From a4d0d1190b74cd1bfb596b8a02a2deacce3ad86c Mon Sep 17 00:00:00 2001 From: Kyle Gunger Date: Fri, 28 Feb 2020 02:21:30 -0500 Subject: Fix mobile + Lobby omments --- scripts/client.js | 105 +++++++++++++++++++++++ scripts/client/client.js | 105 ----------------------- scripts/client/lobby.js | 102 ---------------------- scripts/client/message.js | 14 ---- scripts/client/sock.js | 52 ------------ scripts/client/table.js | 16 ---- scripts/libs/discord-rpc.js | 8 -- scripts/lobby.js | 200 ++++++++++++++++++++++++++++++++++++++++++++ scripts/message.js | 14 ++++ scripts/sock.js | 52 ++++++++++++ scripts/table.js | 16 ++++ 11 files changed, 387 insertions(+), 297 deletions(-) create mode 100644 scripts/client.js delete mode 100644 scripts/client/client.js delete mode 100644 scripts/client/lobby.js delete mode 100644 scripts/client/message.js delete mode 100644 scripts/client/sock.js delete mode 100644 scripts/client/table.js delete mode 100644 scripts/libs/discord-rpc.js create mode 100644 scripts/lobby.js create mode 100644 scripts/message.js create mode 100644 scripts/sock.js create mode 100644 scripts/table.js (limited to 'scripts') diff --git a/scripts/client.js b/scripts/client.js new file mode 100644 index 0000000..b5dd4bf --- /dev/null +++ b/scripts/client.js @@ -0,0 +1,105 @@ +// 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)); + + this.lob = new Lobby(document.getElementsByClassName("lobby")[0], this.soc); + this.tab = new Table(document.getElementsByClassName("table")[0], this.soc); + + this.game = game; +} + +Client.prototype = { + init: function() { + this.soc.init(); + }, + + // Entry point for a message. + // If it's a close message, the + 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; + } + + switch(this.state) { + case "handshake": + this.handshake(m); + break; + case "lobby": + this.lobby(m); + break; + case "game": + break; + } + }, + + handshake: function(m) { + switch (m.type) { + case "verr": + this.soc.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 "lobby": + this.state = "lobby"; + this.soc.send("ready", ""); + return; + } + }, + + lobby: function (m) { + switch (m.type) { + case "plist": + this.lob.packList(m.data); + break; + case "glist": + this.lob.gameList(m.data, this.game); + this.game = null; + break; + case "players": + this.lob.players(m.data); + break; + case "gdel": + this.lob.removeGame(m.data); + break; + case "gadd": + this.lob.addGame(m.data); + break; + case "pdel": + this.lob.removePlayer(m.data); + break; + case "padd": + this.lob.addPlayer(m.data); + break; + case "pmove": + this.lob.movePlayer(m.data); + break; + } + }, + + game: function (m) { + switch (m.type) { + + } + }, + + // Reset the lobby and table, then attempt to reopen the connection to the server. + reset: function() { + this.state = "handshake"; + + this.lob.reset(); + this.tab.reset(); + + this.soc.init(); + } +}; diff --git a/scripts/client/client.js b/scripts/client/client.js deleted file mode 100644 index b5dd4bf..0000000 --- a/scripts/client/client.js +++ /dev/null @@ -1,105 +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)); - - this.lob = new Lobby(document.getElementsByClassName("lobby")[0], this.soc); - this.tab = new Table(document.getElementsByClassName("table")[0], this.soc); - - this.game = game; -} - -Client.prototype = { - init: function() { - this.soc.init(); - }, - - // Entry point for a message. - // If it's a close message, the - 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; - } - - switch(this.state) { - case "handshake": - this.handshake(m); - break; - case "lobby": - this.lobby(m); - break; - case "game": - break; - } - }, - - handshake: function(m) { - switch (m.type) { - case "verr": - this.soc.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 "lobby": - this.state = "lobby"; - this.soc.send("ready", ""); - return; - } - }, - - lobby: function (m) { - switch (m.type) { - case "plist": - this.lob.packList(m.data); - break; - case "glist": - this.lob.gameList(m.data, this.game); - this.game = null; - break; - case "players": - this.lob.players(m.data); - break; - case "gdel": - this.lob.removeGame(m.data); - break; - case "gadd": - this.lob.addGame(m.data); - break; - case "pdel": - this.lob.removePlayer(m.data); - break; - case "padd": - this.lob.addPlayer(m.data); - break; - case "pmove": - this.lob.movePlayer(m.data); - break; - } - }, - - game: function (m) { - switch (m.type) { - - } - }, - - // Reset the lobby and table, then attempt to reopen the connection to the server. - reset: function() { - this.state = "handshake"; - - this.lob.reset(); - this.tab.reset(); - - this.soc.init(); - } -}; diff --git a/scripts/client/lobby.js b/scripts/client/lobby.js deleted file mode 100644 index 8d46352..0000000 --- a/scripts/client/lobby.js +++ /dev/null @@ -1,102 +0,0 @@ -// Lobby manages the players and games provided by the server and allows users to join or create their own games. -function Lobby(el){ - this.root = el; - - this.elements = { - status: this.root.getElementsByClassName("status")[0], - addr: this.root.getElementsByClassName("addr")[0], - - stats: { - game: document.getElementById("game"), - packs: document.getElementById("packs"), - online: document.getElementById("online"), - ingame: document.getElementById("ingame"), - pubgame: document.getElementById("pubgame") - }, - - settings: { - name: document.getElementById("name"), - color: document.getElementById("usercolor") - } - }; - - this.top = new TopBar(document.getElementsByClassName("topbar")[0]); - - this.init = false; - this.online = []; - this.games = []; - this.packs = []; - this.players = []; -} - -Lobby.prototype = { - packList: function(data){ - - this.elements.stats.packs.innerText = this.packs.length(); - }, - - gameList: function(data, game){ - - this.elements.stats.pubgame.innerText = this.games.length(); - }, - - players: function(data) { - - this.elements.stats.online.innerText = this.players.length(); - this.init = true; - }, - - addGame: function(data){ - - }, - - removeGame: function(data){ - - }, - - addPlayer: function(data){ - - }, - - movePlayer: function(data){ - - }, - - removePlayer: function(data){ - - }, - - newGameScreen: function(){ - if(this.init) return; - }, - - setState: function(text, color, server){ - this.elements.status.style.backgroundColor = color; - this.elements.status.innerText = text; - this.elements.addr.innerText = server; - this.top.setColor(color); - }, - - reset: function(){ - this.setState("Connecting", "#DA0", this.elements.addr.innerText); - this.init = false; - } -}; - -// ############### -// # TopBar Code # -// ############### - -function TopBar(el) { - this.root = el; - - this.newGame = el.getElementsByClassName("new-game")[0]; - this.mobileSettings = el.getElementsByClassName("mobile-settings")[0]; - this.status = el.getElementsByClassName("status")[0]; -} - -TopBar.prototype = { - setColor: function(color) { - this.status.style.backgroundColor = color; - } -}; diff --git a/scripts/client/message.js b/scripts/client/message.js deleted file mode 100644 index 5e821c4..0000000 --- a/scripts/client/message.js +++ /dev/null @@ -1,14 +0,0 @@ -function Message(type, data){ - this.t = type; - this.d = data; -} - -Message.prototype = { - stringify: function(){ - var dat = this.d - if(typeof dat !== "string"){ - dat = JSON.stringify(dat); - } - return JSON.stringify({type: this.t, data: dat}); - } -}; diff --git a/scripts/client/sock.js b/scripts/client/sock.js deleted file mode 100644 index 78c4195..0000000 --- a/scripts/client/sock.js +++ /dev/null @@ -1,52 +0,0 @@ -function SockWorker(serveraddr, version, callback) { - this.server = serveraddr; - this.version = version; - this.cb = callback; -} - -SockWorker.prototype = { - init: function() { - if(this.server == "" || this.server == null) { - return; - } - try { - this.socket = new WebSocket(this.server); - - this.socket.addEventListener("open", this.o.bind(this)); - this.socket.addEventListener("message", this.msg.bind(this)); - - this.socket.addEventListener("closed", this.c.bind(this)); - this.socket.addEventListener("error", this.err.bind(this)); - } catch (e) { - this.err(); - } - }, - - o: function() { - this.send("version", this.version); - }, - - msg: function(e) { - if(typeof e.data == "string") { - var dat = JSON.parse(e.data) - this.cb(dat); - } - }, - - c: function() { - this.cb({type: "close", data: ""}); - }, - - err: function() { - this.cb({type: "error", data: ""}); - }, - - close: function() { - this.socket.close(); - }, - - send: function(type, data) { - var m = new Message(type, data); - this.socket.send(m.stringify()) - } -}; \ No newline at end of file diff --git a/scripts/client/table.js b/scripts/client/table.js deleted file mode 100644 index 911763a..0000000 --- a/scripts/client/table.js +++ /dev/null @@ -1,16 +0,0 @@ -// Table represents and manages the actual game. It accepts inputs from the server and tries to queries the server when the player makes a move. -function Table(el, soc) { - this.root = el; - this.soc = soc; -} - -Table.prototype = { - - handleClose: function() { - - }, - - reset: function() { - - } -} \ No newline at end of file diff --git a/scripts/libs/discord-rpc.js b/scripts/libs/discord-rpc.js deleted file mode 100644 index b51d10f..0000000 --- a/scripts/libs/discord-rpc.js +++ /dev/null @@ -1,8 +0,0 @@ -!function(t,e){"object"==typeof exports&&"object"==typeof module?module.exports=e():"function"==typeof define&&define.amd?define([],e):"object"==typeof exports?exports.RPC=e():t.RPC=e()}(window,(function(){return function(t){var e={};function n(r){if(e[r])return e[r].exports;var i=e[r]={i:r,l:!1,exports:{}};return t[r].call(i.exports,i,i.exports,n),i.l=!0,i.exports}return n.m=t,n.c=e,n.d=function(t,e,r){n.o(t,e)||Object.defineProperty(t,e,{enumerable:!0,get:r})},n.r=function(t){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(t,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(t,"__esModule",{value:!0})},n.t=function(t,e){if(1&e&&(t=n(t)),8&e)return t;if(4&e&&"object"==typeof t&&t&&t.__esModule)return t;var r=Object.create(null);if(n.r(r),Object.defineProperty(r,"default",{enumerable:!0,value:t}),2&e&&"string"!=typeof t)for(var i in t)n.d(r,i,function(e){return t[e]}.bind(null,i));return r},n.n=function(t){var e=t&&t.__esModule?function(){return t.default}:function(){return t};return n.d(e,"a",e),e},n.o=function(t,e){return Object.prototype.hasOwnProperty.call(t,e)},n.p="",n(n.s=6)}([function(t,e,n){"use strict";(function(e){let r;try{const{app:t}=n(7);r=t.setAsDefaultProtocolClient.bind(t)}catch(t){try{r=n(8)}catch(t){}}"function"!=typeof r&&(r=()=>!1);t.exports={pid:function(){return void 0!==e?e.pid:null},register:r,uuid:()=>{let t="";for(let e=0;e<32;e+=1){let n;if(8!==e&&12!==e&&16!==e&&20!==e||(t+="-"),12===e)n=4;else{const t=16*Math.random()|0;n=16===e?3&t|0:t}t+=n.toString(16)}return t}}}).call(this,n(1))},function(t,e){var n,r,i=t.exports={};function o(){throw new Error("setTimeout has not been defined")}function s(){throw new Error("clearTimeout has not been defined")}function u(t){if(n===setTimeout)return setTimeout(t,0);if((n===o||!n)&&setTimeout)return n=setTimeout,setTimeout(t,0);try{return n(t,0)}catch(e){try{return n.call(null,t,0)}catch(e){return n.call(this,t,0)}}}!function(){try{n="function"==typeof setTimeout?setTimeout:o}catch(t){n=o}try{r="function"==typeof clearTimeout?clearTimeout:s}catch(t){r=s}}();var a,c=[],f=!1,h=-1;function l(){f&&a&&(f=!1,a.length?c=a.concat(c):h=-1,c.length&&p())}function p(){if(!f){var t=u(l);f=!0;for(var e=c.length;e;){for(a=c,c=[];++h1)for(var n=1;n0&&s.length>i&&!s.warned){s.warned=!0;var a=new Error("Possible EventEmitter memory leak detected. 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\ No newline at end of file diff --git a/scripts/lobby.js b/scripts/lobby.js new file mode 100644 index 0000000..b2fda06 --- /dev/null +++ b/scripts/lobby.js @@ -0,0 +1,200 @@ +// Lobby manages the players and games provided by the server and allows users to join or create their own games. +function Lobby(el){ + this.root = el; + + this.elements = { + status: this.root.getElementsByClassName("status")[0], + addr: this.root.getElementsByClassName("addr")[0], + games: this.root.getElementsByClassName("games")[0], + + stats: { + game: document.getElementById("game"), + packs: document.getElementById("packs"), + online: document.getElementById("online"), + ingame: document.getElementById("ingame"), + pubgame: document.getElementById("pubgame") + }, + + settings: { + name: document.getElementById("name"), + color: document.getElementById("usercolor") + } + }; + + this.top = new TopBar(document.getElementsByClassName("topbar")[0]); + + this.init = false; + this.online = []; + this.games = []; + this.packs = []; + this.players = []; +} + +Lobby.prototype = { + // Set initial pack list + // {data array} array of strings representing pack names + packList: function(data) { + this.packs = data; + this.top.setPacks(this.packs) + this.elements.stats.packs.innerText = this.packs.length(); + }, + + // Set initial game list. + // { data object } object containing {games} and {name} + // { data.name string } name of the game the server runs + // { data.games array } array of public games the server is running + // { 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) + gameList: function(data) { + while (this.elements.games.firstChild != null) { + this.elements.games.remove(this.elements.games.firstChild) + } + + for (let i in data.games) { + let gel = new GameEl(i.name, i.packs, i.id); + this.games.push(gel); + this.elements.games.appendChild(gel.getElement()); + } + + this.elements.stats.game.innerText = data.name; + this.elements.stats.pubgame.innerText = this.games.length(); + }, + + // Set the initial player list. + // { data array } represents a list of player objects from the server + // { data[n].name string } name of the player + // { data[n].game string } id of the game room (empty if not in game). + // { data[n].color string } css color chosen by player. + // { data[n].uuid string } uuid of the player + players: function(data) { + + this.elements.stats.online.innerText = this.players.length(); + this.init = true; + }, + + // Called when a new public game is created on the server + // { data object } the game object + // { data.name } room name + // { data.packs } list of the pack names used by this game + // { data.id } room identifier (uuid) + addGame: function(data) { + + }, + + // Called when a new public game is removed on the server + // { data string } the uuid of the game to delete + removeGame: function(data) { + + }, + + // Called when a new player enters the lobby. + // { data object } an object representing the player + // { data.name string } name of the player + // { data.game string } id of the game room (empty if not in game). + // { data.color string } css color chosen by player. + // { data.uuid string } uuid of the player + addPlayer: function(data) { + + }, + + // Called when a player modifies their settings in the lobby. + // { data object } new player settings + // { data.name string } non null if the player has changed their name + // { data.color string } non null if the player has changed their color + // { data.uuid string } uuid of player changing their settings + modPlayer: function(data) { + + }, + + // Called when a player moves between the lobby and a game, or between two games + // { data object } new location + // { data.player } uuid of player changing location + // { data.loc } uuid of room player is moving to (empty if moving to lobby) + movePlayer: function(data) { + + }, + + // Called when a player exits the game (from lobby or game) + // {data string } uuid of player + removePlayer: function(data) { + + }, + + // Called when the client wants to toggle the new game screen + newGame: function() { + //if(this.init) return; + this.top.toggleNewGame(); + }, + + // Called when the client wants to toggle the mobile settings screen + mobileSettings: function() { + //if(this.init) return; + this.top.toggleMobileSettings(); + }, + + // Called when the WebSocket state has changed. + setState: function(text, color, server) { + this.elements.status.style.backgroundColor = color; + this.elements.status.innerText = text; + this.elements.addr.innerText = server; + this.top.setColor(color); + }, + + // Called when we are resetting the game. + reset: function() { + while (this.elements.games.firstChild != null) { + this.elements.games.remove(this.elements.games.firstChild) + } + + this.setState("Connecting", "#DA0", this.elements.addr.innerText); + this.init = false; + } +}; + +// ############### +// # TopBar Code # +// ############### + +// TopBar represents the bar at the top of the screen when client is in the lobby. + +function TopBar(el) { + this.root = el; + + this.newGame = el.getElementsByClassName("new-game")[0]; + this.mobileSettings = el.getElementsByClassName("mobile-settings")[0]; + this.status = el.getElementsByClassName("status")[0]; +} + +TopBar.prototype = { + // Set color of status bar + setColor: function(color) { + this.status.style.backgroundColor = color; + }, + + // Toggle showing the new game screen + toggleNewGame: function() { + if (this.newGame.style.display !== "none") + this.newGame.style.display = "none"; + else + this.newGame.style.display = "block"; + }, + + // Toggle showing the mobile settings + toggleMobileSettings: function() { + if (this.mobileSettings.style.display !== "none") + this.mobileSettings.style.display = "none"; + else + this.mobileSettings.style.display = "block"; + } +}; + +// ############# +// # Game code # +// ############# + +// GameEl represents a single game in the lobby view. It has methods for setting up the elements and such. + +function GameEl(name, packs, id) { + +} \ No newline at end of file diff --git a/scripts/message.js b/scripts/message.js new file mode 100644 index 0000000..5e821c4 --- /dev/null +++ b/scripts/message.js @@ -0,0 +1,14 @@ +function Message(type, data){ + this.t = type; + this.d = data; +} + +Message.prototype = { + stringify: function(){ + var dat = this.d + if(typeof dat !== "string"){ + dat = JSON.stringify(dat); + } + return JSON.stringify({type: this.t, data: dat}); + } +}; diff --git a/scripts/sock.js b/scripts/sock.js new file mode 100644 index 0000000..78c4195 --- /dev/null +++ b/scripts/sock.js @@ -0,0 +1,52 @@ +function SockWorker(serveraddr, version, callback) { + this.server = serveraddr; + this.version = version; + this.cb = callback; +} + +SockWorker.prototype = { + init: function() { + if(this.server == "" || this.server == null) { + return; + } + try { + this.socket = new WebSocket(this.server); + + this.socket.addEventListener("open", this.o.bind(this)); + this.socket.addEventListener("message", this.msg.bind(this)); + + this.socket.addEventListener("closed", this.c.bind(this)); + this.socket.addEventListener("error", this.err.bind(this)); + } catch (e) { + this.err(); + } + }, + + o: function() { + this.send("version", this.version); + }, + + msg: function(e) { + if(typeof e.data == "string") { + var dat = JSON.parse(e.data) + this.cb(dat); + } + }, + + c: function() { + this.cb({type: "close", data: ""}); + }, + + err: function() { + this.cb({type: "error", data: ""}); + }, + + close: function() { + this.socket.close(); + }, + + send: function(type, data) { + var m = new Message(type, data); + this.socket.send(m.stringify()) + } +}; \ No newline at end of file diff --git a/scripts/table.js b/scripts/table.js new file mode 100644 index 0000000..911763a --- /dev/null +++ b/scripts/table.js @@ -0,0 +1,16 @@ +// Table represents and manages the actual game. It accepts inputs from the server and tries to queries the server when the player makes a move. +function Table(el, soc) { + this.root = el; + this.soc = soc; +} + +Table.prototype = { + + handleClose: function() { + + }, + + reset: function() { + + } +} \ No newline at end of file -- cgit v1.2.3