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# wasm-sockets | ||
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`wasm-sockets` is a WASM only rust websocket library primarily designed for creating games. | ||
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This crate offers 2 (wasm-only) websocket clients. | ||
The first client offered is the `EventClient`. This client is event based and gives you the most control. | ||
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```rs | ||
use console_error_panic_hook; | ||
use console_log; | ||
use log::{error, info, Level}; | ||
use std::panic; | ||
use wasm_sockets::{self, WebSocketError}; | ||
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fn main() -> Result<(), WebSocketError> { | ||
panic::set_hook(Box::new(console_error_panic_hook::hook)); | ||
// console_log and log macros are used instead of println! | ||
// so that messages can be seen in the browser console | ||
console_log::init_with_level(Level::Trace).expect("Failed to enable logging"); | ||
info!("Creating connection"); | ||
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let mut client = wasm_sockets::EventClient::new("wss://echo.websocket.org")?; | ||
client.set_on_error(Some(Box::new(|error| { | ||
error!("{:#?}", error); | ||
}))); | ||
client.set_on_connection(Some(Box::new(|client: &wasm_sockets::EventClient| { | ||
info!("{:#?}", client.status); | ||
info!("Sending message..."); | ||
client.send_string("Hello, World!").unwrap(); | ||
client.send_binary(vec![20]).unwrap(); | ||
}))); | ||
client.set_on_close(Some(Box::new(|| { | ||
info!("Connection closed"); | ||
}))); | ||
client.set_on_message(Some(Box::new( | ||
|client: &wasm_sockets::EventClient, message: wasm_sockets::Message| { | ||
info!("New Message: {:#?}", message); | ||
}, | ||
))); | ||
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info!("Connection successfully created"); | ||
Ok(()) | ||
} | ||
``` | ||
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The second client offered is the `PollingClient`. This client is ideal for games, because it is designed to be used with a loop. | ||
This client is also much simpler than the `EventClient`. However, you can access the main `EventClient` that it is using | ||
if you want access to lower level control. | ||
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```rs | ||
use console_error_panic_hook; | ||
use log::{info, Level}; | ||
use std::cell::RefCell; | ||
use std::panic; | ||
use std::rc::Rc; | ||
#[cfg(target_arch = "wasm32")] | ||
use wasm_bindgen::prelude::*; | ||
use wasm_sockets::{self, ConnectionStatus, WebSocketError}; | ||
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fn main() -> Result<(), WebSocketError> { | ||
panic::set_hook(Box::new(console_error_panic_hook::hook)); | ||
// console_log and log macros are used instead of println! | ||
// so that messages can be seen in the browser console | ||
console_log::init_with_level(Level::Trace).expect("Failed to enable logging"); | ||
info!("Creating connection"); | ||
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// Client is wrapped in an Rc<RefCell<>> so it can be used within setInterval | ||
// This isn't required when being used within a game engine | ||
let client = Rc::new(RefCell::new(wasm_sockets::PollingClient::new( | ||
"wss://echo.websocket.org", | ||
)?)); | ||
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let f = Closure::wrap(Box::new(move || { | ||
if client.borrow().status() == ConnectionStatus::Connected { | ||
info!("Sending message"); | ||
client.borrow().send_string("Hello, World!").unwrap(); | ||
} | ||
// receive() gives you all new websocket messages since receive() was last called | ||
info!("New messages: {:#?}", client.borrow_mut().receive()); | ||
}) as Box<dyn FnMut()>); | ||
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// Start non-blocking game loop | ||
setInterval(&f, 100); | ||
f.forget(); | ||
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Ok(()) | ||
} | ||
// Bind setInterval to make a basic game loop | ||
#[wasm_bindgen] | ||
extern "C" { | ||
fn setInterval(closure: &Closure<dyn FnMut()>, time: u32) -> i32; | ||
} | ||
``` |