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> 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); // 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, time: u32) -> i32; }