kingpirux's Forum Posts

  • excellent :D we ended up using javascript for it but for future projects will help a lot for using it.

  • The encrypted data is actually a binary structure which includes some metadata at the start including the iv. But my point in this case, you don't need to worry about any of that, as if you just use HTTPS it's all encrypted anyway.

    Ashley regardless the https, how to know about that metadata to be able to use the encrypted message in other places? there is no information about that on the documents.

  • yes but any way how can i get that metadata if i want to use it? let's say im using this encryption to play with a different app that wasn't made in construct.

    How can i get the iv?

  • It's sent along with the encrypted data. But you shouldn't need to do that. Use a HTTPS connection and everything you send to the server is already encrypted.

    ok, but how do i obtain the iv? how is it diferentiated on the encrypted data? is separated by something?

  • im trying to use the new cryptography plugin combined with a web page, i send the encrypted data (i know is not completly secure but is enough for us) but to decrypt on the other side using AESGCM i need the iv (initialization vector) and the encription tag, but on the plugin that is not added and i can't configure it so i can't decrypt on the web backend.

    is there a way to obtain or configure the iv? is the encription tag the same as the tag used to identify it is complete on the editor?

    Tagged:

  • well i solved it, you have to use // to get all the elements from the root, and then pick the first element [1] so it is something like:

    XML.StringValue("//element[1]/")

  • i wasn't able to make the xml work with namespaces.

    just in case is when you have like

    <element xmlns="this"> something </element>

    i only get null. i don't know if it is a limitation in the construct xml or im missing something

    Tagged:

  • i wasn't able to make the xml work with namespaces.

    just in case is when you have like

    <element xmlns="this"> something </element>

    i only get null. i don't know if it is a limitation in the construct xml or im missing something.

    Tagged:

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  • kingpirux

    Please answer my questions when you have time.

    sorry! here is the problem with Worker Mode:

    c8ce3219-71ad-4ae8-b42f-959fa5f72425:176 Uncaught (in promise) TypeError: Cannot read property 'ConnectionProtocol' of undefined

    at new PhotonInstance (c8ce3219-71ad-4ae8-b42f-959fa5f72425:176)

    at Function.New (e5eb945f-1c7f-4398-9091-d672666944d6:9)

    at Instance._CreateSdkInstance (6279c038-61da-4306-8ee6-d813cdb0c977:7)

    at ObjectClass._CreateSingleGlobalInstance (8936e39f-eee4-45f8-9da1-5150836a30c1:12)

    at new ObjectClass (8936e39f-eee4-45f8-9da1-5150836a30c1:7)

    at Function.New (e5eb945f-1c7f-4398-9091-d672666944d6:9)

    at Function.Create (8936e39f-eee4-45f8-9da1-5150836a30c1:7)

    at C3Runtime._LoadDataJson (3d39071a-5453-4fd6-96fc-ef0fea533d9d:28)

    at C3Runtime.Init (3d39071a-5453-4fd6-96fc-ef0fea533d9d:21)

    at async InitRuntime (7b4b556f-2b7b-427f-abe2-4cea28dcc3ae:4)

    this may or may not trigger when the worker mode is used in chrome, for some reason i dont get, firefox doesnt have this problem. But, this is a big problem for android exports.

  • kingpirux

    > I found out that the plugin in Construct3 works as charm but it is incompatible with the worker. If you deactivate worker it goes fine.

    What do you do exactly? What's in your logs? Can you provide a repro project, preferably modified demo from Photon plugin package.

    just used the pool demo of the plugin, if the worker is active in construct3 the game will hang. Also if the first layout tryes to login to photon and there is an error on the photon start, for example no app-id, the entire game may not start, is like if construct stops right there waiting for something...

  • I found out that the plugin in Construct3 works as charm but it is incompatible with the worker. If you deactivate worker it goes fine.

  • im trying to use the bluetooth, i exported the example template but it always says that is not supported, tested on firefox, chrome, pc and phone.

    hecateediciones.com/bluetooth

  • just testing in the last one, intensive collisions and signal that's right.

    i want to make a big tower defense with as many litle enemies as i can so i test how the engine will behave with so many things having orders and colliding.

    what i mean in the last post is that i didnt find any difference to the gpu and cpu use in svg or sprites (at least with this kind of test) and wonder if there is a way to take more juice from the gpu and less from the cpu, i dont know.

  • The console log messages don't indicate a crash, just that it's slow.

    Coming up with good tests is difficult, I'd advise just replacing sprite with SVG Picture in one of the official tests, which is what I did with the quad issue performance test to measure a ~6x improvement. That test is focused on the drawing performance - the bounding box test is mainly about recomputing rotated boxes, which works the same regardless of the object, so will obscure the real results.

    i realized it wasnt tilt, it was playing at 1fps, i think the cause is that i pushed to the left and the fps drop made all objects to get inside the solid object (the black wall) since they were bound to layout and the wall was at the border, so they never came out of it and stuck at 1fps.

    i tryed to measure response and reaction, i mean how long takes the objects to recive the signal, since i had previously problems with joystick-game lag,

    and reaction to actions, to discover the problems, like when objects collide for example, like in this case the svg objects tends to jump walls or get inside unwanted things, making that kind of fps killing bug.

    I think what i did in this is a general gaming benchmark: Controler, Movement, Collisions and Drawing, and their CPU and GPU demand (usefull to find minimal platform requeriments)

    the last test makes me question, is there a way to delegate some cpu work to the gpu? gpu is not getting close to 10% in the worst scenario (even in a smaller gpu, like a bluberry pi 3, i never saw use of its power) svg should be using more or less of it but it is not different to a sprite.

  • Testing with the update, the good part is that in idle mode the svg population IS OVER 9000! it almost doubled the previus test (5500)

    But in motion and action there were not much difference, it still having a mayor drop on FPS when hitting a wall, and if the FPS count goes down, all the svg doesnt stop on solid objects

    so i trayed something harder, an X with line and color, the good thing was that the svg population didn't went down too much, it still over 9k

    BUT

    There was a crash