diff options
author | Kyle Gunger <corechg@gmail.com> | 2020-02-28 02:33:14 -0500 |
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committer | Kyle Gunger <corechg@gmail.com> | 2020-02-28 02:33:14 -0500 |
commit | ab88ba8d0e23999f4d55a2721f610eff2b1d2054 (patch) | |
tree | a98692cd60598d34c73b089ffac4dc263c13623c | |
parent | a4d0d1190b74cd1bfb596b8a02a2deacce3ad86c (diff) |
More comments
-rw-r--r-- | scripts/client.js | 8 | ||||
-rw-r--r-- | scripts/lobby.js | 4 | ||||
-rw-r--r-- | scripts/sock.js | 13 |
3 files changed, 20 insertions, 5 deletions
diff --git a/scripts/client.js b/scripts/client.js index b5dd4bf..ea62e26 100644 --- a/scripts/client.js +++ b/scripts/client.js @@ -13,12 +13,13 @@ function Client(serveraddr, game) { } Client.prototype = { + // Initialize the connection init: function() { this.soc.init(); }, - // Entry point for a message. - // If it's a close message, the + // 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); @@ -42,6 +43,7 @@ Client.prototype = { } }, + // Called when negotiating with the server for the first time and we are determining versions handshake: function(m) { switch (m.type) { case "verr": @@ -57,6 +59,7 @@ Client.prototype = { } }, + // Lobby switch, called when in the lobby and a message arrives from the server lobby: function (m) { switch (m.type) { case "plist": @@ -87,6 +90,7 @@ Client.prototype = { } }, + // Game switch, called when in game and a message arrives from the server game: function (m) { switch (m.type) { diff --git a/scripts/lobby.js b/scripts/lobby.js index b2fda06..4d8332d 100644 --- a/scripts/lobby.js +++ b/scripts/lobby.js @@ -46,6 +46,7 @@ Lobby.prototype = { // { data.games[n].name } room name // { data.games[n].packs } list of the pack names used by this game // { data.games[n].id } room identifier (uuid) + // { data.games[n].max } max players in room gameList: function(data) { while (this.elements.games.firstChild != null) { this.elements.games.remove(this.elements.games.firstChild) @@ -194,7 +195,6 @@ TopBar.prototype = { // ############# // GameEl represents a single game in the lobby view. It has methods for setting up the elements and such. - -function GameEl(name, packs, id) { +function GameEl(name, packs, maxp, id) { }
\ No newline at end of file diff --git a/scripts/sock.js b/scripts/sock.js index 78c4195..cf06a5e 100644 --- a/scripts/sock.js +++ b/scripts/sock.js @@ -1,3 +1,4 @@ +// A wrapper around the wrapper function SockWorker(serveraddr, version, callback) { this.server = serveraddr; this.version = version; @@ -5,6 +6,7 @@ function SockWorker(serveraddr, version, callback) { } SockWorker.prototype = { + // Initialize the connection. init: function() { if(this.server == "" || this.server == null) { return; @@ -22,10 +24,13 @@ SockWorker.prototype = { } }, + // Called when the connection connects to the server o: function() { this.send("version", this.version); }, + // Called when the connection gets a message from the server + // Attempts to turn the message into a usable object and pass it to the callback msg: function(e) { if(typeof e.data == "string") { var dat = JSON.parse(e.data) @@ -33,18 +38,24 @@ SockWorker.prototype = { } }, + // Called when the connection closes. + // Passes a close object to the callback. c: function() { this.cb({type: "close", data: ""}); }, + // Called when the connection encounters an error. + // Passes an error to the callback err: function() { this.cb({type: "error", data: ""}); }, - + + // Call to close the connection to the server close: function() { this.socket.close(); }, + // Send a message to the server send: function(type, data) { var m = new Message(type, data); this.socket.send(m.stringify()) |