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  • c# - PubNub JSON serialization code works in example project but not in my project

    - by pilau
    I am making a Winamp plugin with the single function of sending the details of the song being played over HTTP to a webpage. It works like this: Winamp song event triggered - check for new song - publish to webpage using PubNub (C# API). So far I got to the stage where everything works exactly as it is supposed to, except for the PubNub code which doesn't serialize the object I'm passing for publishing into JSON. All I keep getting in the PubNub console is a mere {} - an empty JSON object. A little background on the project structure: I am using Sharpamp which is a custom library that enables making Winamp plugins with C#. I am also using the PubNub C# API. The gen_notifier_cs project is the C++ plugin wrapper created by Sharpamp. notifier_cs is where all my code resides. The two other projects are self explanatory I assume. I have referenced the PubNub API in notifier_cs, and also have referenced Sharpamp in both notifier_cs and PubNub API. So, the objects that need to get serialized are of a class Song as defined in Sharpamp: public class Song { public string Title { get; internal set; } public string Artist { get; internal set; } public string Album { get; internal set; } public string Year { get; internal set; } public bool HasMetadata { get; internal set; } public string Filename { get; internal set; } } So let's say if I have a song object with song data in it, I would go pubnub.publish("winamp_pipe", song); to publish it and PubNub will automatically serialize the data into JSON. But that's just not working in my solution. To test why it wasn't serializing, I copied that class to the example code file in the PubNub API. Visual Studio changed the class to this (notice the public Song() method): public class Song { public Song() { return; } public string Album { get; set; } public string Artist { get; set; } public string Filename { get; set; } public bool HasMetadata { get; set; } public string Title { get; set; } public string Year { get; set; } } On the same example file I initiated a default song object with some values: Song song = new Song(); song.Album = "albumname"; song.Artist = "artistname"; song.HasMetadata = true; song.Title = "songtitle"; song.Year = "2012"; And published it: pubnub.publish("winamp_pipe", song); and it worked! I got the JSON object in the PubNub channel! {"Album":"albumname","Artist":"artistname","Filename":null,"HasMetadata":true,"Title":"songtitle","Year":"2012"} So, I tried replacing the "new" Song class with the original one defined in Sharpamp. I tried adding another class definition in the notifier_cs project but that clashes with the one in Sharpamp which I have to rely on. I have been trying so many things as far as I could come up with. Needless to say none prevailed. Still, all I get is an empty JSON object. I have been pulling out my hair for the last day. I know this post is super long but I appreciate your input nonetheless. Thanks in advance.

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  • Crafty.js multiplayer platform game, keeping players in sync

    - by johnwards
    I'm using crafty.js to create a very simple platform game. It doesn't need to stop cheating, it's actually just seeing other players move around, and it doesn't need to have collision detection between players. They are "shadows". How I've gone about it so far is to use http://pubnub.com to send messages between clients. These messages are simple. The first if a new player arrival, the second is a key down and the third is a key up. The code is here: https://github.com/whiteoctober/craftyconcept However I've hit against the old chestnut of keeping everything in sync. At the moment I'm letting the each of the clients decide where to place the other players based on the received key events, I also only move "you" until I get a key press event back from pubsub. My thinking here is to try and keep things in sync! However it isn't perfect, http://www.whiteoctober.co.uk/john/gametest/, things can get out of sync very easily. Key presses arrive in the wrong order etc. Is there any simple solutions to this, I would like to keep it all client side (with pubnub) and not have a central server with positions etc if possible.

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  • Websockets Server with Fault-Tolerance and Durable Message Store

    - by smitchell360
    I am starting to experiment with websockets. Does anyone know of a websockets server (open source or paid) that provides a durable store of the websocket "channel"? All of the examples that I have found do not address durability -- if a websockets server goes down, all "channel" data is lost. Services such as Pusher do not really discuss whether they address the durability issue (and I have not received a response from tech support yet). Happy to roll my own, but would rather not reinvent the wheel. EDIT: I'm not looking for websockets 101 information. That is readily available and understood. I'm looking for a server (open source or paid) that supports websockets and has a durable store for the websocket data so that, in the event that a server fails, a new server can take over where the original one left off. Two main purposes: 1. support failover scenarios contemplated by the websockets Network Working Group http://tools.ietf.org/html/draft-ibc-websocket-dns-srv-02#section-5.1 (most importantly so that missed messages are sent when a client connects to a failover server) 2. support scenarios where new subscribers must receive all past messages that were published. Of course this can be handled at the application layer...but that is not what I am looking for. EDIT So, after some research the following installed options seem to be the most robust: Kaazing Migratory Migratory (http://migratory.ro) Hosted services that seem "real" Pusher (great API but no history feature yet) PubNub (has history) All of the above services have graceful fallback to other communication methods if websockets are not available. I was not able to find any open source that provided "out of the box" clustering, fail-over, and a durable message store to play back history. There are some projects that may serve as good starting points, but not exactly what I am looking for.

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