Boss Room 是一款使用 Unity MLAPI 制作的全功能合作多人 RPG。 它旨在作为学习样本,展示类似游戏中经常出现的某些典型游戏模式。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

117 行
3.3 KiB

var LibraryWebSockets = {
$webSocketInstances: [],
SocketCreate: function(url, protocols)
{
var str = Pointer_stringify(url);
var prot = Pointer_stringify(protocols);
var socket = {
socket: new WebSocket(str, [prot]),
buffer: new Uint8Array(0),
error: null,
messages: []
}
socket.socket.binaryType = 'arraybuffer';
socket.socket.onmessage = function (e) {
// if (e.data instanceof Blob)
// {
// var reader = new FileReader();
// reader.addEventListener("loadend", function() {
// var array = new Uint8Array(reader.result);
// socket.messages.push(array);
// });
// reader.readAsArrayBuffer(e.data);
// }
if (e.data instanceof ArrayBuffer)
{
var array = new Uint8Array(e.data);
socket.messages.push(array);
}
};
socket.socket.onclose = function (e) {
if (e.code != 1000)
{
if (e.reason != null && e.reason.length > 0)
socket.error = e.reason;
else
{
switch (e.code)
{
case 1001:
socket.error = "Endpoint going away.";
break;
case 1002:
socket.error = "Protocol error.";
break;
case 1003:
socket.error = "Unsupported message.";
break;
case 1005:
socket.error = "No status.";
break;
case 1006:
socket.error = "Abnormal disconnection.";
break;
case 1009:
socket.error = "Data frame too large.";
break;
default:
socket.error = "Error "+e.code;
}
}
}
}
var instance = webSocketInstances.push(socket) - 1;
return instance;
},
SocketState: function (socketInstance)
{
var socket = webSocketInstances[socketInstance];
return socket.socket.readyState;
},
SocketError: function (socketInstance, ptr, bufsize)
{
var socket = webSocketInstances[socketInstance];
if (socket.error == null)
return 0;
var str = socket.error.slice(0, Math.max(0, bufsize - 1));
writeStringToMemory(str, ptr, false);
return 1;
},
SocketSend: function (socketInstance, ptr, length)
{
var socket = webSocketInstances[socketInstance];
socket.socket.send (HEAPU8.buffer.slice(ptr, ptr+length));
},
SocketRecvLength: function(socketInstance)
{
var socket = webSocketInstances[socketInstance];
if (socket.messages.length == 0)
return 0;
return socket.messages[0].length;
},
SocketRecv: function (socketInstance, ptr, length)
{
var socket = webSocketInstances[socketInstance];
if (socket.messages.length == 0)
return 0;
if (socket.messages[0].length > length)
return 0;
HEAPU8.set(socket.messages[0], ptr);
socket.messages = socket.messages.slice(1);
},
SocketClose: function (socketInstance)
{
var socket = webSocketInstances[socketInstance];
socket.socket.close();
}
};
autoAddDeps(LibraryWebSockets, '$webSocketInstances');
mergeInto(LibraryManager.library, LibraryWebSockets);