use console.warn instead of Module.printErr: emscripten no longer exports printErr by default, and instead err() should be used in code seen by the optimizer; however, as Godot only runs on the Web (and not in node.js or elsewhere), using console.warn directly is good enough, and will work in all versions if emscripten

This commit is contained in:
Alon Zakai (kripken) 2018-08-11 09:49:19 -07:00
parent 73cf0fd305
commit 71c03883b5
3 changed files with 6 additions and 6 deletions

View file

@ -82,7 +82,7 @@ var GodotHTTPRequest = {
godot_xhr_send_string: function(xhrId, strPtr) {
if (!strPtr) {
Module.printErr("Failed to send string per XHR: null pointer");
console.warn("Failed to send string per XHR: null pointer");
return;
}
GodotHTTPRequest.requests[xhrId].send(UTF8ToString(strPtr));
@ -90,11 +90,11 @@ var GodotHTTPRequest = {
godot_xhr_send_data: function(xhrId, ptr, len) {
if (!ptr) {
Module.printErr("Failed to send data per XHR: null pointer");
console.warn("Failed to send data per XHR: null pointer");
return;
}
if (len < 0) {
Module.printErr("Failed to send data per XHR: buffer length less than 0");
console.warn("Failed to send data per XHR: buffer length less than 0");
return;
}
GodotHTTPRequest.requests[xhrId].send(HEAPU8.subarray(ptr, ptr + len));