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-rw-r--r--webcards/scripts/client.js128
1 files changed, 0 insertions, 128 deletions
diff --git a/webcards/scripts/client.js b/webcards/scripts/client.js
deleted file mode 100644
index acb3d90..0000000
--- a/webcards/scripts/client.js
+++ /dev/null
@@ -1,128 +0,0 @@
-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.
-class Client{
-
- 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.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;
- }
-
- // Initialize the connection
- init ()
- {
- this.socket.init();
- }
-
- // Callbacks for if the socket fails or closes
-
- socketError() {
- this.lobby.setState("Error", "closed", this.socket.server);
- this.table.handleClose();
- }
-
- 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.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(m.data);
- return;
- case "ready":
- this.socket.send("ready", "");
- return;
- }
- }
-
- // Menu switch, called when in the lobby and a message arrives from the server
- menu (m)
- {
- switch (m.type) {
- case "plist":
- this.lobby.packList(m.data);
- break;
- case "glist":
- this.lobby.gameList(m.data, this.game);
- this.game = null;
- break;
- case "players":
- this.lobby.players(m.data);
- break;
- case "gdel":
- this.lobby.removeGame(m.data);
- break;
- case "gadd":
- this.lobby.addGame(m.data);
- break;
- case "pdel":
- this.lobby.removePlayer(m.data);
- break;
- case "padd":
- this.lobby.addPlayer(m.data);
- break;
- case "pmove":
- this.lobby.movePlayer(m.data);
- break;
- }
- }
-
- // Game switch, called when in game and a message arrives from the server
- game (m)
- {
- switch (m.type) {
-
- }
- }
-
- // 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);
- }
- }
-
- // Reset the lobby and table, then attempt to reopen the connection to the server.
- reset ()
- {
- this.lobby.reset();
- this.table.reset();
-
- this.socket.init();
- }
-}