? this 1 2 links suggest that while the player can decode sorenson, vp6 and h264, it can only encode in sorenson.
I'm in a similar situation, so I would like to have this clarified.
edit: what actually makes me doubt is that the documentation says flv and mp4, which arent codecs but containers, live streaming doesnt use containers, the encoded frames travel directly inside rtmp packets
Flash Player doesn't encode using H.264, but Flash Media Server can record any codec in the F4V container. Flash Media Live Encoder can encode using H.264.
So basically you can't send h264 from web flash player (yet?)...

Resources