185 lines
6.7 KiB
JavaScript
185 lines
6.7 KiB
JavaScript
/*************************************************************************/
|
|
/* 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);
|