mirror of
https://github.com/godotengine/godot
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b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
188 lines
7.1 KiB
JavaScript
188 lines
7.1 KiB
JavaScript
/*************************************************************************/
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/* library_godot_websocket.js */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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const GodotWebSocket = {
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// Our socket implementation that forwards events to C++.
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$GodotWebSocket__deps: ['$IDHandler', '$GodotRuntime'],
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$GodotWebSocket: {
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// Connection opened, report selected protocol
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_onopen: function (p_id, callback, event) {
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const ref = IDHandler.get(p_id);
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if (!ref) {
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return; // Godot object is gone.
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}
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const c_str = GodotRuntime.allocString(ref.protocol);
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callback(c_str);
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GodotRuntime.free(c_str);
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},
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// Message received, report content and type (UTF8 vs binary)
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_onmessage: function (p_id, callback, event) {
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const ref = IDHandler.get(p_id);
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if (!ref) {
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return; // Godot object is gone.
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}
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let buffer;
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let is_string = 0;
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if (event.data instanceof ArrayBuffer) {
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buffer = new Uint8Array(event.data);
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} else if (event.data instanceof Blob) {
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GodotRuntime.error('Blob type not supported');
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return;
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} else if (typeof event.data === 'string') {
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is_string = 1;
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const enc = new TextEncoder('utf-8');
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buffer = new Uint8Array(enc.encode(event.data));
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} else {
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GodotRuntime.error('Unknown message type');
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return;
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}
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const len = buffer.length * buffer.BYTES_PER_ELEMENT;
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const out = GodotRuntime.malloc(len);
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HEAPU8.set(buffer, out);
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callback(out, len, is_string);
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GodotRuntime.free(out);
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},
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// An error happened, 'onclose' will be called after this.
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_onerror: function (p_id, callback, event) {
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const ref = IDHandler.get(p_id);
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if (!ref) {
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return; // Godot object is gone.
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}
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callback();
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},
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// Connection is closed, this is always fired. Report close code, reason, and clean status.
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_onclose: function (p_id, callback, event) {
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const ref = IDHandler.get(p_id);
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if (!ref) {
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return; // Godot object is gone.
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}
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const c_str = GodotRuntime.allocString(event.reason);
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callback(event.code, c_str, event.wasClean ? 1 : 0);
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GodotRuntime.free(c_str);
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},
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// Send a message
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send: function (p_id, p_data) {
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const ref = IDHandler.get(p_id);
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if (!ref || ref.readyState !== ref.OPEN) {
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return 1; // Godot object is gone or socket is not in a ready state.
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}
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ref.send(p_data);
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return 0;
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},
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create: function (socket, p_on_open, p_on_message, p_on_error, p_on_close) {
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const id = IDHandler.add(socket);
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socket.onopen = GodotWebSocket._onopen.bind(null, id, p_on_open);
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socket.onmessage = GodotWebSocket._onmessage.bind(null, id, p_on_message);
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socket.onerror = GodotWebSocket._onerror.bind(null, id, p_on_error);
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socket.onclose = GodotWebSocket._onclose.bind(null, id, p_on_close);
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return id;
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},
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// Closes the JavaScript WebSocket (if not already closing) associated to a given C++ object.
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close: function (p_id, p_code, p_reason) {
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const ref = IDHandler.get(p_id);
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if (ref && ref.readyState < ref.CLOSING) {
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const code = p_code;
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const reason = GodotRuntime.parseString(p_reason);
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ref.close(code, reason);
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}
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},
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// Deletes the reference to a C++ object (closing any connected socket if necessary).
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destroy: function (p_id) {
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const ref = IDHandler.get(p_id);
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if (!ref) {
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return;
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}
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GodotWebSocket.close(p_id, 1001, '');
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IDHandler.remove(p_id);
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ref.onopen = null;
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ref.onmessage = null;
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ref.onerror = null;
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ref.onclose = null;
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},
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},
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godot_js_websocket_create__sig: 'iiiiiiii',
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godot_js_websocket_create: function (p_ref, p_url, p_proto, p_on_open, p_on_message, p_on_error, p_on_close) {
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const on_open = GodotRuntime.get_func(p_on_open).bind(null, p_ref);
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const on_message = GodotRuntime.get_func(p_on_message).bind(null, p_ref);
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const on_error = GodotRuntime.get_func(p_on_error).bind(null, p_ref);
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const on_close = GodotRuntime.get_func(p_on_close).bind(null, p_ref);
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const url = GodotRuntime.parseString(p_url);
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const protos = GodotRuntime.parseString(p_proto);
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let socket = null;
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try {
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if (protos) {
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socket = new WebSocket(url, protos.split(','));
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} else {
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socket = new WebSocket(url);
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}
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} catch (e) {
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return 0;
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}
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socket.binaryType = 'arraybuffer';
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return GodotWebSocket.create(socket, on_open, on_message, on_error, on_close);
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},
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godot_js_websocket_send__sig: 'iiiii',
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godot_js_websocket_send: function (p_id, p_buf, p_buf_len, p_raw) {
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const bytes_array = new Uint8Array(p_buf_len);
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let i = 0;
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for (i = 0; i < p_buf_len; i++) {
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bytes_array[i] = GodotRuntime.getHeapValue(p_buf + i, 'i8');
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}
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let out = bytes_array.buffer;
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if (!p_raw) {
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out = new TextDecoder('utf-8').decode(bytes_array);
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}
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return GodotWebSocket.send(p_id, out);
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},
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godot_js_websocket_close__sig: 'viii',
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godot_js_websocket_close: function (p_id, p_code, p_reason) {
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const code = p_code;
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const reason = GodotRuntime.parseString(p_reason);
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GodotWebSocket.close(p_id, code, reason);
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},
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godot_js_websocket_destroy__sig: 'vi',
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godot_js_websocket_destroy: function (p_id) {
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GodotWebSocket.destroy(p_id);
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},
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};
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autoAddDeps(GodotWebSocket, '$GodotWebSocket');
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mergeInto(LibraryManager.library, GodotWebSocket);
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