/*************************************************************************/ /* library_godot_websocket.js */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ var GodotWebSocket = { // Our socket implementation that forwards events to C++. $GodotWebSocket__deps: ['$IDHandler'], $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. } let c_str = GodotOS.allocString(ref.protocol); callback(c_str); _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. } var buffer; var is_string = 0; if (event.data instanceof ArrayBuffer) { buffer = new Uint8Array(event.data); } else if (event.data instanceof Blob) { alert("Blob type not supported"); return; } else if (typeof event.data === "string") { is_string = 1; var enc = new TextEncoder("utf-8"); buffer = new Uint8Array(enc.encode(event.data)); } else { alert("Unknown message type"); return; } var len = buffer.length*buffer.BYTES_PER_ELEMENT; var out = _malloc(len); HEAPU8.set(buffer, out); callback(out, len, is_string); _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. } let c_str = GodotOS.allocString(event.reason); callback(event.code, c_str, event.wasClean ? 1 : 0); _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; }, 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 = UTF8ToString(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, 1001, ''); IDHandler.remove(p_id); ref.onopen = null; ref.onmessage = null; ref.onerror = null; ref.onclose = null; }, }, 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 = GodotOS.get_func(p_on_open).bind(null, p_ref); const on_message = GodotOS.get_func(p_on_message).bind(null, p_ref); const on_error = GodotOS.get_func(p_on_error).bind(null, p_ref); const on_close = GodotOS.get_func(p_on_close).bind(null, p_ref); const url = UTF8ToString(p_url); const protos = UTF8ToString(p_proto); var 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: function(p_id, p_buf, p_buf_len, p_raw) { var bytes_array = new Uint8Array(p_buf_len); var i = 0; for(i = 0; i < p_buf_len; i++) { bytes_array[i] = getValue(p_buf + i, 'i8'); } var out = bytes_array.buffer; if (!p_raw) { out = new TextDecoder("utf-8").decode(bytes_array); } return GodotWebSocket.send(p_id, out); }, godot_js_websocket_close: function(p_id, p_code, p_reason) { const code = p_code; const reason = UTF8ToString(p_reason); GodotWebSocket.close(p_id, code, reason); }, godot_js_websocket_destroy: function(p_id) { GodotWebSocket.destroy(p_id); }, }; autoAddDeps(GodotWebSocket, '$GodotWebSocket') mergeInto(LibraryManager.library, GodotWebSocket);