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Author SHA1 Message Date
farling42 212297bcc9 Change module.json to work with old location of socketlib 2025-05-09 17:14:35 +01:00
farling42 46f9703989 Revert "Update module.json"
This reverts commit 1b657b463d.
2025-05-09 17:03:29 +01:00
farling42 1b657b463d Update module.json 2025-03-27 22:11:15 +00:00
farling42 c17402a551 Update module.json 2025-03-27 21:58:29 +00:00
farling42 970e99ff92 Update module.json 2025-03-27 21:57:51 +00:00
farling42 ce19c69086 Update module.json 2025-03-27 21:55:18 +00:00
farling42 d2f5edf38e Store hardcoded manifest link in module.json
Older versions use an explicit pointer to module.json in the source tree rather than the version on each release.
2025-03-27 21:52:49 +00:00
farling42 559a45cdef Mark as verified on 13.338 2025-03-27 21:47:48 +00:00
farling42 2fd1060ea8 Update tags in README 2025-03-20 16:19:56 +00:00
farling42 ecbd26a89d Previous fix didn't make any difference, so reverting 2025-03-20 16:17:52 +00:00
farling42 238f7f057a Manual setting of manifest to allow all users to move to new location 2025-03-20 16:14:23 +00:00
farling42 fe527cd944 Ignore lock file and create new release 2025-03-20 16:09:54 +00:00
farling42 0fa4b52704 Add LICENSE file to zip 2025-03-20 16:03:02 +00:00
farling42 6b2deb0392 Fix module.json for release action 2025-03-20 16:00:21 +00:00
farling42 a28ca6cc6d Add new maintainer + add github action file 2025-03-20 15:55:13 +00:00
Farling 5c995983f0 Update links to new location 2025-03-20 14:32:54 +00:00
Manuel Vögele 800e7de263 Release v1.1.0 2024-07-07 21:14:20 +02:00
Matheus Clemente 93d1587f61 Update for V12 (#22) 2024-07-07 20:56:41 +02:00
Manuel Vögele c80346917e Release v1.0.13 2023-06-03 16:17:10 +02:00
Manuel Vögele c65506ba0c Verified compatibility with Foundry 11 2023-06-03 16:16:21 +02:00
Manuel Vögele bf59633a16 Release v1.0.12 2022-09-30 21:31:23 +02:00
Manuel Vögele c75eef77b8 Remove deprecated data attributes 2022-09-30 21:29:39 +02:00
Manuel Vögele 2a7f9cc52e Release v1.0.11 2022-09-16 22:39:46 +02:00
Manuel Vögele bfc7fb4955 Migrate to Foundryvtt v10 2022-09-16 22:33:54 +02:00
Manuel Vögele 3bdb4d8d6c Release v1.0.10 2021-12-29 23:05:19 +01:00
Manuel Vögele 97c143926a Verified compatibility with Foundry 9 2021-12-29 22:54:02 +01:00
Manuel Vögele 4afb56f9be Release v1.0.9 2021-08-21 23:00:40 +02:00
Manuel Vögele 7315c0fa4c Verified compatibility with foundry 0.8.9 2021-08-21 13:28:15 +02:00
Manuel Vögele d8125e7592 Release v1.0.8 2021-07-02 11:31:39 +02:00
Manuel Vögele 48121fe6c6 License the project under MIT (resolves #4) 2021-06-24 18:21:35 +02:00
Manuel Vögele 51c02f81ea Release v1.0.7 2021-06-18 13:49:58 +02:00
Manuel Vögele a1179579f9 Verified compatibility with Foundry 0.8.7 2021-06-18 13:48:57 +02:00
Manuel Vögele 71c149a954 Release v1.0.6 2021-05-22 19:46:39 +02:00
Manuel Vögele 2e03f5a5c3 Release v1.0.5 2021-05-01 12:53:38 +02:00
Manuel Vögele 39c30c357a Release v1.0.4 2021-04-27 09:42:29 +02:00
Manuel Vögele b3b8b138bf When a player disconnects, fail all unresolved requests that were sent to that player 2021-04-27 09:41:22 +02:00
Manuel Vögele fb3aeaf813 Fix a regression introduced in 1646bbbe that prevented remote errors to propagate to the calling client 2021-04-27 09:33:19 +02:00
Manuel Vögele 5d9dd82a7d Create system field in constructor 2021-04-27 07:48:40 +02:00
Manuel Vögele 6a70df04e7 Check earlier if current user is a gm 2021-04-27 00:22:36 +02:00
Manuel Vögele 1fa8e03406 Add hint about socket.register into documentation of execution functions 2021-04-26 19:37:36 +02:00
Manuel Vögele 1646bbbe3b Don't send a package id for commands as it's not needed 2021-04-26 17:29:57 +02:00
Manuel Vögele 971c92b21a Ignore responses from users that aren't recipients of the original request 2021-04-26 12:36:56 +02:00
Manuel Vögele 6a5190b0a8 Expose the id of the user that sent a socket via the API 2021-04-26 11:27:21 +02:00
Manuel Vögele 86b0162c9c Correctly reference SocketlibInvalidUserError 2021-04-20 12:21:17 +02:00
7 changed files with 316 additions and 48 deletions
+121
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@@ -0,0 +1,121 @@
# GitHub Actions workflow for creating a new FoundryVTT module release.
#
# Useful References:
# - https://docs.github.com/en/actions/using-workflows/workflow-syntax-for-github-actions
# - https://docs.github.com/en/actions/learn-github-actions/contexts
# - https://docs.github.com/en/actions/learn-github-actions/environment-variables
#
# Troubleshooting Checklist:
# - Is the module's manifest file valid JSON?
# You can test your manifest file using https://jsonlint.com/.
#
# - Does the module's manifest have all the required keys?
# See https://foundryvtt.com/article/module-development/#manifest for more
# information.
#
# - Are all the proper files and directories being included in the release's
# module archive ("module.zip")?
# Check that the correct files are being passed to the `zip` command run
# in the "Create Module Archive" step below.
#
# - Is the release tag the proper format?
# See the comments for the "Extract Version From Tag" step below.
#
# - Is a GitHub release being published?
# This workflow will only run when a release is published, not when a
# release is updated. Furthermore, note that while a GitHub release will
# (by default) create a repository tag, a repository tag will not create
# or publish a GitHub release.
#
# - Has the module's entry on FoundryVTT's module administration site
# (https://foundryvtt.com/admin) been updated?
#
name: Create Module Files For GitHub Release
env:
# The URL used for the module's "Project URL" link on FoundryVTT's website.
project_url: "https://github.com/${{github.repository}}"
# A URL that will always point to the latest manifest.
# FoundryVTT uses this URL to check whether the current module version that
# is installed is the latest version. This URL should NOT change,
# otherwise FoundryVTT won't be able to perform this check.
latest_manifest_url: "https://github.com/${{github.repository}}/releases/latest/download/module.json"
# The URL to the module archive associated with the module release being
# processed by this workflow.
release_module_url: "https://github.com/${{github.repository}}/releases/download/${{github.event.release.tag_name}}/module.zip"
on:
# Only run this workflow when a release is published.
# To modify this workflow when other events occur, see:
# - https://docs.github.com/en/actions/using-workflows/triggering-a-workflow
# - https://docs.github.com/en/actions/using-workflows/events-that-trigger-workflows
# - https://docs.github.com/en/actions/using-workflows/workflow-syntax-for-github-actions#on
#
# Note that some steps may depend on context variables that are only
# available for release events, so if you add other events, you may need to
# alter other parts of this workflow.
release:
types: [published]
jobs:
build:
runs-on: ubuntu-latest
permissions:
contents: write
steps:
- name: Checkout Repository
uses: actions/checkout@v4
# Substitute the Manifest and Download URLs in the module.json
- name: Substitute Manifest and Download Links For Versioned Ones
id: sub_manifest_link_version
uses: microsoft/variable-substitution@v1
with:
files: 'module.json'
env:
version: ${{github.event.release.tag_name}}
url: https://github.com/${{github.repository}}
manifest: https://github.com/${{github.repository}}/releases/latest/download/module.json
download: https://github.com/${{github.repository}}/releases/download/${{github.event.release.tag_name}}/module.zip
# Create a "module.zip" archive containing all the module's required files.
# If you have other directories or files that will need to be added to
# your packaged module, add them here.
- name: Create Module Archive
run: |
# Note that `zip` will only emit warnings when a file or directory
# doesn't exist, it will not fail.
zip \
`# Options` \
--recurse-paths \
`# The name of the output file` \
./module.zip \
`# The files that will be included.` \
module.json \
LICENSE \
CHANGELOG.md \
README.md \
src/
# Don't forget to add a backslash at the end of the line for any
# additional files or directories!
# Update the GitHub release with the manifest and module archive files.
- name: Update Release With Files
id: create_version_release
uses: ncipollo/release-action@v1
with:
allowUpdates: true
name: ${{ github.event.release.name }}
draft: ${{ github.event.release.unpublished }}
prerelease: ${{ github.event.release.prerelease }}
token: ${{ secrets.GITHUB_TOKEN }}
artifacts: './module.json, ./module.zip'
tag: ${{ github.event.release.tag_name }}
body: ${{ github.event.release.body }}
+1
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@@ -0,0 +1 @@
socketlib.lock
+65
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@@ -1,3 +1,68 @@
## 1.1.2
### Compatibility
- Updated for compatibility with Foundry 13 (338).
## 1.1.1
- Update module.json for new location and maintainer.
## 1.1.0
### Compatibility
- Updated for compatibilty with Foundry 12 (thanks Clemente!)
## 1.0.13
### Compatibility
- Verified compatibility with Foundry 11
## 1.0.12
### Compatibility
- Foundry 10 will no longer show a deprecation warning when modules or systems register in socketlib
## 1.0.11
### Compatibility
- Updated for compatibility with Foundry 10
## 1.0.10
### Compatibility
- Verified compatibility with Foundry 9
## 1.0.9
### Compatibility
- Verified compatibility with Foundry 0.8.9
## 1.0.8
### Compatibility
- Verified compatibility with Foundry 0.8.8
## 1.0.7
### Compatibility
- Verified compatibility with Foundry 0.8.7
## 1.0.6
### Compatibility
- Verified compatibility with Foundry 0.8.5
## 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.
+21
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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2021 Manuel Vögele
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+12 -8
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@@ -1,4 +1,8 @@
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch)
[![ko-fi](https://img.shields.io/badge/Ko--Fi-farling-success)](https://ko-fi.com/farling)
[![patreon](https://img.shields.io/badge/Patreon-amusingtime-success)](https://patreon.com/amusingtime)
![GitHub License](https://img.shields.io/github/license/farling42/foundryvtt-socketlib)
![Latest Release Download Count](https://img.shields.io/github/downloads/farling42/foundryvtt-socketlib/latest/module.zip)
![Forge installs](https://img.shields.io/badge/dynamic/json?label=Forge%20Installs&query=package.installs&suffix=%25&url=https%3A%2F%2Fforge-vtt.com%2Fapi%2Fbazaar%2Fpackage%2Ffoundryvtt-socketlib)
# socketlib
A library for simplifying working with foundries sockets. This module does not have any user facing features. You only need to install it if one of the modules you use lists it as a dependency.
@@ -92,7 +96,7 @@ 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 +108,7 @@ 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 +121,7 @@ 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 +133,7 @@ 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 +145,7 @@ 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 +157,7 @@ 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 +169,7 @@ 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.
+22 -12
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@@ -1,26 +1,36 @@
{
"name": "socketlib",
"id": "socketlib",
"title": "socketlib",
"description": "A library for easier handling of foundry sockets",
"version": "1.0.3",
"minimumCoreVersion" : "0.7.9",
"compatibleCoreVersion" : "0.8.1",
"version": "1.1.1",
"compatibility": {
"minimum": "11",
"verified": "13.338"
},
"library": true,
"authors": [
{
"name": "Farling",
"url": "https://github.com/farling42",
"email": "foundryvtt@amusingtime.uk",
"discord": "farling",
"ko-fi": "farling",
"patreon": "amusingtime"
},
{
"name": "Manuel Vögele",
"email": "develop@manuel-voegele.de",
"discord": "Stäbchenfisch#5107"
"discord": "Stäbchenfisch#5107",
"flags": {}
}
],
"esmodules": [
"src/socketlib.js"
],
"url": "https://github.com/manuelVo/foundryvtt-socketlib",
"download": "https://github.com/manuelVo/foundryvtt-socketlib/archive/v1.0.3.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",
"bugs": "https://github.com/manuelVo/foundryvtt-socketlib/issues",
"allowBugReporter": false
"url": "https://github.com/farling42/foundryvtt-socketlib",
"download": "https://github.com/farling42/foundryvtt-socketlib/releases/download/v1.1.1/module.zip",
"manifest": "https://github.com/farling42/foundryvtt-socketlib/releases/latest/download/module.json",
"readme": "https://github.com/farling42/foundryvtt-socketlib/blob/master/README.md",
"changelog": "https://github.com/farling42/foundryvtt-socketlib/blob/master/CHANGELOG.md",
"bugs": "https://github.com/farling42/foundryvtt-socketlib/issues"
}
+72 -26
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@@ -20,9 +20,12 @@ Hooks.once("init", () => {
Hooks.callAll("socketlib.ready");
});
Hooks.on("userConnected", handleUserActivity);
class Socketlib {
constructor() {
this.modules = new Map();
this.system = undefined;
this.errors = errors;
}
@@ -35,7 +38,7 @@ class Socketlib {
console.error(`socketlib | Someone tried to register module '${moduleName}', but no module with that name is active. As a result the registration request has been ignored.`);
return undefined;
}
if (!module.data.socket) {
if (!module.socket) {
console.error(`socketlib | Failed to register socket for module '${moduleName}'. Please set '"socket":true' in your manifset and restart foundry (you need to reload your world - simply reloading your browser won't do).`);
return undefined;
}
@@ -52,7 +55,7 @@ class Socketlib {
const existingSocket = this.system;
if (existingSocket)
return existingSocket;
if (!game.system.data.socket) {
if (!game.system.socket) {
console.error(`socketlib | Failed to register socket for system '${systemId}'. Please set '"socket":true' in your manifest and restart foundry (you need to reload your world - simply reloading your browser won't do).`);
}
const newSocket = new SocketlibSocket(systemId, "system");
@@ -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.activeGM) {
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);
@@ -97,12 +100,12 @@ 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]);
}
@@ -111,7 +114,7 @@ class SocketlibSocket {
this._sendCommand(name, args, RECIPIENT_TYPES.ALL_GMS);
if (game.user.isGM) {
try {
func(...args);
this._executeLocal(func, ...args);
}
catch (e) {
console.error(e);
@@ -128,7 +131,7 @@ class SocketlibSocket {
const [name, func] = this._resolveFunction(handler);
this._sendCommand(name, args, RECIPIENT_TYPES.EVERYONE);
try {
func(...args);
this._executeLocal(func, ...args);
} catch (e) {
console.error(e);
}
@@ -149,7 +152,7 @@ class SocketlibSocket {
this._sendCommand(name, args, recipients);
if (currentUserIndex >= 0) {
try {
func(...args);
this._executeLocal(func, ...args);
}
catch (e) {
console.error(e);
@@ -159,16 +162,15 @@ class SocketlibSocket {
_sendRequest(handlerName, args, recipient) {
const message = {handlerName, args, recipient};
message.id = randomID();
message.id = foundry.utils.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);
}
@@ -185,6 +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);
@@ -200,14 +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) {
@@ -217,7 +224,7 @@ class SocketlibSocket {
else {
switch (recipient) {
case RECIPIENT_TYPES.ONE_GM:
if (!isResponsibleGM())
if (!game.users.activeGM?.isSelf)
return;
break;
case RECIPIENT_TYPES.ALL_GMS:
@@ -236,18 +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 '${name}'.`);
@@ -258,11 +267,16 @@ class SocketlibSocket {
}
}
_handleResponse(message) {
_handleResponse(message, senderId) {
const {id, result, type} = message;
const request = this.pendingRequests.get(id);
if (!request)
return;
if (!this._isResponseSenderValid(senderId, request.recipient)) {
console.warn("socketlib | Dropped a response that was received from the wrong user. This means that either someone is inserting messages into the socket or this is a socketlib issue. If the latter is the case please file a bug report in the socketlib repository.")
console.info(senderId, request.recipient);
return;
}
switch (type) {
case MESSAGE_TYPES.RESULT:
request.resolve(result);
@@ -279,11 +293,43 @@ class SocketlibSocket {
}
this.pendingRequests.delete(id);
}
_isResponseSenderValid(senderId, recipients) {
if (recipients === RECIPIENT_TYPES.ONE_GM && game.users.get(senderId).isGM)
return true;
if (recipients instanceof Array && recipients.includes(senderId))
return true;
return false;
}
}
function isResponsibleGM() {
const connectedGMs = game.users.filter(user => user.isGM && user.active);
if (!game.user.isGM)
function handleUserActivity(user, active) {
if (!active) {
const modules = Array.from(socketlib.modules.values());
if (socketlib.system)
modules.concat(socketlib.system);
// Reject all promises that are still waiting for a response from this player
for (const socket of modules) {
const failedRequests = Array.from(socket.pendingRequests.entries()).filter(([id, request]) => {
const recipient = request.recipient;
const handlerName = request.handlerName;
if (recipient === RECIPIENT_TYPES.ONE_GM) {
if (!game.users.activeGM) {
request.reject(new errors.SocketlibNoGMConnectedError(`Could not execute handler '${handlerName}' as GM, because all GMs disconnected while the execution was being dispatched.`));
return true;
}
}
else if (recipient instanceof Array) {
if (recipient.includes(user.id)) {
request.reject(new errors.SocketlibInvalidUserError(`User '${user.name}' (${user.id}) disconnected while handler '${handlerName}' was being dispatched.`));
return true;
}
}
return false;
return !connectedGMs.some(other => other.data._id < game.user.data._id);
});
for (const [id, request] of failedRequests) {
socket.pendingRequests.delete(id);
}
}
}
}