virtualx-engine/modules/websocket/library_godot_websocket.js
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

202 lines
7.5 KiB
JavaScript

/**************************************************************************/
/* 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);