App-SocialCalc-Multiplayer

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socialcalc/third-party/Socket.IO-node/support/socket.io-client/socket.io.js  view on Meta::CPAN

  // WEB_SOCKET_SWF_LOCATION = (document.location.protocol == 'https:' ? 'https:' : 'http:') + '//cdn.socket.io/' + this.io.version + '/WebSocketMain.swf';
  if (typeof WEB_SOCKET_SWF_LOCATION === 'undefined')
    WEB_SOCKET_SWF_LOCATION = '/socket.io/lib/vendor/web-socket-js/WebSocketMain.swf';
}

/**
 * socket.io-node-client
 * Copyright(c) 2011 LearnBoost <dev@learnboost.com>
 * MIT Licensed
 */

(function(){
  var io = this.io,
  
  /**
   * Set when the `onload` event is executed on the page. This variable is used by
   * `io.util.load` to detect if we need to execute the function immediately or add
   * it to a onload listener.
   *
   * @type {Boolean}
   * @api private
   */
  pageLoaded = false;
  
  /**
   * @namespace
   */
  io.util = {
    /**
     * Executes the given function when the page is loaded.
     *
     * Example:
     *
     *     io.util.load(function(){ console.log('page loaded') });
     *
     * @param {Function} fn
     * @api public
     */
    load: function(fn){
      if (/loaded|complete/.test(document.readyState) || pageLoaded) return fn();
      if ('attachEvent' in window){
        window.attachEvent('onload', fn);
      } else {
        window.addEventListener('load', fn, false);
      }
    },
    
    /**
     * Defers the function untill it's the function can be executed without
     * blocking the load process. This is especially needed for WebKit based
     * browsers. If a long running connection is made before the onload event
     * a loading indicator spinner will be present at all times untill a
     * reconnect has been made.
     *
     * @param {Function} fn
     * @api public
     */
    defer: function(fn){
      if (!io.util.webkit) return fn();
      io.util.load(function(){
        setTimeout(fn,100);
      });
    },
    
    /**
     * Inherit the prototype methods from one constructor into another.
     *
     * Example:
     *
     *     function foo(){};
     *     foo.prototype.hello = function(){ console.log( this.words )};
     *     
     *     function bar(){
     *       this.words = "Hello world";
     *     };
     *     
     *     io.util.inherit(bar,foo);
     *     var person = new bar();
     *     person.hello();
     *     // => "Hello World"
     *
     * @param {Constructor} ctor The constructor that needs to inherit the methods.
     * @param {Constructor} superCtor The constructor to inherit from.
     * @api public
     */
    inherit: function(ctor, superCtor){
      // no support for `instanceof` for now
      for (var i in superCtor.prototype){
        ctor.prototype[i] = superCtor.prototype[i];
      }
    },
    
    /**
     * Finds the index of item in a given Array.
     *
     * Example:
     *
     *     var data = ['socket',2,3,4,'socket',5,6,7,'io'];
     *     io.util.indexOf(data,'socket',1);
     *     // => 4
     *
     * @param {Array} arr The array
     * @param item The item that we need to find
     * @param {Integer} from Starting point
     * @api public
     */
    indexOf: function(arr, item, from){
      for (var l = arr.length, i = (from < 0) ? Math.max(0, l + from) : from || 0; i < l; i++){
        if (arr[i] === item) return i;
      }
      return -1;
    },
    
    /**
     * Checks if the given object is an Array.
     *
     * Example:
     *
     *     io.util.isArray([]);
     *     // => true
     *     io.util.isArray({});

socialcalc/third-party/Socket.IO-node/support/socket.io-client/socket.io.js  view on Meta::CPAN

    throw new Error('Missing disconnect() implementation');
  };
  
  /**
   * Encode the message by adding the `frame` to each message. This allows
   * the client so send multiple messages with only one request.
   *
   * @param {String|Array} messages Messages that need to be encoded.
   * @returns {String} Encoded message.
   * @api private
   */
  Transport.prototype.encode = function(messages){
    var ret = '', message;
    messages = io.util.isArray(messages) ? messages : [messages];
    for (var i = 0, l = messages.length; i < l; i++){
      message = messages[i] === null || messages[i] === undefined ? '' : stringify(messages[i]);
      ret += frame + message.length + frame + message;
    }
    return ret;
  };
  
  /**
   * Decoded the response from the Socket.IO server, as the server could send multiple
   * messages in one response.
   *
   * @param (String} data The response from the server that requires decoding
   * @returns {Array} Decoded messages.
   * @api private
   */
  Transport.prototype.decode = function(data){
    var messages = [], number, n;
    do {
      if (data.substr(0, 3) !== frame) return messages;
      data = data.substr(3);
      number = '', n = '';
      for (var i = 0, l = data.length; i < l; i++){
        n = Number(data.substr(i, 1));
        if (data.substr(i, 1) == n){
          number += n;
        } else {
          data = data.substr(number.length + frame.length);
          number = Number(number);
          break;
        }
      }
      messages.push(data.substr(0, number)); // here
      data = data.substr(number);
    } while(data !== '');
    return messages;
  };
  
  /**
   * Handles the response from the server. When a new response is received
   * it will automatically update the timeout, decode the message and
   * forwards the response to the onMessage function for further processing.
   *
   * @param {String} data Response from the server.
   * @api private
   */
  Transport.prototype.onData = function(data){
    this.setTimeout();
    var msgs = this.decode(data);
    if (msgs && msgs.length){
      for (var i = 0, l = msgs.length; i < l; i++){
        this.onMessage(msgs[i]);
      }
    }
  };
  
  /**
   * All the transports have a dedicated timeout to detect if
   * the connection is still alive. We clear the existing timer
   * and set new one each time this function is called. When the
   * timeout does occur it will call the `onTimeout` method.
   *
   * @api private
   */
  Transport.prototype.setTimeout = function(){
    var self = this;
    if (this.timeout) clearTimeout(this.timeout);
    this.timeout = setTimeout(function(){
      self.onTimeout();
    }, this.options.timeout);
  };
  
  /**
   * Disconnect from the Socket.IO server when a timeout occurs.
   * 
   * @api private
   */
  Transport.prototype.onTimeout = function(){
    this.onDisconnect();
  };
  
  /**
   * After the response from the server has been parsed to individual
   * messages we need to decode them using the the Socket.IO message
   * protocol: <https://github.com/learnboost/socket.io-node/>.
   *
   * When a message is received we check if a session id has been set,
   * if the session id is missing we can assume that the received message
   * contains the sessionid of the connection.
   
   * When a message is prefixed with `~h~` we dispatch it our heartbeat
   * processing method `onHeartbeat` with the content of the heartbeat.
   *
   * When the message is prefixed with `~j~` we can assume that the contents
   * of the message is JSON encoded, so we parse the message and notify
   * the base of the new message.
   *
   * If none of the above, we consider it just a plain text message and
   * notify the base of the new message.
   *
   * @param {String} message A decoded message from the server.
   * @api private
   */
  Transport.prototype.onMessage = function(message){
    if (!this.sessionid){
      this.sessionid = message;
      this.onConnect();
    } else if (message.substr(0, 3) == '~h~'){
      this.onHeartbeat(message.substr(3));
    } else if (message.substr(0, 3) == '~j~'){
      this.base.onMessage(JSON.parse(message.substr(3)));
    } else {
      this.base.onMessage(message);
    }
  },
  
  /**
   * Send the received heartbeat message back to server. So the server
   * knows we are still connected.
   *
   * @param {String} heartbeat Heartbeat response from the server.
   * @api private
   */
  Transport.prototype.onHeartbeat = function(heartbeat){
    this.send('~h~' + heartbeat); // echo
  };
  
  /**
   * Notifies the base when a connection to the Socket.IO server has
   * been established. And it starts the connection `timeout` timer.
   *
   * @api private
   */
  Transport.prototype.onConnect = function(){
    this.connected = true;
    this.connecting = false;
    this.base.onConnect();
    this.setTimeout();
  };
  
  /**
   * Notifies the base when the connection with the Socket.IO server
   * has been disconnected.
   *
   * @api private
   */
  Transport.prototype.onDisconnect = function(){
    this.connecting = false;
    this.connected = false;
    this.sessionid = null;
    this.base.onDisconnect();
  };
  
  /**
   * Generates a connection url based on the Socket.IO URL Protocol.
   * See <https://github.com/learnboost/socket.io-node/> for more details.
   *
   * @returns {String} Connection url
   * @api private
   */
  Transport.prototype.prepareUrl = function(){
    return (this.base.options.secure ? 'https' : 'http') 
      + '://' + this.base.host 
      + ':' + this.base.options.port
      + '/' + this.base.options.resource
      + '/' + this.type
      + (this.sessionid ? ('/' + this.sessionid) : '/');
  };

})();
/**
 * socket.io-node-client
 * Copyright(c) 2011 LearnBoost <dev@learnboost.com>
 * MIT Licensed
 */

(function(){
  var io = this.io,
  
  /**
   * A small stub function that will be used to reduce memory leaks.
   *
   * @type {Function}
   * @api private
   */
  empty = new Function,
  
  /**
   * We preform a small feature detection to see if `Cross Origin Resource Sharing`
   * is supported in the `XMLHttpRequest` object, so we can use it for cross domain requests.
   *
   * @type {Boolean}
   * @api private
   */ 
  XMLHttpRequestCORS = (function(){
    if (!('XMLHttpRequest' in window)) return false;
    // CORS feature detection
    var a = new XMLHttpRequest();

socialcalc/third-party/Socket.IO-node/support/socket.io-client/socket.io.js  view on Meta::CPAN

      self.onDisconnect();
    };
    this.insertAt.parentNode.insertBefore(script, this.insertAt);
    this.script = script;
  };
  
  /**
   * Callback function for the incoming message stream from the Socket.IO server.
   *
   * @param {String} data The message
   * @param {document} doc Reference to the context
   * @api private
   */
  JSONPPolling.prototype._ = function(){
    this.onData.apply(this, arguments);
    this.get();
    return this;
  };
  
  /**
   * Checks if browser supports this transport.
   *
   * @return {Boolean}
   * @api public
   */
  JSONPPolling.check = function(){
    return true;
  };
  
  /**
   * Check if cross domain requests are supported
   *
   * @returns {Boolean}
   * @api public
   */
  JSONPPolling.xdomainCheck = function(){
    return true;
  };
})();
/**
 * socket.io-node-client
 * Copyright(c) 2011 LearnBoost <dev@learnboost.com>
 * MIT Licensed
 */

(function(){
  var io = this.io;
  
  /**
   * Create a new `Socket.IO client` which can establish a persisted
   * connection with a Socket.IO enabled server.
   *
   * Options:
   *   - `secure`  Use secure connections, defaulting to false.
   *   - `document`  Reference to the document object to retrieve and set cookies, defaulting to document.
   *   - `port`  The port where the Socket.IO server listening on, defaulting to location.port.
   *   - `resource`  The path or namespace on the server where the Socket.IO requests are intercepted, defaulting to 'socket.io'.
   *   - `transports`  A ordered list with the available transports, defaulting to all transports.
   *   - `transportOption`  A {Object} containing the options for each transport. The key of the object should reflect
   *      name of the transport and the value a {Object} with the options.
   *   - `connectTimeout`  The duration in milliseconds that a transport has to establish a working connection, defaulting to 5000.
   *   - `tryTransportsOnConnectTimeout`  Should we attempt other transport methods when the connectTimeout occurs, defaulting to true.
   *   - `reconnect`  Should reconnection happen automatically, defaulting to true.
   *   - `reconnectionDelay`  The delay in milliseconds before we attempt to establish a working connection. This value will
   *      increase automatically using a exponential back off algorithm. Defaulting to 500.
   *   - `maxReconnectionAttempts`  Number of attempts we should make before seizing the reconnect operation, defaulting to 10.
   *   - `rememberTransport` Should the successfully connected transport be remembered in a cookie, defaulting to true.
   *
   * Examples:
   *
   * Create client with the default settings.
   *
   *     var socket = new io.Socket();
   *     socket.connect();
   *     socket.on('message', function(msg){
   *       console.log('Received message: ' + msg );
   *     });
   *     socket.on('connect', function(){
   *       socket.send('Hello from client');
   *     });
   *
   * Create a connection with server on a different port and host.
   *
   *     var socket = new io.Socket('http://example.com',{port:1337});
   *
   * @constructor
   * @exports Socket as io.Socket
   * @param {String} [host] The host where the Socket.IO server is located, it defaults to the host that runs the page.
   * @param {Objects} [options] The options that will configure the Socket.IO client. 
   * @property {String} host The supplied host arguments or the host that page runs.
   * @property {Object} options The passed options combined with the defaults.
   * @property {Boolean} connected Whether the socket is connected or not.
   * @property {Boolean} connecting Whether the socket is connecting or not.
   * @property {Boolean} reconnecting Whether the socket is reconnecting or not.
   * @property {Object} transport The selected transport instance.
   * @api public
   */
  var Socket = io.Socket = function(host, options){
    this.host = host || document.domain;
    this.options = {
      secure: false,
      document: document,
      port: document.location.port || 80,
      resource: 'socket.io',
      transports: ['websocket', 'flashsocket', 'htmlfile', 'xhr-multipart', 'xhr-polling', 'jsonp-polling'],
      transportOptions: {
        'xhr-polling': {
          timeout: 25000 // based on polling duration default
        },
        'jsonp-polling': {
          timeout: 25000
        }
      },
      connectTimeout: 5000,
      tryTransportsOnConnectTimeout: true,
      reconnect: true,
      reconnectionDelay: 500,
      maxReconnectionAttempts: 10,
      rememberTransport: true
    };
    io.util.merge(this.options, options);
    this.connected = false;
    this.connecting = false;
    this.reconnecting = false;
    this.events = {};
    this.transport = this.getTransport();
    if (!this.transport && 'console' in window) console.error('No transport available');
  };
  
  /**
   * Find an available transport based on the options supplied in the constructor. For example if the
   * `rememberTransport` option was set we will only connect with the previous successfully connected transport.
   * The supplied transports can be overruled if the `override` argument is supplied.
   *
   * Example:
   *
   * Override the existing transports.
   *
   *     var socket = new io.Socket();
   *     socket.getTransport(['jsonp-polling','websocket']);
   *     // returns the json-polling transport because it's availabe in all browsers.
   *
   * @param {Array} [override] A ordered list with transports that should be used instead of the options.transports.
   * @returns {Null|Transport} The available transport.
   * @api private
   */
  Socket.prototype.getTransport = function(override){
    var transports = override || this.options.transports, match;
    if (this.options.rememberTransport && !override){
      match = this.options.document.cookie.match('(?:^|;)\\s*socketio=([^;]*)');
      if (match){
        this.rememberedTransport = true;
        transports = [decodeURIComponent(match[1])];
      }
    } 
    for (var i = 0, transport; transport = transports[i]; i++){
      if (io.Transport[transport] 
        && io.Transport[transport].check() 
        && (!this.isXDomain() || io.Transport[transport].xdomainCheck())){
        return new io.Transport[transport](this, this.options.transportOptions[transport] || {});
      }
    }
    return null;
  };
  
  /**
   * Establish a new connection with the Socket.IO server. This is done using the selected transport by the
   * getTransport method. If the `connectTimeout` and the `tryTransportsOnConnectTimeout` options are set
   * the client will keep trying to connect to the server using a different transports when the timeout occurs.
   *
   * Example:
   *
   * Create a Socket.IO client with a connect callback (We assume we have the WebSocket transport avaliable).
   *
   *     var socket = new io.Socket();
   *     socket.connect(function(transport){
   *       console.log("Connected to server using the " + socket.transport.type + " transport.");
   *     });
   *     // => "Connected to server using the WebSocket transport."
   *
   * @param {Function} [fn] Callback.
   * @returns {io.Socket}
   * @api public
   */
  Socket.prototype.connect = function(fn){
    if (this.transport && !this.connected){
      if (this.connecting) this.disconnect(true);
      this.connecting = true;
      this.emit('connecting', [this.transport.type]);
      this.transport.connect();
      if (this.options.connectTimeout){
        var self = this;
        this.connectTimeoutTimer = setTimeout(function(){
          if (!self.connected){
            self.disconnect(true);
            if (self.options.tryTransportsOnConnectTimeout && !self.rememberedTransport){
              if(!self.remainingTransports) self.remainingTransports = self.options.transports.slice(0);
              var transports = self.remainingTransports;
              while(transports.length > 0 && transports.splice(0,1)[0] != self.transport.type){}
              if(transports.length){
                self.transport = self.getTransport(transports);
                self.connect();
              }
            }
            if(!self.remainingTransports || self.remainingTransports.length == 0) self.emit('connect_failed');
          }
          if(self.remainingTransports && self.remainingTransports.length == 0) delete self.remainingTransports;
        }, this.options.connectTimeout);
      }
    }
    if (fn && typeof fn == 'function') this.once('connect',fn);
    return this;
  };
  
  /**
   * Sends the data to the Socket.IO server. If there isn't a connection to the server
   * the data will be forwarded to the queue.
   *
   * @param {Mixed} data The data that needs to be send to the Socket.IO server.
   * @returns {io.Socket}
   * @api public
   */
  Socket.prototype.send = function(data){
    if (!this.transport || !this.transport.connected) return this.queue(data);
    this.transport.send(data);
    return this;
  };
  
  /**
   * Disconnect the established connect.
   *
   * @param {Boolean} [soft] A soft disconnect will keep the reconnect settings enabled.
   * @returns {io.Socket}
   * @api public
   */
  Socket.prototype.disconnect = function(soft){
    if (this.connectTimeoutTimer) clearTimeout(this.connectTimeoutTimer);
    if (!soft) this.options.reconnect = false;
    this.transport.disconnect();
    return this;
  };
  
  /**
   * Adds a new eventListener for the given event.
   *
   * Example:
   *
   *     var socket = new io.Socket();
   *     socket.on("connect", function(transport){
   *       console.log("Connected to server using the " + socket.transport.type + " transport.");
   *     });
   *     // => "Connected to server using the WebSocket transport."
   *
   * @param {String} name The name of the event.
   * @param {Function} fn The function that is called once the event is emitted.
   * @returns {io.Socket}
   * @api public
   */
  Socket.prototype.on = function(name, fn){
    if (!(name in this.events)) this.events[name] = [];
    this.events[name].push(fn);
    return this;
  };
  
  /**
   * Adds a one time listener, the listener will be removed after the event is emitted.
   *
   * Example:
   *
   *     var socket = new io.Socket();
   *     socket.once("custom:event", function(){
   *       console.log("I should only log once.");
   *     });
   *     socket.emit("custom:event");
   *     socket.emit("custom:event");
   *     // => "I should only log once."
   *
   * @param {String} name The name of the event.
   * @param {Function} fn The function that is called once the event is emitted.
   * @returns {io.Socket}
   * @api public
   */
  Socket.prototype.once = function(name, fn){
    var self = this
      , once = function(){
        self.removeEvent(name, once);
        fn.apply(self, arguments);
      };
    once.ref = fn;
    self.on(name, once);
    return this;
  };
  
  /**
   * Emit a event to all listeners.
   *
   * Example:

socialcalc/third-party/Socket.IO-node/support/socket.io-client/socket.io.js  view on Meta::CPAN

   * by calling this method so we can set the `connected` and `connecting` properties and emit
   * the connection event.
   *
   * @api private
   */
  Socket.prototype.onConnect = function(){
    this.connected = true;
    this.connecting = false;
    this.doQueue();
    if (this.options.rememberTransport) this.options.document.cookie = 'socketio=' + encodeURIComponent(this.transport.type);
    this.emit('connect');
  };
  
  /**
   * When the transport receives new messages from the Socket.IO server it notifies us by calling
   * this method with the decoded `data` it received.
   *
   * @param data The message from the Socket.IO server.
   * @api private
   */
  Socket.prototype.onMessage = function(data){
    this.emit('message', [data]);
  };
  
  /**
   * When the transport is disconnected from the Socket.IO server it notifies us by calling
   * this method. If we where connected and the `reconnect` is set we will attempt to reconnect.
   *
   * @api private
   */
  Socket.prototype.onDisconnect = function(){
    var wasConnected = this.connected;
    this.connected = false;
    this.connecting = false;
    this.queueStack = [];
    if (wasConnected){
      this.emit('disconnect');
      if (this.options.reconnect && !this.reconnecting) this.onReconnect();
    }
  };
  
  /**
   * The reconnection is done using an exponential back off algorithm to prevent
   * the server from being flooded with connection requests. When the transport
   * is disconnected we wait until the `reconnectionDelay` finishes. We multiply 
   * the `reconnectionDelay` (if the previous `reconnectionDelay` was 500 it will
   * be updated to 1000 and than 2000>4000>8000>16000 etc.) and tell the current
   * transport to connect again. When we run out of `reconnectionAttempts` we will 
   * do one final attempt and loop over all enabled transport methods to see if 
   * other transports might work. If everything fails we emit the `reconnect_failed`
   * event.
   *
   * @api private
   */
  Socket.prototype.onReconnect = function(){
    this.reconnecting = true;
    this.reconnectionAttempts = 0;
    this.reconnectionDelay = this.options.reconnectionDelay;
    
    var self = this
      , tryTransportsOnConnectTimeout = this.options.tryTransportsOnConnectTimeout
      , rememberTransport = this.options.rememberTransport;
    
    function reset(){
      if(self.connected) self.emit('reconnect',[self.transport.type,self.reconnectionAttempts]);
      self.removeEvent('connect_failed', maybeReconnect).removeEvent('connect', maybeReconnect);
      self.reconnecting = false;
      delete self.reconnectionAttempts;
      delete self.reconnectionDelay;
      delete self.reconnectionTimer;
      delete self.redoTransports;
      self.options.tryTransportsOnConnectTimeout = tryTransportsOnConnectTimeout;
      self.options.rememberTransport = rememberTransport;
      
      return;
    };
    
    function maybeReconnect(){
      if (!self.reconnecting) return;
      if (!self.connected){
        if (self.connecting && self.reconnecting) return self.reconnectionTimer = setTimeout(maybeReconnect, 1000);
        
        if (self.reconnectionAttempts++ >= self.options.maxReconnectionAttempts){
          if (!self.redoTransports){
            self.on('connect_failed', maybeReconnect);
            self.options.tryTransportsOnConnectTimeout = true;
            self.transport = self.getTransport(self.options.transports); // override with all enabled transports
            self.redoTransports = true;
            self.connect();
          } else {
            self.emit('reconnect_failed');
            reset();
          }
        } else {
          self.reconnectionDelay *= 2; // exponential back off
          self.connect();
          self.emit('reconnecting', [self.reconnectionDelay,self.reconnectionAttempts]);
          self.reconnectionTimer = setTimeout(maybeReconnect, self.reconnectionDelay);
        }
      } else {
        reset();
      }
    };
    this.options.tryTransportsOnConnectTimeout = false;
    this.reconnectionTimer = setTimeout(maybeReconnect, this.reconnectionDelay);
    
    this.on('connect', maybeReconnect);
  };
  
  /**
   * API compatiblity
   */
  Socket.prototype.fire = Socket.prototype.emit;
  Socket.prototype.addListener = Socket.prototype.addEvent = Socket.prototype.addEventListener = Socket.prototype.on;
  Socket.prototype.removeListener = Socket.prototype.removeEventListener = Socket.prototype.removeEvent;
  
})();
/*	SWFObject v2.2 <http://code.google.com/p/swfobject/> 
	is released under the MIT License <http://www.opensource.org/licenses/mit-license.php> 
*/
var swfobject=function(){var D="undefined",r="object",S="Shockwave Flash",W="ShockwaveFlash.ShockwaveFlash",q="application/x-shockwave-flash",R="SWFObjectExprInst",x="onreadystatechange",O=window,j=document,t=navigator,T=false,U=[h],o=[],N=[],I=[],l,...
// Copyright: Hiroshi Ichikawa <http://gimite.net/en/>
// License: New BSD License
// Reference: http://dev.w3.org/html5/websockets/
// Reference: http://tools.ietf.org/html/draft-hixie-thewebsocketprotocol

(function() {
  
  if (window.WebSocket) return;

  var console = window.console;
  if (!console || !console.log || !console.error) {
    console = {log: function(){ }, error: function(){ }};
  }
  
  if (!swfobject.hasFlashPlayerVersion("10.0.0")) {
    console.error("Flash Player >= 10.0.0 is required.");
    return;
  }
  if (location.protocol == "file:") {
    console.error(
      "WARNING: web-socket-js doesn't work in file:///... URL " +
      "unless you set Flash Security Settings properly. " +
      "Open the page via Web server i.e. http://...");
  }

  /**
   * This class represents a faux web socket.
   * @param {string} url
   * @param {array or string} protocols
   * @param {string} proxyHost
   * @param {int} proxyPort
   * @param {string} headers
   */
  WebSocket = function(url, protocols, proxyHost, proxyPort, headers) {
    var self = this;
    self.__id = WebSocket.__nextId++;
    WebSocket.__instances[self.__id] = self;
    self.readyState = WebSocket.CONNECTING;
    self.bufferedAmount = 0;
    self.__events = {};
    if (!protocols) {
      protocols = [];
    } else if (typeof protocols == "string") {
      protocols = [protocols];
    }
    // Uses setTimeout() to make sure __createFlash() runs after the caller sets ws.onopen etc.
    // Otherwise, when onopen fires immediately, onopen is called before it is set.
    setTimeout(function() {
      WebSocket.__addTask(function() {
        WebSocket.__flash.create(
            self.__id, url, protocols, proxyHost || null, proxyPort || 0, headers || null);
      });
    }, 0);
  };

  /**
   * Send data to the web socket.
   * @param {string} data  The data to send to the socket.
   * @return {boolean}  True for success, false for failure.
   */
  WebSocket.prototype.send = function(data) {
    if (this.readyState == WebSocket.CONNECTING) {
      throw "INVALID_STATE_ERR: Web Socket connection has not been established";
    }
    // We use encodeURIComponent() here, because FABridge doesn't work if
    // the argument includes some characters. We don't use escape() here
    // because of this:
    // https://developer.mozilla.org/en/Core_JavaScript_1.5_Guide/Functions#escape_and_unescape_Functions
    // But it looks decodeURIComponent(encodeURIComponent(s)) doesn't
    // preserve all Unicode characters either e.g. "\uffff" in Firefox.
    // Note by wtritch: Hopefully this will not be necessary using ExternalInterface.  Will require
    // additional testing.
    var result = WebSocket.__flash.send(this.__id, encodeURIComponent(data));
    if (result < 0) { // success
      return true;
    } else {
      this.bufferedAmount += result;
      return false;
    }
  };

  /**
   * Close this web socket gracefully.
   */
  WebSocket.prototype.close = function() {
    if (this.readyState == WebSocket.CLOSED || this.readyState == WebSocket.CLOSING) {
      return;
    }
    this.readyState = WebSocket.CLOSING;
    WebSocket.__flash.close(this.__id);
  };

  /**
   * Implementation of {@link <a href="http://www.w3.org/TR/DOM-Level-2-Events/events.html#Events-registration">DOM 2 EventTarget Interface</a>}
   *
   * @param {string} type
   * @param {function} listener
   * @param {boolean} useCapture
   * @return void
   */
  WebSocket.prototype.addEventListener = function(type, listener, useCapture) {
    if (!(type in this.__events)) {
      this.__events[type] = [];
    }
    this.__events[type].push(listener);
  };

  /**

socialcalc/third-party/Socket.IO-node/support/socket.io-client/socket.io.js  view on Meta::CPAN


  /**
   * Loads WebSocketMain.swf and creates WebSocketMain object in Flash.
   */
  WebSocket.__initialize = function() {
    if (WebSocket.__flash) return;
    
    if (WebSocket.__swfLocation) {
      // For backword compatibility.
      window.WEB_SOCKET_SWF_LOCATION = WebSocket.__swfLocation;
    }
    if (!window.WEB_SOCKET_SWF_LOCATION) {
      console.error("[WebSocket] set WEB_SOCKET_SWF_LOCATION to location of WebSocketMain.swf");
      return;
    }
    var container = document.createElement("div");
    container.id = "webSocketContainer";
    // Hides Flash box. We cannot use display: none or visibility: hidden because it prevents
    // Flash from loading at least in IE. So we move it out of the screen at (-100, -100).
    // But this even doesn't work with Flash Lite (e.g. in Droid Incredible). So with Flash
    // Lite, we put it at (0, 0). This shows 1x1 box visible at left-top corner but this is
    // the best we can do as far as we know now.
    container.style.position = "absolute";
    if (WebSocket.__isFlashLite()) {
      container.style.left = "0px";
      container.style.top = "0px";
    } else {
      container.style.left = "-100px";
      container.style.top = "-100px";
    }
    var holder = document.createElement("div");
    holder.id = "webSocketFlash";
    container.appendChild(holder);
    document.body.appendChild(container);
    // See this article for hasPriority:
    // http://help.adobe.com/en_US/as3/mobile/WS4bebcd66a74275c36cfb8137124318eebc6-7ffd.html
    swfobject.embedSWF(
      WEB_SOCKET_SWF_LOCATION,
      "webSocketFlash",
      "1" /* width */,
      "1" /* height */,
      "10.0.0" /* SWF version */,
      null,
      null,
      {hasPriority: true, swliveconnect : true, allowScriptAccess: "always"},
      null,
      function(e) {
        if (!e.success) {
          console.error("[WebSocket] swfobject.embedSWF failed");
        }
      });
  };
  
  /**
   * Called by Flash to notify JS that it's fully loaded and ready
   * for communication.
   */
  WebSocket.__onFlashInitialized = function() {
    // We need to set a timeout here to avoid round-trip calls
    // to flash during the initialization process.
    setTimeout(function() {
      WebSocket.__flash = document.getElementById("webSocketFlash");
      WebSocket.__flash.setCallerUrl(location.href);
      WebSocket.__flash.setDebug(!!window.WEB_SOCKET_DEBUG);
      for (var i = 0; i < WebSocket.__tasks.length; ++i) {
        WebSocket.__tasks[i]();
      }
      WebSocket.__tasks = [];
    }, 0);
  };
  
  /**
   * Called by Flash to notify WebSockets events are fired.
   */
  WebSocket.__onFlashEvent = function() {
    setTimeout(function() {
      try {
        // Gets events using receiveEvents() instead of getting it from event object
        // of Flash event. This is to make sure to keep message order.
        // It seems sometimes Flash events don't arrive in the same order as they are sent.
        var events = WebSocket.__flash.receiveEvents();
        for (var i = 0; i < events.length; ++i) {
          WebSocket.__instances[events[i].webSocketId].__handleEvent(events[i]);
        }
      } catch (e) {
        console.error(e);
      }
    }, 0);
    return true;
  };
  
  // Called by Flash.
  WebSocket.__log = function(message) {
    console.log(decodeURIComponent(message));
  };
  
  // Called by Flash.
  WebSocket.__error = function(message) {
    console.error(decodeURIComponent(message));
  };
  
  WebSocket.__addTask = function(task) {
    if (WebSocket.__flash) {
      task();
    } else {
      WebSocket.__tasks.push(task);
    }
  };
  
  /**
   * Test if the browser is running flash lite.
   * @return {boolean} True if flash lite is running, false otherwise.
   */
  WebSocket.__isFlashLite = function() {
    if (!window.navigator || !window.navigator.mimeTypes) {
      return false;
    }
    var mimeType = window.navigator.mimeTypes["application/x-shockwave-flash"];
    if (!mimeType || !mimeType.enabledPlugin || !mimeType.enabledPlugin.filename) {
      return false;
    }
    return mimeType.enabledPlugin.filename.match(/flashlite/i) ? true : false;
  };
  
  if (!window.WEB_SOCKET_DISABLE_AUTO_INITIALIZATION) {
    if (window.addEventListener) {
      window.addEventListener("load", function(){
        WebSocket.__initialize();
      }, false);
    } else {
      window.attachEvent("onload", function(){
        WebSocket.__initialize();
      });
    }
  }
  



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