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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2020-10-23 18:33:20 +0200
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2020-11-10 11:42:51 +0100
commite2083871eb57e56fe637c3d8f6647ddb4ff539e0 (patch)
treea58669c68065541e0062f82d7edb45789d8f354f /modules/websocket/library_godot_websocket.js
parent54cda5c3b8622c9168fcd5d1c68964ef7697b27e (diff)
[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).
Diffstat (limited to 'modules/websocket/library_godot_websocket.js')
-rw-r--r--modules/websocket/library_godot_websocket.js187
1 files changed, 187 insertions, 0 deletions
diff --git a/modules/websocket/library_godot_websocket.js b/modules/websocket/library_godot_websocket.js
new file mode 100644
index 0000000000..f7d3195807
--- /dev/null
+++ b/modules/websocket/library_godot_websocket.js
@@ -0,0 +1,187 @@
+/*************************************************************************/
+/* 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);