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[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).
This commit is contained in:
187
modules/websocket/library_godot_websocket.js
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187
modules/websocket/library_godot_websocket.js
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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 {
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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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godot_js_websocket_send: function(p_id, p_buf, p_buf_len, p_raw) {
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var bytes_array = new Uint8Array(p_buf_len);
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var i = 0;
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for(i = 0; i < p_buf_len; i++) {
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bytes_array[i] = getValue(p_buf + i, 'i8');
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}
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var out = bytes_array;
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if (p_raw) {
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out = bytes_array.buffer;
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} else {
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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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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 = UTF8ToString(p_reason);
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GodotWebSocket.close(p_id, code, reason);
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},
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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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autoAddDeps(GodotWebSocket, '$GodotWebSocket')
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mergeInto(LibraryManager.library, GodotWebSocket);
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