13 Commits

5 changed files with 194 additions and 35 deletions

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@@ -1,3 +1,23 @@
## 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.

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@@ -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 +117,7 @@ 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. If the current user is a GM the function will be executed locally as well.
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.
@@ -129,7 +129,7 @@ Executes a function on the clients of all connected GMs. If the current user is
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).
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.
@@ -141,7 +141,7 @@ Executes a function on the clients of all connected GMs, except for the current
async socket.executeForEveryone(handler, ...args);
```
Executes a function on all connected clients, including on the local client.
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.
@@ -153,7 +153,7 @@ Executes a function on all connected clients, including on the local client.
async socket.executeForOthers(handler, ...args);
```
Executes a function on all connected clients, but not locally.
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.
@@ -165,7 +165,7 @@ Executes a function on all connected clients, but not locally.
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.

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@@ -2,9 +2,9 @@
"name": "socketlib",
"title": "socketlib",
"description": "A library for easier handling of foundry sockets",
"version": "1.0.2",
"version": "1.0.5",
"minimumCoreVersion" : "0.7.9",
"compatibleCoreVersion" : "0.8.1",
"compatibleCoreVersion" : "0.8.2",
"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/v1.0.2.zip",
"download": "https://github.com/manuelVo/foundryvtt-socketlib/archive/v1.0.5.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);
@@ -97,21 +100,26 @@ class SocketlibSocket {
async executeAsUser(handler, userId, ...args) {
const [name, func] = this._resolveFunction(handler);
if (userId === game.userId)
return func(...args);
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)
// TODO Make this function call run async, even if the function isn't delcared as async to prevent exceptions to propagate through executeForUsers
func(...args);
if (game.user.isGM) {
try {
this._executeLocal(func, ...args);
}
catch (e) {
console.error(e);
}
}
}
async executeForOtherGMs(handler, ...args) {
@@ -122,8 +130,11 @@ class SocketlibSocket {
async executeForEveryone(handler, ...args) {
const [name, func] = this._resolveFunction(handler);
this._sendCommand(name, args, RECIPIENT_TYPES.EVERYONE);
// TODO Make this function call run async, even if the function isn't delcared as async to prevent exceptions to propagate through executeForUsers
func(...args);
try {
this._executeLocal(func, ...args);
} catch (e) {
console.error(e);
}
}
async executeForOthers(handler, ...args) {
@@ -139,23 +150,27 @@ class SocketlibSocket {
if (currentUserIndex >= 0)
recipients.splice(currentUserIndex, 1);
this._sendCommand(name, args, recipients);
if (currentUserIndex >= 0)
// TODO Make this function call run async, even if the function isn't delcared as async to prevent exceptions to propagate through executeForUsers
func(...args);
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);
}
@@ -172,6 +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);
@@ -187,14 +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) {
@@ -223,18 +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}'.`);
@@ -245,11 +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);
@@ -266,11 +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;
}