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[HTML5] Run eslint --fix.
Should I write a poem about this whole new world? ;)
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@@ -33,46 +33,46 @@ const GodotWebSocket = {
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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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_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 = GodotRuntime.allocString(ref.protocol);
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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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// Message received, report content and type (UTF8 vs binary)
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_onmessage: function(p_id, callback, event) {
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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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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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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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} 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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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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GodotRuntime.error('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 = GodotRuntime.malloc(len);
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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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// An error happened, 'onclose' will be called after this.
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_onerror: function(p_id, callback, event) {
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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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@@ -81,18 +81,18 @@ const GodotWebSocket = {
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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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_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 = GodotRuntime.allocString(event.reason);
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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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// Send a message
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send: function(p_id, p_data) {
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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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@@ -101,7 +101,7 @@ const GodotWebSocket = {
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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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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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@@ -111,7 +111,7 @@ const GodotWebSocket = {
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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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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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@@ -121,7 +121,7 @@ const GodotWebSocket = {
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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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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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@@ -135,50 +135,50 @@ const GodotWebSocket = {
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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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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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var socket = null;
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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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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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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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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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var out = bytes_array.buffer;
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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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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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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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godot_js_websocket_destroy: function(p_id) {
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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, '$GodotWebSocket')
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autoAddDeps(GodotWebSocket, '$GodotWebSocket');
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mergeInto(LibraryManager.library, GodotWebSocket);
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