Initial commit
This commit is contained in:
117
dist/Unity/Unity.js
vendored
Normal file
117
dist/Unity/Unity.js
vendored
Normal file
@@ -0,0 +1,117 @@
|
||||
"use strict";
|
||||
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
|
||||
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
|
||||
return new (P || (P = Promise))(function (resolve, reject) {
|
||||
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
|
||||
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
|
||||
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
|
||||
step((generator = generator.apply(thisArg, _arguments || [])).next());
|
||||
});
|
||||
};
|
||||
var __generator = (this && this.__generator) || function (thisArg, body) {
|
||||
var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === "function" ? Iterator : Object).prototype);
|
||||
return g.next = verb(0), g["throw"] = verb(1), g["return"] = verb(2), typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
|
||||
function verb(n) { return function (v) { return step([n, v]); }; }
|
||||
function step(op) {
|
||||
if (f) throw new TypeError("Generator is already executing.");
|
||||
while (g && (g = 0, op[0] && (_ = 0)), _) try {
|
||||
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
|
||||
if (y = 0, t) op = [op[0] & 2, t.value];
|
||||
switch (op[0]) {
|
||||
case 0: case 1: t = op; break;
|
||||
case 4: _.label++; return { value: op[1], done: false };
|
||||
case 5: _.label++; y = op[1]; op = [0]; continue;
|
||||
case 7: op = _.ops.pop(); _.trys.pop(); continue;
|
||||
default:
|
||||
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
|
||||
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
|
||||
if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
|
||||
if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
|
||||
if (t[2]) _.ops.pop();
|
||||
_.trys.pop(); continue;
|
||||
}
|
||||
op = body.call(thisArg, _);
|
||||
} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
|
||||
if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
|
||||
}
|
||||
};
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.Unity = void 0;
|
||||
var ws_1 = require("ws");
|
||||
var Utils_1 = require("../Utils");
|
||||
var PREFIX = '[Unity]';
|
||||
var Unity = /** @class */ (function () {
|
||||
function Unity(Main) {
|
||||
this.state = 'DISCONNECTED';
|
||||
this.restartRequested = false;
|
||||
this._Main = Main;
|
||||
}
|
||||
Unity.prototype.broadcastState = function () {
|
||||
this._Main.WebServer.socket.emit('unityState', this.getState());
|
||||
};
|
||||
Unity.prototype.setInfo = function (message, error, state) {
|
||||
if (state === void 0) { state = 'FAILED'; }
|
||||
this.message = message;
|
||||
this.error = error;
|
||||
this.state = state;
|
||||
this.broadcastState();
|
||||
if (state == 'FAILED' || state == 'DISCONNECTED')
|
||||
console.warn(PREFIX, message !== null && message !== void 0 ? message : error);
|
||||
else
|
||||
console.log(PREFIX, message !== null && message !== void 0 ? message : error);
|
||||
};
|
||||
Unity.prototype.reconnect = function () {
|
||||
return __awaiter(this, void 0, void 0, function () {
|
||||
return __generator(this, function (_a) {
|
||||
switch (_a.label) {
|
||||
case 0:
|
||||
if (this.restartRequested)
|
||||
return [2 /*return*/];
|
||||
this.restartRequested = true;
|
||||
if (this.socket != null) {
|
||||
this.socket.close();
|
||||
this.socket = null;
|
||||
}
|
||||
return [4 /*yield*/, (0, Utils_1.delay)(500)];
|
||||
case 1:
|
||||
_a.sent();
|
||||
this.setInfo("Reconnecting to Unity in 5 seconds...", null, 'CONNECTING');
|
||||
return [4 /*yield*/, (0, Utils_1.delay)(5000)];
|
||||
case 2:
|
||||
_a.sent();
|
||||
return [4 /*yield*/, this.connect()];
|
||||
case 3:
|
||||
_a.sent();
|
||||
return [2 /*return*/];
|
||||
}
|
||||
});
|
||||
});
|
||||
};
|
||||
Unity.prototype.connect = function () {
|
||||
var _this = this;
|
||||
var ws = new ws_1.WebSocket("ws://".concat(this._Main.Config.unity.webSocket.ip, ":").concat(this._Main.Config.unity.webSocket.port));
|
||||
ws.on('error', function (error) {
|
||||
_this.setInfo('Connection error', "Could not connect: ".concat(error.message), 'FAILED');
|
||||
_this.reconnect();
|
||||
});
|
||||
ws.on('open', function () {
|
||||
_this.setInfo('Connected', null, 'CONNECTED');
|
||||
});
|
||||
ws.on('close', function () {
|
||||
if (_this.restartRequested)
|
||||
return;
|
||||
_this.setInfo('Disconnected', 'Unity was disconnected unexpectedly', 'DISCONNECTED');
|
||||
_this.reconnect();
|
||||
});
|
||||
};
|
||||
Unity.prototype.getState = function () {
|
||||
return {
|
||||
state: this.state,
|
||||
message: this.message,
|
||||
error: this.error,
|
||||
};
|
||||
};
|
||||
return Unity;
|
||||
}());
|
||||
exports.Unity = Unity;
|
||||
//# sourceMappingURL=Unity.js.map
|
||||
Reference in New Issue
Block a user