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{{ScriptFunction|string|GetShardProperty|(string key);|Gets a previously set key.|5=local scriptedObject = Space.Host.ExecutingObject;<br>scriptedObject.SubscribeToEvents();<br><br>local textValue = Space.Host.GetReference("Text");<br>local retrieved;<br><br>local updateTextUI = function()<br> retrieved = <b>Space.Network.GetShardProperty</b>("testKey");<br>end<br><br><i>-- this method is called every frame, once "retrieved" gets a value, it displays in text</i><br>local onUpdateMethod = function()<br> updateTextUI();<br> if retrieved ~= nil then <br> textValue.UIText.Text = "Retrieved msg: " .. retrieved ;<br> end<br>end<br><br>scriptedObject.OnUpdate(onUpdateMethod);<br><br><i>-- "Text" used with GetReference is a UItext canvas object used to display the test text inworld. After you add UI > Text to your scene, drag the text object to the Object References section in your script.</i>}} | {{ScriptFunction|string|GetShardProperty|(string key);|Gets a previously set key.|5=local scriptedObject = Space.Host.ExecutingObject;<br>scriptedObject.SubscribeToEvents();<br><br>local textValue = Space.Host.GetReference("Text");<br>local retrieved;<br><br>local updateTextUI = function()<br> retrieved = <b>Space.Network.GetShardProperty</b>("testKey");<br>end<br><br><i>-- this method is called every frame, once "retrieved" gets a value, it displays in text</i><br>local onUpdateMethod = function()<br> updateTextUI();<br> if retrieved ~= nil then <br> textValue.UIText.Text = "Retrieved msg: " .. retrieved ;<br> end<br>end<br><br>scriptedObject.OnUpdate(onUpdateMethod);<br><br><i>-- "Text" used with GetReference is a UItext canvas object used to display the test text inworld. After you add UI > Text to your scene, drag the text object to the Object References section in your script.</i>}} | ||
− | {{ScriptFunction|void|SubscribeToNetwork|(string key, Action<SNetworkMessage> callback);|Subscribes to network messages on 'key', will fire a [[Scripting/SNetworkMessage]] whenever a matching message is received|5=local scriptedObject = Space.Host.ExecutingObject;<br>local textValue = Space.Host.GetReference("Text");<br>scriptedObject.SubscribeToEvents();<br><br><i>-- This function gets used by other objects that are subscribed to the network</i><br>gotAMessage = function(arguments)<br> textValue.UIText.Text = "Got a message with the argument " .. arguments.Message["someArgument"];<br>end<br><br><i>-- This function gets used by "this" object. Plus, it sends out a message to objects on the network.</i><br>local updateTextUI = function()<br> textValue.UIText.Text = "Got a message with the argument Hi there!";<br> Space.Network.SendNetworkMessage("helloworld", {someArgument = "Hi there!"});<br>end<br><br><i>-- Subscribe to network. Note that "this" object doesn't execute gotAMessage.<br>-- Only the other objects on the network do.</i><br><b>Space.Network.SubscribeToNetwork</b>("helloworld", gotAMessage);<br><br>local onUpdateMethod = function()<br> | + | {{ScriptFunction|void|SubscribeToNetwork|(string key, Action<SNetworkMessage> callback);|Subscribes to network messages on 'key', will fire a [[Scripting/SNetworkMessage]] whenever a matching message is received|5=local scriptedObject = Space.Host.ExecutingObject;<br>local textValue = Space.Host.GetReference("Text");<br>scriptedObject.SubscribeToEvents();<br><br><i>-- This function gets used by other objects that are subscribed to the network</i><br>gotAMessage = function(arguments)<br> textValue.UIText.Text = "Got a message with the argument " .. arguments.Message["someArgument"];<br>end<br><br><i>-- This function gets used by "this" object. Plus, it sends out a message to objects on the network.</i><br>local updateTextUI = function()<br> textValue.UIText.Text = "Got a message with the argument Hi there!";<br> Space.Network.SendNetworkMessage("helloworld", {someArgument = "Hi there!"});<br>end<br><br><i>-- Subscribe to network. Note that "this" object doesn't execute gotAMessage.<br>-- Only the other objects on the network do.</i><br><b>Space.Network.SubscribeToNetwork</b>("helloworld", gotAMessage);<br><br>local onUpdateMethod = function()<br> |
updateTextUI();<br>end<br><br>scriptedObject.OnMouseDown(onUpdateMethod);<br><br><i>-- "Text" used with GetReference is a UItext canvas object used to display the test text inworld. After you add UI > Text to your scene, drag the text object to the Object References section in your script.</i>}} | updateTextUI();<br>end<br><br>scriptedObject.OnMouseDown(onUpdateMethod);<br><br><i>-- "Text" used with GetReference is a UItext canvas object used to display the test text inworld. After you add UI > Text to your scene, drag the text object to the Object References section in your script.</i>}} | ||
{{Scripting Navbox}} | {{Scripting Navbox}} |
The SNetwork class allows you to send messages to other users in the region, and persist/retrieve variables which have been stored within the region.
Sends a networked message to every client with a subscriber listening on 'key'. The message itself can be a dictionary/table containing two columns and any network serializable type (string, float, int, byte, bool and arrays of those types)
This is a modified version of the example for *.Renderer.Material.SetTexture that demonstrates networking.
note that this example applies also to SubscribeToNetwork.
server = "https://middleware.systems/"
obj = Space.Host.GetReference("Gino")
Space.Network.SubscribeToNetwork("smack", onSmack)
function hithere()
resrc = Space.WebServices.GetImage(server .. image) obj.Renderer.Material.SetTexture("_MainTex", resrc) Space.Network.SendNetworkMessage("smack",{'smack'})
end
function update()
resrc = Space.WebServices.GetImage(server .. "mrlee.jpg") obj.Renderer.Material.SetTexture("_MainTex", resrc)
end
function onSmack()
update()end
Sets a property named 'key' of the region to 'value'. Will persist until the region is shut down or restarted. (Use SPersistence for longer term storage)
Gets a previously set key.
Subscribes to network messages on 'key', will fire a Scripting/SNetworkMessage whenever a matching message is received
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