VE Lua Documentation

Press F to search!

read

Definition


-- @/=[C]:-1
function read(...)

Callers

@/lua/ge/extensions/util/export.lua

  fileData = f:read("*all")
  f:close()
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
    if fin then
        local cnt = fin:read('*all')
        obj = jsonDecode(cnt)
    if fin then
        local cnt = fin:read('*all')
        obj = jsonDecode(cnt)
@/lua/ge/extensions/editor/missionEditor.lua
  local f = io.open('missionImport.csv')
  local header = f:read()
  local data = {}
  dump(keys)
  local row = f:read()
  while row do
    table.insert(data, values)
    row = f:read()
  end
@/lua/ge/extensions/editor/main.lua
  local f = io.open(path, "r")
  local content = f:read("*all")
  f:close()
@/lua/common/utils/interactiveShell.lua
        io.write("> ")
        local cmd = io.read()
        if cmd == nil then
@/lua/common/libs/StackTracePlus/StackTracePlus.lua
    for _ = 1, info.linedefined do
      line = file:read("*l")
    end
@/lua/common/utils.lua
  profilerPushEvent("readFile readClose")
  local content = f:read("*all")
  f:close()
        profilerPushEvent("readFiles readClose file "..filename)
        contents[filename] = f:read("*all")
        f:close()
@/lua/ge/ge_utils.lua
  if not outfile then return nil end
  outfile:write(infile:read("*a"))
  infile:close()
    if file then
      local content = file:read("*a")
      file:close()
@/ui/entrypoints/main/perfrunner.js
    const t = nowImpl();
    const { done, value } = await r.read();
    if (done) break;
@/lua/ge/extensions/flowgraph/modules/fileModule.lua

function C:read(file, field)
  return self:getFile(file).data[field]
@/lua/ge/extensions/editor/gen/utils.lua
		if file then
			cnt = file:read('*all')
			file:close()
	if file then
		local cnt = file:read('*all')
		file:close()
	while true do
	  local block = old_file:read(2^13)
	  if not block then
@/lua/ge/extensions/gameplay/rally/util/jsonlUtils.lua
  if not file then return nil end
  local content = file:read("*a")
  file:close()
@/lua/ge/extensions/editor/gen/decal.lua
    grid = g
    local str = io.open(path):read('*all')
        lo('>> decalsLoad:'..path..':'..#str)
@/lua/ge/extensions/flowgraph/nodes/util/file/loadData.lua
      if name ~= 'flow'then
        self.pinOut[name].value = self.mgr.modules.file:read(self.pinIn.file.value, name)
      end
@/lua/ge/extensions/editor/gen/mesh.lua
	if f then
		local xmlContents = f:read('*all')
		io.close(f)
local function daeParse(fname)
	local xmlContents = io.open(fname):read('*all')
	local doc = slaxml:dom(xmlContents)
	local f = io.open(fname)
	local xmlContents = f:read('*all')
	local node = slaxml:dom(xmlContents)
	local f = io.open(fname)
	local xmlContents = f:read('*all')
	xml = slaxml:dom(xmlContents)

	local xmlContents = io.open(fname):read('*all')
	local doc = slaxml:dom(xmlContents)
	if step == nil then step = 9 end
	local xmlContents = io.open(fname):read('*all')
	local doc = slaxml:dom(xmlContents)
--    lo('>> dae2proc:'..fname)
	local xmlContents = io.open(fname):read('*all')
	local doc = slaxml:dom(xmlContents)
@/ui/lib/ext/angular/angular.js
              });
              read(); // initialize
              // Write data to the model
              function read() {
                var html = element.html();
@/lua/ge/extensions/tech/techCore.lua
    if existingFile then
      local content = existingFile:read('a')
      -- when a prefab file is rewritten, the game reloads the vehicles in it, causing a bug
@/lua/common/libs/luasocket/ltn12.lua
        return function()
            local chunk = handle:read(_M.BLOCKSIZE)
            if not chunk then handle:close() end
@/lua/ge/extensions/editor/gen/world.lua
	daePath[cls] = {}
	local fl = io.open(path..'/list'):lines() --:read('*all')
	local line = fl()
					if file then
						local data = file:read('*all')
						file:close()
			local file = io.open(voicefile)
			local command = file:read('*all')
			io.close(file)
	outputFile = io.open(editor.getLevelPath()..'/main/MissionGroup/items.level.json', "r")
	local cnt = outputFile:read('*all')
	outputFile:close()
			if outputFile then
				cnt = outputFile:read('*all')
				outputFile:close()
				if file then
					local jbody = file:read('*all')
					local jdesc = jsonDecode(jbody)
			if file then
				local jbody = file:read('*all')
				local jdesc = jsonDecode(jbody)
@/lua/common/extensions/tech/techCapture.lua
  end
  local line = inputFile:read()
  inputFile:close()
@/lua/common/libs/lunajson/lunajson/sax.lua

  local function read(n)
    if n < 0 then
    if fp then
      s = fp:read(8192)
      if not s then
@/lua/ge/extensions/editor/gen/test.lua
				if file then
					local data = file:read('*all')
					file:close()
		local file = io.open(dirname..'emat_2.dae', "r")
		local data = file:read('*all')
--			lo('?? opened:'..tostring(file))
		local file = io.open(voicefile)
		local command = file:read('*all')
		io.close(file)
@/lua/ge/extensions/editor/gen/terrain.lua
        local fl = io.open('./tmp/reg_save_'..sample..'.json')
        local str = fl:read('*all')
        fl.close()
    local fl = io.open('/lua/ge/extensions/editor/gen/assets/chunk.json')
    local str = fl:read('*all')
    fl.close()
            local fl = io.open('./tmp/reg_save'..'_63345.239'..'.json')
            local str = fl:read('*all')
            fl.close()
@/lua/ge/extensions/tech/capturePlayer.lua

  local line = file:read()
  while line do
    state = (state + 1) % NUM_STATES
    line = file:read()
  end

  local line = inputFile:read()
  while line do

    line = inputFile:read()
    if state == PAYLOAD then