From dbaf69557c0d6e648120b068fec1920b9391a24a Mon Sep 17 00:00:00 2001 From: Kyle Gunger Date: Fri, 18 Sep 2020 12:19:44 -0400 Subject: Update from local repo --- scripts/client.js | 147 ++++++++++++++++++++++++++++++------------------------ 1 file changed, 83 insertions(+), 64 deletions(-) (limited to 'scripts/client.js') diff --git a/scripts/client.js b/scripts/client.js index ea62e26..acb3d90 100644 --- a/scripts/client.js +++ b/scripts/client.js @@ -1,109 +1,128 @@ +const VERSION = "1.0.0"; + // Client acts as the message hub for the whole game. // WebSocket messages come into Client and Client redirects them to the lobby or table based on the state of the game. // Client also performs the handshake for first starting the connection and messages everyone if the connection errors or closes. -function Client(serveraddr, game) { - this.state = "handshake"; - - this.soc = new SockWorker(serveraddr, "1", this.cb.bind(this)); +class Client{ - this.lob = new Lobby(document.getElementsByClassName("lobby")[0], this.soc); - this.tab = new Table(document.getElementsByClassName("table")[0], this.soc); + constructor (serveraddr, game) + { + this.socket = new SockWorker(serveraddr, VERSION); + this.socket.addEventListener("error", this.socketError.bind(this)); + this.socket.addEventListener("closed", this.socketClose.bind(this)); + this.socket.addEventListener("handshake", this.handshake.bind(this)); + this.socket.addEventListener("menu", this.menu.bind(this)); + this.socket.addEventListener("game", this.game.bind(this)); - this.game = game; -} + this.lobby = new Lobby(document.getElementsByClassName("lobby")[0], this.socket); + + this.drag = new MultiDrag(); + + this.table = new Table(document.getElementsByClassName("table")[0], this.drag, this.socket); + + this.chat = new Chat(document.getElementsByClassName("chat")[0], this.socket); + this.chat.addChannel("global"); + this.chat.switchChannel("global"); + + this.game = game; + } -Client.prototype = { // Initialize the connection - init: function() { - this.soc.init(); - }, - - // Entry point for a message from the server. - // If it's a close message, we close the game if it is open and change the lobby to reflect the error/close. - cb: function(m) { - console.log(m); - - if(m.type == "error" || m.type == "closed") { - var t = m.type; - t = t[0].toUpperCase() + t.slice(1) - this.lob.setState(t, "#D00", this.soc.server); - this.tab.handleClose(); - return; - } + init () + { + this.socket.init(); + } - switch(this.state) { - case "handshake": - this.handshake(m); - break; - case "lobby": - this.lobby(m); - break; - case "game": - break; - } - }, + // Callbacks for if the socket fails or closes + + socketError() { + this.lobby.setState("Error", "closed", this.socket.server); + this.table.handleClose(); + } - // Called when negotiating with the server for the first time and we are determining versions - handshake: function(m) { + socketClose() { + this.lobby.setState("Closed", "closed", this.socket.server); + this.table.handleClose(); + } + + // Callback when negotiating with the server for the first time and we are determining versions + handshake (m) + { switch (m.type) { case "verr": - this.soc.close(); + this.socket.close(); alert(`Error connecting to server: version of client (${this.version}) not accepted.`); - console.error("Error connecting to server: version of client (${this.version}) not accepted."); + console.error(`Error connecting to server: version of client (${this.version}) not accepted.`); console.error(m.data); return; - case "lobby": - this.state = "lobby"; - this.soc.send("ready", ""); + case "ready": + this.socket.send("ready", ""); return; } - }, + } - // Lobby switch, called when in the lobby and a message arrives from the server - lobby: function (m) { + // Menu switch, called when in the lobby and a message arrives from the server + menu (m) + { switch (m.type) { case "plist": - this.lob.packList(m.data); + this.lobby.packList(m.data); break; case "glist": - this.lob.gameList(m.data, this.game); + this.lobby.gameList(m.data, this.game); this.game = null; break; case "players": - this.lob.players(m.data); + this.lobby.players(m.data); break; case "gdel": - this.lob.removeGame(m.data); + this.lobby.removeGame(m.data); break; case "gadd": - this.lob.addGame(m.data); + this.lobby.addGame(m.data); break; case "pdel": - this.lob.removePlayer(m.data); + this.lobby.removePlayer(m.data); break; case "padd": - this.lob.addPlayer(m.data); + this.lobby.addPlayer(m.data); break; case "pmove": - this.lob.movePlayer(m.data); + this.lobby.movePlayer(m.data); break; } - }, + } // Game switch, called when in game and a message arrives from the server - game: function (m) { + game (m) + { switch (m.type) { } - }, + } - // Reset the lobby and table, then attempt to reopen the connection to the server. - reset: function() { - this.state = "handshake"; + // Callback when a chat event is recieved from the server + chat (m) + { + switch (m.type) { + case "delchan": + this.chat.deleteChannel(m.data); + break; + case "newchan": + this.chat.addChannel(m.data); + break; + + case "message": + this.chat.recieveMessage(m.data.type, m.data.data); + } + } - this.lob.reset(); - this.tab.reset(); + // Reset the lobby and table, then attempt to reopen the connection to the server. + reset () + { + this.lobby.reset(); + this.table.reset(); - this.soc.init(); + this.socket.init(); } -}; +} -- cgit v1.2.3