View Full Version : GET or POST to web
jeffro11
11-05-2009, 11:01 PM
I've searched the internet for the past hour or so and I couldn't find anything on basic web functions like GET or POST. Is this possible with the TCP/IP stuff?
Many thanks...
ambershee
11-05-2009, 11:20 PM
You may need to use TCPLink to interact with an external application of your own devising.
Solid Snake
11-06-2009, 12:43 AM
http://forums.epicgames.com/showthread.php?t=705640
A pay for implementation will be available within the next few weeks from Digital Confectioners.
jeffro11
11-06-2009, 01:23 AM
I fail to see how this post helps me. I'm not trying to quicksave...
Anyways, I think Ill make a server application that resides on my dedicated to handle all the actions I need it to do... Basically a Scoreboard viewable online and such...
x1ongmao
11-06-2009, 05:02 AM
This link may help http://forums.revora.net/index.php?showtopic=60437
jeffro11
11-06-2009, 10:22 AM
I never even thought of doing this. THANKS!!!
TOP-Proto
11-06-2009, 10:29 AM
that link is perfect. i wrote something like that for tactical assault.
the great part about the system is the recievedtext, because you can take information from a server and back into your unreal game if you format your replies.
for example
event ReceivedText( string Response )
{
local array<string> Pieces;
ParseStringIntoArray(Response,Pieces,":",true);
if(Pieces.Length != 1 && Pieces.Length <= 2)
{
if(Pieces[0] == "SQLREPLY")
{
switch(Pieces[1])
{
case "Hello World":
`log("Recieved Hello World response from SQL server " @ Pieces[1]);
break;
default:
`log("Recieved SQL Reply, but no action was taken");
}
}
}
else
{
//Check it for a standard response.
switch(Response)
{
case "HelloWorld":
`log("Recieved Hello World response");
break;
default:
`log("Recieved Reply, but no action was taken");
}
}
}
obviously if your wanting to create a whitelist/blacklist then make sure the server controls the TCPLink and the server does the booting/banning, and that your object accepting the TCPLink connection identifies the server as being ok.
Incidentally does anyone know any way of using encryption on a TCPLink? or a certificate based handshake system between the UT3 server and the listen server?
jeffro11
11-06-2009, 08:25 PM
You could encrypt the data with the string functions. One of your own designs, or mimic something else... It's all up to you really.
Also one question regarding Solid-Snakes posts? A pay for implementation? Already trying to make a buck? Wow, just wow.
Solid Snake
11-06-2009, 08:38 PM
Also one question regarding Solid-Snakes posts? A pay for implementation? Already trying to make a buck? Wow, just wow.Not sure when selling software which I work hard on became the wrong thing to do.
jeffro11
11-06-2009, 08:41 PM
Considering the UDK JUST came out, and everyone needs help. You want to charge people for functionality that should have came with the UDK? Yes, really fair to taunt users with added functionality that will most likely be overpriced.
Anyways, back on topic. I have Unreal communicating with my webserver just great. First major hurdle is done :) I will post the class and the script a bit later.
Brexer
11-06-2009, 08:48 PM
1) I belive solid snake did a wrong URL for his post, think he was referring to his post on TCPLink http://forums.epicgames.com/showthread.php?t=705876
2) There is a minor sample on the UDN page for download, its not that awesome, but it should get you started http://udn.epicgames.com/Three/TcpLink.html#Examples
3) Sure, solid snake can make whatever money he want on it, incase anyone actually buy's it, and im sorry but i doubt its worth it, unless we are talking like 1-5$ (you can always view it as a tutorial/script help)
Solid Snake
11-06-2009, 08:49 PM
Considering the UDK JUST came out, and everyone needs help. You want to charge people for functionality that should have came with the UDK? Yes, really fair to taunt users with added functionality that will most likely be overpriced.Well, I've worked with Unreal Engine for the last 10 years. Unreal Engine 3 for the last four years.
Everyone needs help. Correct. Every business on earth is trying to help their customer or provide a service. So how am I any different to that?
I'm unsure when it became a requirement that any game engine has HTTP send and response headers by default, but saying that, UDK already had it anyways (In the TCPLink page).
Well it's a little unfair to claim that I will be over pricing my modules given that I haven't even discussed the prices yet.
At the end of the day, these modules are written by me and updated by me. If you don't want to use or buy them, then that's fine. For some people, maybe they would just prefer to get things done and would prefer a solution which will just work for them.
3) Sure, solid snake can make whatever money he want on it, incase anyone actually buy's it, and im sorry but i doubt its worth it, unless we are talking like 1-5$ (you can always view it as a tutorial/script help)Well that is up to the developer at the end of the day. If you're a programmer and you can get it done yourself, then hey, that's great.
Brexer
11-06-2009, 08:51 PM
......I'm unsure when it became a requirement that any game engine has HTTP send and response headers by default, but saying that, UDK already had it anyways (In the TCPLink page).....
Dude, you posted a link for the quick save/load in your post, thats where the confusion came from.
Solid Snake
11-06-2009, 08:52 PM
Yes, I hadn't explained what DataLink was then so my bad.
jeffro11
11-06-2009, 08:53 PM
I wasn't referring to the HTTP fucntions. I was referring to the Save/Load data WHICH YOU LINKED. Logic would say an engine of this caliber would have a function for this.
Anyways lets stop arguing.
Considering the UDK JUST came out, and everyone needs help. You want to charge people for functionality that should have came with the UDK? Yes, really fair to taunt users with added functionality that will most likely be overpriced.
You can always roll your own, there's nothing exclusive about this. I believe most of the value would be in the consultancy related to it and having a well tested product.
jeffro11
11-07-2009, 04:12 AM
I've already completed the HTTP stuff... If that's what your replying about.
If your referring to running an external application and connecting to it via TCPLink in order to just read a file, its a ludicrous setup.
x1ongmao
11-07-2009, 09:11 AM
Hi all,
I add another link to show you how the communication with an external app can be done:
http://forums.revora.net/index.php?showtopic=58907
It's my own protocol based on quite complicated String interpreted by a server implemented in Java but I think it could give some ideas ...
Latest version is http://xiaoshagua.free.fr/ftp/Uscript/UT3/EA_TCPLink_v0.2.zip
Hope this help :)
TOP-Proto
12-28-2009, 11:34 AM
i think with the implementation of dlllink in the new december version of the UDK, your now opened up to the possibility of using external dll files as part of your developments.
i would be interested to see any hello world "dll to network" library code on this though :)
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