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LibGdx TextureAtlas (non .pack file)

Okay, I hit a block when I was starting to think about writing a quick networked multiplayer shoot em up game in LibGdx.

LibGdx texture atlas’s are very handy things because you can store a load of smaller images in one image. This also optimises the GPU draw routines because it doesn’t have to keep swapping textures for each sprite drawn.

I found pre-made free to use sprites from Kenney.nl, below is a section of what they look like:

spritesheet

Unfortunately though, LibGdx uses .pack files for it’s texture atlas’s and this one come with one that looks like this:

<TextureAtlas imagePath="sprites.png">
 <SubTexture name="spaceAstronauts_001.png" x="998" y="847" width="34" height="44"/>
 <SubTexture name="spaceAstronauts_002.png" x="919" y="142" width="37" height="44"/>
 <SubTexture name="spaceAstronauts_003.png" x="824" y="0" width="50" height="44"/>

...
</TextureAtlas>

Which is completely different to a .pack file.

So without further ado I decided to test out an xml parser to retrieve all the sub-regions from the xml file.

Test code as follows:

[snippet id=”19″]

So, armed with this now, all thanks mainly to working with GWT, I can quickly move on to creating my own class to generate the texture atlas in LibGdx.

TCP internet communication notes

Now that I’ve got that working over the internet, there are many things that this kind of thing can be used for. Most of them are obvious, but a few I’ve had in mind for some time now.

  1. For an app running on a device, it can download media specific to that device. ie, scaled to fit the resolution.
  2. A device can be checked for memory and storage space limits and then download media that is optimised for the device to run the app.
  3. Even for 3D apps, a device can request 3D meshes optimised to run on that device depending on the graphics capabilities. This can be useful for animated meshes with lots of vertices. The server can reduce the size of the mesh and the animation.
  4. If a device can output in surround sound then audio can requested that supports surround sound.
  5. Multiplayer games. The server can receive players positions and then send the local information back out to other devices.
  6. Devices can also send data to the server. This can be for a multitude of reasons. ie. a players profile picture or for audio communication between players.

As you can see from the above, there’s no limit to what a running server can do.

One thing I will have to do soon is to handle brute force attacks on the server. This happens when a DoS (Denial Of Service) attack occurs, which is a deliberate attack in which lots of data is sent to the server continuously. The simple way around this is to have a damn good fast CPU in the server and to record IP’s that are connecting. If an IP is not requesting the usual data and has attempted X amount of times then it goes onto a block list. Each connection attempt will first check the block list and instantly close the connection if that IP is blocked so that no further time is spent processing the connections request. At this current moment in time the Intel Xeon and the latest Intel i7’s have the cores that could handle DoS attacks.

Multiplayer games requires a whole new line of thinking, especially when they’re real time. Band width can be a pain, but there are many ways to get around this. In one of the above notes, I mentioned ‘local’ data. This comes into play when a players device only needs to receive the local updates in the surrounding area. Although the server will handle all players, it will only send each device its local data.

Anyway, that’s me done for now while I think of what to do next.

Any ideas, then get in touch.

Android load and scale a bitmap

Before I move onto the application itself, I was testing out loading in and scaling a bitmap, when I came across a very annoying Out Of Memory error. The image I was testing was ~4000 x ~3500 pixels and the test was running in the android emulator.

Initially, after using the android logging I found the image wasn’t being scaled and I couldn’t load it in and then scale it. And I didn’t want to up the memory on the emulator.

I know I needed an AsyncTask to do this, plus I needed to figure out how to implement them anyway as I’ve used Async’s in GWT extensively.

Eventually after a bit of digging around I eventually found out how to get everything done and it doesn’t waste any memory.

After this has been done, I want to figure out how to display a large image with a zoom option.

See below for the code…

[snippet id=”15″]

Notes on encryption and security

An important part of communicating over the internet is having some security in place. For my own project this will have the server setup so that it only accepts connections from known devices. It will also encrypt data before it is sent and decrypted when the server receives it.

Encryption:

There are many ways to encrypt data:

  1. Inverting all bits in the data being sent. This was handy in the very old days of 8-bit cpu’s to hide data in memory to stop people spying on code and data in memory.
  2. Apply a key to the data. A good method of securing data which could be a password protected to unlock on the receiving side. However, it doesn’t take long for key to be found.
  3. Apply a key and add salt. Skewing the data like in method 2 is good, but when adding salt, it makes it almost impossible to decrypt without having access to the code.

I’ll be using a system which adds a key and pours in some salt. Now how this is done is using a key to skew the data, and then by splitting the bits of the data up randomly and adding random bits in between, the bitstream will be larger but impossible to decrypt. 2 things will be needed to decrypt the data, the code itself and the key.

Security:

Most of the time, security means logging in with a username and password. The final project will require the device to first log in which will have a timeout feature on it. This is just like session handling in GWT for the web. The login data will still be sent encrypted.

Fortunately, I’ve worked with encryption since 8-bit cpu’s, so this shouldn’t pose a problem for me at all. I’ll have some generic classes written that can be used on both client and server for de/encryption. Apart from the usual login credentials, the client and server will have some hardcoded (still encrypted) transport keys, which can be updated when software is updated. The server can also handle software updates which includes data security updates. This will mean that software that isn’t updated will no-longer work unless it gets an update.

Obviously, this means a lot of boilerplate code, but it will be worth it. And hiding it from a web interface by using TCP, it will be more secure.

One last thing to note about security is server/port attacks. On each socket connection, the server will log the number of requests from an IP address. It it gets too many then it will ignore that IP address for 30 minutes or another set time. This will reduce DoS attacks on the servers port/s.

When the application is transferring data back and forth to the server, most of the communication will be done in one connection. Too many connection attempts will simply be denied.

TCP home server test client

With the previous post setup I’ve written a very basic example of how to test the server. At the moment, there are no back and forth communications, just a simple send of a 4 byte header.

Run the server program first, and then run the test. These can actually be run in the same order from Eclipse.

The good news is, this also works over the internet. The ‘Global’ in the code hold a string of my web server address and also the port that my router has open.

So, all working as expected.

[snippet id=”11″]

The output from the server will be:

WLGfx Home Server - Starting up
Shutdown hook attached
TCP Server thread started...
TCP Incoming socket handler
Got header: HEAD

Java server test 1 [UPDATED]

My first test for Java as a console daemon. There’s not much here at the moment and the project is in Eclipse IDE.

From Eclipse, right click on the project and select export and then export as a runnable jar. Then in the terminal just type:

java -jar myexportedjar.jar

The JVM will continue to run as long as there are non daemon threads still running as in the below code. Also note that the hook handler allows catching of CTRL+C and other errors.

UPDATE:

I’ve now added the actually tcp server code which has a timeout on the server socket to allow for the thread to shut down safely. And a thread to handle each incoming connection.

[snippet id=”9″]

(I’m currently not well at the moment but I’m plodding on with some studies.)

Testing out TCP server over the web (my IoT stuff)

So I have this idea where I can take photos on my phone or save images from the web and then send them directly to my PC.

I’m currently using a Sky router in which I have enabled a port redirect to my PC. That’s all working. And I’ve got an external web address which re-routes to my PC also. That’s all working as I can host a website on my PC and access from outside.

The first pitfall was I started a console application in Qt to be a TCP server, but, deploying Qt applications to anywhere can be a huge pain in the butt.

So now I’ve decided to pick between a Java server or a C/C++ server. The issue I will have with a standard C/C++ server is image handling when it comes to working with them in the future, whereas Java has built in Bitmap libraries. Although I could add a 3rd party library to get around this, Java has lots of other libraries.

The other issue is speed. C/C++ has raw speed and that it. But because its a server, speed shouldn’t really be an issue for most things.

I’ve already successfully got the address of my PC over the internet and in the past had a basic TCP communication test working. This time it’s for real.

Okay, I’ll try out a Java project and see how it goes.

My current stack development

Linux headless server

Once everything is deployed, the linux distribution will have  the desktop stripped and left to run headless.

UDP server

General broadcasting of the servers location on the network along with the current time 4 times a second as the end point devices have no internet connection and no time.

TCP server

Used for communication between the server and devices. Content is managed through TCP instead of FTP as it is more secure.

C/C++

The software manages the servers UDP and TCP communication and also handles other commands when necessary from the web server. UDP is used for streaming DVB-T data across the network. Continually running daemon in linux.

Apache Tomcat 7

The Java based web server.

Google Web Toolkit (GWT)

The web framework for both front and back end web server. Used to manage user logins and session authentication. Manages the devices deployment. Mainly in Java. The web server is a large project.

Android Studio and Qt 5.7

Used to write the software for the end point devices.

GWT IFrame DialogBox example

In GWT, being able to load external pages comes in extremely handy when you want to pass on a lot of the design work to another team. This can be achieved by loading an external page elsewhere on the web server into an IFrame and wrapping the existing widgets.

Most GWT widgets can be wrapped, buttons, DIV’s, check boxes, etc.

Unfortunately I’ve not found a way of wrapping a HTML table. The only way around that is to have the table on the existing HTML page in a DIV, clear the DIV and programmatically add the new table which can be styled using the pages CSS. However, another problem arises with CSS which is you cannot use table header and footers CSS.

Anyway, below is a quick and simple way of loading an external page into a DialogBox using an IFrame and wrapping the buttons. You might notice that I’ve cleared the DialogBox CSS style.

[snippet id=”7″]

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