Has anyone used VivoxCore for unreal engine 4 and know what this error means? I'm not able to really understand what this means. I've tried reading through the source code for vivox, as well as the documentation and that error code (1105) is mentioned nowhere. Also, the company which makes this does not respond to emails, and their public forum is not active. I've tried calling them, emailing them, using the public forum, reading online for answers, and I've found nothing, so stackoverflow is my last option. I hope someone here can help me.
LogVivoxVoiceChat: Warning: onConnectFailed server:https://vdx5.www.vivox.com/api2 error:SIP Backend Required (1105)
Here is my code:
VoiceChat = (FVivoxVoiceChat*)FVivoxVoiceChat::Get();
if (!VoiceChat->IsInitialized())
{
GLog->Log("Is not initialized, trying to initialize.");
VoiceChat->Initialize();
return;
}
if (!VoiceChat->IsConnected())
{
GLog->Log("Is not connected, trying to connect.");
VoiceChat->Connect(FOnVoiceChatConnectCompleteDelegate::CreateLambda([](const FVoiceChatResult& Result)
{
}));
return;
}
FString PlayerName = PlayerState->GetPlayerName();
FString LoginToken = VoiceChat->InsecureGetLoginToken(PlayerName);
if (!VoiceChat->IsLoggedIn())
{
GLog->Log("Is not logged in, trying to login.");
VoiceChat->Login(0, PlayerName, LoginToken, FOnVoiceChatLoginCompleteDelegate::CreateLambda([](const FString& LoggedInPlayerName, const FVoiceChatResult& Result)
{
}));
return;
}
FString ChannelName = "TestChannel";
EVoiceChatChannelType ChannelType = EVoiceChatChannelType::Echo; // Echo for testing.
TOptional<FVoiceChatChannel3dProperties> Channel3dProperties;
FString JoinToken = VoiceChat->InsecureGetJoinToken(ChannelName, ChannelType, Channel3dProperties);
VoiceChat->JoinChannel(ChannelName, JoinToken, ChannelType, FOnVoiceChatChannelJoinCompleteDelegate::CreateLambda([](const FString& JoinedChannelName, const FVoiceChatResult& Result)
{
GLog->Log("JOin Channel successful");
}), Channel3dProperties);
VoiceChat->TransmitToSpecificChannel(ChannelName);
This error means that you have an outdated SDK. The SDK included in UE4 is outdated: it is using backend version 4, but the actual version is 5.
Try disabling the Vivox Interface plugin if it's enabled.
Related
https://github.com/cocos2d/cocos2d-x/blob/v4/cocos/editor-support/spine/Json.cpp
I need help loading a .txt and pulling out some text using cocos for an old App. Can anyone work up a simple example?
The backstory is that I wrote a working app about 5-6 years ago when cocos used a different json library. They changed the library and I can't decipher the new one enough to get it working again. I am not a programmer, but made the app as a favor for a hospital. The json is used to switch between languages for the script. I don't really even know how to ask a technical question about the library. I know the code is all there, but I don't know how to make it work...
Thanks :)
cocos2dx v4 Json implementation
This is what I figured out eventually. Any improvements you can suggest are welcome.
I use this to read json-response from a translation api:
std::vector<char> * buffer = response->getResponseData();
char * concatenated = (char *) malloc(buffer->size() + 1);
std::string s2(buffer->begin(), buffer->end());
strcpy(concatenated, s2.c_str());
CCLOG ("DEBUG |%s|", concatenated);
Json * json = Json_create(concatenated);
Json *responseData = Json_getItem(json, "responseData");
const char * var22 = Json_getString(responseData, "translatedText", "default");
USED JSON response
{"responseData":
{"translatedText":"ni\u00f1o"}, .....
and copyed the old json.c and json.h in my classes dir.
static void readCurve (Json* frame, spCurveTimeline* timeline, int frameIndex) {
Json* curve = Json_getItem(frame, "curve");
if (!curve) return;
if (curve->type == Json_String && strcmp(curve->valueString, "stepped") == 0)
spCurveTimeline_setStepped(timeline, frameIndex);
else if (curve->type == Json_Array) {
Json* child0 = curve->child;
Json* child1 = child0->next;
Json* child2 = child1->next;
Json* child3 = child2->next;
spCurveTimeline_setCurve(timeline, frameIndex, child0->valueFloat, child1->valueFloat, child2->valueFloat,
child3->valueFloat);
}
}
I'm following a tutorial to make a game with UE4 and C++ and a error appear when I type the following line
FActorSpawnParameters params;
It says that the identifier FActorSpawnParameters is not defined.
I've tried to modify some of my code but it didn't change...
So I replace all the things in order.
void AUltimatePawn::Shoot()
{
if (BulletClass)
{
FActorSpawnParameters params;
params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
params.bNoFail = true;
params.Owner = this;
params.Instigator = this;
FTransform BulletSpawnTransform;
BulletSpawnTransform.SetLocation(GetActorForwardVector() * 500.f + GetActorLocation());
BulletSpawnTransform.SetRotation(GetActorRotation().Quaternion());
BulletSpawnTransform.SetScale3D(FVector(1.f));
GetWorld()->SpawnActor<ABullet>(BulletClass, BulletSpawnTransform, params);
}
}
I just want you to tell me how to fix this error,
Thank's
Make sure that you include Runtime/Engine/Classes/Engine/World.h.
I extracted this information from the official API reference.
Ok, firstly, I'm new to this. So yell at me as much as you like, but try to be useful at the same time :)
So I'm attempting to build a plugin using C++ to find a log file, and upload to a FTP every few minutes. The idea is to allow administrators to see the logs without needing direct access to the server. The ftp was the easy bit of this, running #include <CkFtp2.h> to do most of this with ease. I then used fs::path to find the latest file edited. Which looked like this:
//finding the latest file
int FindFile() {
fs::path latest;
std::time_t latest_tm {};
for (auto&& entry : boost::make_iterator_range(fs::directory_iterator("."), {})) {
fs::path p = entry.path();
if (is_regular_file(p) && p.extension() == ".txt")
{
std::time_t timestamp = fs::last_write_time(p);
if (timestamp > latest_tm) {
latest = p;
latest_tm = timestamp;
}
}
}
}
I now want to define string localFilename = latest however I get error: no viable conversion from 'fs::path' to 'string. Could someone help me?
Check out my github here to see what I'm working on and how I want this to implement with the rest of the code: https://github.com/TGTGamer/sourcebansLogMonitoring/blob/master/SourcebansToFTP.sp
p.s. If i'm being stupid, tell me the answer then slap me round the face....
I am looking for automating a windows application,and researching on what tools to be used. I have come across Appium/WinAppDriver, but not sure if it has a good usage anywhere so far....Appreciate suggestions on this.
I'm currently using the WinAppDriver to automate a WPF program. It's very similar to Selenium, if you have any experience with that then I'd advise using the WinAppDriver over something like White. You also get to use the Selenium WebDriverWait which was a massive bonus.
There is also a tool known as 'Inspect' that comes with the Windows SDK that allows you to inspect a windows application similar to the web-browser dev tools.
You simply initiate a driver (similar to Selenium) however you also need to start the WinApp process.
C# example:
protected WindowsDriver<WindowsElement> GetWindowsDriver()
{
var appCapabilities = new DesiredCapabilities();
appCapabilities.SetCapability("app",
PathHelper.GetClientInstallPath() + "APPLICATION.exe");
appCapabilities.SetCapability("deviceName", "WindowsPC");
if (!IsWinAppDriverProcesssRunning())
{
StartWinAppProcessRunning();
}
var driver = new WindowsDriver<WindowsElement>(new Uri("http://127.0.0.1:4723"), appCapabilities);
driver.Manage().Timeouts().ImplicitWait = TimeSpan.FromSeconds(5);
return driver;
}
private static bool IsWinAppDriverProcesssRunning()
{
const string processName = "WinAppDriver";
var existingProcesses = Process.GetProcessesByName(processName);
return existingProcesses.Any();
}
private static void StartWinAppProcessRunning()
{
const string winAppDirectory = #"C:\Program Files (x86)\Windows Application Driver";
var winAppProcess =
new Process
{
StartInfo =
{
FileName = Path.Combine(winAppDirectory, "WinAppDriver.exe"),
WindowStyle = ProcessWindowStyle.Hidden,
WorkingDirectory = winAppDirectory
}
};
winAppProcess.Start();
}
I use wxFTP to make simple client and I'm stucked on how to Upload recursively my folder or do download (which would should be same as delete) from FTP server. I know how to upload single file, make FTP folder and delete file. I will appreciate an article (not necessarily in C/C++) that teaches the concept or if someone can help me here.
Code example will be appreciated but take that as secondary.
Sorry if it already asked and answered, I searched and didn't get anything that answered my question.
I translated the code in answer to this question to C++ and that was it.
Since So won't accept the answer and adds it to comments I have added Java code that I translated to C++. My current code is too long (in that it involves few functions and so not fit for SO I guess!
public void saveFilesToServer(String remoteDest, File localSrc) throws IOException {
FTPClient ftp = new FTPClient();
ftp.connect("ftp.foobar.com");
if (!FTPReply.isPositiveCompletion(ftp.getReplyCode())) {
ftp.disconnect();
log.fatal("FTP not disconnected");
}
ftp.login("foo", "qwerty");
log.info("Connected to server .");
log.info(ftp.getReplyString());
ftp.changeWorkingDirectory(remoteDest);
ftp.setFileType(FTPClient.BINARY_FILE_TYPE);
try {
upload(localSrc, ftp);
}
finally {
ftp.disconnect();
log.info("FTP disconnected");
}
}
public void upload(File src, FTPClient ftp) throws IOException {
if (src.isDirectory()) {
ftp.makeDirectory(src.getName());
ftp.changeWorkingDirectory(src.getName());
for (File file : src.listFiles()) {
upload(file, ftp);
}
ftp.changeToParentDirectory();
}
else {
InputStream srcStream = null;
try {
srcStream = src.toURI().toURL().openStream();
ftp.storeFile(src.getName(), srcStream);
}
finally {
IOUtils.closeQuietly(srcStream);
}
}
}