e52ed6d89e
The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
187 lines
6.7 KiB
JavaScript
187 lines
6.7 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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var GodotWebSocket = {
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// Our socket implementation that forwards events to C++.
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$GodotWebSocket__deps: ['$IDHandler'],
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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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let c_str = GodotOS.allocString(ref.protocol);
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callback(c_str);
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_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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var buffer;
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var 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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alert("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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var 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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alert("Unknown message type");
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return;
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}
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var len = buffer.length*buffer.BYTES_PER_ELEMENT;
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var out = _malloc(len);
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HEAPU8.set(buffer, out);
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callback(out, len, is_string);
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_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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let c_str = GodotOS.allocString(event.reason);
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callback(event.code, c_str, event.wasClean ? 1 : 0);
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_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 = UTF8ToString(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: 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 = GodotOS.get_func(p_on_open).bind(null, p_ref);
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const on_message = GodotOS.get_func(p_on_message).bind(null, p_ref);
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const on_error = GodotOS.get_func(p_on_error).bind(null, p_ref);
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const on_close = GodotOS.get_func(p_on_close).bind(null, p_ref);
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const url = UTF8ToString(p_url);
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const protos = UTF8ToString(p_proto);
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var 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: function(p_id, p_buf, p_buf_len, p_raw) {
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var bytes_array = new Uint8Array(p_buf_len);
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var i = 0;
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for(i = 0; i < p_buf_len; i++) {
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bytes_array[i] = getValue(p_buf + i, 'i8');
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}
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var out = bytes_array;
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if (p_raw) {
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out = bytes_array.buffer;
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} else {
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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: function(p_id, p_code, p_reason) {
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const code = p_code;
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const reason = UTF8ToString(p_reason);
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GodotWebSocket.close(p_id, code, reason);
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},
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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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