To setup your server for communication with space, in the root of your domain, on the port you are using, place a file named 'sinewave.space.scripting.txt' containing 'SPACE_OK'. E.g. http://somewhere.com/sinewave.space.scripting.txt - if this file is not present, you will be unable to use scripting to communicate with the domain. Note: you should use HTTPS for all API calls if you want these to work reliably in WebGL. You may also need to implement a CORS policy in your webserver headers.
Index
Functions Index
Function Name
void Get (string url, Closure onComplete, Table headers=null, float timeout=0)
void Get (string url, Closure onComplete, Table headers=null, float timeout=0)
Performs a HTTP[S] GET against URL and returns the contents as a SWebResponse
Parameter
Type
Description
function OnResponseFunction(responseData)
--
end
Space.WebServices.Get('A URL', OnResponseFunction)
--For example, you want to get a game data from your domain
local userID = "AvatarID" --You can using Space.Scene.PlayerAvatar to get the current player's info
local gameID = "GameID" --Just an example, like you have more than one game hosted
local sentData = "http://www.yourdomain.net/getGameData.php?id=" .. userID .. "&game=" .. gameID
local response = function(data)
if data.Error == nil then
Space.Log(data.Response)
else
Space.Log(data.Error)
end
end
Space.WebServices.Get(sentData, response)
--Phase the response to get what you need
Performs a HTTP[S] POST against URL using data as a post string and returns the contents as a SWebResponse
Parameter
Type
Description
function OnResponseFunction(responseData)
--
end
Space.WebServices.Post('A URL', OnResponseFunction)
local userID = "AvatarID"
local gameID = "GameID"
local url = "http://www.yourdomain.net/getGameData.php"
local sentData = "id=" .. userID .. "&game=" .. gameID
local response = function(data)
if data.Error == nil then
Space.Log(data.Response)
else
Space.Log(data.Error)
end
end
Space.WebServices.Post(url, sentData, response)
-- Like the example above, just using http(s) post method.
Returns a valid SResource for a image on a remote domain that can be used via e.g. SMaterial. While the image loads, it will be a white pixel that will be substituted with the real image once loaded.