Getting Windows mouse event logs with win32evtlog - python-3.x

I want to get all stored event logs of my windows 8 machine using python 3.3 (especially the mouse event logs). I found a way of getting the event log file with win32evtlog module in python.
By reading the "System" logtype, I get a total number of 6594.
import win32evtlog
hand = win32evtlog.OpenEventLog("localhost","System")
flags = win32evtlog.EVENTLOG_BACKWARDS_READ| win32evtlog.EVENTLOG_SEQUENTIAL_READ
total = win32evtlog.GetNumberOfEventLogRecords(hand)
print("Total Number of Events:",total)
>> Total Number of Events: 6594
I suppose the mouse event logs an all other logs of a certain amount of size are in these approx. 6600 event logs. But when i try to loop/iterate over the events to get the information iwant, i just get back 3 event log objects.
import win32evtlog
hand = win32evtlog.OpenEventLog("localhost","System")
flags = win32evtlog.EVENTLOG_BACKWARDS_READ| win32evtlog.EVENTLOG_SEQUENTIAL_READ
events = win32evtlog.ReadEventLog(hand,flags,0)
print("LEN of event objects stored:",len(events),end="\n"*2)
>> LEN of event objects stored: 3
Am I on a wrong path for the solution ?
Or do you see whats wrong here ?
Everytime thankful for any help

I got the very same issue while trying to get startup and shutdown events. Apparently the issue is just the way you browse the events list, it should be done like here : http://www.blog.pythonlibrary.org/2010/07/27/pywin32-getting-windows-event-logs/
events = win32evtlog.ReadEventLog(hand,flags,0)
while events:
events=win32evtlog.ReadEventLog(hand,flags,0)
for event in events:
#do stuff here

Related

Direct communication between Javascript in Jupyter and server via IPython kernel

I'm trying to display an interactive mesh visualizer based on Three.js inside a Jupyter cell. The workflow is the following:
The user launches a Jupyter notebook, and open the viewer in a cell
Using Python commands, the user can manually add meshes and animate them interactively
In practice, the main thread is sending requests to a server via ZMQ sockets (every request needs a single reply), then the server sends back the desired data to the main thread using other socket pairs (many "request", very few replies expected), which finally uses communication through ipython kernel to send the data to the Javascript frontend. So far so good, and it works properly because the messages are all flowing in the same direction:
Main thread (Python command) [ZMQ REQ] -> [ZMQ REP] Server (Data) [ZMQ XREQ] -> [ZMQ XREQ] Main thread (Data) [IPykernel Comm] -> [Ipykernel Comm] Javascript (Display)
However, the pattern is different when I'm want to fetch the status of the frontend to wait for the meshes to finish loading:
Main thread (Status request) --> Server (Status request) --> Main thread (Waiting for reply)
| |
<--------------------------------Javascript (Processing) <--
This time, the server sends a request to the frontend, which in return does not send the reply directly back to the server, but to the main thread, that will forward the reply to the server, and finally to the main thread.
There is a clear issue: the main thread is supposed to jointly forward the reply of the frontend and receive the reply from the server, which is impossible. The ideal solution would be to enable the server to communicate directly with the frontend but I don't know how to do that, since I cannot use get_ipython().kernel.comm_manager.register_target on the server side. I tried to instantiate an ipython kernel client on the server side using jupyter_client.BlockingKernelClient, but I didn't manged to use it to communicate nor to register targets.
OK so I found a solution for now but it is not great. Indeed of just waiting for a reply and keep busy the main loop, I added a timeout and interleave it with do_one_iteration of the kernel to force to handle to messages:
while True:
try:
rep = zmq_socket.recv(flags=zmq.NOBLOCK).decode("utf-8")
except zmq.error.ZMQError:
kernel.do_one_iteration()
It works but unfortunately it is not really portable and it messes up with the Jupyter evaluation stack (all queued evaluations will be processed here instead of in order)...
Alternatively, there is another way that is more appealing:
import zmq
import asyncio
import nest_asyncio
nest_asyncio.apply()
zmq_socket.send(b"ready")
async def enforce_receive():
await kernel.process_one(True)
return zmq_socket.recv().decode("utf-8")
loop = asyncio.get_event_loop()
rep = loop.run_until_complete(enforce_receive())
but in this case you need to know in advance that you expect the kernel to receive exactly one message, and relying on nest_asyncio is not ideal either.
Here is a link to an issue on this topic of Github, along with an example notebook.
UPDATE
I finally manage to solve completely my issue, without shortcomings. The trick is to analyze every incoming messages. The irrelevant messages are put back in the queue in order, while the comm-related ones are processed on-the-spot:
class CommProcessor:
"""
#brief Re-implementation of ipykernel.kernelbase.do_one_iteration
to only handle comm messages on the spot, and put back in
the stack the other ones.
#details Calling 'do_one_iteration' messes up with kernel
'msg_queue'. Some messages will be processed too soon,
which is likely to corrupt the kernel state. This method
only processes comm messages to avoid such side effects.
"""
def __init__(self):
self.__kernel = get_ipython().kernel
self.qsize_old = 0
def __call__(self, unsafe=False):
"""
#brief Check once if there is pending comm related event in
the shell stream message priority queue.
#param[in] unsafe Whether or not to assume check if the number
of pending message has changed is enough. It
makes the evaluation much faster but flawed.
"""
# Flush every IN messages on shell_stream only
# Note that it is a faster implementation of ZMQStream.flush
# to only handle incoming messages. It reduces the computation
# time from about 10us to 20ns.
# https://github.com/zeromq/pyzmq/blob/e424f83ceb0856204c96b1abac93a1cfe205df4a/zmq/eventloop/zmqstream.py#L313
shell_stream = self.__kernel.shell_streams[0]
shell_stream.poller.register(shell_stream.socket, zmq.POLLIN)
events = shell_stream.poller.poll(0)
while events:
_, event = events[0]
if event:
shell_stream._handle_recv()
shell_stream.poller.register(
shell_stream.socket, zmq.POLLIN)
events = shell_stream.poller.poll(0)
qsize = self.__kernel.msg_queue.qsize()
if unsafe and qsize == self.qsize_old:
# The number of queued messages in the queue has not changed
# since it last time it has been checked. Assuming those
# messages are the same has before and returning earlier.
return
# One must go through all the messages to keep them in order
for _ in range(qsize):
priority, t, dispatch, args = \
self.__kernel.msg_queue.get_nowait()
if priority <= SHELL_PRIORITY:
_, msg = self.__kernel.session.feed_identities(
args[-1], copy=False)
msg = self.__kernel.session.deserialize(
msg, content=False, copy=False)
else:
# Do not spend time analyzing already rejected message
msg = None
if msg is None or not 'comm_' in msg['header']['msg_type']:
# The message is not related to comm, so putting it back in
# the queue after lowering its priority so that it is send
# at the "end of the queue", ie just at the right place:
# after the next unchecked messages, after the other
# messages already put back in the queue, but before the
# next one to go the same way. Note that every shell
# messages have SHELL_PRIORITY by default.
self.__kernel.msg_queue.put_nowait(
(SHELL_PRIORITY + 1, t, dispatch, args))
else:
# Comm message. Processing it right now.
comm_handler = getattr(
self.__kernel.comm_manager, msg['header']['msg_type'])
msg['content'] = self.__kernel.session.unpack(msg['content'])
comm_handler(None, None, msg)
self.qsize_old = self.__kernel.msg_queue.qsize()
process_kernel_comm = CommProcessor()

Node.js: Race condition when receiving data on tcp socket

I'm using the net library of Node.js to conect to a server that is publishing data. So I'm listening for 'data'-events on client side. When the data-event is fired, I append the received data to my rx-buffer and check if we got a complete message by reading some bytes. If I got a valid message, I remove the message from the buffer and process it. The source code looks like:
rxBuffer = ''
client.on('data', (data) => {
rxBuffer += data
// for example... 10 stores the message length...
while (rxBuffer.length > 10 && rxBuffer.length >= (10 + rxBuffer[10])) {
const msg = rxBuffer.slice(0, 10 + rxBuffer[10])
rxBuffer = rxBuffer.slice(0, msg.length) // remove message from buffer
processMsg(msg) // process message..
}
})
As far as I know that the typical way. But... what happens if the data event fired multiple times? So, imagine I'm getting a data event and while I append the data to my rx-buffer I'm getting the next data event. So the "new" data event will also append the data to the rxBuffer and starts my while-loop. So I've two handlers that are processing the same messages because they share the same rx-buffer. Is this correct?
How can I handle this? In other languages I'd say use something like a mutex to prevent multiple access to the rx-buffer... but what's the solution forjs?!?! Or maybe I'm wrong and I'm never getting multiple data-events while one event is still active? Any ideas?
JavaScript is single threaded. The second event will not run until the first one either completes or blocks, the latter of which could presumably happen in your processMsg(). If that's the case, multiple executions of processMsg() could be interleaved. If they aren't changing any global data (rxBuffer included), then you shouldn't have a problem.

Communication with Python and Supercollider through OSC

I'm trying to connect Python with Supercollider through OSC, but it's not working.
I'm using Python3 and the library osc4py3.
The original idea was to send a text word by word, but upon trying I realized the connection was not working.
Here's the SC code:
(
OSCdef.new(\texto,{
|msg, time, addr, port|
[msg, time, addr,port].postIn;
},
'/texto/supercollider',
n
)
)
OSCFunc.trace(true);
o = OSCFunc(\texto);
And here's the Python code:
osc_startup()
osc_udp_client("127.0.0.1", 57120, "supercollider")
## here goes a function called leerpalabras to separate words in rows.
with open("partitura.txt", "r") as f:
for palabra in leerpalabras(f):
msg = oscbuildparse.OSCMessage("/texto/supercollider", ",s", palabra)
osc_send(msg, "supercollider")
sleep(2)
osc_terminate()
I've also tried with this, to see if maybe there was something wrong with my for loop (with the startup, and terminate of course):
msg = oscbuildparse.OSCMessage("/texto/supercollider", ",s", "holis")
osc_send(msg, "supercollider")
I run the trace method on SC, nothing appears on the post window when I run the Python script on terminal, but no error appears on neither one of them, so I'm a bit lost on what I can test to make sure is getting somewhere.
It doesn't print on the SC post window, it just says OSCdef(texto, /texto/supercollider, nil, nil, nil).
When I run the SuperCollider piece of your example, and then run:
n = NetAddr("127.0.0.1", 57120);
n.sendMsg('/texto/supercollider', 1, 2, 3);
... I see the message printed immediately (note that you used postIn instead of postln, if you don't fix that you'll get an error instead of a printed message).
Like you, I don't see anything when I send via the Python library - my suspicion is that there's something wrong on the Python side? There's a hint in this response that you have to call osc_process() after sends, but that still doesn't work for me
You can try three things:
Run OSCFunc.trace in SuperCollider and watch for messages (this will print ALL incoming OSC messages), to see if your OSCdef is somehow not receiving messages.
Try a network analyzer like Packet Peeper (http://packetpeeper.org/) to watch network traffic on your local loopback network lo0. When I do this, I can clearly see messages sent by SuperCollider, but I don't see any of the messages I send from Python, even when I send in a loop and call osc_process().
If you can't find any sign of Python sending OSC packets, try a different Python library - there are many others available.
(I'm osc4py3 author)
osc4py3 store messages to send within internal lists and returns immediately. These lists are processed during osc_process() calls or directly by background threads (upon selected theading model).
So, if you have selected as_eventloop threading model, you need to call osc_process() some times, like:
…
with open("partitura.txt", "r") as f:
for palabra in leerpalabras(f):
msg = oscbuildparse.OSCMessage("/texto/supercollider", ",s", palabra)
osc_send(msg, "supercollider")
for missme in range(4):
osc_process()
sleep(0.5)
…
See doc: https://osc4py3.readthedocs.io/en/latest/userdoc.html#threading-model

Google Cast Video Player becomes unresponsive after network error

I am working on a Chromecast custom receiver app, built on top of the sample app provided by Google (sampleplayer.CastPlayer)
The app manages a playlist, I would like the player to move on to the next item in the list after a video fails to play for whatever reason.
I am running into a situation where, after a video fails to load because of a network error, the player becomes unresponsive: in the 'onError_()' handler, my custom code will do this
var queueLoadRequest = ...
var mediaManager = ...
setTimeout (function(){mediaManager.queueLoad(queueLoadRequest)}), 5000
...the player does receive the LOAD event according to the receiver logs, but nothing happens on the screen, the player's status remains IDLEand the mediaManager.getMediaQueue().getItems() remains undefined. Same result trying to use the client controller to try to load a different video.
I have tried to recover with mediaManager.resetMediaElement() and player.reset() in the onError_ handler, but no luck.
For reference, here is a screenshot of the logs (filtered for errors only) leading up to the player becoming unresponsive. Note that I am not interested in fixing the original error, what I need to figure out is how to recover from it:
My custom code is most likely responsible for the issue, however after spending many hours + stripping the custom code to a bare minimum in an effort to isolate the responsible bit of code, I have not made any progress. I am not looking for a fix but rather for some guidance in troubleshooting the root cause: what could possibly cause the Player to become unresponsive? or alternatively how can one recover from an unresponsive Player?

Linux x11 XGrabKeyboard() cause keyboard to be frozen

I am writing a program which need to listen the user keyboard stroks.
I use function XGrabKeyboard() and this is my code:
XGrabKeyboard(pDisplay, DefaultRootWindow(pDisplay), True, GrabModeAsync, GrabModeAsync, CurrentTime);
XEvent event;
while (true)
{
XNextEvent(pDisplay, &event);
switch (event.type)
{
...
}
}
But it causes the keyboard and cursor to be frozen.
I looked up the man page, it only says: "The third parameter specifies a Boolean value that indicates whether the keyboard events are to be reported as usual."
I tried both true or false or the 3rd param, both GrabModeAsync and GrabModeSync for the 4th and 5th param, but it doesn't work.
After calling XGrabKeyboard(), the keyboard is frozen and mouse click doesn't response.
Any ideas?
XGrabKeyboard() (if successful - be sure to check the return value), redirects all key events to your client.
So if your "..." inside the while(true) does not properly handle those key events, or does not ever ungrab (XUngrabKeyboard) or release sync events (XAllowEvents, only applies to GrabModeSync), then the keyboard would appear to lock up.
The boolean parameter is owner_events which indicates whether to report key events always to the window provided to XGrabKeyboard, or report them to the window they normally would have gone to without the grab. Typically you want False (report to the grab window).
For typical uses of XGrabKeyboard (I don't know your use-case) the parameters you would want are:
grab window = some window in your app that relates to the reason for the grab
owner_events=False to send all events to that window
pointer_mode=Async to not screw with the pointer
keyboard_mode=Async to just redirect all key events and avoid need for AllowEvents
time=the timestamp from the event triggering the grab, ideally, or one generated by changing a property and grabbing the timestamp off the PropertyNotify
But, it depends. To give any definitive answer you'd probably need to post a compilable program, I think the bug is likely in the "..." part of your code. Try narrowing your app down to a single-file test case that can be run by others perhaps. Or explain more why you are grabbing and what you're trying to accomplish in the big picture.
I cant help with the XGrabKeyboard function - I havent used it before and dont know how it works - but I can suggest another way of getting the keyboard events.
When creating my window using XCreateWindow, the last argument is a XSetWindowAttributes object. This object has a member event_mask, which you can use to choose which events your window will receive.
I set mine like this:
XSetWindowAttributes setWindAttrs
setWindAttrs.event_mask = ExposureMask
| KeyPressMask
| KeyReleaseMask
| ButtonPressMask
| ButtonReleaseMask;
That will mean you receive events for keyboard key presses and mouse button clicks if you pass this object to XCreateWindow on window creation.
Also another note you can use XPending(pDisplay) to check if there are still events waiting to be handled - so it could replace true in your while(true) line.
Edit: Also your freezing issue could be that you dont return false anywhere in your while loop? It may be stuck in an infinite loop, unless you just removed that bit for the post. Try replacing true with xpending as I suggested above and it may fix the issue, or just returning false after handling the event, but this would only handle one event per frame rather than handling all the currently pending events like XPending would do, and I assume that is what you want to do.

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