2020-10-17 23:31:30 +02:00
										 
									 
								 
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								/*************************************************************************/
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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 {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												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');
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							
								
									
										
										
										
											2020-11-17 17:50:11 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										var out = bytes_array.buffer;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (!p_raw) {
							 | 
						
					
						
							
								
									
										
										
										
											2020-10-17 23:31:30 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
											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);
							 |