puzzle/public/Communication.js

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"use strict"
import { logger } from '../common/Util.js'
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import Protocol from './../common/Protocol.js'
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const log = logger('Communication.js')
const CODE_GOING_AWAY = 1001
const CODE_CUSTOM_DISCONNECT = 4000
const CONN_STATE_NOT_CONNECTED = 0 // not connected yet
const CONN_STATE_DISCONNECTED = 1 // not connected, but was connected before
const CONN_STATE_CONNECTED = 2 // connected
const CONN_STATE_CONNECTING = 3 // connecting
const CONN_STATE_CLOSED = 4 // not connected (closed on purpose)
/** @type WebSocket */
let ws
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let changesCallback = () => {}
let connectionStateChangeCallback = () => {}
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// TODO: change these to something like on(EVT, cb)
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function onServerChange(callback) {
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changesCallback = callback
}
function onConnectionStateChange(callback) {
connectionStateChangeCallback = callback
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}
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let connectionState = CONN_STATE_NOT_CONNECTED
const setConnectionState = (v) => {
if (connectionState !== v) {
connectionState = v
connectionStateChangeCallback(v)
}
}
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function send(message) {
if (connectionState === CONN_STATE_CONNECTED) {
try {
ws.send(JSON.stringify(message))
} catch (e) {
log.info('unable to send message.. maybe because ws is invalid?')
}
}
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}
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let clientSeq
let events
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function connect(address, gameId, clientId) {
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clientSeq = 0
events = {}
setConnectionState(CONN_STATE_CONNECTING)
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return new Promise(resolve => {
ws = new WebSocket(address, clientId + '|' + gameId)
ws.onopen = (e) => {
setConnectionState(CONN_STATE_CONNECTED)
connectionStateChangeCallback()
send([Protocol.EV_CLIENT_INIT])
}
ws.onmessage = (e) => {
const msg = JSON.parse(e.data)
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const msgType = msg[0]
if (msgType === Protocol.EV_SERVER_INIT) {
const game = msg[1]
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resolve(game)
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} else if (msgType === Protocol.EV_SERVER_EVENT) {
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const msgClientId = msg[1]
const msgClientSeq = msg[2]
if (msgClientId === clientId && events[msgClientSeq]) {
delete events[msgClientSeq]
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// we have already calculated that change locally. probably
return
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}
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changesCallback(msg)
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} else {
throw `[ 2021-05-09 invalid connect msgType ${msgType} ]`
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}
}
ws.onerror = (e) => {
setConnectionState(CONN_STATE_DISCONNECTED)
throw `[ 2021-05-15 onerror ]`
}
ws.onclose = (e) => {
if (e.code === CODE_CUSTOM_DISCONNECT || e.code === CODE_GOING_AWAY) {
setConnectionState(CONN_STATE_CLOSED)
} else {
setConnectionState(CONN_STATE_DISCONNECTED)
}
}
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})
}
// TOOD: change replay stuff
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function connectReplay(address, gameId, clientId) {
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clientSeq = 0
events = {}
setConnectionState(CONN_STATE_CONNECTING)
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return new Promise(resolve => {
ws = new WebSocket(address, clientId + '|' + gameId)
ws.onopen = (e) => {
setConnectionState(CONN_STATE_CONNECTED)
send([Protocol.EV_CLIENT_INIT_REPLAY])
}
ws.onmessage = (e) => {
const msg = JSON.parse(e.data)
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const msgType = msg[0]
if (msgType === Protocol.EV_SERVER_INIT_REPLAY) {
const game = msg[1]
const log = msg[2]
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resolve({game, log})
} else {
throw `[ 2021-05-09 invalid connectReplay msgType ${msgType} ]`
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}
}
ws.onerror = (e) => {
setConnectionState(CONN_STATE_DISCONNECTED)
throw `[ 2021-05-15 onerror ]`
}
ws.onclose = (e) => {
if (e.code === CODE_CUSTOM_DISCONNECT || e.code === CODE_GOING_AWAY) {
setConnectionState(CONN_STATE_CLOSED)
} else {
setConnectionState(CONN_STATE_DISCONNECTED)
}
}
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})
}
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function disconnect() {
if (ws) {
ws.close(CODE_CUSTOM_DISCONNECT)
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}
clientSeq = 0
events = {}
}
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function sendClientEvent(evt) {
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// when sending event, increase number of sent events
// and add the event locally
clientSeq++;
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events[clientSeq] = evt
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send([Protocol.EV_CLIENT_EVENT, clientSeq, events[clientSeq]])
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}
export default {
connect,
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connectReplay,
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disconnect,
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sendClientEvent,
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onServerChange,
onConnectionStateChange,
CODE_CUSTOM_DISCONNECT,
CONN_STATE_NOT_CONNECTED,
CONN_STATE_DISCONNECTED,
CONN_STATE_CLOSED,
CONN_STATE_CONNECTED,
CONN_STATE_CONNECTING,
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}