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								/*************************************************************************/
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								/*  library_godot_eval.js                                                */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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											2020-01-29 02:48:10 +01:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2021-01-01 20:13:46 +01:00
										 
									 
								 
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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 GodotEval = {
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									godot_js_eval__deps: ['$GodotRuntime'],
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									godot_js_eval__sig: 'iiiiiii',
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									godot_js_eval: function (p_js, p_use_global_ctx, p_union_ptr, p_byte_arr, p_byte_arr_write, p_callback) {
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										const js_code = GodotRuntime.parseString(p_js);
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										let eval_ret = null;
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										try {
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											if (p_use_global_ctx) {
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												// indirect eval call grants global execution context
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												const global_eval = eval; // eslint-disable-line no-eval
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												eval_ret = global_eval(js_code);
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											} else {
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												eval_ret = eval(js_code); // eslint-disable-line no-eval
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											}
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										} catch (e) {
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											GodotRuntime.error(e);
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										}
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										switch (typeof eval_ret) {
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										case 'boolean':
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											GodotRuntime.setHeapValue(p_union_ptr, eval_ret, 'i32');
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											return 1; // BOOL
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										case 'number':
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											GodotRuntime.setHeapValue(p_union_ptr, eval_ret, 'double');
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											return 3; // REAL
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										case 'string':
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											GodotRuntime.setHeapValue(p_union_ptr, GodotRuntime.allocString(eval_ret), '*');
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											return 4; // STRING
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										case 'object':
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											if (eval_ret === null) {
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												break;
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											}
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											if (ArrayBuffer.isView(eval_ret) && !(eval_ret instanceof Uint8Array)) {
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												eval_ret = new Uint8Array(eval_ret.buffer);
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											} else if (eval_ret instanceof ArrayBuffer) {
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												eval_ret = new Uint8Array(eval_ret);
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											}
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											if (eval_ret instanceof Uint8Array) {
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												const func = GodotRuntime.get_func(p_callback);
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												const bytes_ptr = func(p_byte_arr, p_byte_arr_write, eval_ret.length);
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												HEAPU8.set(eval_ret, bytes_ptr);
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												return 20; // POOL_BYTE_ARRAY
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											}
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											break;
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											// no default
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										}
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										return 0; // NIL
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									},
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								};
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								mergeInto(LibraryManager.library, GodotEval);
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