file upload processing file from xhr to web api - javascript

I'm using the following code to upload file to the server,
Javascript:
function FileUpload(ServerName) {
alert("Entering File Change...");
var file = this.file1[0];
alert("File Change");
var xhr = new XMLHttpRequest();
xhr.file = file; // not necessary if you create scopes like this
xhr.addEventListener('progress', function(e) {
alert("progress");
var done = e.position || e.loaded, total = e.totalSize || e.total;
console.log('xhr progress: ' + (Math.floor(done/total*1000)/10) + '%');
}, false);
if ( xhr.upload ) {
xhr.upload.onprogress = function(e) {
var done = e.position || e.loaded, total = e.totalSize || e.total;
console.log('xhr.upload progress: ' + done + ' / ' + total + ' = ' + (Math.floor(done/total*1000)/10) + '%');
};
}
xhr.onreadystatechange = function(e) {
if ( 4 == this.readyState ) {
console.log(['xhr upload complete', e]);
}
};
xhr.open('post', "http://localhost:49868/UploadFile/" + ServerName, true);
xhr.send(file);
}
Web api code:
[HttpPost]
[ActionName("UploadFile")]
public HttpResponseMessage UploadFile(string servername)
{
try
{
HttpContext.Current.Response.Headers.Add("Access-Control-Allow-Origin", "*");
var httpRequest = HttpContext.Current.Request;
HttpResponseMessage result = null;
// Check if files are available
if (httpRequest.Files.Count > 0)
{
var files = new List<string>();
// interate the files and save on the server
foreach (string file in httpRequest.Files)
{
var postedFile = httpRequest.Files[file];
//var filePath = HttpContext.Current.Server.MapPath("~/" + postedFile.FileName);
postedFile.SaveAs("C:\\Users\\Desktop\\New folder (4)\\" + postedFile.FileName);
//files.Add(filePath);
//File.Copy(filePath, RootPath + postedFile.FileName);
//File.Delete(filePath);
}
// return result
result = Request.CreateResponse(HttpStatusCode.Created, files);
}
else
{
// return BadRequest (no file(s) available)
result = Request.CreateResponse(HttpStatusCode.BadRequest);
}
return result;
}
catch (Exception ex)
{
return null;
}
}
My Question is how to handle this on the server side, i.e in the web api, how to get the file there on the server and store it in some specific location?
Now the httpRequest.Files is returned null, where to get the file and save it?

Related

How do i play an HLS stream when playlist.m3u8 file is constantly being updated?

I am using MediaRecorder to record chunks of my live video in webm format from MediaStream and converting these chunks to .ts files on the server using ffmpeg and then updating my playlist.m3u8 file with this code:
function generateM3u8Playlist(fileDataArr, playlistFp, isLive, cb) {
var durations = fileDataArr.map(function(fd) {
return fd.duration;
});
var maxT = maxOfArr(durations);
var meta = [
'#EXTM3U',
'#EXT-X-VERSION:3',
'#EXT-X-MEDIA-SEQUENCE:0',
'#EXT-X-ALLOW-CACHE:YES',
'#EXT-X-TARGETDURATION:' + Math.ceil(maxT),
];
fileDataArr.forEach(function(fd) {
meta.push('#EXTINF:' + fd.duration.toFixed(2) + ',');
meta.push(fd.fileName2);
});
if (!isLive) {
meta.push('#EXT-X-ENDLIST');
}
meta.push('');
meta = meta.join('\n');
fs.writeFile(playlistFp, meta, cb);
}
Here fileDataArr holds information for all the chunks that have been created.
After that i use this code to create a hls server :
var runStreamServer = (function(streamFolder) {
var executed = false;
return function(streamFolder) {
if (!executed) {
executed = true;
var HLSServer = require('hls-server')
var http = require('http')
var server = http.createServer()
var hls = new HLSServer(server, {
path: '/stream', // Base URI to output HLS streams
dir: 'C:\\Users\\Work\\Desktop\\live-stream\\webcam2hls\\videos\\' + streamFolder // Directory that input files are stored
})
console.log("We are going to stream from folder:" + streamFolder);
server.listen(8000);
console.log('Server Listening on Port 8000');
}
};
})();
The problem is that if i stop creating new chunks and then use the hls server link:
http://localhost:8000/stream/playlist.m3u8 then the video plays in VLC but if i try to play during the recording it keeps loading the file but does not play. I want it to play while its creating new chunks and updating playlist.m3u8. The quirk in generateM3u8Playlist function is that it adds '#EXT-X-ENDLIST' to the playlist file after i have stopped recording.
The software is still in production so its a bit messy code. Thank you for any answers.
The client side that generates blobs is as follows:
var mediaConstraints = {
video: true,
audio:true
};
navigator.getUserMedia(mediaConstraints, onMediaSuccess, onMediaError);
function onMediaSuccess(stream) {
console.log('will start capturing and sending ' + (DT / 1000) + 's videos when you press start');
var mediaRecorder = new MediaStreamRecorder(stream);
mediaRecorder.mimeType = 'video/webm';
mediaRecorder.ondataavailable = function(blob) {
var count2 = zeroPad(count, 5);
// here count2 just creates a blob number
console.log('sending chunk ' + name + ' #' + count2 + '...');
send('/chunk/' + name + '/' + count2 + (stopped ? '/finish' : ''), blob);
++count;
};
}
// Here we have the send function which sends our blob to server:
function send(url, blob) {
var xhr = new XMLHttpRequest();
xhr.open('POST', url, true);
xhr.responseType = 'text/plain';
xhr.setRequestHeader('Content-Type', 'video/webm');
//xhr.setRequestHeader("Content-Length", blob.length);
xhr.onload = function(e) {
if (this.status === 200) {
console.log(this.response);
}
};
xhr.send(blob);
}
The code that receives the XHR request is as follows:
var parts = u.split('/');
var prefix = parts[2];
var num = parts[3];
var isFirst = false;
var isLast = !!parts[4];
if ((/^0+$/).test(num)) {
var path = require('path');
shell.mkdir(path.join(__dirname, 'videos', prefix));
isFirst = true;
}
var fp = 'videos/' + prefix + '/' + num + '.webm';
var msg = 'got ' + fp;
console.log(msg);
console.log('isFirst:%s, isLast:%s', isFirst, isLast);
var stream = fs.createWriteStream(fp, { encoding: 'binary' });
/*stream.on('end', function() {
respond(res, ['text/plain', msg]);
});*/
//req.setEncoding('binary');
req.pipe(stream);
req.on('end', function() {
respond(res, ['text/plain', msg]);
if (!LIVE) { return; }
var duration = 20;
var fd = {
fileName: num + '.webm',
filePath: fp,
duration: duration
};
var fileDataArr;
if (isFirst) {
fileDataArr = [];
fileDataArrs[prefix] = fileDataArr;
} else {
var fileDataArr = fileDataArrs[prefix];
}
try {
fileDataArr.push(fd);
} catch (err) {
fileDataArr = [];
console.log(err.message);
}
videoUtils.computeStartTimes(fileDataArr);
videoUtils.webm2Mpegts(fd, function(err, mpegtsFp) {
if (err) { return console.error(err); }
console.log('created %s', mpegtsFp);
var playlistFp = 'videos/' + prefix + '/playlist.m3u8';
var fileDataArr2 = (isLast ? fileDataArr : lastN(fileDataArr, PREV_ITEMS_IN_LIVE));
var action = (isFirst ? 'created' : (isLast ? 'finished' : 'updated'));
videoUtils.generateM3u8Playlist(fileDataArr2, playlistFp, !isLast, function(err) {
console.log('playlist %s %s', playlistFp, (err ? err.toString() : action));
});
});
runStreamServer(prefix);
}
You don't show us how you use MediaRecorder to generate your "chunks" of data. Do you you use its ondataavailable event for this purpose?
If so, please keep this in mind: You must concatenate all the chunks handed to you by ondataavailable to get a valid .webm (or .matroska) data stream.
You can't just store an arbitrary chunk of data in a media file and expect it to play. Even ffmpeg needs all your chunks streamed to it to generate valid output. That's because the first couple of chunks contain the mandatory .webm initialization segment, and the other chunks do not.

Phonegap: FileTransferError.FILE_NOT_FOUND_ERR

I'm using the Phonegap file transfer plugin to upload a picture to the server. However I am getting error code: 1 (FileTransferError.FILE_NOT_FOUND_ERR). I've tested my server code with POSTMAN and I can upload and image successfully. However I get that error with the plugin. This is my code. The file is declared from "camera_image.src" and I can see the image when I append this to the src of an image on the fly. Any contributions? How is this code not perfect?
var fileURL = camera_image.src;
alert(fileURL);
var win = function (r) {
temp.push(r.response);
statusDom.innerHTML = "Upload Succesful!";
}
var fail = function (error) {
alert("An error has occurred: Code = " + error.code + " | Source:" + error.source + " | Target:" + error.target );
statusDom.innerHTML = "Upload failed!";
}
var options = new FileUploadOptions();
options.fileKey = "properties_photo";
options.fileName=fileURL.substr(fileURL.lastIndexOf('/') + 1);
options.headers = {
Connection: "close"
};
var params = {};
params.value1 = "test";
params.value2 = "param";
options.params = params;
var ft = new FileTransfer();
statusDom = document.querySelector('#status');
ft.onprogress = function(progressEvent) {
if (progressEvent.lengthComputable) {
var perc = Math.floor(progressEvent.loaded / progressEvent.total * 100);
statusDom.innerHTML = perc + "% uploaded...";
console.log(perc);
} else {
if(statusDom.innerHTML == "") {
statusDom.innerHTML = "Loading";
} else {
statusDom.innerHTML += ".";
}
}
};
ft.upload(fileURL, encodeURI("http://cloud10.me/clients/itsonshow/app/image_upload_process.php"), win, fail, options);
I had this problem because of spaces in the path or filename of the file to be uploaded.
You need to ensure the plugin isn't being passed a fileURL with %20 in the URL.

Get Byte Position during Upload Loop

I am working on a function that will write data to a remote server in chunks using a 3rd party API. Through some help on Stack Overflow I was able to accomplish this, where it is now working as expected. The problem is that I can only get a single 16kb chunk to write as I will need to advance the pos of where the next bytes are written to.
The initial write starts at 0 easily enough. Due to my unfamiliarity with this though, I am unsure if the next pos should just be 16 or what. If it helps, the API call writeFileChunk() takes 3 parameters, filepath (str), pos (int64), and data (base64 encoded string).
reader.onload = function(evt)
{
// Get SERVER_ID from URL
var server_id = getUrlParameter('id');
$("#upload_status").text('Uploading File...');
$("#upload_progress").progressbar('value', 0);
var chunkSize = 16<<10;
var buffer = evt.target.result;
var fileSize = buffer.byteLength;
var segments = Math.ceil(fileSize / chunkSize); // How many segments do we need to divide into for upload
var count = 0;
// start the file upload
(function upload()
{
var segSize = Math.min(chunkSize, fileSize - count * chunkSize);
if (segSize > 0)
{
$("#upload_progress").progressbar('value', (count / segments));
var chunk = new Uint8Array(buffer, count++ * chunkSize, segSize); // get a chunk
var chunkEncoded = btoa(String.fromCharCode.apply(null, chunk));
// Send Chunk data to server
$.ajax({
type: "POST",
url: "filemanagerHandler.php",
data: { 'action': 'writeFileChunk', 'server_id': server_id, 'filepath': filepath, 'pos': 0, 'chunk': chunkEncoded },
dataType: 'json',
success: function(data)
{
console.log(data);
setTimeout(upload, 100);
},
error: function(XMLHttpRequest, textStatus, errorThrown)
{
alert("Status: " + textStatus); alert("Error: " + errorThrown); alert("Message: " + XMLHttpRequest.responseText);
}
});
}
else
{
$("#upload_status").text('Finished!');
$("#upload_progress").progressbar('value', 100);
getDirectoryListing(curDirectory);
}
})()
};
The current position for the file on client side would be represented by this line, or more specifically the second argument at the pre-incremental step:
var chunk = new Uint8Array(buffer, count++ * chunkSize, segSize);
though, in this case it advances (count++) before you can reuse it so if you need the actual position (below as pos) you can extract it by simply rewriting the line into:
var pos = count++ * chunkSize; // here chunkSize = 16kb
var chunk = new Uint8Array(buffer, pos, segSize);
Here each position update will increment 16kb as that is the chunk-size. For progress then it is calculated pos / fileSize * 100. This of course assuming using the unencoded buffer size.
The only special case is the last chunk, but when there are no more chunks left to read the position should be equal to the file length (fileSize) so it should be pretty straight-forward.
When the ajax call return the server should have the same position unless something went wrong (connection, write access change, disk full etc.).
You can use Filereader API to read the chunks and send it to your remote server.
HTML
<input type="file" id="files" name="file" /> Read bytes:
<span class="readBytesButtons">
<button>Read entire file in chuncks</button>
</span>
Javascript
// Post data to your server.
function postChunk(obj) {
var url = "https://your.remote.server";
return new Promise(function(resolve, reject) {
var xhr = new XMLHttpRequest();
xhr.open('post', url, true);
xhr.responseType = 'json';
xhr.onload = function() {
var status = xhr.status;
if (status == 200) {
resolve(xhr.response);
} else {
reject(status);
}
};
var params = "";
// check that obj has the proper keys and create the url parameters
if (obj.hasOwnProperty(action) && obj.hasOwnProperty(server_id) && obj.hasOwnProperty(filepath) && obj.hasOwnProperty(pos) && obj.hasOwnProperty(chunk)) {
params += "action="+obj[action]+"&server_id="+obj[server_id]+"&filepath="+obj[filepath]+"&pos="+obj[pos]+"&chunk="+obj[chunk];
}
if(params.length>0) {
xhr.send(params);
} else {
alert('Error');
}
});
}
// add chunk to "obj" object and post it to server
function addChunk(reader,obj,divID) {
reader.onloadend = function(evt) {
if (evt.target.readyState == FileReader.DONE) { // DONE == 2
obj.chunk = evt.target.result;
console.log(obj);
document.getElementById(divID).textContent +=
['Sending bytes: ', obj.pos*16000, ' - ', ((obj.pos*16000)+(obj.pos+1)*obj.chunk.length),
'\n'].join('');
// post data to server
postChunk(obj).then(function(data) {
if(data!=="" && data!==null && typeof data!=="undefined") {
// chunk was sent successfully
document.getElementById(divID).textContent +=
['Sent bytes: ', obj.pos*16000, ' - ', ((obj.pos*16000)+(obj.pos+1)*obj.chunk.length),'\n'].join('');
} else {
alert('Error! Empty response');
}
}, function(status) {
alert('Resolve Error');
});
}
};
}
// read and send Chunk
function readChunk() {
var files = document.getElementById('files').files;
if (!files.length) {
alert('Please select a file!');
return;
}
var file = files[0];
var size = parseInt(file.size);
var chunkSize = 16000;
var chunks = Math.ceil(size/chunkSize);
var start,stop = 0;
var blob = [];
for(i=0;i<chunks;i++) {
start = i*chunkSize;
stop = (i+1)*chunkSize-1;
if(i==(chunks-1)) {
stop = size;
}
var reader = new FileReader();
blob = file.slice(start, stop);
reader.readAsBinaryString(blob);
var obj = {action: 'writeFileChunk', server_id: 'sid', filepath: 'path', pos: i, chunk: ""};
var div = document.createElement('div');
div.id = "bytes"+i;
document.body.appendChild(div);
addChunk(reader,obj,div.id);
}
}
// Check for the various File API support.
if (window.File && window.FileReader && window.FileList && window.Blob) {
console.log(' Great success! All the File APIs are supported.');
} else {
alert('The File APIs are not fully supported in this browser.');
}
document.querySelector('.readBytesButtons').addEventListener('click', function(evt) {
if (evt.target.tagName.toLowerCase() == 'button') {
readChunk();
}
}, false);
You can check this example in this Fiddle

Add a file size limit to my XMLHttpRequest file upload

I'm using Trix (https://github.com/basecamp/trix) as a text-editor in my app and allow for file uploads through there. I want to add a 5mb max file size to my uploads, but am a little lost at how to go about it. How would you implement it?
(function() {
var createStorageKey, host, uploadAttachment;
document.addEventListener("trix-attachment-add", function(event) {
var attachment;
attachment = event.attachment;
if (attachment.file) {
return uploadAttachment(attachment);
}
});
host = "https://my.cloudfront.net/";
uploadAttachment = function(attachment) {
var file, form, key, xhr;
file = attachment.file;
key = createStorageKey(file);
form = new FormData;
form.append("key", key);
form.append("Content-Type", file.type);
form.append("file", file);
xhr = new XMLHttpRequest;
xhr.open("POST", host, true);
xhr.upload.onprogress = function(event) {
var progress;
progress = event.loaded / event.total * 100;
return attachment.setUploadProgress(progress);
};
xhr.onload = function() {
var href, url;
if (xhr.status === 204) {
url = href = host + key;
return attachment.setAttributes({
url: url,
href: href
});
}
};
return xhr.send(form);
};
createStorageKey = function(file) {
var date, day, time;
date = new Date();
day = date.toISOString().slice(0, 10);
time = date.getTime();
return "tmp/" + day + "/" + time + "-" + file.name;
};
}).call(this);
You should do it client side AND server side. For the client side, just add one condition like so :
file = attachment.file;
if (file.size == 0) {
attachment.remove();
alert("The file you submitted looks empty.");
return;
} else if (file.size / (1024*2)) > 5) {
attachment.remove();
alert("Your file seems too big for uploading.");
return;
}
Also you can look at this Gist i wrote, showing a full implementation : https://gist.github.com/pmhoudry/a0dc6905872a41a316135d42a5537ddb
You should do it on server side and return an exception if the file size exceeds 5mb. You can also validate it on client-side through event.file, it has an "size" attribute, you can get the fize size from there.
if((event.file.size / (1024*2)) > 5) {
console.log('do your logic here');
}

html5 upload multiple files with javascript

here is the upload logic in js
var upload = function(){
if(_file.files.length === 0){
return;
}
var data = new FormData();
data.append('SelectedFile', _file.files[0]);
var request = new XMLHttpRequest();
request.onreadystatechange = function(){
if(request.readyState == 4){
try {
var resp = JSON.parse(request.response);
} catch (e){
var resp = {
status: 'error',
data: 'Unknown error occurred: [' + request.responseText + ']'
};
}
console.log(resp.status + ': ' + resp.data);
}
};
request.upload.addEventListener('progress', function(e){
_progress.style.width = Math.ceil(e.loaded/e.total) * 100 + '%';
}, false);
request.open('POST', 'upload.php');
request.send(data);
}
I run the function every time user selected something, but I only got the first file if user selected multiple files.
That's because you're only adding the first file to your data object:
data.append('SelectedFile', _file.files[0]);
You need to add all your files in the _file.files collection
Something like:
for(var i = 0 ; i < _file.files.length; i++ ) {
data.append('SelectedFile'+i, _file.files[i]);
}
var data = new FormData();
data.append('SelectedFile', _file.files[0]);
Instead of this code, try something like this:
var data = new FormData();
for (var i in _file.files) data.append('SelectedFile'+i, _file.files[i]);

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