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- /**************************************************************************/
- /* library_godot_websocket.js */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- const GodotWebSocket = {
- // Our socket implementation that forwards events to C++.
- $GodotWebSocket__deps: ['$IDHandler', '$GodotRuntime'],
- $GodotWebSocket: {
- // Connection opened, report selected protocol
- _onopen: function (p_id, callback, event) {
- const ref = IDHandler.get(p_id);
- if (!ref) {
- return; // Godot object is gone.
- }
- const c_str = GodotRuntime.allocString(ref.protocol);
- callback(c_str);
- GodotRuntime.free(c_str);
- },
- // Message received, report content and type (UTF8 vs binary)
- _onmessage: function (p_id, callback, event) {
- const ref = IDHandler.get(p_id);
- if (!ref) {
- return; // Godot object is gone.
- }
- let buffer;
- let is_string = 0;
- if (event.data instanceof ArrayBuffer) {
- buffer = new Uint8Array(event.data);
- } else if (event.data instanceof Blob) {
- GodotRuntime.error('Blob type not supported');
- return;
- } else if (typeof event.data === 'string') {
- is_string = 1;
- const enc = new TextEncoder('utf-8');
- buffer = new Uint8Array(enc.encode(event.data));
- } else {
- GodotRuntime.error('Unknown message type');
- return;
- }
- const len = buffer.length * buffer.BYTES_PER_ELEMENT;
- const out = GodotRuntime.malloc(len);
- HEAPU8.set(buffer, out);
- callback(out, len, is_string);
- GodotRuntime.free(out);
- },
- // An error happened, 'onclose' will be called after this.
- _onerror: function (p_id, callback, event) {
- const ref = IDHandler.get(p_id);
- if (!ref) {
- return; // Godot object is gone.
- }
- callback();
- },
- // Connection is closed, this is always fired. Report close code, reason, and clean status.
- _onclose: function (p_id, callback, event) {
- const ref = IDHandler.get(p_id);
- if (!ref) {
- return; // Godot object is gone.
- }
- const c_str = GodotRuntime.allocString(event.reason);
- callback(event.code, c_str, event.wasClean ? 1 : 0);
- GodotRuntime.free(c_str);
- },
- // Send a message
- send: function (p_id, p_data) {
- const ref = IDHandler.get(p_id);
- if (!ref || ref.readyState !== ref.OPEN) {
- return 1; // Godot object is gone or socket is not in a ready state.
- }
- ref.send(p_data);
- return 0;
- },
- // Get current bufferedAmount
- bufferedAmount: function (p_id) {
- const ref = IDHandler.get(p_id);
- if (!ref) {
- return 0; // Godot object is gone.
- }
- return ref.bufferedAmount;
- },
- create: function (socket, p_on_open, p_on_message, p_on_error, p_on_close) {
- const id = IDHandler.add(socket);
- socket.onopen = GodotWebSocket._onopen.bind(null, id, p_on_open);
- socket.onmessage = GodotWebSocket._onmessage.bind(null, id, p_on_message);
- socket.onerror = GodotWebSocket._onerror.bind(null, id, p_on_error);
- socket.onclose = GodotWebSocket._onclose.bind(null, id, p_on_close);
- return id;
- },
- // Closes the JavaScript WebSocket (if not already closing) associated to a given C++ object.
- close: function (p_id, p_code, p_reason) {
- const ref = IDHandler.get(p_id);
- if (ref && ref.readyState < ref.CLOSING) {
- const code = p_code;
- const reason = GodotRuntime.parseString(p_reason);
- ref.close(code, reason);
- }
- },
- // Deletes the reference to a C++ object (closing any connected socket if necessary).
- destroy: function (p_id) {
- const ref = IDHandler.get(p_id);
- if (!ref) {
- return;
- }
- GodotWebSocket.close(p_id, 3001, 'destroyed');
- IDHandler.remove(p_id);
- ref.onopen = null;
- ref.onmessage = null;
- ref.onerror = null;
- ref.onclose = null;
- },
- },
- godot_js_websocket_create__sig: 'iiiiiiii',
- godot_js_websocket_create: function (p_ref, p_url, p_proto, p_on_open, p_on_message, p_on_error, p_on_close) {
- const on_open = GodotRuntime.get_func(p_on_open).bind(null, p_ref);
- const on_message = GodotRuntime.get_func(p_on_message).bind(null, p_ref);
- const on_error = GodotRuntime.get_func(p_on_error).bind(null, p_ref);
- const on_close = GodotRuntime.get_func(p_on_close).bind(null, p_ref);
- const url = GodotRuntime.parseString(p_url);
- const protos = GodotRuntime.parseString(p_proto);
- let socket = null;
- try {
- if (protos) {
- socket = new WebSocket(url, protos.split(','));
- } else {
- socket = new WebSocket(url);
- }
- } catch (e) {
- return 0;
- }
- socket.binaryType = 'arraybuffer';
- return GodotWebSocket.create(socket, on_open, on_message, on_error, on_close);
- },
- godot_js_websocket_send__sig: 'iiiii',
- godot_js_websocket_send: function (p_id, p_buf, p_buf_len, p_raw) {
- const bytes_array = new Uint8Array(p_buf_len);
- let i = 0;
- for (i = 0; i < p_buf_len; i++) {
- bytes_array[i] = GodotRuntime.getHeapValue(p_buf + i, 'i8');
- }
- let out = bytes_array.buffer;
- if (!p_raw) {
- out = new TextDecoder('utf-8').decode(bytes_array);
- }
- return GodotWebSocket.send(p_id, out);
- },
- godot_js_websocket_buffered_amount__sig: 'ii',
- godot_js_websocket_buffered_amount: function (p_id) {
- return GodotWebSocket.bufferedAmount(p_id);
- },
- godot_js_websocket_close__sig: 'viii',
- godot_js_websocket_close: function (p_id, p_code, p_reason) {
- const code = p_code;
- const reason = GodotRuntime.parseString(p_reason);
- GodotWebSocket.close(p_id, code, reason);
- },
- godot_js_websocket_destroy__sig: 'vi',
- godot_js_websocket_destroy: function (p_id) {
- GodotWebSocket.destroy(p_id);
- },
- };
- autoAddDeps(GodotWebSocket, '$GodotWebSocket');
- mergeInto(LibraryManager.library, GodotWebSocket);
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