sockets?
#4
I already created something for this, and exported it to Lua
Code:
class cTCPLink
{

public:
        cTCPLink();
        ~cTCPLink();
        bool Connect( _cstring  a_Address, unsigned int a_Port );
        int Send( _cstring  a_Data, unsigned int a_Size, int a_Flags = 0 );
        int SendMessage( const _cstring  a_Message, int a_Flags = 0 );
        void CloseSocket();
protected:
        virtual void ReceivedData( char a_Data[256], int a_Size ) = 0;
};

It's not documented anywhere. You basically need to 'extend' it like you extend cPlugin. You need this piece of code for that:
Code:
local TCPLink = {}
TCPLink.__index = TCPLink

function TCPLink:new()
   local t = {}
   setmetatable(t, TCPLink)
   local w = Lua__cTCPLink:new()
   tolua.setpeer(w, t)
   w:tolua__set_instance(w)
   return w
end

Then you can inherit the ReceivedData function like so:
Code:
TCPLink:ReceivedData( Data, Size )
   -- Do stuffs with data
end
Reply
Thanks given by:


Messages In This Thread
sockets? - by Dys0n - 02-28-2011, 01:28 AM
RE: sockets? - by Jockie - 02-28-2011, 01:56 AM
RE: sockets? - by Tybor - 02-28-2011, 02:07 AM
RE: sockets? - by FakeTruth - 02-28-2011, 03:18 AM
RE: sockets? - by Dys0n - 02-28-2011, 03:21 AM
RE: sockets? - by FakeTruth - 02-28-2011, 03:59 AM
RE: sockets? - by Dys0n - 02-28-2011, 04:03 AM
RE: sockets? - by Dys0n - 02-28-2011, 05:52 AM



Users browsing this thread: 2 Guest(s)