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Difference between revisions of "Scripting/SNetwork"

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scriptedObject.OnMouseDown(updateTextUI);<br><br>
 
scriptedObject.OnMouseDown(updateTextUI);<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>}}
 
<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>}}
 +
 +
 +
=Properties=
 +
 +
{{ScriptFunction|bool|HasShardProperties|{ get; }|Returns True upon successful connection to the Region/Shard properties' storage. Region/Shard property operatons may not be ready when used during initialization and this function ill help determine readiness. |5= <pre>IsReady = Space.Network.HasShardProperties</pre> |6=<pre>--This script starts but launches a coroutine that waits for HasShardProperties before continuing
 +
 +
DoWhatYouNeed = function(result)
 +
    if property == nil or property == "" then
 +
Space.Log("connected but Shard doesn't exist")
 +
      else
 +
Space.Log("connected and Shard exists. Result: " .. tostring(result))
 +
      end
 +
 
 +
 
 +
end
 +
 +
 +
InitCoroutine = function()
 +
    while not Space.Network.HasShardProperties do
 +
      coroutine.yield(0)
 +
    end
 +
   
 +
    local property = Space.Network.GetRegionProperty("A Key")
 +
    DoWhatYouNeed(property)
 +
   
 +
end
 +
 +
 +
Space.Host.StartCoroutine(InitCoroutine)</pre>}}
  
  
 
{{Scripting Navbox}}
 
{{Scripting Navbox}}

Revision as of 03:43, 8 November 2021

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.

Members

SendNetworkMessage

void SendNetworkMessage (string key, IDictionary<object,object>);

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.

image = "mrlee.jpg"

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 .. image)
  obj.Renderer.Material.SetTexture("_MainTex", resrc)

end

function onSmack()

  update()
end


SetShardProperty

void SetShardProperty (string key, string value);

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)

local scriptedObject = Space.Host.ExecutingObject;

scriptedObject.SubscribeToEvents();

local testMsg = "Hello";
local updateTextUI = function()
  Space.Network.SetShardProperty("testKey", testMsg);
end

scriptedObject.OnMouseDown(updateTextUI);

-- Once this object is clicked, it will create a shard property with the key "testKey" and give it the value of "Hello".


GetShardProperty

string GetShardProperty (string key);

Gets a previously set key.

local scriptedObject = Space.Host.ExecutingObject;

scriptedObject.SubscribeToEvents();

local textValue = Space.Host.GetReference("Text");
local retrieved;

local updateTextUI = function()
  retrieved = Space.Network.GetShardProperty("testKey");
end

-- this method is called every frame, once "retrieved" gets a value, it displays in text
local onUpdateMethod = function()
  updateTextUI();
  if retrieved ~= nil then
    textValue.UIText.Text = "Retrieved msg: " .. retrieved ;
  end
end

scriptedObject.OnUpdate(onUpdateMethod);

-- "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.


SubscribeToNetwork

void SubscribeToNetwork (string key, Action<SNetworkMessage> callback);

Subscribes to network messages on 'key', will fire a Scripting/SNetworkMessage whenever a matching message is received

local scriptedObject = Space.Host.ExecutingObject;

local textValue = Space.Host.GetReference("Text");
scriptedObject.SubscribeToEvents();

-- This function gets used by other objects that are subscribed to the network
gotAMessage = function(arguments)
  textValue.UIText.Text = "Got a message with the argument " .. arguments.Message["someArgument"];
end

-- This function gets used by "this" object. Plus, it sends out a message to objects on the network.
local updateTextUI = function()
  textValue.UIText.Text = "Got a message with the argument Hi there!";
  Space.Network.SendNetworkMessage("helloworld", {someArgument = "Hi there!"});
end

-- Subscribe to network. Note that "this" object doesn't execute gotAMessage.
-- Only the other objects on the network do.

Space.Network.SubscribeToNetwork("helloworld", gotAMessage);

scriptedObject.OnMouseDown(updateTextUI);

-- "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.



Properties

HasShardProperties

bool HasShardProperties { get; }

Returns True upon successful connection to the Region/Shard properties' storage. Region/Shard property operatons may not be ready when used during initialization and this function ill help determine readiness.

IsReady = Space.Network.HasShardProperties


--This script starts but launches a coroutine that waits for HasShardProperties before continuing

DoWhatYouNeed = function(result)
     if property == nil or property == "" then 
Space.Log("connected but Shard doesn't exist")
      else
Space.Log("connected and Shard exists. Result: " .. tostring(result))
      end 
  
  
end


InitCoroutine = function()
    while not Space.Network.HasShardProperties do 
      coroutine.yield(0) 
    end
    
    local property = Space.Network.GetRegionProperty("A Key")
     DoWhatYouNeed(property)
     
end


Space.Host.StartCoroutine(InitCoroutine)