virtualx-engine/modules/websocket/library_godot_websocket.js
Fabio Alessandrelli e52ed6d89e [HTML5] Port JavaScript inline code to libraries.
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).
2020-11-10 10:56:13 +01:00

187 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;
if (p_raw) {
out = bytes_array.buffer;
} else {
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);