17 Commits

Author SHA1 Message Date
71c149a954 Release v1.0.6 2021-05-22 19:46:39 +02:00
2e03f5a5c3 Release v1.0.5 2021-05-01 12:53:38 +02:00
39c30c357a Release v1.0.4 2021-04-27 09:42:29 +02:00
b3b8b138bf When a player disconnects, fail all unresolved requests that were sent to that player 2021-04-27 09:41:22 +02:00
fb3aeaf813 Fix a regression introduced in 1646bbbe that prevented remote errors to propagate to the calling client 2021-04-27 09:33:19 +02:00
5d9dd82a7d Create system field in constructor 2021-04-27 07:48:40 +02:00
6a70df04e7 Check earlier if current user is a gm 2021-04-27 00:22:36 +02:00
1fa8e03406 Add hint about socket.register into documentation of execution functions 2021-04-26 19:37:36 +02:00
1646bbbe3b Don't send a package id for commands as it's not needed 2021-04-26 17:29:57 +02:00
971c92b21a Ignore responses from users that aren't recipients of the original request 2021-04-26 12:36:56 +02:00
6a5190b0a8 Expose the id of the user that sent a socket via the API 2021-04-26 11:27:21 +02:00
86b0162c9c Correctly reference SocketlibInvalidUserError 2021-04-20 12:21:17 +02:00
2909bc16f5 Release v1.0.3 2021-04-20 10:34:51 +02:00
4852da9bd5 Catch all exceptions raised in commands that are invoked locally 2021-04-20 10:30:59 +02:00
5fa28a9364 Release v1.0.2 2021-04-16 15:47:25 +02:00
148f442857 Make executeForEveryone and executeForAllGMs execute locally as well. Add executeForOthers and executeForOtherGMs endpoints 2021-04-16 15:41:57 +02:00
326bc0e017 Execute functions locally if the current user is explicitly set as a recipient 2021-04-16 15:33:30 +02:00
5 changed files with 244 additions and 24 deletions

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@@ -1,3 +1,37 @@
## 1.0.6
### Compatibility
- Verified compatibility with Foundry 0.8.5
## 1.0.5
### Compatibility
- Add support for Foundry 0.8.2
## 1.0.4
### New features
- The `this` value of functions now contains the id of the user that triggered the function execution.
- Some network packets are now more efficient.
### Bugfixes
- When an invalid user id is specified socketlib will now throw the correct error message.
- When a player disconnects the moment an execution has been scheduled for their client the execution function will now throw an exception, as it would if the player hadn't been connected in the first place. Previously the execution would just silently fail and the promise never resolve in such cases.
## 1.0.3
### Bugfixes
- `executeFor` functions will no longer fail with an exception if a function scheduled to be called by the local user throws.
## 1.0.2
### New API endpoints
- Added `executeForOthers` and `executeForOtherGMs` that execute for all users/all GMs except the local client.
### Bugfixes
- `executeAsUser` and `executeForUsers` didn't execute locally if the id of the current user was passed in as recipient.
- `executeForEveryone` and `executeForAllGMs` now execute locally as well, as they should
## 1.0.1
### New features
- Added support for game systems

View File

@@ -92,7 +92,7 @@ Registers a function that can subsequently be called using socketlib. It's impor
async socket.executeAsGM(handler, parameters...);
```
Executes a function on the client of exactly one GM. If multiple GMs are connected, one of the GMs will be selected to execute the function. This function will fail if there is no GM connected.
Executes a function on the client of exactly one GM. If multiple GMs are connected, one of the GMs will be selected to execute the function. This function will fail if there is no GM connected. The function must have been registered using [`socket.register`](#socketregister) before it can be invoked via this function.
- **handler** can either be the function that should be executed or the name given to that function during registration.
- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
@@ -104,7 +104,7 @@ Executes a function on the client of exactly one GM. If multiple GMs are connect
async socket.executeAsUser(handler, userId, parameters...);
```
Executes a function on the client of the specified user. This function will fail if the specified user is not connected.
Executes a function on the client of the specified user. This function will fail if the specified user is not connected. The function must have been registered using [`socket.register`](#socketregister) before it can be invoked via this function.
- **handler** can either be the function that should be executed or the name given to that function during registration.
- **userId** the id of the user that should execute this function.
@@ -117,7 +117,19 @@ Executes a function on the client of the specified user. This function will fail
async socket.executeForAllGMs(handler, parameters...);
```
Executes a function on the clients of all connected GMs.
Executes a function on the clients of all connected GMs. If the current user is a GM the function will be executed locally as well. The function must have been registered using [`socket.register`](#socketregister) before it can be invoked via this function.
- **handler** can either be the function that should be executed or the name given to that function during registration.
- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
**Return value**: The promise returned by this function will resolve as soon as the request for execution has been sent to the connected GM clients and *will not* wait until those clients have finished processing that function. The promise will not yield any return value.
#### socket.executeForOtherGMs
```javascript
async socket.executeForOtherGMs(handler, parameters...);
```
Executes a function on the clients of all connected GMs, except for the current user. If the current user is not a GM this function has the same behavior as [`socket.executeForAllGMs`](#socketexecuteasgm). The function must have been registered using [`socket.register`](#socketregister) before it can be invoked via this function.
- **handler** can either be the function that should be executed or the name given to that function during registration.
- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
@@ -129,7 +141,19 @@ Executes a function on the clients of all connected GMs.
async socket.executeForEveryone(handler, ...args);
```
Executes a function on all connected clients.
Executes a function on all connected clients, including on the local client. The function must have been registered using [`socket.register`](#socketregister) before it can be invoked via this function.
- **handler** can either be the function that should be executed or the name given to that function during registration.
- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
**Return value**: The promise returned by this function will resolve as soon as the request for execution has been sent to the connected clients and *will not* wait until those clients have finished processing that function. The promise will not yield any return value.
#### socket.executeForOthers
```javascript
async socket.executeForOthers(handler, ...args);
```
Executes a function on all connected clients, but not locally. The function must have been registered using [`socket.register`](#socketregister) before it can be invoked via this function.
- **handler** can either be the function that should be executed or the name given to that function during registration.
- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
@@ -141,7 +165,7 @@ Executes a function on all connected clients.
async executeForUsers(handler, recipients, ...args);
```
Executes a function on the clients of a specified list of players.
Executes a function on the clients of a specified list of players. The function must have been registered using [`socket.register`](#socketregister) before it can be invoked via this function.
- **handler** can either be the function that should be executed or the name given to that function during registration.
- **recipients** an array of user ids that should execute the function.

View File

@@ -2,9 +2,9 @@
"name": "socketlib",
"title": "socketlib",
"description": "A library for easier handling of foundry sockets",
"version": "1.0.1",
"version": "1.0.6",
"minimumCoreVersion" : "0.7.9",
"compatibleCoreVersion" : "0.8.1",
"compatibleCoreVersion" : "0.8.5",
"library": true,
"authors": [
{
@@ -14,10 +14,11 @@
}
],
"esmodules": [
"src/libwrapper_shim.js",
"src/socketlib.js"
],
"url": "https://github.com/manuelVo/foundryvtt-socketlib",
"download": "https://github.com/manuelVo/foundryvtt-socketlib/archive/v1.0.1.zip",
"download": "https://github.com/manuelVo/foundryvtt-socketlib/archive/v1.0.6.zip",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-socketlib/master/module.json",
"readme": "https://github.com/manuelVo/foundryvtt-socketlib/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-socketlib/blob/master/CHANGELOG.md",

61
src/libwrapper_shim.js Normal file
View File

@@ -0,0 +1,61 @@
// SPDX-License-Identifier: MIT
// Copyright © 2021 fvtt-lib-wrapper Rui Pinheiro
'use strict';
// A shim for the libWrapper library
export let libWrapper = undefined;
Hooks.once('init', () => {
// Check if the real module is already loaded - if so, use it
if(globalThis.libWrapper && !(globalThis.libWrapper.is_fallback ?? true)) {
libWrapper = globalThis.libWrapper;
return;
}
// Fallback implementation
libWrapper = class {
static get is_fallback() { return true };
static register(module, target, fn, type="MIXED", {chain=undefined}={}) {
const is_setter = target.endsWith('#set');
target = !is_setter ? target : target.slice(0, -4);
const split = target.split('.');
const fn_name = split.pop();
const root_nm = split.splice(0,1)[0];
const _eval = eval; // The browser doesn't expose all global variables (e.g. 'Game') inside globalThis, but it does to an eval. We copy it to a variable to have it run in global scope.
const obj = split.reduce((x,y)=>x[y], globalThis[root_nm] ?? _eval(root_nm));
let iObj = obj;
let descriptor = null;
while(iObj) {
descriptor = Object.getOwnPropertyDescriptor(iObj, fn_name);
if(descriptor) break;
iObj = Object.getPrototypeOf(iObj);
}
if(!descriptor || descriptor?.configurable === false) throw `libWrapper Shim: '${target}' does not exist, could not be found, or has a non-configurable descriptor.`;
let original = null;
const wrapper = (chain ?? type != 'OVERRIDE') ? function() { return fn.call(this, original.bind(this), ...arguments); } : function() { return fn.apply(this, arguments); };
if(!is_setter) {
if(descriptor.value) {
original = descriptor.value;
descriptor.value = wrapper;
}
else {
original = descriptor.get;
descriptor.get = wrapper;
}
}
else {
if(!descriptor.set) throw `libWrapper Shim: '${target}' does not have a setter`;
original = descriptor.set;
descriptor.set = wrapper;
}
descriptor.configurable = true;
Object.defineProperty(obj, fn_name, descriptor);
}
}
});

View File

@@ -1,3 +1,4 @@
import {libWrapper} from "./libwrapper_shim.js";
import * as errors from "./errors.js";
const RECIPIENT_TYPES = {
@@ -17,12 +18,14 @@ const MESSAGE_TYPES = {
Hooks.once("init", () => {
window.socketlib = new Socketlib();
libWrapper.register("socketlib", "Users.prototype.constructor._handleUserActivity", handleUserActivity);
Hooks.callAll("socketlib.ready");
});
}, "WRAPPER");
class Socketlib {
constructor() {
this.modules = new Map();
this.system = undefined;
this.errors = errors;
}
@@ -84,10 +87,10 @@ class SocketlibSocket {
async executeAsGM(handler, ...args) {
const [name, func] = this._resolveFunction(handler);
if (game.user.isGM) {
return func(...args);
return this._executeLocal(func, ...args);
}
else {
if (!game.users.find(user => user.isGM && user.active)) {
if (!game.users.find(isActiveGM)) {
throw new errors.SocketlibNoGMConnectedError(`Could not execute handler '${name}' (${func.name}) as GM, because no GM is connected.`);
}
return this._sendRequest(name, args, RECIPIENT_TYPES.ONE_GM);
@@ -96,43 +99,78 @@ class SocketlibSocket {
async executeAsUser(handler, userId, ...args) {
const [name, func] = this._resolveFunction(handler);
if (userId === game.userId)
return this._executeLocal(func, ...args);
const user = game.users.get(userId);
if (!user)
throw new SocketlibInvalidUserError(`No user with id '${userId}' exists.`);
throw new errors.SocketlibInvalidUserError(`No user with id '${userId}' exists.`);
if (!user.active)
throw new SocketlibInvalidUserError(`User '${user.name}' (${userId}) is not connected.`);
throw new errors.SocketlibInvalidUserError(`User '${user.name}' (${userId}) is not connected.`);
return this._sendRequest(name, args, [userId]);
}
async executeForAllGMs(handler, ...args) {
const [name, func] = this._resolveFunction(handler);
this._sendCommand(name, args, RECIPIENT_TYPES.ALL_GMS);
if (game.user.isGM) {
try {
this._executeLocal(func, ...args);
}
catch (e) {
console.error(e);
}
}
}
async executeForOtherGMs(handler, ...args) {
const [name, func] = this._resolveFunction(handler);
this._sendCommand(name, args, RECIPIENT_TYPES.ALL_GMS);
}
async executeForEveryone(handler, ...args) {
const [name, func] = this._resolveFunction(handler);
this._sendCommand(name, args, RECIPIENT_TYPES.EVERYONE);
try {
this._executeLocal(func, ...args);
} catch (e) {
console.error(e);
}
}
async executeForOthers(handler, ...args) {
const [name, func] = this._resolveFunction(handler);
this._sendCommand(name, args, RECIPIENT_TYPES.EVERYONE);
}
async executeForUsers(handler, recipients, ...args) {
if (!(recipients instanceof Array))
throw new TypeError("Recipients parameter must be an array of user ids.");
const [name, func] = this._resolveFunction(handler);
const currentUserIndex = recipients.indexOf(game.userId);
if (currentUserIndex >= 0)
recipients.splice(currentUserIndex, 1);
this._sendCommand(name, args, recipients);
if (currentUserIndex >= 0) {
try {
this._executeLocal(func, ...args);
}
catch (e) {
console.error(e);
}
}
}
_sendRequest(handlerName, args, recipient) {
const message = {handlerName, args, recipient};
message.id = randomID();
message.type = MESSAGE_TYPES.REQUEST;
const promise = new Promise((resolve, reject) => this.pendingRequests.set(message.id, {handlerName, resolve, reject}));
const promise = new Promise((resolve, reject) => this.pendingRequests.set(message.id, {handlerName, resolve, reject, recipient}));
game.socket.emit(this.socketName, message);
return promise;
}
_sendCommand(handlerName, args, recipient) {
const message = {handlerName, args, recipient};
message.id = randomID();
message.type = MESSAGE_TYPES.COMMAND;
game.socket.emit(this.socketName, message);
}
@@ -149,6 +187,11 @@ class SocketlibSocket {
game.socket.emit(this.socketName, message);
}
_executeLocal(func, ...args) {
const socketdata = {userId: game.userId};
return func.call({socketdata}, ...args);
}
_resolveFunction(func) {
if (func instanceof Function) {
const entry = Array.from(this.functions.entries()).find(([key, val]) => val === func);
@@ -164,14 +207,14 @@ class SocketlibSocket {
}
}
_onSocketReceived(message) {
_onSocketReceived(message, senderId) {
if (message.type === MESSAGE_TYPES.COMMAND || message.type === MESSAGE_TYPES.REQUEST)
this._handleRequest(message);
this._handleRequest(message, senderId);
else
this._handleResponse(message);
this._handleResponse(message, senderId);
}
async _handleRequest(message) {
async _handleRequest(message, senderId) {
const {handlerName, args, recipient, id, type} = message;
// Check if we're the recipient of the received message. If not, return early.
if (recipient instanceof Array) {
@@ -200,18 +243,20 @@ class SocketlibSocket {
[name, func] = this._resolveFunction(handlerName);
}
catch (e) {
if (e instanceof errors.SocketlibUnregisteredHandlerError) {
if (e instanceof errors.SocketlibUnregisteredHandlerError && type === MESSAGE_TYPES.REQUEST) {
this._sendError(id, MESSAGE_TYPES.UNREGISTERED);
}
throw e;
}
const socketdata = {userId: senderId};
const _this = {socketdata};
if (type === MESSAGE_TYPES.COMMAND) {
func(...args);
func.call(_this, ...args);
}
else {
let result;
try {
result = await func(...args);
result = await func.call(_this, ...args);
}
catch (e) {
console.error(`An exception occured while executing handler '${name}'.`);
@@ -222,11 +267,16 @@ class SocketlibSocket {
}
}
_handleResponse(message) {
_handleResponse(message, senderId) {
const {id, result, type} = message;
const request = this.pendingRequests.get(id);
if (!request)
return;
if (!this._isResponseSenderValid(senderId, request.recipient)) {
console.warn("socketlib | Dropped a response that was received from the wrong user. This means that either someone is inserting messages into the socket or this is a socketlib issue. If the latter is the case please file a bug report in the socketlib repository.")
console.info(senderId, request.recipient);
return;
}
switch (type) {
case MESSAGE_TYPES.RESULT:
request.resolve(result);
@@ -243,11 +293,61 @@ class SocketlibSocket {
}
this.pendingRequests.delete(id);
}
_isResponseSenderValid(senderId, recipients) {
if (recipients === RECIPIENT_TYPES.ONE_GM && game.users.get(senderId).isGM)
return true;
if (recipients instanceof Array && recipients.includes(senderId))
return true;
return false;
}
}
function isResponsibleGM() {
const connectedGMs = game.users.filter(user => user.isGM && user.active);
if (!game.user.isGM)
return false;
const connectedGMs = game.users.filter(isActiveGM);
return !connectedGMs.some(other => other.data._id < game.user.data._id);
}
function isActiveGM(user) {
return user.active && user.isGM;
}
function handleUserActivity(wrapper, userId, activityData={}) {
const user = game.users.get(userId);
const wasActive = user.active;
const result = wrapper(userId, activityData);
// If user disconnected
if (!user.active && wasActive) {
const modules = Array.from(socketlib.modules.values());
if (socketlib.system)
modules.concat(socketlib.system);
const GMConnected = Boolean(game.users.find(isActiveGM));
// Reject all promises that are still waiting for a response from this player
for (const socket of modules) {
const failedRequests = Array.from(socket.pendingRequests.entries()).filter(([id, request]) => {
const recipient = request.recipient;
const handlerName = request.handlerName;
if (recipient === RECIPIENT_TYPES.ONE_GM) {
if (!GMConnected) {
request.reject(new errors.SocketlibNoGMConnectedError(`Could not execute handler '${handlerName}' as GM, because all GMs disconnected while the execution was being dispatched.`));
return true;
}
}
else if (recipient instanceof Array) {
if (recipient.includes(userId)) {
request.reject(new errors.SocketlibInvalidUserError(`User '${game.users.get(userId).name}' (${userId}) disconnected while handler '${handlerName}' was being dispatched.`));
return true;
}
}
return false;
});
for (const [id, request] of failedRequests) {
socket.pendingRequests.delete(id);
}
}
}
return result;
}