Using Xamarin.Forms, has the way to write to file changed since Android 8.0?
I updated an existing project of mine, which includes a very simple function to write a text file to local storage, but after running the app and testing the write to file part, it just freezes and crashes out. There are no errors in the console or even evidence of it doing anything.
My function is as such:
public void Submit_Clicked(object sender, EventArgs e)
{
{
string text = NameEntry.Text;
string path = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
string filename = Path.Combine(path, "DeviceProfile.txt");
File.WriteAllText(filename, text);
}
catch(Exception ex)
{
DisplayAlert("Error:", ex.Message.ToString(), "Ok");
}
}
I cant see why this shouldn't work. Does someone know any reason why this wouldn't?
Like Jason said, the code below and the code you provided both work to write a text file to local storage.
string text = NameEntry.Text;
var path = Path.Combine(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal), "DeviceProfile.txt");
using (var writer = File.CreateText(backingFile))
{
await writer.WriteLineAsync(text);
}
You could read the text from the file to check.
public async Task<string> ReadCountAsync()
{
var backingFile = Path.Combine(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal), "DeviceProfile.txt");
if (backingFile == null || !File.Exists(backingFile))
{
return null;
}
var text = string.Empty;
using (var reader = new StreamReader(backingFile, true))
{
var str = await reader.ReadToEndAsync();
text = str;
}
return text;
}
The path Environment.SpecialFolder.Personal you used to save the file is internal storage.
In Internal Storage, you couldn't see the files without root permission. If you want to view it, you could use adb tool. Please check the way in link.
How to write the username in a local txt file when login success and check on file for next login?
Related
I have a small MAUI app i'm testing with. Im trying to read a file that was part of the deployment. I have the code below, which works great in a Windows deploy of the MAUI app, but crashes in Android. What is the proper cross-platform way to do this?
// TODO get from service or xml
var path = AppDomain.CurrentDomain.BaseDirectory;
//var path = System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetEntryAssembly().Location);
var fullpath = Path.Combine(path, "Services\\questions.json");
var json = File.ReadAllText(fullpath);
MAUI has a new way to access files included with the app: MauiAsset.
Described in blog Announcing .NET MAUI Preview 4, Raw Assets:
.NET MAUI now makes it very easy to add other assets to your project and reference them directly while retaining platform-native performance. For example, if you want to display a static HTML file in a WebView you can add the file to your project and annotate it as a MauiAsset in the properties.
<MauiAsset Include="Resources\Raw\index.html" />
Tip: you can also use wildcards to enable all files in a directory:
... Include="Resources\Raw\*" ...
Then you can use it in your application by filename.
<WebView Source="index.html" />
UPDATE
However, the feature MauiAsset apparently still needs improvement:
open issue - MauiAsset is very hard to use.
There we learn that for now:
Set BuildAction in each file's properties to MauiAsset.
That is, its not recommended to use the "wildcard" approach at this time. Set that build action on each file in solution explorer / your project / the file.
Accessing on Windows requires a work-around:
#if WINDOWS
var stream = await Microsoft.Maui.Essentials.FileSystem.OpenAppPackageFileAsync("Assets/" + filePath);
#else
var stream = await Microsoft.Maui.Essentials.FileSystem.OpenAppPackageFileAsync(filePath);
#endif
NOTE: This will be simplified at some point; follow that issue to see progress.
UPDATE
The current MAUI template is missing some platform-specific flags. For now, add your own flag to identify when the code is running on Windows:
Complete example in ToolmakerSteve - repo MauiSOAnswers. See MauiAssetPage.
MauiAssetPage.xaml:
<ContentPage xmlns="http://schemas.microsoft.com/dotnet/2021/maui"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
x:Class="MauiTests.MauiAssetPage">
<ContentPage.Content>
<!-- By the time Maui is released, this is all you will need. -->
<!-- The Init code-behind won't be needed. -->
<WebView x:Name="MyWebView" Source="TestWeb.html" />
</ContentPage.Content>
</ContentPage>
MauiAssetPage.xaml.cs:
using Microsoft.Maui.Controls;
using System.Threading.Tasks;
namespace MauiTests
{
public partial class MauiAssetPage : ContentPage
{
public MauiAssetPage()
{
InitializeComponent();
Device.BeginInvokeOnMainThread(async () =>
{
await InitAsync();
});
}
private async Task InitAsync()
{
string filePath = "TestWeb.html";
#if WINDOWS
var stream = await Microsoft.Maui.Essentials.FileSystem.OpenAppPackageFileAsync("Assets/" + filePath);
#else
var stream = await Microsoft.Maui.Essentials.FileSystem.OpenAppPackageFileAsync(filePath);
#endif
if (stream != null)
{
string s = (new System.IO.StreamReader(stream)).ReadToEnd();
this.MyWebView.Source = new HtmlWebViewSource { Html = s };
}
}
}
}
TestWeb.html:
(whatever html you want)
In Solution Explorer, add TestWeb.html to your project. In its Properties, select Build Action = MauiAsset.
I tried looking for a solution to this for months. I ended up hosting the file online then creating a method to download the file during runtime
public async Task DownloadFile(string fileName)
{
if (File.Exists(FileSystem.Current.AppDataDirectory + $"/{fileName}"))
{
return;
}
else
{
try
{
NetworkAccess networkAccess = Connectivity.Current.NetworkAccess;
if (networkAccess == NetworkAccess.Internet)
{
await Task.Run(() =>
{
var uri = new Uri($"https://myhostedfile.com/{fileName}");
WebClient webClient = new WebClient();
webClient.DownloadFileCompleted += new AsyncCompletedEventHandler(DownloadFileCallback2);//checking if download is complete
webClient.DownloadProgressChanged += new DownloadProgressChangedEventHandler(MaintainProgress);//event handler to check download progress
webClient.DownloadFileAsync(uri, FileSystem.Current.AppDataDirectory + $"/{fileName}");
});
}
else
await Shell.Current.DisplayAlert("No Internet", "Failed to get some files from the internet, confirm if your internet is" +
"working", "OK");
}
catch (Exception)
{
await Shell.Current.DisplayAlert("Error", "Failed to get some files from the internet, confirm if your internet is" +
"working", "OK");
}
}
}
Then you can access your file URL using:
string filePath = FileSystem.Current.AppDataDirectory + $"/myfile.pdf;
Looking at this issue xamarin/Essentials#1322, how do I download a file on both Android ( versions 6-10, Api 23-29 ) and iOS ( version 13.1+ ) that is publicly available (share-able to other apps, such as Microsoft Word). I don't need to give write access to the other apps, just read-only is ok if it must be restricted.
I get the following exception:
[Bug] Android.OS.FileUriExposedException: file:///data/user/0/{AppBundleName}/cache/file.doc exposed beyond app through Intent.getData()
With the following code.
public static string GetCacheDataPath( string fileName ) => Path.Combine(Xamarin.Essentials.FileSystem.CacheDirectory, fileName);
public static FileInfo SaveFile( string filename, Uri link )
{
using var client = new WebClient();
string path = GetCacheDataPath(filename);
DebugTools.PrintMessage(path);
client.DownloadFile(link, path);
return new FileInfo(path);
}
public async Task Test(Uri link)
{
LocalFile path = await SaveFile("file.doc", link).ConfigureAwait(true);
var url = new Uri($"ms-word://{path.FullName}", UriKind.Absolute);
await Xamarin.Essentials.Launcher.OpenAsync(url).ConfigureAwait(true);
}
With this answer, I created a FileService interface and it works with local private files but I am unable to share the files. Starting with Android Q (10 / Api 29), the following is deprecated.
string path = Android.OS.Environment.GetExternalStoragePublicDirectory(Android.OS.Environment.DirectoryDownloads).AbsolutePath; // deprecated
I get the following exception:
System.UnauthorizedAccessException: Access to the path '/storage/emulated/0/Download/file.doc' is denied. ---> System.IO.IOException: Permission denied
I haven't found any way yet to get a public path for Android 10 with Xamarin.Forms. I've looked at the Android Docs for Content providers but it's in Java, and I can't get it working in C# yet.
Any help would be greatly appreciated.
I did find a Solution
Found a fix
For Android
public Task<System.IO.FileInfo> DownloadFile( Uri link, string fileName )
{
if ( link is null )
throw new ArgumentNullException(nameof(link));
using System.Net.WebClient client = new System.Net.WebClient();
// MainActivity is the class that loads the application.
// MainActivity.Instance is a property that you set "Instance = this;" inside of OnCreate.
Java.IO.File root = MainActivity.Instance.GetExternalFilesDir(MediaStore.Downloads.ContentType);
string path = Path.Combine(root.AbsolutePath, fileName);
client.DownloadFile(link, path);
return Task.FromResult(new System.IO.FileInfo(path));
}
public class MainActivity : global::Xamarin.Forms.Platform.Android.FormsAppCompatActivity
{
internal static MainActivity Instance { get; private set; }
protected override void OnCreate(Bundle savedInstanceState)
{
...
Instance = this;
...
}
...
}
For iOS
public Task<System.IO.FileInfo> DownloadFile( Uri link, string fileName )
{
if ( link is null )
throw new ArgumentNullException(nameof(link));
using System.Net.WebClient client = new System.Net.WebClient();
string path = Path.Combine(Xamarin.Essentials.FileSystem.CacheDirectory, fileName)
client.DownloadFile(link, path);
return Task.FromResult(new System.IO.FileInfo(path));
}
public async Task Share()
{
// back in shared project, choose a file name and pass the link.
System.IO.FileInfo info = await DependencyService.Get<IDownload>().DownloadFile(new Uri("<enter site>", "file.doc").ConfigureAwait(true);
ShareFile shareFile = new ShareFile(info.FullName, "doc"); // enter the file type / extension.
var request = new ShareFileRequest("Choose the App to open the file", shareFile);
await Xamarin.Essentials.Share.RequestAsync(request).ConfigureAwait(true);
}
Note that for iOS, due to Apple's infinite wisdom... I cannot share the file directly with another app as I can on Android. Sandboxing is good for security but in this case, how they implemented it, it limits options. Both Applications must be pre-registered / pre-allocated in an "App Group" to share files directly. See this Article and the Apple Docs for more information.
Hy, I'm working in a Xamarin PCL project with the platforms Android and UWP. As a feature the user should be able to open an pdf file.
For this I'm using Mozilla pdf.js. I have followed this link to get it done on Android and UWP.
https://developer.xamarin.com/recipes/cross-platform/xamarin-forms/controls/display-pdf/
Only for UWP I can't get it to function.
Here is my custom renderer for UWP
[assembly: ExportRenderer(typeof(PdfView),
typeof(PDF.UWP.Renderers.PdfViewRenderer))]
namespace PDF.UWP.Renderers
{
/// <summary>
/// The asset folder of the UWP app must contain the pdfjs folder and files.
/// </summary>
public class PdfViewRenderer: WebViewRenderer
{
protected override void OnElementChanged(ElementChangedEventArgs<WebView> e)
{
base.OnElementChanged(e);
if (e.NewElement != null)
{
PdfView pdfView = Element as PdfView;
string sFile = string.Format("ms-appx-web://{0}", WebUtility.UrlEncode(pdfView.Uri));
Control.Source = new Uri(string.Format("ms-appx-web:///Assets/pdfjs/web/viewer.html?file={0}", sFile));
}
}
}
}
Here is my PdfView class.
public class PdfView: WebView
{
public static readonly BindableProperty DocumentInfoProperty =
BindableProperty.Create(propertyName: nameof(TheDocumentInfo), returnType: typeof(DocumentInfo),
declaringType: typeof(PdfView), defaultValue: default(DocumentInfo));
public DocumentInfo TheDocumentInfo
{
get { return (DocumentInfo)GetValue(DocumentInfoProperty); }
set { SetValue(DocumentInfoProperty, value); }
}
public string Uri { get { return TheDocumentInfo.LocalUrl; } }
public string FileName { get { return TheDocumentInfo.FileName; } }
}
The file location on uwp =
"ms-appx-web://C%3A%5CUsers%5CUser%5CAppData%5CLocal%5CPackages%5CPDFTEST.UWP_v4j5n0js0cwst%5CLocalState%5CPDFTest.pdf"
And this is correct.
But the error is:
Message: Unexpected server response (0) while retrieving PDF
"ms-appx-web://C:/Users/User/AppData/Local/Packages/PDFTest.UWP_v4j5n0js0cwst/LocalState/PDFTest.pdf/".
UPDATE
I have recreated the renderer to:
protected override void OnElementChanged(ElementChangedEventArgs<WebView> e)
{
base.OnElementChanged(e);
if (e.NewElement != null)
{
// TODO: testen
PdfView pdfView = Element as PdfView;
string sFile = string.Format("ms-appx-web://{0}/{1}", pdfView.Uri.Replace(pdfView.FileName, ""), WebUtility.UrlEncode(pdfView.FileName));
Control.Source = new Uri(string.Format("ms-appx-web:///Assets/pdfjs/web/viewer.html?file={0}", sFile));
}
}
I don't know if this is the solution to my problem but this error is gone.
The error now is:
PDF.js v1.1.366 (build: 9e9df56)
Message: stream must have data
UPDATE (I don't know if u should add this in this question or if I should made another one).
My error is still
stream must have data
I know now why. Because I'm developing a UWP application and I want to access a file outside my instal folder. This location is
C:\Users\User\AppData\Local\Packages\PDFTest.UWP_v4j5n0js0cwst\LocalState\
Apperently I can't access files outside my instalation folder. This includes coping the file to my install folder and read it there.
UPDATE
I have 2 versions of pdf.js in my project. (1.1.366 and 1.9.426)
This is my code now
protected override void OnElementChanged(ElementChangedEventArgs<WebView> e)
{
base.OnElementChanged(e);
if (e.NewElement != null)
{
PdfView pdfView = Element as PdfView;
var uriString = "ms-appdata:///local/" + WebUtility.UrlEncode(pdfView.FileName);
Control.Source = new Uri(string.Format("ms-appx-web:///Assets/pdfjs/web/viewer.html?file={0}", uriString));
}
}
When I try to open the file with Launcher.LaunchFileAsync and use the uriString it opens my browser and shows me the file.
In my application I get the following error's
(v1.1.366) Stream must have data.
(v1.9.426) Unexpected server response (0) while retrieving PDF "ms-appdata:///local/PDFTest.pdf".
I know that the pdf uri is correct and accessible but it still doesn't work.
(for v1.9.426 I have added in viewer.js
var HOSTED_VIEWER_ORIGINS = ['null', 'http://mozilla.github.io', 'https://mozilla.github.io', 'ms-appdata://', 'ms-appx-web://PDFTest.uwp'];)
link to the testproject
I know now why. Because I'm developing a UWP application and I want to access a file outside my instal folder. This location is
You have use ms-appx-web: uri scheme as your pdf file access path. Actually, your pdf path is C:\Users\User\AppData\Local\Packages\PDFTest.UWP_v4j5n0js0cwst\LocalState\ that stored in the app's local folder. So the file will not be accessed.
I have also tested with "ms-appdata:///local/" uri scheme to access the pdf file base on your project. Unfortunately, It can't be recognised by viewer.js.
And then, I tried to convert pdf file into Base64String then opening it by calling the openPdfAsBase64 JS function in the viewer.js.
private async Task<string> OpenAndConvert(string FileName)
{
var folder = ApplicationData.Current.LocalFolder;
var file = await folder.GetFileAsync(FileName);
var filebuffer = await file.OpenAsync(FileAccessMode.Read);
var reader = new DataReader(filebuffer.GetInputStreamAt(0));
var bytes = new byte[filebuffer.Size];
await reader.LoadAsync((uint)filebuffer.Size);
reader.ReadBytes(bytes);
return Convert.ToBase64String(bytes);
}
Usage
protected override void OnElementChanged(ElementChangedEventArgs<WebView> e)
{
base.OnElementChanged(e);
if (e.NewElement != null)
{
Control.Source = new Uri("ms-appx-web:///Assets/pdfjs3/web/viewer.html");
Control.LoadCompleted += Control_LoadCompleted;
}
}
private async void Control_LoadCompleted(object sender, Windows.UI.Xaml.Navigation.NavigationEventArgs e)
{
CustomWebView pdfView = Element as CustomWebView;
if (string.IsNullOrEmpty(pdfView?.Filename)) return;
var ret = await OpenAndConvert(pdfView?.Filename);
var obj = await Control.InvokeScriptAsync("openPdfAsBase64", new[] { ret });
}
You could use this viewer.js that was added openPdfAsBase64 method.
Got hints following: How to embed the PDFjs into your C# Project.
I am new to Unity and Android development, but please do not mark this as a duplicate - I've looked all over the stacks for an answer to this, but similar topics and questions haven't yielded any working solutions, or are wanting on details, or outdated, or seem not to fit my specific need.
Ok, I have a quiz app built from following part 1 & 2 of this tutorial. That link contains all the source files anyone might need for reference, and everything works fine on ios and in the unity editor, fyi.
The trouble is with the loadGameData function from the DataController script in Android. Again, everything works fine in iOS and the unity editor, but when I make an Android sdk, the quiz is blank and the console says the data couldn't be loaded.
Here is how the function is currently written (full file in tutorial link):
private void LoadGameData ()
{
string filePath = Path.Combine (Application.streamingAssetsPath, gameDataFileName);
if (File.Exists (result))
{
string dataAsJson = File.ReadAllText (result);
GameData loadedData = JsonUtility.FromJson<GameData> (dataAsJson);
allRoundData = loadedData.allRoundData;
} // #if(File.Exists...
else
{
Debug.LogError ("Cannot load game data!");
} // #else
} // #LoadGameData
If you check the same tutorial on youtube, you'll see lots of people have noted the same problem with the Android build and have been left unanswered. Same goes with unity forums - that's one reason why I don't think this question is a duplicate and could be helpful to others in a similar situation.
I've found that Android has always been sorta tricky with this and that there used to different ways of accessing a file based on platform, but these days "Application.streamingAssetsPath" should find the streaming assets directory on any platform, even Android.
What I've also learned is that in android, even if the path is correct, the file is compressed and will only return a url. So the url needs to be converted using unity's WWW class. I get that, but as of yet, I haven't been able to re-write my loadGameData function to work properly and load the allRoundData array.
Here's an example of some things I've tried:
IEnumerator androidData()
{
string filePath = Path.Combine (Application.streamingAssetsPath, gameDataFileName);
if (filePath.Contains("://"))
{
WWW www = new WWW(filePath);
yield return www;
result = www.text;
} // #if(filePath.Contains
} // #androidData
private void LoadGameData ()
{
androidData();
if (File.Exists (result))
{
string dataAsJson = File.ReadAllText (result);
GameData loadedData = JsonUtility.FromJson<GameData> (dataAsJson);
allRoundData = loadedData.allRoundData;
} // #if(File.Exists...
else
{
Debug.LogError ("Cannot load game data!");
} // #else
} // #LoadGameData
I know I'm close, and this is probably simple -- but I just can't seem to get to the finish line on this. Can some one help me figure out how to write the loadGameData function so it will load this allRoundData array on android?
An example code would be awesome and much appreciated, not just by me, but I'm sure many others would appreciate it also - Thank you!
UPDATE:
Based on the first answer, I've tested some code that works on the unity editor, but crashes in Android. In the Unity editor, I get the "file already exists" message. Here is the code I've tested:
Already had: private string gameDataFileName = "data.json";
I added the copyFile call above loadGameDate in Start() and wrote the copy file and loadGameData functions like so ..
int copyFileToPersistentDataPath(string gameDataFileName)
{
string persistentPath = Application.persistentDataPath + "/" + gameDataFileName;
try
{
//Copy only if gameDataFileName does not exist
if (!System.IO.File.Exists(persistentPath))
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, gameDataFileName);
WWW www = new WWW(path);
while (!www.isDone) { }
System.IO.File.WriteAllBytes(persistentPath, www.bytes);
Debug.Log(gameDataFileName + " Successfully Copied File to " + persistentPath);
return 1;
}
else
{
Debug.Log(gameDataFileName + " File already exist here. There is no need to copy it again");
return 0;
}
}
catch (Exception e)
{
Debug.Log(gameDataFileName + " Failed To Copy File. Reason: " + e.Message);
return -1;
}
}
private void LoadGameData ()
{
string tempPath = Path.Combine(Application.persistentDataPath, gameDataFileName);
string dataAsJson = File.ReadAllText(tempPath);
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);
allRoundData = loadedData.allRoundData;
} // #LoadGameData
This works with or without the call to copy the file in the editor, but crashes either way in Android.
I ended up putting the files in a Resources folder and going the resources.load a json file into a text asset and throw that into a string to parse route. I now have two different load functions, one that works in ios etc. and one that works in android. Here is the android function (the resourcesGameDataFile does not have the .json extension):
public void LoadDataForAndroid()
{
TextAsset dataFile = Resources.Load(resourcesGameDataFile) as TextAsset;
string dataAsJson = dataFile.ToString();
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);
allRoundData = loadedData.allRoundData;
Debug.Log ("Android data loaded with" + resourcesGameDataFile);
} // #LoadDataForAndroid
And this works in the unity editor and in Bluestacks (android simulator).
As for loading and saving games, this is a duplicate. I marked and remove this as a duplicate because the answer in the duplicated questions did not explain how to read from the StreamingAssets folder. It only talked about saving and loading data.
Make sure that Write Permission is set to External (SDCard).
The first thing to do is to copy the file from StreamingAssets to the persistentDataPath location.
I've found reading data from Application.streamingAssetsPath problematic but I use two methods to solve this.
int copyFileToPersistentDataPath(string fileNameWithExtensionName)
{
string persistentPath = Application.persistentDataPath + "/" + fileNameWithExtensionName;
try
{
//Copy only if fileNameWithExtensionName does not exist
if (!System.IO.File.Exists(persistentPath))
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, fileNameWithExtensionName);
WWW www = new WWW(path);
while (!www.isDone) { }
System.IO.File.WriteAllBytes(persistentPath, www.bytes);
Debug.Log(fileNameWithExtensionName + " Successfully Copied File to " + persistentPath);
return 1;
}
else
{
Debug.Log(fileNameWithExtensionName + " File already exist here. There is no need to copy it again");
return 0;
}
}
catch (Exception e)
{
Debug.Log(fileNameWithExtensionName + " Failed To Copy File. Reason: " + e.Message);
return -1;
}
}
If that does not work for you, use the method with WebClient below:
void copyFileToPersistentDataPath(string fileNameWithExtensionName)
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, fileNameWithExtensionName);
string persistentPath = Application.persistentDataPath + "/" + fileNameWithExtensionName;
Debug.Log("Dir: " + persistentPath);
WebClient webClient = new WebClient();
webClient.Proxy = null;
webClient.DownloadFileCompleted += new AsyncCompletedEventHandler(OnDownloadComplete);
webClient.DownloadProgressChanged += new DownloadProgressChangedEventHandler(OnUpdateDownloadProgress);
Uri uri = new Uri(path);
webClient.DownloadFileAsync(uri, persistentPath);
}
void OnDownloadComplete(object sender, AsyncCompletedEventArgs e)
{
Debug.Log("Finished Downloading: " + e.Error.Message);
}
void OnUpdateDownloadProgress(object sender, DownloadProgressChangedEventArgs e)
{
Debug.Log("Uploading Progreess: " + e.ProgressPercentage);
}
File Copy Usage:
copyFileToPersistentDataPath("yourFileName.txt");
After copying the file, you can then read and convert it to Json like this:
string fileNameWithExtensionName = "questionfile.txt";
string tempPath = Path.Combine(Application.persistentDataPath, fileNameWithExtensionName);
string dataAsJson = File.ReadAllText(fileNameWithExtensionName);
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);
I used the following code from the answer to this question by #scott How do I upload an image to a ServiceStack service?
[Route("/upload","POST")]
public class UploadFileRequest
{
// Example of other properties you can send with the request
public string[] Tags { get; set; }
}
class MyFileService : Service
{
public bool Post(UploadFileRequest request)
{
// Check a file has been attached
if(Request.Files == null || Request.Files.Length == 0)
throw new HttpError(400, "Bad Request", "No file has been uploaded");
// Save the file
Request.Files[0].SaveTo(Request.Files[0].FileName);
// Maybe store the tags (or any other data in the request)
// request.Tags
return true;
}
}
Then with the JsonServiceClient in your Android app, then your simply need to do this:
var filename = "cab.jpg"; // The path of the file to upload
var client = new JsonServiceClient("http://212.175.132.168/service/api/");
using(var fileStream = File.OpenRead(filename))
{
client.PostFileWithRequest<bool>(fileStream, "cab.jpg", new UploadFileRequest { Tags = new[] { "Cab", "Taxis", "NewYork", "Yellow" }});
}
I used this with my DTO and in my Android app, but when I try to send it always fails with the following server error:
{"ResponseStatus": {"ErrorCode":"UnauthorizedAccessException","Message":"'C:\\Windows\\SysWOW64\\inetsrv\\a.png' path denied.", 'C:\Windows\SysWOW64\inetsrv\a.png' path denied.
Can anyone share Monodroid ServiceStack Image upload sample?
Thanks.
There is nothing wrong with the example code, that you have taken from my answer given here, which you used in the Monodroid client. It works on Monodroid using the ServiceStack PCL library without modification.
Monodroid:
No modification required.
var filename = "cab.jpg"; // The path of the file to upload
var client = new JsonServiceClient("http://212.175.132.168/service/api/");
using(var fileStream = File.OpenRead(filename))
{
client.PostFileWithRequest<bool>(fileStream, "cab.jpg", new UploadFileRequest { Tags = new[] { "Cab", "Taxis", "NewYork", "Yellow" }});
}
Server File Permissions Error:
The error message you get when you upload to the ServiceStack service shows that your server process does not have permission to write the file to this directory C:\Windows\SysWOW64\inetsrv.
{
"ResponseStatus":
{
"ErrorCode":"UnauthorizedAccessException",
"Message":"'C:\Windows\SysWOW64\inetsrv\a.png' path denied."
}
}
You need to update the server side service to write the file to a path which the service has permission to.
class MyFileService : Service
{
public bool Post(UploadFileRequest request)
{
// Check a file has been attached
if(Request.Files == null || Request.Files.Length == 0)
throw new HttpError(400, "Bad Request", "No file has been uploaded");
// Replace with a path you have permission to write to
var path = #"c:\temp\image.png";
// Save the file
Request.Files[0].SaveTo(path);
// Maybe store the tags (or any other data in the request)
// request.Tags
return true;
}
}
If you fix the permission error you will see it works.