Crates.io | wasm-sockets |
lib.rs | wasm-sockets |
version | 1.0.0 |
source | src |
created_at | 2021-01-06 15:58:12.093586 |
updated_at | 2022-11-25 18:36:50.438598 |
description | A WASM-only websocket library |
homepage | |
repository | https://github.com/scratchyone/wasm-sockets |
max_upload_size | |
id | 333188 |
size | 36,475 |
wasm-sockets
is a WASM only rust websocket library primarily designed for creating games.
This crate offers 2 (wasm-only) websocket clients.
The first client offered is the EventClient
. This client is event based and gives you the most control.
use console_error_panic_hook;
use console_log;
use log::{error, info, Level};
use std::panic;
use wasm_sockets::{self, WebSocketError};
fn main() -> Result<(), WebSocketError> {
panic::set_hook(Box::new(console_error_panic_hook::hook));
// console_log and log macros are used instead of println!
// so that messages can be seen in the browser console
console_log::init_with_level(Level::Trace).expect("Failed to enable logging");
info!("Creating connection");
let mut client = wasm_sockets::EventClient::new("wss://ws.ifelse.io")?;
client.set_on_error(Some(Box::new(|error| {
error!("{:#?}", error);
})));
client.set_on_connection(Some(Box::new(|client: &wasm_sockets::EventClient| {
info!("{:#?}", client.status);
info!("Sending message...");
client.send_string("Hello, World!").unwrap();
client.send_binary(vec![20]).unwrap();
})));
client.set_on_close(Some(Box::new(|_evt| {
info!("Connection closed");
})));
client.set_on_message(Some(Box::new(
|client: &wasm_sockets::EventClient, message: wasm_sockets::Message| {
info!("New Message: {:#?}", message);
},
)));
info!("Connection successfully created");
Ok(())
}
The second client offered is the PollingClient
. This client is ideal for games, because it is designed to be used with a loop.
This client is also much simpler than the EventClient
. However, you can access the main EventClient
that it is using
if you want access to lower level control.
use console_error_panic_hook;
use log::{info, Level};
use std::cell::RefCell;
use std::panic;
use std::rc::Rc;
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
use wasm_sockets::{self, ConnectionStatus, WebSocketError};
fn main() -> Result<(), WebSocketError> {
panic::set_hook(Box::new(console_error_panic_hook::hook));
// console_log and log macros are used instead of println!
// so that messages can be seen in the browser console
console_log::init_with_level(Level::Trace).expect("Failed to enable logging");
info!("Creating connection");
// Client is wrapped in an Rc<RefCell<>> so it can be used within setInterval
// This isn't required when being used within a game engine
let client = Rc::new(RefCell::new(wasm_sockets::PollingClient::new(
"wss://ws.ifelse.io",
)?));
let f = Closure::wrap(Box::new(move || {
if client.borrow().status() == ConnectionStatus::Connected {
info!("Sending message");
client.borrow().send_string("Hello, World!").unwrap();
}
// receive() gives you all new websocket messages since receive() was last called
info!("New messages: {:#?}", client.borrow_mut().receive());
}) as Box<dyn Fn()>);
// Start non-blocking game loop
setInterval(&f, 100);
f.forget();
Ok(())
}
// Bind setInterval to make a basic game loop
#[wasm_bindgen]
extern "C" {
fn setInterval(closure: &Closure<dyn Fn()>, time: u32) -> i32;
}