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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			188 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			188 lines
		
	
	
	
		
			7.1 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) 2007-2021 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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| 
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| const GodotWebSocket = {
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| 	// Our socket implementation that forwards events to C++.
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| 	$GodotWebSocket__deps: ['$IDHandler', '$GodotRuntime'],
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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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| 			const c_str = GodotRuntime.allocString(ref.protocol);
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| 			callback(c_str);
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| 			GodotRuntime.free(c_str);
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| 		},
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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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| 			let buffer;
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| 			let 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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| 				GodotRuntime.error('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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| 				const 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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| 				GodotRuntime.error('Unknown message type');
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| 				return;
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| 			}
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| 			const len = buffer.length * buffer.BYTES_PER_ELEMENT;
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| 			const out = GodotRuntime.malloc(len);
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| 			HEAPU8.set(buffer, out);
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| 			callback(out, len, is_string);
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| 			GodotRuntime.free(out);
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| 		},
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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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| 
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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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| 			const c_str = GodotRuntime.allocString(event.reason);
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| 			callback(event.code, c_str, event.wasClean ? 1 : 0);
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| 			GodotRuntime.free(c_str);
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| 		},
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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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| 
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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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| 
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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 = GodotRuntime.parseString(p_reason);
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| 				ref.close(code, reason);
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| 			}
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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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| 
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| 	godot_js_websocket_create__sig: 'iiiiiiii',
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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 = GodotRuntime.get_func(p_on_open).bind(null, p_ref);
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| 		const on_message = GodotRuntime.get_func(p_on_message).bind(null, p_ref);
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| 		const on_error = GodotRuntime.get_func(p_on_error).bind(null, p_ref);
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| 		const on_close = GodotRuntime.get_func(p_on_close).bind(null, p_ref);
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| 		const url = GodotRuntime.parseString(p_url);
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| 		const protos = GodotRuntime.parseString(p_proto);
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| 		let 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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| 
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| 	godot_js_websocket_send__sig: 'iiiii',
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| 	godot_js_websocket_send: function (p_id, p_buf, p_buf_len, p_raw) {
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| 		const bytes_array = new Uint8Array(p_buf_len);
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| 		let i = 0;
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| 		for (i = 0; i < p_buf_len; i++) {
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| 			bytes_array[i] = GodotRuntime.getHeapValue(p_buf + i, 'i8');
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| 		}
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| 		let out = bytes_array.buffer;
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| 		if (!p_raw) {
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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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| 
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| 	godot_js_websocket_close__sig: 'viii',
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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 = GodotRuntime.parseString(p_reason);
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| 		GodotWebSocket.close(p_id, code, reason);
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| 	},
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| 
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| 	godot_js_websocket_destroy__sig: 'vi',
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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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| 
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| autoAddDeps(GodotWebSocket, '$GodotWebSocket');
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| mergeInto(LibraryManager.library, GodotWebSocket);
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