// Call a function on a remote server int CLuaFunctionDefs::FetchRemote ( lua_State* luaVM ) { // bool fetchRemote ( string URL [, int connectionAttempts = 10, int connectTimeout = 10000 ], callback callbackFunction, [ string postData, bool bPostBinary, arguments... ] ) CScriptArgReader argStream ( luaVM ); SString strURL; CLuaFunctionRef iLuaFunction; SString strPostData; bool bPostBinary; CLuaArguments args; uint uiConnectionAttempts; uint uiConnectTimeoutMs; argStream.ReadString ( strURL ); if ( argStream.NextIsNumber () ) MinServerReqCheck ( argStream, MIN_SERVER_REQ_CALLREMOTE_CONNECTION_ATTEMPTS, "'connection attempts' is being used" ); argStream.ReadIfNextIsNumber ( uiConnectionAttempts, 10 ); if ( argStream.NextIsNumber () ) MinServerReqCheck ( argStream, MIN_SERVER_REQ_CALLREMOTE_CONNECT_TIMEOUT, "'connect timeout' is being used" ); argStream.ReadIfNextIsNumber ( uiConnectTimeoutMs, 10000 ); argStream.ReadFunction ( iLuaFunction ); argStream.ReadString ( strPostData, "" ); argStream.ReadBool ( bPostBinary, false ); argStream.ReadLuaArguments ( args ); argStream.ReadFunctionComplete (); if ( !argStream.HasErrors () ) { CLuaMain * luaMain = m_pLuaManager->GetVirtualMachine ( luaVM ); if ( luaMain ) { g_pGame->GetRemoteCalls ()->Call ( strURL, &args, strPostData, bPostBinary, luaMain, iLuaFunction, uiConnectionAttempts, uiConnectTimeoutMs ); lua_pushboolean ( luaVM, true ); return 1; } } else m_pScriptDebugging->LogCustom ( luaVM, argStream.GetFullErrorMessage () ); lua_pushboolean ( luaVM, false ); return 1; }
// Call a function on a remote server int CLuaFunctionDefs::CallRemote ( lua_State* luaVM ) { CScriptArgReader argStream ( luaVM ); if ( !argStream.NextIsFunction ( 1 ) && !argStream.NextIsFunction ( 2 ) ) { // Call type 1 // bool callRemote ( string host [, int connectionAttempts = 10, int connectTimeout = 10000 ], string resourceName, string functionName, callback callbackFunction, [ arguments... ] ) SString strHost; uint uiConnectionAttempts; uint uiConnectTimeoutMs; SString strResourceName; SString strFunctionName; CLuaFunctionRef iLuaFunction; CLuaArguments args; argStream.ReadString ( strHost ); if ( argStream.NextIsNumber () ) MinServerReqCheck ( argStream, MIN_SERVER_REQ_CALLREMOTE_CONNECTION_ATTEMPTS, "'connection attempts' is being used" ); argStream.ReadIfNextIsNumber ( uiConnectionAttempts, 10 ); if ( argStream.NextIsNumber () ) MinServerReqCheck ( argStream, MIN_SERVER_REQ_CALLREMOTE_CONNECT_TIMEOUT, "'connect timeout' is being used" ); argStream.ReadIfNextIsNumber ( uiConnectTimeoutMs, 10000 ); argStream.ReadString ( strResourceName ); argStream.ReadString ( strFunctionName ); argStream.ReadFunction ( iLuaFunction ); argStream.ReadLuaArguments ( args ); argStream.ReadFunctionComplete (); if ( !argStream.HasErrors () ) { CLuaMain * luaMain = m_pLuaManager->GetVirtualMachine ( luaVM ); if ( luaMain ) { g_pGame->GetRemoteCalls ()->Call ( strHost, strResourceName, strFunctionName, &args, luaMain, iLuaFunction, uiConnectionAttempts, uiConnectTimeoutMs ); lua_pushboolean ( luaVM, true ); return 1; } } } else { // Call type 2 // bool callRemote ( string URL [, int connectionAttempts = 10, int connectTimeout = 10000 ], callback callbackFunction, [ arguments... ] ) SString strURL; uint uiConnectionAttempts; uint uiConnectTimeoutMs; CLuaFunctionRef iLuaFunction; CLuaArguments args; argStream.ReadString ( strURL ); if ( argStream.NextIsNumber () ) MinServerReqCheck ( argStream, MIN_SERVER_REQ_CALLREMOTE_CONNECTION_ATTEMPTS, "'connection attempts' is being used" ); argStream.ReadIfNextIsNumber ( uiConnectionAttempts, 10 ); if ( argStream.NextIsNumber () ) MinServerReqCheck ( argStream, MIN_SERVER_REQ_CALLREMOTE_CONNECT_TIMEOUT, "'connect timeout' is being used" ); argStream.ReadIfNextIsNumber ( uiConnectTimeoutMs, 10000 ); argStream.ReadFunction ( iLuaFunction ); argStream.ReadLuaArguments ( args ); argStream.ReadFunctionComplete (); if ( !argStream.HasErrors () ) { CLuaMain * luaMain = m_pLuaManager->GetVirtualMachine ( luaVM ); if ( luaMain ) { g_pGame->GetRemoteCalls ()->Call ( strURL, &args, luaMain, iLuaFunction, uiConnectionAttempts, uiConnectTimeoutMs ); lua_pushboolean ( luaVM, true ); return 1; } } } if ( argStream.HasErrors () ) m_pScriptDebugging->LogCustom ( luaVM, argStream.GetFullErrorMessage () ); lua_pushboolean ( luaVM, false ); return 1; }