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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

[HTML5] Run eslint --fix.

Should I write a poem about this whole new world? ;)
This commit is contained in:
Fabio Alessandrelli
2020-11-23 13:27:13 +01:00
parent 0813008b8a
commit f316a1719d
13 changed files with 518 additions and 510 deletions

View File

@@ -33,46 +33,46 @@ const GodotWebSocket = {
$GodotWebSocket__deps: ['$IDHandler', '$GodotRuntime'],
$GodotWebSocket: {
// Connection opened, report selected protocol
_onopen: function(p_id, callback, event) {
_onopen: function (p_id, callback, event) {
const ref = IDHandler.get(p_id);
if (!ref) {
return; // Godot object is gone.
}
let c_str = GodotRuntime.allocString(ref.protocol);
const c_str = GodotRuntime.allocString(ref.protocol);
callback(c_str);
GodotRuntime.free(c_str);
},
// Message received, report content and type (UTF8 vs binary)
_onmessage: function(p_id, callback, event) {
_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;
let buffer;
let is_string = 0;
if (event.data instanceof ArrayBuffer) {
buffer = new Uint8Array(event.data);
} else if (event.data instanceof Blob) {
GodotRuntime.error("Blob type not supported");
GodotRuntime.error('Blob type not supported');
return;
} else if (typeof event.data === "string") {
} else if (typeof event.data === 'string') {
is_string = 1;
var enc = new TextEncoder("utf-8");
const enc = new TextEncoder('utf-8');
buffer = new Uint8Array(enc.encode(event.data));
} else {
GodotRuntime.error("Unknown message type");
GodotRuntime.error('Unknown message type');
return;
}
var len = buffer.length*buffer.BYTES_PER_ELEMENT;
var out = GodotRuntime.malloc(len);
const len = buffer.length * buffer.BYTES_PER_ELEMENT;
const out = GodotRuntime.malloc(len);
HEAPU8.set(buffer, out);
callback(out, len, is_string);
GodotRuntime.free(out);
},
// An error happened, 'onclose' will be called after this.
_onerror: function(p_id, callback, event) {
_onerror: function (p_id, callback, event) {
const ref = IDHandler.get(p_id);
if (!ref) {
return; // Godot object is gone.
@@ -81,18 +81,18 @@ const GodotWebSocket = {
},
// Connection is closed, this is always fired. Report close code, reason, and clean status.
_onclose: function(p_id, callback, event) {
_onclose: function (p_id, callback, event) {
const ref = IDHandler.get(p_id);
if (!ref) {
return; // Godot object is gone.
}
let c_str = GodotRuntime.allocString(event.reason);
const c_str = GodotRuntime.allocString(event.reason);
callback(event.code, c_str, event.wasClean ? 1 : 0);
GodotRuntime.free(c_str);
},
// Send a message
send: function(p_id, p_data) {
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.
@@ -101,7 +101,7 @@ const GodotWebSocket = {
return 0;
},
create: function(socket, p_on_open, p_on_message, p_on_error, p_on_close) {
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);
@@ -111,7 +111,7 @@ const GodotWebSocket = {
},
// Closes the JavaScript WebSocket (if not already closing) associated to a given C++ object.
close: function(p_id, p_code, p_reason) {
close: function (p_id, p_code, p_reason) {
const ref = IDHandler.get(p_id);
if (ref && ref.readyState < ref.CLOSING) {
const code = p_code;
@@ -121,7 +121,7 @@ const GodotWebSocket = {
},
// Deletes the reference to a C++ object (closing any connected socket if necessary).
destroy: function(p_id) {
destroy: function (p_id) {
const ref = IDHandler.get(p_id);
if (!ref) {
return;
@@ -135,50 +135,50 @@ const GodotWebSocket = {
},
},
godot_js_websocket_create: function(p_ref, p_url, p_proto, p_on_open, p_on_message, p_on_error, p_on_close) {
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 = GodotRuntime.get_func(p_on_open).bind(null, p_ref);
const on_message = GodotRuntime.get_func(p_on_message).bind(null, p_ref);
const on_error = GodotRuntime.get_func(p_on_error).bind(null, p_ref);
const on_close = GodotRuntime.get_func(p_on_close).bind(null, p_ref);
const url = GodotRuntime.parseString(p_url);
const protos = GodotRuntime.parseString(p_proto);
var socket = null;
let socket = null;
try {
if (protos) {
socket = new WebSocket(url, protos.split(","));
socket = new WebSocket(url, protos.split(','));
} else {
socket = new WebSocket(url);
}
} catch (e) {
return 0;
}
socket.binaryType = "arraybuffer";
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++) {
godot_js_websocket_send: function (p_id, p_buf, p_buf_len, p_raw) {
const bytes_array = new Uint8Array(p_buf_len);
let i = 0;
for (i = 0; i < p_buf_len; i++) {
bytes_array[i] = GodotRuntime.getHeapValue(p_buf + i, 'i8');
}
var out = bytes_array.buffer;
let out = bytes_array.buffer;
if (!p_raw) {
out = new TextDecoder("utf-8").decode(bytes_array);
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) {
godot_js_websocket_close: function (p_id, p_code, p_reason) {
const code = p_code;
const reason = GodotRuntime.parseString(p_reason);
GodotWebSocket.close(p_id, code, reason);
},
godot_js_websocket_destroy: function(p_id) {
godot_js_websocket_destroy: function (p_id) {
GodotWebSocket.destroy(p_id);
},
};
autoAddDeps(GodotWebSocket, '$GodotWebSocket')
autoAddDeps(GodotWebSocket, '$GodotWebSocket');
mergeInto(LibraryManager.library, GodotWebSocket);