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// 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 = {
// 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;
}
switch(this.state) {
case "handshake":
this.handshake(m);
break;
case "lobby":
this.lobby(m);
break;
case "game":
break;
}
},
// Called when negotiating with the server for the first time and we are determining versions
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 switch, called when in the lobby and a message arrives from the server
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 switch, called when in game and a message arrives from the server
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();
}
};
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