Related
I am new using NestJS, and I want to implement Socket.io like provider using NestJS.
I have this codes, but I am not sure how I need to do right the socket.module with provider:
socket.gateway.ts
import { Server } from 'socket.io';
import * as express from 'express';
import { createServer } from 'http';
import { WebSocketGateway, WebSocketServer } from '#nestjs/websockets';
import { Inject, Injectable } from '#nestjs/common';
const app = express();
const server = createServer(app);
const io = new Server(server);
interface IPlayer {
name: string;
position: { x: number; y: number; z: number };
rotation: { x: number; y: number; z: number };
health: number;
}
interface IEnemySpawnPoint {
position: { x: number; y: number; z: number };
rotation: { x: number; y: number; z: number };
}
#Injectable()
#WebSocketGateway()
export class SocketGateway {
#WebSocketServer()
SocketGateway(): void {
// global variables for the server
let enemies: IPlayer[] = [];
let playerSpawnPoints: IPlayer[] = [];
let clients: IPlayer[] = [];
io.on('connection', function (socket) {
let currentPlayer: IPlayer = {
name: 'unknown',
position: { x: 0, y: 0, z: 0 },
rotation: { x: 0, y: 0, z: 0 },
health: 0,
};
currentPlayer.name = 'unknown';
socket.on('player connect', function () {
console.log(currentPlayer.name + ' recv: player connect');
for (let i = 0; i < clients.length; i++) {
const playerConnected = {
name: clients[i].name,
position: clients[i].position,
rotation: clients[i].position,
health: clients[i].health,
};
// in your current game, we need to tell you about the other players.
socket.emit('other player connected', playerConnected);
console.log(
currentPlayer.name +
' emit: other player connected: ' +
JSON.stringify(playerConnected),
);
}
});
socket.on('play', function (data) {
console.log(
currentPlayer.name + ' recv: play: ' + JSON.stringify(data),
);
// if this is the first person to join the game init the enemies
let numberOfEnemies;
if (clients.length === 0) {
numberOfEnemies = data.enemySpawnPoints.length;
enemies = [];
data.enemySpawnPoints.forEach(function (
enemySpawnPoint: IEnemySpawnPoint,
) {
const enemy = {
name: guid(),
position: enemySpawnPoint.position,
rotation: enemySpawnPoint.rotation,
health: 100,
};
enemies.push(enemy);
});
playerSpawnPoints = [];
data.playerSpawnPoints.forEach(function (
_playerSpawnPoint: IEnemySpawnPoint,
) {
const playerSpawnPoint = {
name: guid(),
position: _playerSpawnPoint.position,
rotation: _playerSpawnPoint.rotation,
health: 100,
};
playerSpawnPoints.push(playerSpawnPoint);
});
}
const enemiesResponse = {
enemies: enemies,
};
// we always will send the enemies when the player joins
console.log(
currentPlayer.name +
' emit: enemies: ' +
JSON.stringify(enemiesResponse),
);
socket.emit('enemies', enemiesResponse);
const randomSpawnPoint =
playerSpawnPoints[
Math.floor(Math.random() * playerSpawnPoints.length)
];
currentPlayer = {
name: data.name,
position: randomSpawnPoint.position,
rotation: randomSpawnPoint.rotation,
health: 100,
};
clients.push(currentPlayer);
// in your current game, tell you that you have joined
console.log(
currentPlayer.name + ' emit: play: ' + JSON.stringify(currentPlayer),
);
socket.emit('play', currentPlayer);
// in your current game, we need to tell the other players about you.
socket.broadcast.emit('other player connected', currentPlayer);
});
socket.on('player move', function (data) {
console.log('recv: move: ' + JSON.stringify(data));
currentPlayer.position = data.position;
socket.broadcast.emit('player move', currentPlayer);
});
socket.on('player turn', function (data) {
console.log('recv: turn: ' + JSON.stringify(data));
currentPlayer.rotation = data.rotation;
socket.broadcast.emit('player turn', currentPlayer);
});
socket.on('player shoot', function () {
console.log(currentPlayer.name + ' recv: shoot');
const data = {
name: currentPlayer.name,
};
console.log(
currentPlayer.name + ' bcst: shoot: ' + JSON.stringify(data),
);
socket.emit('player shoot', data);
socket.broadcast.emit('player shoot', data);
});
socket.on('health', function (data) {
console.log(
currentPlayer.name + ' recv: health: ' + JSON.stringify(data),
);
// only change the health once, we can do this by checking the originating player
if (data.from === currentPlayer.name) {
let indexDamaged = 0;
if (!data.isEnemy) {
clients = clients.map(function (client, index) {
if (client.name === data.name) {
indexDamaged = index;
client.health -= data.healthChange;
}
return client;
});
} else {
enemies = enemies.map(function (enemy, index) {
if (enemy.name === data.name) {
indexDamaged = index;
enemy.health -= data.healthChange;
}
return enemy;
});
}
const response = {
name: !data.isEnemy
? clients[indexDamaged].name
: enemies[indexDamaged].name,
health: !data.isEnemy
? clients[indexDamaged].health
: enemies[indexDamaged].health,
};
console.log(
currentPlayer.name + ' bcst: health: ' + JSON.stringify(response),
);
socket.emit('health', response);
socket.broadcast.emit('health', response);
}
});
socket.on('message', function (message) {
console.log('message', message);
socket.emit('message', message);
});
socket.on('disconnect', function () {
console.log(
currentPlayer.name + ' recv: disconnect ' + currentPlayer.name,
);
socket.broadcast.emit('other player disconnected', currentPlayer);
console.log(
currentPlayer.name +
' bcst: other player disconnected ' +
JSON.stringify(currentPlayer),
);
for (let i = 0; i < clients.length; i++) {
if (clients[i].name === currentPlayer.name) {
clients.splice(i, 1);
}
}
});
});
console.log('--- server is running ...', process.env.PORT || 80);
function guid() {
function s4() {
return Math.floor((1 + Math.random()) * 0x10000)
.toString(16)
.substring(1);
}
return (
s4() +
s4() +
'-' +
s4() +
'-' +
s4() +
'-' +
s4() +
'-' +
s4() +
s4() +
s4()
);
}
}
}
socket.module.ts
import { Module } from '#nestjs/common';
import { SocketGateway } from '#src/socket/socket.gateway';
#Module({
providers: [
{
provide: 'SOCKET_CONNECTION',
useFactory: async (): Promise<SocketGateway> => {
return new SocketGateway();
},
},
],
})
export class SocketModule {}
main.ts
import { NestFactory } from '#nestjs/core';
import { AppModule } from './app.module';
import { Transport } from '#nestjs/microservices';
import { join } from 'path';
import helmet from 'helmet';
import { DocumentBuilder, SwaggerModule } from '#nestjs/swagger';
import * as dotenv from 'dotenv';
// import { Server } from 'http';
import { Server } from 'socket.io';
import * as express from 'express';
import { createServer } from 'http';
dotenv.config({ path: '.env' });
async function bootstrap(): Promise<void> {
const microservice = await NestFactory.createMicroservice(AppModule, {
transport: Transport.GRPC,
options: {
package: 'engine',
protoPath: join(__dirname, 'engine.proto'),
},
});
const app = await NestFactory.create(AppModule);
const config = new DocumentBuilder()
.setTitle('Engine')
.setDescription('The engine API description')
.setVersion('v1')
.build();
const document = SwaggerModule.createDocument(app, config);
SwaggerModule.setup('swagger', app, document);
const allowedOrigin = new RegExp(
JSON.parse(process.env.ALLOWED_ORIGIN).join('|'),
);
app.enableCors({
origin: allowedOrigin,
optionsSuccessStatus: 200,
});
app.use(helmet());
app.setGlobalPrefix('v1/api/', {
exclude: ['/health'],
});
await microservice.listen();
const expressApp = express();
const server = createServer(expressApp);
const io = new Server(server);
// set up the socket.io server to use the same port as the HTTP server
const PORT = process.env.PORT || 3000;
await app.listen(PORT);
}
bootstrap();
I tried many things but I thwy usually had errors, or didn't work. I am not sure if I did all right, so I will be glad to all kind of help and solutions.
I need to use socket.io, not websocket
I am trying to overwrite Cypress commands such as click, type and should to include some waiting time before they are executed. My motivation for this is that I want to highlight the areas the test interacts with in the produced video, so in click I would like to say for example: "Display circle where the click will happen, wait 500ms, click, wait 250ms, remove circle".
The wait-part of this of this is what causes me trouble.
Google suggests I do something like this:
Cypress.Commands.overwrite('click', function (originalFN) {
const originalParams = [...arguments].slice(1);
cy.wait(500).then(() => originalFN.apply(originalFN, originalParams));
});
And I think this works for normal clicks(), but it causes the type command to fail entirely saying this: Cypress detected that you returned a promise from a command while also invoking one or more cy commands in that promise.
It seems type() internally calls click in a way that prevents me from using wait() inside click.
Is there any way around this?
I've found a solution in the code of a library to slow down cypress, the key is to overwrite the internal runCommand cypress function. This allows me to do what I want on click and type. Should is still an open question, but not as important. Code below is my function to patch cypress, which I call right before my tests.
export function patchCypressForVideoRecording(cy: any, Cypress: any, speedFactor = 1) {
const colorClick = 'rgba(255, 50, 50, 0.8)';
const colorType = 'rgba(50, 255, 50, 0.8)';
const colorShould = 'rgba(50, 50, 255, 0.8)';
const waitTime = 600;
const highlightArea = (rect: any, clr: string, scale: boolean) => {
const x = Math.round(rect.x);
const y = Math.round(rect.y);
const w = Math.round(rect.width);
const h = Math.round(rect.height);
// cy.window() breaks in commands like click due to promise-inside promises stuff
// this window reference is just there and allows to run synchronous side-effects js without cypress noticing it
const hackWindow = (cy as any).state('window');
hackWindow.eval(`
const time = ${waitTime / speedFactor};
const x = ${x};
const y = ${y};
const highlightElement = document.createElement('div');
highlightElement.style.backgroundColor = '${clr}';
highlightElement.style.position = 'fixed';
highlightElement.style.zIndex = '999';
highlightElement.style['pointer-events'] = 'none';
document.body.appendChild(highlightElement);
const scaleElement = (p) => {
if (${scale}) {
const psq = p;
const scale = (0.1 + ((psq < 0.5 ? (1 - psq) : psq)));
const w = scale * ${w};
const h = scale * ${h};
const wLoss = ${w} - w;
const hLoss = ${h} - h;
const x = ${x} + wLoss / 2;
const y = ${y} + hLoss / 2;
return {x, y, w, h};
} else {
const w = ${w};
const h = ${h};
const x = ${x};
const y = ${y};
return {x, y, w, h};
}
};
const newSize = scaleElement(0);
highlightElement.style.top = newSize.y + 'px';
highlightElement.style.left = newSize.x + 'px';
highlightElement.style.width = newSize.w + "px";
highlightElement.style.height = newSize.h + "px";
const tickSize = 30;
let op = 1;
let prog = 0;
const fadeIv = setInterval(() => {
prog += tickSize;
const p = Math.min(1, prog / time);
let op = 1-(p*0.5);
highlightElement.style.opacity = op + '';
const newSize = scaleElement(p);
highlightElement.style.top = newSize.y + 'px';
highlightElement.style.left = newSize.x + 'px';
highlightElement.style.width = newSize.w + "px";
highlightElement.style.height = newSize.h + "px";
}, tickSize);
setTimeout(() => {
clearInterval(fadeIv);
document.body.removeChild(highlightElement);
}, time);
`);
};
const highlightInteractedElements = (firstParam: any, clr: string, scale: boolean) => {
if (firstParam != null && firstParam.length != null && firstParam.length > 0 && typeof firstParam !== 'string') {
for (let i = 0; i < firstParam.length; i++) {
const elem = firstParam[i];
if (elem != null && 'getBoundingClientRect' in elem && typeof elem['getBoundingClientRect'] === 'function') {
highlightArea(elem.getBoundingClientRect(), clr, scale);
}
}
}
};
// To figure out the element that is clicked/typed in need to wait until
// the selector right before click/type has a subject element
const waitAndDisplay = (x: any, clr: string) => {
if (x.state === 'passed') {
highlightInteractedElements(x.attributes.subject, clr, true);
} else {
if (x.attributes.prev.state === 'queued') {
setTimeout(() => {
waitAndDisplay(x, clr);
}, 15);
} else {
highlightInteractedElements(x.attributes.prev.attributes.subject, clr, true);
}
}
};
const cqueue = (cy as any).queue;
const rc = cqueue.runCommand.bind(cqueue);
cqueue.runCommand = (cmd: any) => {
let delay = 50;
if (cmd.attributes.name === 'click') {
waitAndDisplay(cmd, colorClick);
delay = waitTime / 2;
}
if (cmd.attributes.name === 'type') {
waitAndDisplay(cmd, colorType);
delay = waitTime;
}
return Cypress.Promise.delay(delay / speedFactor)
.then(() => rc(cmd))
.then(() => Cypress.Promise.delay(delay / speedFactor));
};
Cypress.Commands.overwrite('should', function (originalFN: any) {
const originalParams = [...arguments].slice(1);
highlightInteractedElements(originalParams[0], colorShould, false);
return originalFN.apply(originalFN, originalParams);
});
}
I am trying to render a glb 3d model using Three.js. I am new to Three.js, and all of my models are coming up black. Here is my code:
import { useState, useEffect, useRef, useCallback } from 'react'
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { loadGLTFModel } from '../lib/model'
import { DogSpinner, DogContainer } from './voxel-dog-loader'
function easeOutCirc(x) {
return Math.sqrt(1 - Math.pow(x - 1, 4))
}
const VoxelDog = () => {
const refContainer = useRef()
const [loading, setLoading] = useState(true)
const [renderer, setRenderer] = useState()
const [_camera, setCamera] = useState()
const [target] = useState(new THREE.Vector3(-0.5, 1.2, 0))
const [initialCameraPosition] = useState(
new THREE.Vector3(
20 * Math.sin(0.2 * Math.PI),
10,
20 * Math.cos(0.2 * Math.PI)
)
)
const [scene] = useState(new THREE.Scene())
const [_controls, setControls] = useState()
const handleWindowResize = useCallback(() => {
const { current: container } = refContainer
if (container && renderer) {
const scW = container.clientWidth
const scH = container.clientHeight
renderer.setSize(scW, scH)
}
}, [renderer])
/* eslint-disable react-hooks/exhaustive-deps */
useEffect(() => {
const { current: container } = refContainer
if (container && !renderer) {
const scW = container.clientWidth
const scH = container.clientHeight
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
})
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(scW, scH)
renderer.outputEncoding = THREE.sRGBEncoding
container.appendChild(renderer.domElement)
setRenderer(renderer)
// 640 -> 240
// 8 -> 6
const scale = scH * 0.005 + 4.8
const camera = new THREE.OrthographicCamera(
-scale,
scale,
scale,
-scale,
0.01,
50000
)
camera.position.copy(initialCameraPosition)
camera.lookAt(target)
setCamera(camera)
const ambientLight = new THREE.AmbientLight(0xcccccc, 1)
scene.add(ambientLight)
const controls = new OrbitControls(camera, renderer.domElement)
controls.autoRotate = true
controls.target = target
setControls(controls)
loadGLTFModel(scene, '/MacbookPro.obj', {
receiveShadow: false,
castShadow: false
}).then(() => {
animate()
setLoading(false)
})
let req = null
let frame = 0
const animate = () => {
req = requestAnimationFrame(animate)
frame = frame <= 100 ? frame + 1 : frame
if (frame <= 100) {
const p = initialCameraPosition
const rotSpeed = -easeOutCirc(frame / 120) * Math.PI * 20
camera.position.y = 10
camera.position.x =
p.x * Math.cos(rotSpeed) + p.z * Math.sin(rotSpeed)
camera.position.z =
p.z * Math.cos(rotSpeed) - p.x * Math.sin(rotSpeed)
camera.lookAt(target)
} else {
controls.update()
}
renderer.render(scene, camera)
}
return () => {
console.log('unmount')
cancelAnimationFrame(req)
renderer.dispose()
}
}
}, [])
useEffect(() => {
window.addEventListener('resize', handleWindowResize, false)
return () => {
window.removeEventListener('resize', handleWindowResize, false)
}
}, [renderer, handleWindowResize])
return (
<DogContainer ref={refContainer}>{loading && <DogSpinner />}</DogContainer>
)
}
export default VoxelDog
I thought it may be an issue with the models themselves, but it has happened with multiple different models so I'm starting to think it may be an issue with how I am rendering the models.
Does anyone have any suggestions? Thank you!
I'm minting Solana NFTs. Candy machine v2 was recently released and v1 is deprecated.
If I create a v2 candy machine and mint some NFTs, how can I later find the hashes from all the tokens that were minted?
If you have the candy machine id, you can find all mints with this:
import { Connection } from '#metaplex/js';
import { Metadata, MetadataProgram } from '#metaplex-foundation/mpl-token-metadata';
const connection = new Connection('mainnet-beta');
const MAX_NAME_LENGTH = 32;
const MAX_URI_LENGTH = 200;
const MAX_SYMBOL_LENGTH = 10;
const MAX_CREATOR_LEN = 32 + 1 + 1;
const candyMachineId: string = 'BdNtsrV26ZHdqDFxmDfLib6CrcUNj4ePorhppHreRgER';
export async function fetchHashTable(hash: string){
const metadataAccounts = await MetadataProgram.getProgramAccounts(
connection,
{
filters: [
{
memcmp: {
offset:
1 +
32 +
32 +
4 +
MAX_NAME_LENGTH +
4 +
MAX_URI_LENGTH +
4 +
MAX_SYMBOL_LENGTH +
2 +
1 +
4 +
0 * MAX_CREATOR_LEN,
bytes: hash,
},
},
],
},
)
const mintHashes: any = []
for (let index = 0; index < metadataAccounts.length; index++) {
const account = metadataAccounts[index];
const accountInfo: any = await connection.getParsedAccountInfo(account.pubkey);
const metadata = new Metadata(hash.toString(), accountInfo.value);
mintHashes.push(metadata.data.mint)
}
console.log(mintHashes)
}
fetchHashTable(candyMachineId)
You can find this and more on the solana cookbook
EDIT: The above was for Candy Machine V1.
For Candy Machine V2, you would do the following:
import { Connection, clusterApiUrl, PublicKey } from '#solana/web3.js';
import bs58 from 'bs58';
const connection = new Connection(clusterApiUrl('mainnet-beta'));
const MAX_NAME_LENGTH = 32;
const MAX_URI_LENGTH = 200;
const MAX_SYMBOL_LENGTH = 10;
const MAX_CREATOR_LEN = 32 + 1 + 1;
const MAX_CREATOR_LIMIT = 5;
const MAX_DATA_SIZE = 4 + MAX_NAME_LENGTH + 4 + MAX_SYMBOL_LENGTH + 4 + MAX_URI_LENGTH + 2 + 1 + 4 + MAX_CREATOR_LIMIT * MAX_CREATOR_LEN;
const MAX_METADATA_LEN = 1 + 32 + 32 + MAX_DATA_SIZE + 1 + 1 + 9 + 172;
const CREATOR_ARRAY_START = 1 + 32 + 32 + 4 + MAX_NAME_LENGTH + 4 + MAX_URI_LENGTH + 4 + MAX_SYMBOL_LENGTH + 2 + 1 + 4;
const TOKEN_METADATA_PROGRAM = new PublicKey('metaqbxxUerdq28cj1RbAWkYQm3ybzjb6a8bt518x1s');
const CANDY_MACHINE_V2_PROGRAM = new PublicKey('cndy3Z4yapfJBmL3ShUp5exZKqR3z33thTzeNMm2gRZ');
const candyMachineId = new PublicKey('ENTER_YOUR_CANDY_MACHINE_ID_HERE');
const getMintAddresses = async (firstCreatorAddress: PublicKey) => {
const metadataAccounts = await connection.getProgramAccounts(
TOKEN_METADATA_PROGRAM,
{
// The mint address is located at byte 33 and lasts for 32 bytes.
dataSlice: { offset: 33, length: 32 },
filters: [
// Only get Metadata accounts.
{ dataSize: MAX_METADATA_LEN },
// Filter using the first creator.
{
memcmp: {
offset: CREATOR_ARRAY_START,
bytes: firstCreatorAddress.toBase58(),
},
},
],
},
);
return metadataAccounts.map((metadataAccountInfo) => (
bs58.encode(metadataAccountInfo.account.data)
));
};
const getCandyMachineCreator = async (candyMachine: PublicKey): Promise<[PublicKey, number]> => (
PublicKey.findProgramAddress(
[Buffer.from('candy_machine'), candyMachine.toBuffer()],
CANDY_MACHINE_V2_PROGRAM,
)
);
(async () => {
const candyMachineCreator = await getCandyMachineCreator(candyMachineId);
getMintAddresses(candyMachineCreator[0]);
})();
Make sure you replace ENTER_YOUR_CANDY_MACHINE_ID_HERE with your candy machine id
As I'm building my Web assembly application I have bumped into issue with a cryptic error:
LinkError: WebAssembly.instantiate(): Import #1 module="go" function="runtime.resetMemoryDataView" error: function import requires a callable
It is compiled with this command:
GOOS=js GOARCH=wasm go build -o main.wasm main.go server.go
This is the body of index.html, there is nothing in
<body class="is-preload">
<script src="wasm_exec.js"></script>
<script>
wasm_filename = "main.wasm";
function message(s){
document.getElementById("message").textContent = s;
}
function load_wasm(){
if (!WebAssembly.instantiateStreaming) { // polyfill
WebAssembly.instantiateStreaming = async (resp, importObject) => {
const source = await (await resp).arrayBuffer();
return await WebAssembly.instantiate(source, importObject);
};
}
const go = new Go();
WebAssembly.instantiateStreaming(fetch(wasm_filename), go.importObject)
.then(results => { go.run(results.instance); })
.catch((err) => {
message("Error Loading WebAssembly - " + err);
console.error(err);
// location.reload(true);
});
}
load_wasm()
</script>
This is main.go:
import (
"fmt"
"strconv"
"syscall/js"
)
func key(this js.Value, arg []js.Value) interface{} {
arg[0].Call("stopPropagation")
arg[0].Call("preventDefault")
return nil
}
func sum(this js.Value, args []js.Value) interface{} {
var rv interface{}
value1 := js.Global().Get("document").Call("getElementById", args[0].String()).Get("value").String()
value2 := js.Global().Get("document").Call("getElementById", args[1].String()).Get("value").String()
int1, _ := strconv.Atoi(value1)
int2, _ := strconv.Atoi(value2)
js.Global().Get("document").Call("getElementById", "result").Set("value", int1+int2)
return rv
}
func register_callbacks() {
js.Global().Set("key", js.FuncOf(key))
js.Global().Set("sum", js.FuncOf(sum))
}
func init() {
register_callbacks()
fmt.Printf("WebAssembly program started\n")
select {}
}
Then we have the server:
package main
import (
"flag"
"fmt"
"net/http"
)
var listen = flag.String("listen", ":8081", "listen address")
var dir = flag.String("dir", ".", "directory to serve")
func main() {
flag.Parse()
fs := http.FileServer(http.Dir("./assets/"))
http.Handle("/", fs)
fmt.Printf("Web server running. Listening on %q", *listen)
err := http.ListenAndServe(*listen, http.FileServer(http.Dir(*dir)))
fmt.Printf("%v\n", err)
}
This is wasm_exec.js:
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
(() => {
if (typeof global !== "undefined") {
// global already exists
} else if (typeof window !== "undefined") {
window.global = window;
} else if (typeof self !== "undefined") {
self.global = self;
} else {
throw new Error("cannot export Go (neither global, window nor self is defined)");
}
// Map web browser API and Node.js API to a single common API (preferring web standards over Node.js API).
const isNodeJS = global.process && global.process.title === "node";
if (isNodeJS) {
global.require = require;
global.fs = require("fs");
const nodeCrypto = require("crypto");
global.crypto = {
getRandomValues(b) {
nodeCrypto.randomFillSync(b);
},
};
global.performance = {
now() {
const [sec, nsec] = process.hrtime();
return sec * 1000 + nsec / 1000000;
},
};
const util = require("util");
global.TextEncoder = util.TextEncoder;
global.TextDecoder = util.TextDecoder;
} else {
let outputBuf = "";
global.fs = {
constants: { O_WRONLY: -1, O_RDWR: -1, O_CREAT: -1, O_TRUNC: -1, O_APPEND: -1, O_EXCL: -1 }, // unused
writeSync(fd, buf) {
outputBuf += decoder.decode(buf);
const nl = outputBuf.lastIndexOf("\n");
if (nl != -1) {
console.log(outputBuf.substr(0, nl));
outputBuf = outputBuf.substr(nl + 1);
}
return buf.length;
},
write(fd, buf, offset, length, position, callback) {
if (offset !== 0 || length !== buf.length || position !== null) {
throw new Error("not implemented");
}
const n = this.writeSync(fd, buf);
callback(null, n);
},
open(path, flags, mode, callback) {
const err = new Error("not implemented");
err.code = "ENOSYS";
callback(err);
},
read(fd, buffer, offset, length, position, callback) {
const err = new Error("not implemented");
err.code = "ENOSYS";
callback(err);
},
fsync(fd, callback) {
callback(null);
},
};
}
const encoder = new TextEncoder("utf-8");
const decoder = new TextDecoder("utf-8");
global.Go = class {
constructor() {
this.argv = ["js"];
this.env = {};
this.exit = (code) => {
if (code !== 0) {
console.warn("exit code:", code);
}
};
this._exitPromise = new Promise((resolve) => {
this._resolveExitPromise = resolve;
});
this._pendingEvent = null;
this._scheduledTimeouts = new Map();
this._nextCallbackTimeoutID = 1;
const mem = () => {
// The buffer may change when requesting more memory.
return new DataView(this._inst.exports.mem.buffer);
}
const setInt64 = (addr, v) => {
mem().setUint32(addr + 0, v, true);
mem().setUint32(addr + 4, Math.floor(v / 4294967296), true);
}
const getInt64 = (addr) => {
const low = mem().getUint32(addr + 0, true);
const high = mem().getInt32(addr + 4, true);
return low + high * 4294967296;
}
const loadValue = (addr) => {
const f = mem().getFloat64(addr, true);
if (f === 0) {
return undefined;
}
if (!isNaN(f)) {
return f;
}
const id = mem().getUint32(addr, true);
return this._values[id];
}
const storeValue = (addr, v) => {
const nanHead = 0x7FF80000;
if (typeof v === "number") {
if (isNaN(v)) {
mem().setUint32(addr + 4, nanHead, true);
mem().setUint32(addr, 0, true);
return;
}
if (v === 0) {
mem().setUint32(addr + 4, nanHead, true);
mem().setUint32(addr, 1, true);
return;
}
mem().setFloat64(addr, v, true);
return;
}
switch (v) {
case undefined:
mem().setFloat64(addr, 0, true);
return;
case null:
mem().setUint32(addr + 4, nanHead, true);
mem().setUint32(addr, 2, true);
return;
case true:
mem().setUint32(addr + 4, nanHead, true);
mem().setUint32(addr, 3, true);
return;
case false:
mem().setUint32(addr + 4, nanHead, true);
mem().setUint32(addr, 4, true);
return;
}
let ref = this._refs.get(v);
if (ref === undefined) {
ref = this._values.length;
this._values.push(v);
this._refs.set(v, ref);
}
let typeFlag = 0;
switch (typeof v) {
case "string":
typeFlag = 1;
break;
case "symbol":
typeFlag = 2;
break;
case "function":
typeFlag = 3;
break;
}
mem().setUint32(addr + 4, nanHead | typeFlag, true);
mem().setUint32(addr, ref, true);
}
const loadSlice = (addr) => {
const array = getInt64(addr + 0);
const len = getInt64(addr + 8);
return new Uint8Array(this._inst.exports.mem.buffer, array, len);
}
const loadSliceOfValues = (addr) => {
const array = getInt64(addr + 0);
const len = getInt64(addr + 8);
const a = new Array(len);
for (let i = 0; i < len; i++) {
a[i] = loadValue(array + i * 8);
}
return a;
}
const loadString = (addr) => {
const saddr = getInt64(addr + 0);
const len = getInt64(addr + 8);
return decoder.decode(new DataView(this._inst.exports.mem.buffer, saddr, len));
}
const timeOrigin = Date.now() - performance.now();
this.importObject = {
go: {
// Go's SP does not change as long as no Go code is running. Some operations (e.g. calls, getters and setters)
// may synchronously trigger a Go event handler. This makes Go code get executed in the middle of the imported
// function. A goroutine can switch to a new stack if the current stack is too small (see morestack function).
// This changes the SP, thus we have to update the SP used by the imported function.
// func wasmExit(code int32)
"runtime.wasmExit": (sp) => {
const code = mem().getInt32(sp + 8, true);
this.exited = true;
delete this._inst;
delete this._values;
delete this._refs;
this.exit(code);
},
// func wasmWrite(fd uintptr, p unsafe.Pointer, n int32)
"runtime.wasmWrite": (sp) => {
const fd = getInt64(sp + 8);
const p = getInt64(sp + 16);
const n = mem().getInt32(sp + 24, true);
fs.writeSync(fd, new Uint8Array(this._inst.exports.mem.buffer, p, n));
},
// func nanotime() int64
"runtime.nanotime": (sp) => {
setInt64(sp + 8, (timeOrigin + performance.now()) * 1000000);
},
// func walltime() (sec int64, nsec int32)
"runtime.walltime": (sp) => {
const msec = (new Date).getTime();
setInt64(sp + 8, msec / 1000);
mem().setInt32(sp + 16, (msec % 1000) * 1000000, true);
},
// func scheduleTimeoutEvent(delay int64) int32
"runtime.scheduleTimeoutEvent": (sp) => {
const id = this._nextCallbackTimeoutID;
this._nextCallbackTimeoutID++;
this._scheduledTimeouts.set(id, setTimeout(
() => { this._resume(); },
getInt64(sp + 8) + 1, // setTimeout has been seen to fire up to 1 millisecond early
));
mem().setInt32(sp + 16, id, true);
},
// func clearTimeoutEvent(id int32)
"runtime.clearTimeoutEvent": (sp) => {
const id = mem().getInt32(sp + 8, true);
clearTimeout(this._scheduledTimeouts.get(id));
this._scheduledTimeouts.delete(id);
},
// func getRandomData(r []byte)
"runtime.getRandomData": (sp) => {
crypto.getRandomValues(loadSlice(sp + 8));
},
// func stringVal(value string) ref
"syscall/js.stringVal": (sp) => {
storeValue(sp + 24, loadString(sp + 8));
},
// func valueGet(v ref, p string) ref
"syscall/js.valueGet": (sp) => {
const result = Reflect.get(loadValue(sp + 8), loadString(sp + 16));
sp = this._inst.exports.getsp(); // see comment above
storeValue(sp + 32, result);
},
// func valueSet(v ref, p string, x ref)
"syscall/js.valueSet": (sp) => {
Reflect.set(loadValue(sp + 8), loadString(sp + 16), loadValue(sp + 32));
},
// func valueIndex(v ref, i int) ref
"syscall/js.valueIndex": (sp) => {
storeValue(sp + 24, Reflect.get(loadValue(sp + 8), getInt64(sp + 16)));
},
// valueSetIndex(v ref, i int, x ref)
"syscall/js.valueSetIndex": (sp) => {
Reflect.set(loadValue(sp + 8), getInt64(sp + 16), loadValue(sp + 24));
},
// func valueCall(v ref, m string, args []ref) (ref, bool)
"syscall/js.valueCall": (sp) => {
try {
const v = loadValue(sp + 8);
const m = Reflect.get(v, loadString(sp + 16));
const args = loadSliceOfValues(sp + 32);
const result = Reflect.apply(m, v, args);
sp = this._inst.exports.getsp(); // see comment above
storeValue(sp + 56, result);
mem().setUint8(sp + 64, 1);
} catch (err) {
storeValue(sp + 56, err);
mem().setUint8(sp + 64, 0);
}
},
// func valueInvoke(v ref, args []ref) (ref, bool)
"syscall/js.valueInvoke": (sp) => {
try {
const v = loadValue(sp + 8);
const args = loadSliceOfValues(sp + 16);
const result = Reflect.apply(v, undefined, args);
sp = this._inst.exports.getsp(); // see comment above
storeValue(sp + 40, result);
mem().setUint8(sp + 48, 1);
} catch (err) {
storeValue(sp + 40, err);
mem().setUint8(sp + 48, 0);
}
},
// func valueNew(v ref, args []ref) (ref, bool)
"syscall/js.valueNew": (sp) => {
try {
const v = loadValue(sp + 8);
const args = loadSliceOfValues(sp + 16);
const result = Reflect.construct(v, args);
sp = this._inst.exports.getsp(); // see comment above
storeValue(sp + 40, result);
mem().setUint8(sp + 48, 1);
} catch (err) {
storeValue(sp + 40, err);
mem().setUint8(sp + 48, 0);
}
},
// func valueLength(v ref) int
"syscall/js.valueLength": (sp) => {
setInt64(sp + 16, parseInt(loadValue(sp + 8).length));
},
// valuePrepareString(v ref) (ref, int)
"syscall/js.valuePrepareString": (sp) => {
const str = encoder.encode(String(loadValue(sp + 8)));
storeValue(sp + 16, str);
setInt64(sp + 24, str.length);
},
// valueLoadString(v ref, b []byte)
"syscall/js.valueLoadString": (sp) => {
const str = loadValue(sp + 8);
loadSlice(sp + 16).set(str);
},
// func valueInstanceOf(v ref, t ref) bool
"syscall/js.valueInstanceOf": (sp) => {
mem().setUint8(sp + 24, loadValue(sp + 8) instanceof loadValue(sp + 16));
},
"debug": (value) => {
console.log(value);
},
}
};
}
async run(instance) {
this._inst = instance;
this._values = [ // TODO: garbage collection
NaN,
0,
null,
true,
false,
global,
this._inst.exports.mem,
this,
];
this._refs = new Map();
this.exited = false;
const mem = new DataView(this._inst.exports.mem.buffer)
// Pass command line arguments and environment variables to WebAssembly by writing them to the linear memory.
let offset = 4096;
const strPtr = (str) => {
let ptr = offset;
new Uint8Array(mem.buffer, offset, str.length + 1).set(encoder.encode(str + "\0"));
offset += str.length + (8 - (str.length % 8));
return ptr;
};
const argc = this.argv.length;
const argvPtrs = [];
this.argv.forEach((arg) => {
argvPtrs.push(strPtr(arg));
});
const keys = Object.keys(this.env).sort();
argvPtrs.push(keys.length);
keys.forEach((key) => {
argvPtrs.push(strPtr(`${key}=${this.env[key]}`));
});
const argv = offset;
argvPtrs.forEach((ptr) => {
mem.setUint32(offset, ptr, true);
mem.setUint32(offset + 4, 0, true);
offset += 8;
});
this._inst.exports.run(argc, argv);
if (this.exited) {
this._resolveExitPromise();
}
await this._exitPromise;
}
_resume() {
if (this.exited) {
throw new Error("Go program has already exited");
}
this._inst.exports.resume();
if (this.exited) {
this._resolveExitPromise();
}
}
_makeFuncWrapper(id) {
const go = this;
return function () {
const event = { id: id, this: this, args: arguments };
go._pendingEvent = event;
go._resume();
return event.result;
};
}
}
if (isNodeJS) {
if (process.argv.length < 3) {
process.stderr.write("usage: go_js_wasm_exec [wasm binary] [arguments]\n");
process.exit(1);
}
const go = new Go();
go.argv = process.argv.slice(2);
go.env = Object.assign({ TMPDIR: require("os").tmpdir() }, process.env);
go.exit = process.exit;
WebAssembly.instantiate(fs.readFileSync(process.argv[2]), go.importObject).then((result) => {
process.on("exit", (code) => { // Node.js exits if no event handler is pending
if (code === 0 && !go.exited) {
// deadlock, make Go print error and stack traces
go._pendingEvent = { id: 0 };
go._resume();
}
});
return go.run(result.instance);
}).catch((err) => {
throw err;
});
}
})();
runtime.resetMemoryDataView() function is part of wasm_exec.js support script that bridges WebAssembly binary with JavaScript environment. This and similar errors often mean that wasm_exec.js isn't compatible with WebAssembly binary because version of Golang used to compile binary is different (usually newer) than one wasm_exec.js was taken from.
When running or shipping Golang WebAssembly binary always make sure that you are using wasm_exec.js support script from the same version of Golang as was used to compile binary. You can copy it from $(go env GOROOT)/misc/wasm/wasm_exec.js to be sure.
See official Golang WebAssembly wiki for further details.
As blami suggested a simple:
cp $(go env GOROOT)/misc/wasm/wasm_exec.js ./path/to/old/wasm_exec.js
Worked for me.