Manage render compression and passing with proxy to hopefully prevent garbled responses
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parent
a003f15d55
commit
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@ -9,7 +9,7 @@ local function post(url: string, body: string)
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game:HttpPost(url, body, true, "text/json")
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end
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return function(baseUrl: string, thumbnailKey: string)
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return function(baseUrl: string, pingUrl: string, thumbnailKey: string)
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local Render = {}
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function Render.SetupAvatar(
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@ -32,7 +32,7 @@ return function(baseUrl: string, thumbnailKey: string)
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`[{game.JobId}] Starting new render for {renderType} ID {assetId}`
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)
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post(
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`{baseUrl}/api/render/update?apiKey={thumbnailKey}&taskID={game.JobId}`,
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`{pingUrl}/{game.JobId}?apiKey={thumbnailKey}`,
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"Rendering"
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)
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@ -54,7 +54,7 @@ return function(baseUrl: string, thumbnailKey: string)
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for i = 1, 3 do
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local ok, err = pcall(function()
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post(
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`{baseUrl}/api/render/update?apiKey={thumbnailKey}&taskID={game.JobId}`,
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`{pingUrl}/{game.JobId}?apiKey={thumbnailKey}`,
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result
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)
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end)
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@ -1,7 +1,8 @@
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-- Render script for R6 avatars
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local ThumbnailGenerator = game:GetService "ThumbnailGenerator"
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local Render = require "../Modules/Render.luau"(_BASE_URL, _THUMBNAIL_KEY)
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local RenderModule = require "../Modules/Render.luau"
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local Render = RenderModule(_BASE_URL, _PING_URL, _THUMBNAIL_KEY) -- avoid ambiguous syntax after compilation
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local player =
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Render.SetupAvatar(_RENDER_TYPE, _ASSET_ID, `/asset/characterfetch?userID=`)
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@ -1,7 +1,8 @@
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-- Render script for R6 clothing
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local ThumbnailGenerator = game:GetService "ThumbnailGenerator"
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local Render = require "../Modules/Render.luau"(_BASE_URL, _THUMBNAIL_KEY)
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local RenderModule = require "../Modules/Render.luau"
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local Render = RenderModule(_BASE_URL, _PING_URL, _THUMBNAIL_KEY) -- avoid ambiguous syntax after compilation
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Render.SetupAvatar(_RENDER_TYPE, _ASSET_ID, `/api/render/characterasset?id=`)
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