Files
GDevelop/GDJS/Runtime/debugger-client/websocket-debugger-client.ts

108 lines
3.8 KiB
TypeScript

namespace gdjs {
const logger = new gdjs.Logger('Debugger client (websocket)');
/**
* This debugger client connects to a websocket server, exchanging
* and receiving messages with this server.
* @category Debugging > Debugger Client
*/
export class WebsocketDebuggerClient extends gdjs.AbstractDebuggerClient {
_ws: WebSocket | null;
constructor(runtimeGame: RuntimeGame) {
super(runtimeGame);
this._ws = null;
if (typeof WebSocket === 'undefined') {
logger.log("WebSocket is not defined, the debugger won't work.");
return;
}
const that = this;
try {
// Find the WebSocket server to connect to using the address that was stored
// in the options by the editor. If not, try the default address, though it's unlikely
// to work - which is ok, the game can run without a debugger server.
const runtimeGameOptions = runtimeGame.getAdditionalOptions();
const address =
(runtimeGameOptions &&
runtimeGameOptions.websocketDebuggerServerAddress) ||
'127.0.0.1';
const port =
(runtimeGameOptions &&
runtimeGameOptions.websocketDebuggerServerPort) ||
'3030';
this._ws = new WebSocket('ws://' + address + ':' + port + '/');
} catch {
try {
this._ws = new WebSocket(
(location.protocol === 'https:' ? 'wss://' : 'ws://') +
location.hostname +
':' +
location.port +
'/'
);
} catch {
try {
this._ws = new WebSocket('ws://localhost:3030/');
} catch {
logger.log(
"WebSocket could not initialize, debugger/hot-reload won't work."
);
return;
}
}
}
this._ws.onopen = function open() {
logger.info('Debugger connection open');
};
this._ws.onclose = function close() {
logger.info('Debugger connection closed');
if (that._runtimegame.isInGameEdition()) {
// Sometimes, for example if the editor is launched for a long time and the device goes to sleep,
// the WebSocket connection between the editor and the game is closed. When we are in in-game edition,
// we can't afford to lose the connection because it means the editor is unusable.
// In this case, we hard reload the game to re-establish a new connection.
setTimeout(() => {
logger.info(
'Debugger connection closed while in in-game edition - this is suspicious so hard reloading to re-establish a new connection.'
);
that.launchHardReload();
}, 1000);
}
};
this._ws.onerror = function errored(error) {
logger.warn('Debugger client error:', error);
};
this._ws.onmessage = function incoming(message) {
let data: any = null;
try {
data = JSON.parse(message.data);
} catch (error) {
logger.info('Debugger received a badly formatted message:', error);
}
that.handleCommand(data);
};
}
private hasLoggedError: boolean = false;
protected _sendMessage(message: string) {
if (!this._ws) {
// The error can be logged only once, since logger.warn will call this function again,
// leading to an endless recursive call if we do not call it only once.
if (!this.hasLoggedError) {
this.hasLoggedError = true;
logger.warn('No connection to debugger opened to send a message.');
}
return;
}
if (this._ws.readyState === WebSocket.OPEN) this._ws.send(message);
}
}
//Register the class to let the engine use it.
/** @category Debugging > Debugger Client */
// @ts-ignore
export const DebuggerClient = WebsocketDebuggerClient;
}