Local notification in Android with Corona - notifications

I am trying to create 3 notifications with 10 seconds gap. However, It only plays the first sound and it repeats forever with 10 seconds gap. Can you please examine my code and tell me what I am doing wrong?
local futureTime = 10 --10 seconds
local sounds = {"Icebaby.mp3", "Pokemon.mp3", "Yoshi.mp3"}
i=1
local options = {
alert = "Wake up!",
sound = "Icebaby.mp3" ,
custom = { msg = "Alarm" }
}
local notificationID = system.scheduleNotification( futureTime, options )
local function notificationListener( event )
system.cancelNotification(notificationID)
i=i+1
options.sound=sounds[i]
if(i>3) then
Runtime:removeEventListener ( "notification", notificationListener )
else
notificationID = system.scheduleNotification( futureTime, options )
end
end
Runtime:addEventListener( "notification", notificationListener )

1st problem: "It only plays the first sound"
-> Yes, because you don't change the options table. So it's always this options table:
local options = {
alert = "Wake up!",
sound = "Icebaby.mp3" ,
custom = { msg = "Alarm" }
}
Change the options table each time you create the next notification. For example use your "sounds" table!

Related

How can I create reliable flask-SQLAlchemy interactions with server-side-events?

I have a flask app that is functioning to expectations, and I am now trying to add a message notification section to my page. The difficulty I am having is that the database changes I am trying to rely upon do not seem to be updating in a timely fashion.
The html code is elementary:
<ul id="out" cols="85" rows="14">
</ul><br><br>
<script type="text/javascript">
var ul = document.getElementById("out");
var eventSource = new EventSource("/stream_game_channel");
eventSource.onmessage = function(e) {
ul.innerHTML += e.data + '<br>';
}
</script>
Here is the msg write code that the second user is executing. I know the code block is run because the redis trigger is properly invoked:
msg_join = Messages(game_id=game_id[0],
type="gameStart",
msg_from=current_user.username,
msg_to="Everyone",
message=f'{current_user.username} has requested to join.')
db.session.add(msg_join)
db.session.commit()
channel = str(game_id[0]).zfill(5) + 'startGame'
session['channel'] = channel
date_time = datetime.utcnow().strftime("%Y/%m/%d %H:%M:%S")
redisChannel.set(channel, date_time)
Here is the flask stream code, which is correctly triggered by a new redis time, but when I pull the list of messages, the new message the the second user has added is not yet accessible:
#games.route('/stream_game_channel')
def stream_game_channel():
#stream_with_context
def eventStream():
channel = session.get('channel')
game_id = int(left(channel, 5))
cnt = 0
while cnt < 1000:
print(f'cnt = 0 process running from: {current_user.username}')
time.sleep(1)
ntime = redisChannel.get(channel)
if cnt == 0:
msgs = db.session.query(Messages).filter(Messages.game_id == game_id)
msg_list = [i.message for i in msgs]
cnt += 1
ltime = ntime
lmsg_list = msg_list
for i in msg_list:
yield "data: {}\n\n".format(i)
elif ntime != ltime:
print(f'cnt > 0 process running from: {current_user.username}')
time.sleep(3)
msgs = db.session.query(Messages).filter(Messages.game_id == game_id)
msg_list = [i.message for i in msgs]
new_messages = # need to write this code still
ltime = ntime
cnt += 1
yield "data: {}\n\n".format(msg_list[len(msg_list)-len(lmsg_list)])
return Response(eventStream(), mimetype="text/event-stream")
The syntactic error that I am running into is that the msg_list is exactly the same length (i.e the pushed new message does not get written when i expect it to). Strangely, the second user's session appears to be accessing this information because its stream correctly reflects the addition.
I am using an Amazon RDS MySQL database.
The solution was to utilize a db.session.commit() before my db.session.query(Messages).filter(...) even where no writes were pending. This enabled an immediate read from a different user session, and my code commenced to react to the change in message list length properly.

SQLite database isn't holding multiple values under primary key in my Discord.js bot

To start off, here's my main bot.js code (Sorry if it seems like code spaghetti. I'm not the best with javascript):
const fs = require('fs');
const Discord = require('discord.js');
const client = new Discord.Client();
const auth = require('./auth.json');
const pack = require('./package.json');
const SQLite = require('better-sqlite3');
const sql = new SQLite('./scores.sqlite');
client.commands = new Discord.Collection();
const commandFiles = fs.readdirSync('./commands').filter(file => file.endsWith('.js'));
for (const file of commandFiles) {
const command = require(`./commands/${file}`);
client.commands.set(command.name, command);
}
client.on('ready', () => {
console.log(` Bot: ${client.user.tag}
Version: ${pack.version}
Logged in and clear for takeoff.`);
});
client.on("ready", () => {
const battle_leaderboard = sql.prepare("SELECT count(*) FROM sqlite_master WHERE type='table' AND name = 'scores';").get();
if (!battle_leaderboard['count(*)']) {
sql.prepare("CREATE TABLE scores (id TEXT PRIMARY KEY, user TEXT, guild TEXT, points INTEGER;").run();
sql.prepare("CREATE UNIQUE INDEX idx_scores_id ON scores (id);").run();
sql.pragma("synchronous = 1");
sql.pragma("journal_mode = wal");
}
client.getScore = sql.prepare("SELECT * FROM scores WHERE user = ? AND guild = ?");
client.setScore = sql.prepare("INSERT OR REPLACE INTO scores (id, user, guild, points) VALUES (#id, #user, #guild, #points);");
client.removeScore = sql.prepare("DELETE FROM scores WHERE user=?");
});
client.on('message', message => {
if (!message.content.startsWith(auth.prefix) || message.author.bot) return;
const args = message.content.slice(auth.prefix.length).split(/ +/);
const command = args.shift().toLowerCase();
switch (command) {
case 'ping':
client.commands.get('ping').execute(message, args);
break;
case 'mimic':
client.commands.get('mimic').execute(message, args);
break;
case 'add_role':
client.commands.get('add_role').execute(message, args);
break;
case 'remove_role':
client.commands.get('remove_role').execute(message, args);
break;
case 'bl_add_point':
if (message.member.roles.some(r=>["Fight Officiator"])) {
let score;
let member = message.mentions.members.first() || client.members.get(args[0]);
score = client.getScore.get(member.id, member.guild.id);
if (!score) {
score = { id: `${member.guild.id}-${member.id}`, user: member.username, guild: member.guild.id, points: 0}
}
score.points ++;
client.setScore.run(score);
message.channel.send(`Looks like ${member} got a win! Good one.`);
} else {
message.channel.send(`Sorry, this is only usable by GFOs.`);
};
break;
case '!bl_delete':
if (message.member.roles.some(r=>["Fight Officiator"])) {
let member = message.mentions.users.first();
client.removeScore.run(`${member.guild.id}-${member.id}`)
message.channel.send(`${member} has been set to zero on the leaderboard!`);
} else {
message.channel.send(`Sorry, this is only usable by GFOs.`);
};
break;
case 'bl':
const top5 = sql.prepare("SELECT * FROM scores WHERE guild = ? ORDER BY points DESC LIMIT 5;").all(message.guild.id);
const battleleaderboard = new Discord.RichEmbed()
.setColor('#FFD700')
.setTitle('The Battle Leaderboard - Current Rankings')
.setAuthor(`RankBot`)
.setDescription('The top fighters are displayed here.')
.setTimestamp()
.setFooter(`DM a Gang Fight Officiator to set up a spar with another member and possibly get your name registered onto RankBot's leaderboard!`);
for (const data of top5) {
battleleaderboard.addField(client.users.get(data.user), `${data.points} Win(s)`);
}
message.channel.send(battleleaderboard);
break;
};
});
client.login(auth.token);
I'm creating a bot that should be pretty simple:
The bot is a RankBot (at least that's what i dubbed it as), which is supposed to track the amount of wins in battles (since this is for a discord about a fighting game) using a special role that manually increments those wins with a command, then being able to pull up a leaderboard embed showing the people with the most wins. I'm testing it in a discord separate from the one it's for with a friend, and it seemingly worked until we commanded the bot to open the leaderboard. Nothing was shown. We thought it was strange, since it worked before when only one user was in the database, and I went to the PowerShell Command Line to see if there was an error message, and this showed up.
C:\Users\USER\Documents\OF_RankBot\bot.js:89
battleleaderboard.addField(client.users.get(data.user).tag || client.members.get(data.user).tag, `${data.points} Win(s)`);
^
TypeError: Cannot read property 'tag' of undefined
We were confused by what happened, so I removed the tag part of the command and used it again. The embed showed up this time, but it looked like this.
I assumed that what went wrong was that since they both had the same number of wins listed, the part of the bl command that sorts the users was confused. I then went and used bl_add_point on me and tried again. The near exact same embed was shown.
My guess as to what went wrong was that I messed up at some point when setting up the bl_add_point command, but I'm not sure how to fix the issue.
This isn't part of the main problem, but I can't seem to get bl_delete working either. No errors are shown when I use it. In fact, seemingly nothing happens. I'm not sure if these issues are connected, but I really only need the main issue fixed.
Thanks in advance.
edit: I found out partially what happened with the bl_delete issue, which was I simply put the prefix into the case when the prefix was already defined. Now when I put in the command, the PowerShell responds with:
C:\Users\USER\Documents\OF_RankBot\bot.js:72
client.removeScore.run(`${member.guild.id}-${member.id}`)
^
TypeError: Cannot read property 'id' of undefined

How do I make a save system for a leader board with more than 3 stats

I want to make a save system so that people don't have to restart every single time they play
I don't really know what to do so I will show you the code for my leader stats this is located in the work space
local function onPlayerJoin(player)
local leaderstats = Instance.new("Model")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local gold = Instance.new("IntValue")
gold.Name = "JumpBoost"
gold.Value = 150
gold.Parent = leaderstats
local speed = Instance.new("IntValue")
speed.Name = "Speed"
speed.Value = 20
speed.Parent = leaderstats
local coin = Instance.new("IntValue")
coin.Name = "CloudCoins"
coin.Value = 0
coin.Parent = leaderstats
local rebirths = Instance.new("IntValue")
rebirths.Name = "Rebirths"
rebirths.Value = 0
rebirths.Parent = leaderstats
end
game.Players.PlayerAdded:Connect(onPlayerJoin)
Again I don't really know what to do so, please help.
The documentation for Data Stores is pretty good. An important warning for testing :
DataStoreService cannot be used in Studio if a game is not configured to allow access to API services.
So you will have to publish the game and configure it online to allow you to make HTTP requests and access the Data Store APIs. So be sure to look at the section in that link titled, Using Data Stores in Studio, it will walk you through the menus.
Anyways, right now, you are creating the player's starting values when they join the game. DataStores allow you save the values from the last session and then load those in the next time they join.
Roblox DataStores allow you to store key-value tables. Let's make a helper object for managing the loading and saving of data.
Make a ModuleScript called PlayerDataStore :
-- Make a database called PlayerExperience, we will store all of our data here
local DataStoreService = game:GetService("DataStoreService")
local playerStore = DataStoreService:GetDataStore("PlayerExperience")
local PlayerDataStore = {}
function PlayerDataStore.getDataForPlayer(player, defaultData)
-- attempt to get the data for a player
local playerData
local success, err = pcall(function()
playerData = playerStore:GetAsync(player.UserId)
end)
-- if it fails, there are two possibilities:
-- a) the player has never played before
-- b) the network request failed for some reason
-- either way, give them the default data
if not success or not playerData then
print("Failed to fetch data for ", player.Name, " with error ", err)
playerData = defaultData
else
print("Found data : ", playerData)
end
-- give the data back to the caller
return playerData
end
function PlayerDataStore.saveDataForPlayer(player, saveData)
-- since this call is asyncronous, it's possible that it could fail, so pcall it
local success, err = pcall(function()
-- use the player's UserId as the key to store data
playerStore:SetAsync(player.UserId, saveData)
end)
if not success then
print("Something went wrong, losing player data...")
print(err)
end
end
return PlayerDataStore
Now we can use this module to handle all of our loading and saving.
At the end of the day, your player join code will look very similar to your example, it will just try to first load the data. It is also important to listen for when the player leaves, so you can save their data for next time.
In a Script next to PlayerDataStore :
-- load in the PlayerDataStore module
local playerDataStore = require(script.Parent.PlayerDataStore)
local function onPlayerJoin(player)
-- get the player's information from the data store,
-- and use it to initialize the leaderstats
local defaultData = {
gold = 150,
speed = 0,
coins = 0,
rebirths = 0,
}
local loadedData = playerDataStore.getDataForPlayer(player, defaultData)
-- make the leaderboard
local leaderstats = Instance.new("Model")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local gold = Instance.new("IntValue")
gold.Name = "JumpBoost"
gold.Value = loadedData.gold
gold.Parent = leaderstats
local speed = Instance.new("IntValue")
speed.Name = "Speed"
speed.Value = loadedData.speed
speed.Parent = leaderstats
local coin = Instance.new("IntValue")
coin.Name = "CloudCoins"
coin.Value = loadedData.coins
coin.Parent = leaderstats
local rebirths = Instance.new("IntValue")
rebirths.Name = "Rebirths"
rebirths.Value = loadedData.rebirths
rebirths.Parent = leaderstats
end
local function onPlayerExit(player)
-- when a player leaves, save their data
local playerStats = player:FindFirstChild("leaderstats")
local saveData = {
gold = playerStats.JumpBoost.Value,
speed = playerStats.Speed.Value,
coins = playerStats.CloudCoins.Value,
rebirths = playerStats.Rebirths.Value,
}
playerDataStore.saveDataForPlayer(player, saveData)
end
game.Players.PlayerAdded:Connect(onPlayerJoin)
game.Players.PlayerRemoving:Connect(onPlayerExit)
Hope this helps!

iOS 10 Local Notifications not showing

I've been working on setting up local notifications for my app in iOS 10, but when testing in the simulator I found that the notifications would be successfully scheduled, but would never actually appear when the time they were scheduled for came. Here's the code I've been using:
let UNcenter = UNUserNotificationCenter.current()
UNcenter.requestAuthorization(options: [.alert, .badge, .sound]) { (granted, error) in
// Enable or disable features based on authorization
if granted == true {
self.testNotification()
}
}
Then it runs this code (assume the date/time is in the future):
func testNotification () {
let date = NSDateComponents()
date.hour = 16
date.minute = 06
date.second = 00
date.day = 26
date.month = 1
date.year = 2017
let trigger = UNCalendarNotificationTrigger(dateMatching: date as DateComponents, repeats: false)
let content = UNMutableNotificationContent()
content.title = "TestTitle"
content.body = "TestBody"
content.subtitle = "TestSubtitle"
let request = UNNotificationRequest(identifier: "TestID", content: content, trigger: trigger)
UNUserNotificationCenter.current().add(request) {(error) in
if let error = error {
print("error: \(error)")
} else {
print("Scheduled Notification")
}
}
}
From this code, it will always print "Scheduled Notification", but when the notification is supposed to be triggered, it never triggers. I've been unable to find any fix for this.
Here are a few steps.
Make sure you have the permission. If not, use UNUserNotificationCenter.current().requestAuthorization to get that. Or follow the answer below if you want to show the request pop up more than once.
If you want to show the notification foreground, having to assign UNUserNotificationCenterDelegate to somewhere.
This answer might help.

Using Rx to Geocode an address in Bing Maps

I am learning to use the Rx extensions for a Silverlight 4 app I am working on. I created a sample app to nail down the process and I cannot get it to return anything.
Here is the main code:
private IObservable<Location> GetGPSCoordinates(string Address1)
{
var gsc = new GeocodeServiceClient("BasicHttpBinding_IGeocodeService") as IGeocodeService;
Location returnLocation = new Location();
GeocodeResponse gcResp = new GeocodeResponse();
GeocodeRequest gcr = new GeocodeRequest();
gcr.Credentials = new Credentials();
gcr.Credentials.ApplicationId = APP_ID2;
gcr.Query = Address1;
var myFunc = Observable.FromAsyncPattern<GeocodeRequest, GeocodeResponse>(gsc.BeginGeocode, gsc.EndGeocode);
gcResp = myFunc(gcr) as GeocodeResponse;
if (gcResp.Results.Count > 0 && gcResp.Results[0].Locations.Count > 0)
{
returnLocation = gcResp.Results[0].Locations[0];
}
return returnLocation as IObservable<Location>;
}
gcResp comes back as null. Any thoughts or suggestions would be greatly appreciated.
The observable source you are subscribing to is asynchronous, so you can't access the result immediately after subscribing. You need to access the result in the subscription.
Better yet, don't subscribe at all and simply compose the response:
private IObservable<Location> GetGPSCoordinates(string Address1)
{
IGeocodeService gsc =
new GeocodeServiceClient("BasicHttpBinding_IGeocodeService");
Location returnLocation = new Location();
GeocodeResponse gcResp = new GeocodeResponse();
GeocodeRequest gcr = new GeocodeRequest();
gcr.Credentials = new Credentials();
gcr.Credentials.ApplicationId = APP_ID2;
gcr.Query = Address1;
var factory = Observable.FromAsyncPattern<GeocodeRequest, GeocodeResponse>(
gsc.BeginGeocode, gsc.EndGeocode);
return factory(gcr)
.Where(response => response.Results.Count > 0 &&
response.Results[0].Locations.Count > 0)
.Select(response => response.Results[0].Locations[0]);
}
If you only need the first valid value (the location of the address is unlikely to change), then add a .Take(1) between the Where and Select.
Edit: If you want to specifically handle the address not being found, you can either return results and have the consumer deal with it or you can return an Exception and provide an OnError handler when subscribing. If you're thinking of doing the latter, you would use SelectMany:
return factory(gcr)
.SelectMany(response => (response.Results.Count > 0 &&
response.Results[0].Locations.Count > 0)
? Observable.Return(response.Results[0].Locations[0])
: Observable.Throw<Location>(new AddressNotFoundException())
);
If you expand out the type of myFunc you'll see that it is Func<GeocodeRequest, IObservable<GeocodeResponse>>.
Func<GeocodeRequest, IObservable<GeocodeResponse>> myFunc =
Observable.FromAsyncPattern<GeocodeRequest, GeocodeResponse>
(gsc.BeginGeocode, gsc.EndGeocode);
So when you call myFunc(gcr) you have an IObservable<GeocodeResponse> and not a GeocodeResponse. Your code myFunc(gcr) as GeocodeResponse returns null because the cast is invalid.
What you need to do is either get the last value of the observable or just do a subscribe. Calling .Last() will block. If you call .Subscribe(...) your response will come thru on the call back thread.
Try this:
gcResp = myFunc(gcr).Last();
Let me know how you go.
Richard (and others),
So I have the code returning the location and I have the calling code subscribing. Here is (hopefully) the final issue. When I call GetGPSCoordinates, the next statement gets executed immediately without waiting for the subscribe to finish. Here's an example in a button OnClick event handler.
Location newLoc = new Location();
GetGPSCoordinates(this.Input.Text).ObserveOnDispatcher().Subscribe(x =>
{
if (x.Results.Count > 0 && x.Results[0].Locations.Count > 0)
{
newLoc = x.Results[0].Locations[0];
Output.Text = "Latitude: " + newLoc.Latitude.ToString() +
", Longtude: " + newLoc.Longitude.ToString();
}
else
{
Output.Text = "Invalid address";
}
});
Output.Text = " Outside of subscribe --- Latitude: " + newLoc.Latitude.ToString() +
", Longtude: " + newLoc.Longitude.ToString();
The Output.Text assignment that takes place outside of Subscribe executes before the Subscribe has finished and displays zeros and then the one inside the subscribe displays the new location info.
The purpose of this process is to get location info that will then be saved in a database record and I am processing multiple addresses sequentially in a Foreach loop. I chose Rx Extensions as a solution to avoid the problem of the async callback as a coding trap. But it seems I have exchanged one trap for another.
Thoughts, comments, suggestions?