Twilio 2.7.2 Programmable Video Camera Stays On - javascript

I have had a nightmare of a time attempting to stop the video tracks and turn off the camera. Can ANYONE tell me what I am missing here? Snippet below is the event handler for when a room is disconnected. The code executes fine, but the camera stays on. Thanks in advance.
this.roomObj.once('disconnected', (room: Room, error) => {
// if (error) {
// console.log(`An error has occurred with the room connection: ${error}`);
// }
room.localParticipant.tracks.forEach(publication => {
publication.track.stop();
const attachedElements = publication.track.detach();
attachedElements.forEach(element => {
element.stop();
element.remove();
});
room.localParticipant.videoTracks.forEach(video => {
const trackConst = [video][0].track;
trackConst.stop(); // <- error
trackConst.detach().forEach(element => {
element.stop();
element.remove();
});
room.localParticipant.unpublishTrack(trackConst);
});
let element = this.remoteVideo1Container.nativeElement;
while (element.firstChild) {
element.removeChild(element.firstChild);
}
let localElement = this.localVideo.nativeElement;
while (localElement.firstChild) {
localElement.removeChild(localElement.firstChild);
}
//this.router.navigate([‘thanks’]);
});
}, (error) => {
alert(error.message);
});

I triggered a full page redirect to shut off the camera with window.location.replace rather than using react-router-dom's <Redirect to={} /> to fully shut off the camera. This may not be possible in your case, and there maybe a better solution.
If you could use the same route that you were going to anyway. If you weren't planning on changing page, though my solution won't be of much use.
But having an issue with shutting off the desktop camera light in react, I figured I would share my solution. I can delete or remove this post if this answer displeases anyone or once a Twilio rep (or some mystery person) comes by with a better response.

Related

Why is my WebRTC peer-to-peer application failing to work properly?

it's been quite a long time since I've posted here. Just wanted to bounce this off of you as it has been making my brain hurt. So, I have been developing a real time video chat app with WebRTC. Now, I know that the obligatory "it's somewhere in the network stack (NAT)" answer always applies.
As is always the case it seems with WebRTC, it works perfectly in my browser and on my laptop between tabs or between Safari/Chrome. However, over the internet on HTTPS on a site I've created, it is shotty at best. It can accept and display the media stream from my iPhone but it cannot receive the media stream from my laptop. It just shows a black square on the iPhone for the remote video.
Any pointers would be most appreciate though as I've been going crazy. I know that TURN servers are an inevitable aspect of WebRTC but I'm trying to avoid employing that.
So, here is my Session class which handles essentially all the WebRTC related client side session logic:
(The publish method is just an inherited member that emulates EventTarget/EventEmitter functionality and the p2p config is just for Google's public STUN servers)
class Session extends Notifier {
constructor(app) {
super()
this.app = app
this.client = this.app.client
this.clientSocket = this.client.socket
this.p2p = new RTCPeerConnection(this.app.config.p2pConfig)
this.closed = false
this.initialize()
}
log(message) {
if (this.closed) return
console.log(`[${Date.now()}] {Session} ${message}`)
}
logEvent(event, message) {
let output = event
if (message) output += `: ${message}`
this.log(output)
}
signal(family, data) {
if (this.closed) return
if (! data) return
let msg = {}
msg[family] = data
this.clientSocket.emit("signal", msg)
}
initialize() {
this.p2p.addEventListener("track", async event => {
if (this.closed) return
try {
const [remoteStream] = event.streams
this.app.mediaManager.remoteVideoElement.srcObject = remoteStream
} catch (e) {
this.logEvent("Failed adding track", `${e}`)
this.close()
}
})
this.p2p.addEventListener("icecandidate", event => {
if (this.closed) return
if (! event.candidate) return
this.signal("candidate", event.candidate)
this.logEvent("Candidate", "Sent")
})
this.p2p.addEventListener("connectionstatechange", event => {
if (this.closed) return
switch (this.p2p.connectionState) {
case "connected":
this.publish("opened")
this.logEvent("Opened")
break
// A fail safe to ensure that faulty connections
// are terminated abruptly
case "disconnected":
case "closed":
case "failed":
this.close()
break
default:
break
}
})
this.clientSocket.on("initiate", async () => {
if (this.closed) return
try {
const offer = await this.p2p.createOffer()
await this.p2p.setLocalDescription(offer)
this.signal("offer", offer)
this.logEvent("Offer", "Sent")
} catch (e) {
this.logEvent("Uninitiated", `${e}`)
this.close()
}
})
this.clientSocket.on("signal", async data => {
if (this.closed) return
try {
if (data.offer) {
this.p2p.setRemoteDescription(new RTCSessionDescription(data.offer))
this.logEvent("Offer", "Received")
const answer = await this.p2p.createAnswer()
await this.p2p.setLocalDescription(answer)
this.signal("answer", answer)
this.logEvent("Answer", "Sent")
}
if (data.answer) {
const remoteDescription = new RTCSessionDescription(data.answer)
await this.p2p.setRemoteDescription(remoteDescription)
this.logEvent("Answer", "Received")
}
if (data.candidate) {
try {
await this.p2p.addIceCandidate(data.candidate)
this.logEvent("Candidate", "Added")
} catch (e) {
this.logEvent("Candidate", `Failed => ${e}`)
}
}
} catch (e) {
this.logEvent("Signal Failed", `${e}`)
this.close()
}
})
this.app.mediaManager.localStream.getTracks().forEach(track => {
this.p2p.addTrack(track, this.app.mediaManager.localStream)
})
}
close() {
if (this.closed) return
this.p2p.close()
this.app.client.unmatch()
this.logEvent("Closed")
this.closed = true
}
}
I've worked with WebRTC well over a little while now and am deploying a production level website for many-to-many broadcasts so I can happily help you with this answer but don't hit me as I'm about to spoil some of your fun.
The Session Description Protocol you generate would had contained the send/recv IPs of both connecting users. Now because none of you are actually port-forwarded to allow this connection or to act as a host, a TURN would be in fact required to mitigate this issue. For security reasons it's like this and most users will require a TURN if you decide to go this route.
You can skip a TURN server completely but still requiring a server, you'd go the route of sending/receiving RTP and routing it like an MCU/SFU.
These solutions are designed to take in WebRTC produced tracks and output them to many viewers (consumers).
Here's a SFU I use that works great for many-to-many if you can code it. It's Node.JS friendly if you don't know other languages outside JavaScript.
https://mediasoup.org/

Discord.js Bots // Trying to add multiple bots in main file, setting status', randomize welcome messages, multiple prefixes

I planned to create a discord server with bots. There are quite a lot (6 in total) and are just supposed to be fictional characters with some background story. I'm quite new and all of that is way too complicated for me to code myself, therefor I ask for your help! I just want to have a nice server for my friends and I with enjoyable bots and all of these desperate hours of trying to get some useful code is driving me nuts..
I only managed to get one bot to do stuff, using the prefix "-".
It can change it's status (watching, listening, playing) and the name of the thing he's doing.
I'm not quite sure why streaming doesn't work or if that's possible in general but it would be really cool if it would.
My status code: (1st Problem)
client.once('ready', () => {
console.log('Bot is ready!');
if (config.activity.streaming == true) {
client.user.setActivity(config.activity.game, {type: 'WATCHING'}); //STREAMING, PLAYING, LISTENING
} else {
client.user.setActivity(config.activity.game, {url: 'https://twitch.tv/usrname'});
client.user.setStatus('idle'); //dnd, idle, online, invisible
}
});
config.json
"activity": {
"streaming": true,
"game": "Whatevergame"
}
}
As I said, streaming is not working for some reason and the status (idle, dnd..) is also not working.
2nd Problem
If I try to add other bots with the login, it will log both bots on, but only one of them will work, what's actually pretty logical since the commands are all made for only one bot. So I'm trying to figure out how to get them all packed into the main file.
3rd Problem
I used the try - catch function to execute commands, which I pre- set up, and if theres none, it sends an error message. See for yourself:
client.on('message', message =>{
if (!message.content.startsWith(prefix) || message.author.bot) return;
const args = message.content.slice(prefix.length).split(/ +/);
const command = args.shift().toLowerCase();
try {
client.commands.get(command).execute(message, args);
}
catch {
message.channel.send("I don't know that, sorry.");
}
});
So everytime I type another command, from which I do not want the bot to respond to, it will respond with "I don't know[...]" It would be sufficient to just set up another prefix for the "other command" to fix that problem so the bot knows that for every prefix starting with a.e "-", it has to send an error message if that command is not existing. But for other prefixes, a.e "?", it's supposed to execute the other command/s.
4th Problem
My (current) last problems are the welcome messages. My code:
index.js
const welcome = require("./welcome");
welcome (client)
welcome.js
module.exports = (client) => {
const channelId = '766761508427530250' // welcome channel
const targetChannelId = '766731745960919052' //rules and info
client.on('guildMemberAdd', (member) => {
console.log(member)
const message = `New user <#${member.id}> joined the server. Please read through ${member.guild.channels.cache.get(targetChannelId).toString()} to gain full access to the server!`
const channel = member.guild.channels.cache.get(channelId)
channel.send(message)
})
}
The code is working perfectly fine, however it would be way more exciting with a little more variety. I'm trying to get multiple welcome messages that get randomly chosen by the bot.. I thought about a Mathfloor as an approach but I'm not quite sure how that would work..
Thank you for reading through my text and I hope that I will soon be able to enjoy the server with my guys!
Cheers!
First problem
I'm not sure why ClientUser.setActivity() and ClientUser.setStatus is not working. In the STREAMING example, it might be because you didn't specify the type of activity. Either way, there's an easier way to what you're doing, which is ClientUser.setPresence(). This method is kind of like a combination of the other two.
client.once('ready', () => {
console.log('Bot is ready!');
config.activity.streaming
? client.user.setPresence({
activity: { name: config.activity.game, type: 'WATCHING' },
})
: client.user.setPresence({
activity: {
name: config.activity.game,
type: 'STREAMING',
url: 'https://twitch.tv/usrname',
},
status: 'idle', // note: the idle icon is overwritten by the STREAMING icon, so this won't do much
});
});
Second Problem
It's pretty hard to make multiple bots, both duplicates of each other, in one file. I would recommend just using a lot of Array.prototype.forEach() loops to apply all events and such to both clients.
[1, 2, 3].forEach((num) =>
console.log(`The element I'm currently iterating a function through is ${num}`)
);
// example main file
const { Client, Collection } = require('discord.js');
const [roseClient, sunflowerClient] = [new Client(), new Client()];
// adding properties:
[roseClient, sunflowerClient].forEach((client) => client.commands = new Collection())
// events
[roseClient, sunflowerClient].forEach((client) =>
client.on('message', (message) => {
// ...
});
);
// login
roseClient.login('token1');
sunflowerClient.login('token2');
Third problem
Again, forEach() loops save the day (❁´◡`❁). This time, however, you should actually use Array.prototype.every(), which will return true if every element of an array passes the given test.
Basically, if we were to use a normal forEach() loop, then even if one of the prefixes found the match, the other wouldn't and the error message would always be sent out. So instead we'll use every() to only send out an error message if both prefixes find no match.
// what if we ony wanted the error message if *every* number was 3
[1, 2, 3].forEach((num) => {
if (num === 3) console.error('Error message');
});
console.log('--------------------');
// now it will only send if all numbers were three (they're not)
if ([1, 2, 3].every((num) => num === 3))
console.error('Error message');
client.on('message', (message) => {
if (['-', '?'].every((prefix) => {
if (!message.content.startsWith(prefix) || message.author.bot) return;
const args = message.content.slice(prefix.length).split(/ +/);
const command = args.shift().toLowerCase();
try {
// it did not pass the test (the test being finding no match), and the error message should not be displayed
return false;
client.commands.get(command).execute(message, args);
} catch {
// it did pass the test (by finding no match). if the next test is failed too, the error message should be displayed
return true;
message.channel.send("I don't know that, sorry.");
}
});
});
Fourth Problem
You're on the right track! Math.floor() is definitely the right way to get a random element from an array.
function chooseFood() {
// make an array
const foods = ['eggs', 'waffles', 'cereal', "nothing (●'◡'●)", 'yogurt'];
// produce a random integer from 0 to the length of the array
const index = Math.floor(Math.random() * foods.length);
// find the food at that index
console.log(`Today I will eat ${foods[index]}`);
};
<button onClick="chooseFood()">Choose What to Eat</button>
module.exports = (client) => {
client.on('guildMemberAdd', (member) => {
console.log(member);
const welcomes = [
`Welcome ${member}!`,
`Woah! Didn't see you there ${member}; welcome to the server!`,
`${member} enjoy your stay at ${member.guild}!`,
];
const message = `${
welcomes[Math.floor(Math.random() * welcomes.length)]
} Please read through ${member.guild.channels.cache.get(
'766731745960919052'
)} to gain full access to the server!`;
member.guild.channels.cache.get('766761508427530250').send(message);
});
};
That was a mouthful (╯°□°)╯︵ ┻━┻

WebRTC switch camera

I am currently working for WebRTC multipeer connection. I want to implement feature to switch camera from front to back while on call.
This is the code I am using to switch cameras
async function changevideo() {
const audioSource = audioInputSelect.value;
const videoSource = videoSelect.options[videoSelect.selectedIndex].value;
var tempconstraints ={
video: {
deviceId: videoSource ? { exact: videoSource } : undefined,
width: { max: 320 },
height: { max: 240 }
},
audio: { deviceId: audioSource ? { exact: audioSource } : undefined },
};
var newstream = await navigator.mediaDevices.getUserMedia(tempconstraints);
if (connections[socketId]) {
Promise.all(connections[socketId].getSenders().map(function (sender) {
debugger;
return sender.replaceTrack(newstream.getTracks().find(function (track) {
debugger;
return track.kind === sender.track.kind;
})).then(data =>
{
console.log(data);
});;
}));
var track = localStream.getTracks().find(function (track) { return track.kind == videoTrack.kind });
localStream.removeTrack(track);
localStream.addTrack(videoTrack);
connections[tempsocketid].onnegotiationneeded = function () {
connections[tempsocketid].createOffer().then(function (offer) {
return connections[tempsocketid].setLocalDescription(offer);
}).then(function () {
socket.emit('signal', socketId, JSON.stringify({ 'sdp': connections[tempsocketid].localDescription, 'room': roomNumber }), roomNumber);
}).catch(e => console.log(e));
}
}
}
Here connections contains the RTCpeerconnection details of all type of connections connected.
socketId is the id of main user on which I want to switch camera. So, connections[socketId] gives me the RTCPeerConnection details of user with socketId.
newstream is the stream after switching camera.
If I directly update src of video to newstream then my camera changes only on my device.
I have searched alot but everywhere I am getting solution to use replaceTrack but it is not wokring in my case. Everytime I use it nothing happens on screen and I am also not getting any error in console.
Update
I have used the onnegotiationneeded with remove and add track.
tempsocketid is the socketId of another user who is connected.
So I have 2 users one have socketid stored in socketId and another having socketid stored in tempsocketid. So currently I am trying to switch camera of user with socketid socketId
and when negotiation is called then I am getting error in another users console.
DOMException: Failed to execute 'addIceCandidate' on 'RTCPeerConnection': Error processing ICE candidate
You are probably being unable to cause a renegotiaton so change to the facingMode of your camera cannot affect the other peers, but you do not use this explicitely as I see but replaceTracks. But still you may not being able to trigger a renegotiation. Checkout things that cause renegotiation: https://developer.mozilla.org/en-US/docs/Web/API/RTCRtpSender/replaceTrack#Usage_notes
Changing facingMode setting by applying constraints with applyConstraints may be a solution without using replaceTracks.
A strange idea coming to my mind to dispatch negotiationneeded event yourself, but I would try this after chasing the reason not being able to casue renegotiation itself by replacing track, or changing camera, and everything else.
About another reason: As for the reasons that casues renegotiation, your back camera resolution is most probably higher than the front camera, so it looks like a reason. If you start from the back camera first and then switch to front it might have been a no reason. I am suspicious about your max constraints of width nad height. They might be very lower for the both camera hence resulting in the same size, resoltion and so a no reason according to the list in the linked page above. I suggest removing them.
Also the replaceTracks returns a promise but the map function it is called from does not return anything, hence undefined. You are supposed to use the promises inside the array argument to Promise.all. I would suggest return those promises inside the map function.
I have fixed the issue the problem was with socketId I was sending socketId of current user with different user.
As replace track was not working so I have used removeTrack and addTrack to force negotiation.
Here is my working code
if (connections[socketId]) {
localStream.getVideoTracks()[0].enabled = false;
var track = localStream.getTracks().find(function (track) { return track.kind == videoTrack.kind });
localStream.removeTrack(track);
localStream.addTrack(videoTrack);
connections[tempsocketid].onnegotiationneeded = function () {
console.log('negotiationstarted');
connections[tempsocketid].createOffer().then(function (offer) {
return connections[tempsocketid].setLocalDescription(offer);
}).then(function () {
console.log('negotiation signal sent');
socket.emit('signal', tempsocketid, JSON.stringify({ 'sdp': connections[tempsocketid].localDescription, 'room': roomNumber }), roomNumber);
}).catch(e => console.log(e));
}
localStream.getVideoTracks()[0].enabled = true;
}

Internet Connection Listener

I have an application which scans 2D barcodes then retrieves data from the URLs provided by the codes. In the event that the user loses connection to the internet, the application begins to store the URLs via AsyncStorage. The issue is, I need to implement a listener that upon regaining an internet connection, the application begins a given method. Are there any recommended ways to go about implementing a connection listener such as this?
Edit:
I have tried using a NetInfo EventListener however I am not sure if I'm using it incorrectly, as it always calls the passed function, even when the internet status hasn't changed.
_connectionHandler = (e) => {
this.setState({ cameraActive: false })
NetInfo.getConnectionInfo().then((connectionInfo) => {
if (connectionInfo.type === "none"){
console.log("No internet")
dataArray.push(e.data)
let barcodeData_delta = {
data: dataArray
}
AsyncStorage.mergeItem(STORAGE_KEY, JSON.stringify(barcodeData_delta));
NetInfo.isConnected.addEventListener(
'connectionChange',
this._handleConnectionChange(e.data)
);
this.setState({ cameraActive: true })
} else {
console.log("Internet available -> Going to read barcode now")
this._handleBarCodeRead(e.data);
}
})
}
React Native has a NetInfo documentation, there you can see how to add a listener his connection changes, and do what you want when its called.
Add a Handler to isConnected property
NetInfo.isConnected.addEventListener(
'connectionChange',
_connectionHandler
);
A function that handles the change, just adjust your setState with the camera, I couldn't figure out when to call it.
_connectionHandler = (isConnected) => {
this.setState({ cameraActive: false })
if (!isConnected){
console.log("No internet")
dataArray.push(e.data)
let barcodeData_delta = {
data: dataArray
}
AsyncStorage.mergeItem(STORAGE_KEY, JSON.stringify(barcodeData_delta));
this.setState({ cameraActive: true })
} else {
console.log("Internet available -> Going to read barcode now")
this._handleBarCodeRead(e.data);
}
})
}

Second part of an IF statement for Dropbox oauth athentication isn't triggered

I tried a simple if statement to avoid having to run the code below on every pageload, but the second part with dropbox_authStatus === 1 is not triggered although alert("authStatus: "+dropbox_authStatus); tells me that dropbox_authStatus is 1. What's wrong with my code?
$('document').ready(function() {
dropbox_authStatus = localStorage.getItem('dropbox_authstatus');
alert("authstatus: "+dropbox_authStatus);
if(!dropbox_authStatus) {
localStorage.setItem('dropbox_authstatus',1);
//initialization
var client = new Dropbox.Client({
key: "hm4c58qp6rpysot", secret: "w7cdx6o8p2hyubj"
});
alert("initialized");
//preset driver to the dropbox page
client.authDriver(new Dropbox.Drivers.Redirect());
//authentication
client.authenticate(function(error, client) {
if (error) {
return showError(error); // Something went wrong.
}
});
} else if (dropbox_authStatus === 1) {
localStorage.setItem('dropbox_authstatus',2);
//initialization
var client = new Dropbox.Client({
key: "hm4c58qp6rpysot", secret: "w7cdx6o8p2hyubj"
});
alert("continued");
//preset driver to the dropbox page
client.authDriver(new Dropbox.Drivers.Redirect());
//authentication
client.authenticate(function(error, client) {
if (error) {
return showError(error); // Something went wrong.
}
client.getUserInfo(function(error, userInfo) {
if (error) {
return showError(error); // Something went wrong.
}
alert("hello: "+userInfo.name);
});
});
//Save Dropbox credentials
localStorage.setItem('dropbox_auth', JSON.stringify(client.credentials()));
alert("credentials saved:"+JSON.stringify(client.credentials()));
}
});
Thanks in advance! The code inside the if-statements mainly belongs to the dropbox.js library hosted on github: https://github.com/dropbox/dropbox-js/blob/master/doc/getting_started.md
Answer derived from comments on original question
I'm just guessing, but if the log seems correct, but the condition isn't met, maybe dropbox_authStatus is a string instead of a number.
Recent versions of dropbox.js support an interactive: false option on the client.authenticate() method. You can use this public API to achieve the same goal, and your code won't break on library updates.
Code snippet: https://github.com/dropbox/dropbox-js/blob/master/doc/snippets.md#sign-into-dropbox-button
authenticate documentation: http://coffeedoc.info/github/dropbox/dropbox-js/master/classes/Dropbox/Client.html#authenticate-instance

Categories