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2023-03-03 11:05 PointerNet WEB API Proposal Quick
Links: How
to retrieve data from the PointerNet using Unity How
to retrieve data from the PointerNet using CURL Retrieving data using
“ILSMobilePhonePointer.EXE” We
apologize for our English, we are not native English speakers. |
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Introduction
To
help our partners and those end users using Impress to simplify the
management of users (our Pointers as well as Mobile Phones) and to guarantee
the protection of user data (DSGVO Datenschutz-Grundverordnung, RGPD
Règlement général sur la protection des données, GDPR General Data Protection
Regulation) we create the website PointerNet on our server. PointerNet is a
preliminary working name and will be replaced by the final name as soon as we
have registered international trademarks for our preferred name. This name is
still confidential. The server(s) will be located in Munich in a data center
with high availability servers. During the test phase, the PointerNet is
hosted by IONOS. The
PointerNet will handle all user login, logout, create or delete a user
profile, block pointers and mobile phones for further usage in the
PointerNet, add credit card numbers or PayPal accounts, mobile phone numbers,
email addresses, enable WhatsApp transmissions and later also manage the
sending and receiving of messages (A kind of WhatsApp via Light beam), manage
his smart home tools (garage, door, light, etc.) and enable/disable pointers
for using them, etc. The
PointerNet will also handle payments or micro payments (In App purchases) for
you and also for partners like shopping malls, shops at the airport, etc.
using our other receivers. The
PointerNet will also allow the end users defining a gamer alias and taking selfies
or upload avatars and add them to a personal user gallery and allow the end
users to select which one to take for login to a given installation. We will
take care of all uploaded images and check that offensive pictures or
pictures violating any law will be deleted. To
help you not violating any law regarding the permanent or temporal storage of
user data within a PC running your application (game or Impress
Presentation), we propose to use an interface which is not mass storage based
(e.g. using files or even worse a database) and to directly read this data
into objects located within your application RAM (heap, static variables,
etc.) so that there is no need for delete user data once the application is
closed. There
are different ways how your application can access the data stored on our
server(s): 1.
Directly using a WEB API of the PointerNet
through direct GET REQUESTS from your application 2.
Using “ILSMobilePhonePointer.EXE” 3.
T.B.C. In
chapter “User Login” we make a proposal how the user
may login into your game or application. We
appreciate your feedback regarding bugs, inefficiency
and optimization. Although
all transmissions are made using “HTTPS” we think about to further encrypt
all data (request arguments and returned data) using 256-bit polynomials. We
will provide the code to you. |
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How to retrieve data from the PointerNet using Unity
Unity
has a built-in function to retrieve data from a server which can be used to retrieve
data from the PointerNet: using UnityEngine; using System.Collections; using UnityEngine.Networking; public class MyBehaviour : MonoBehaviour { void Start() {
StartCoroutine(GetText()); } IEnumerator GetText() { String strPID = “FFFFFFFF”; //set
the partner ID (all 8 digit hex numbers) String strIID =
“FFFFFFFF”; //set the installation
ID (an ID of the game screen) String strFunc = “GNP”; //get number of players currently
logged in String strArg = “0”; String strURL =
“https://www.ilstec.com/PointerNet/WebAPI.php?”; strURL
= strURL + “pid=” + strPID + “&iid=” + strIID + “&func=” + strFunc +
“&func=” + strArg; UnityWebRequest objWWW =
UnityWebRequest.Get(strURL); yield return
objWWW.SendWebRequest(); if (objWWW.result !=
UnityWebRequest.Result.Success) {
Debug.Log(objWWW.error); } else { //show results as text //optional decryption
must be done before
Debug.Log(objWWW.downloadHandler.text); //or retrieve results
as binary data (e.g. user pictures/JPGs) //optional decryption
must be done before byte[] results =
objWWW.downloadHandler.data; } } }
“strPID” and “strIID” will be encoded into a QR Code next to the installation. |
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How to retrieve data from the PointerNet using “CURL”
On
every Windows PC and we assume also on Linux there is a program CURL. Simply
type “curl --help” and you get a long list of parameters how to use it. And
for CURL there exist a lot of examples in the web how to use it. Simply build a request string like in the example above. |
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Retrieving data using “ILSMobilePhonePointer.EXE”
If
you support using mobile phones then you already use our program “ILSMobilePhonePointer.EXE”
and if not, than you still can use it and block the web server within the
program. For
this program you must have firewall configuration to let it pass though. Once
you have done that all your games and applications can use “ILSMobilePhonePointer.EXE”
for accessing our WEB API. All
your requests are written to one of the internal shared memory based FIFOs
and the return data is sent back using the internal shared memory based
reverse FIFOs. The
advantage: You
do not have to configure the firewall for every new game or application and
no CPU time is spent within your application (only microseconds for sending
and receiving the data). Even a user picture (JPG) will be put into the
reverse FIFOs and you can copy the memory (memcpy) the data into your
variables. |
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User Login
A
partner ID (“PID”) and an installation ID (“IID”) will be encoded into a QR Code by using our “QRCodeGenerator.exe” or any other QR code generator. If
a user scans the QR code with his mobile phone then he can login into the
PointerNet and than participate in the specified game/application or if he is
already logged-in than he immediately can participate in the specific
game/application. If
the user has our pointer available this is much simpler since the camera
reports the internal pointer serial number to the game /application through
our shared memory. Since you know your partner ID and also know the
projection screen and the game(s) running there you can compose the REQUEST
URL string by yourself. So
the user simply clicks onto a running game or application at every time or at
times made visible by your game or application and he is automatically
logged-in. Also in this case you must use the WEB API to verify the user and
if the pointer is not blocked and to retrieve user data. |
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To
contact us please send an email to |
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