switch to typescript
This commit is contained in:
parent
031ca31c7e
commit
23559b1a3b
63 changed files with 7943 additions and 1397 deletions
|
|
@ -1,164 +0,0 @@
|
|||
"use strict"
|
||||
|
||||
import { logger } from '../common/Util.js'
|
||||
import Protocol from './../common/Protocol.js'
|
||||
|
||||
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
|
||||
let changesCallback = () => {}
|
||||
let connectionStateChangeCallback = () => {}
|
||||
|
||||
// TODO: change these to something like on(EVT, cb)
|
||||
function onServerChange(callback) {
|
||||
changesCallback = callback
|
||||
}
|
||||
function onConnectionStateChange(callback) {
|
||||
connectionStateChangeCallback = callback
|
||||
}
|
||||
|
||||
let connectionState = CONN_STATE_NOT_CONNECTED
|
||||
const setConnectionState = (v) => {
|
||||
if (connectionState !== v) {
|
||||
connectionState = v
|
||||
connectionStateChangeCallback(v)
|
||||
}
|
||||
}
|
||||
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?')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
let clientSeq
|
||||
let events
|
||||
function connect(address, gameId, clientId) {
|
||||
clientSeq = 0
|
||||
events = {}
|
||||
setConnectionState(CONN_STATE_CONNECTING)
|
||||
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)
|
||||
const msgType = msg[0]
|
||||
if (msgType === Protocol.EV_SERVER_INIT) {
|
||||
const game = msg[1]
|
||||
resolve(game)
|
||||
} else if (msgType === Protocol.EV_SERVER_EVENT) {
|
||||
const msgClientId = msg[1]
|
||||
const msgClientSeq = msg[2]
|
||||
if (msgClientId === clientId && events[msgClientSeq]) {
|
||||
delete events[msgClientSeq]
|
||||
// we have already calculated that change locally. probably
|
||||
return
|
||||
}
|
||||
changesCallback(msg)
|
||||
} else {
|
||||
throw `[ 2021-05-09 invalid connect msgType ${msgType} ]`
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
// TOOD: change replay stuff
|
||||
function connectReplay(address, gameId, clientId) {
|
||||
clientSeq = 0
|
||||
events = {}
|
||||
setConnectionState(CONN_STATE_CONNECTING)
|
||||
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)
|
||||
const msgType = msg[0]
|
||||
if (msgType === Protocol.EV_SERVER_INIT_REPLAY) {
|
||||
const game = msg[1]
|
||||
const log = msg[2]
|
||||
resolve({game, log})
|
||||
} else {
|
||||
throw `[ 2021-05-09 invalid connectReplay msgType ${msgType} ]`
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
function disconnect() {
|
||||
if (ws) {
|
||||
ws.close(CODE_CUSTOM_DISCONNECT)
|
||||
}
|
||||
clientSeq = 0
|
||||
events = {}
|
||||
}
|
||||
|
||||
function sendClientEvent(evt) {
|
||||
// when sending event, increase number of sent events
|
||||
// and add the event locally
|
||||
clientSeq++;
|
||||
events[clientSeq] = evt
|
||||
send([Protocol.EV_CLIENT_EVENT, clientSeq, events[clientSeq]])
|
||||
}
|
||||
|
||||
export default {
|
||||
connect,
|
||||
connectReplay,
|
||||
disconnect,
|
||||
sendClientEvent,
|
||||
onServerChange,
|
||||
onConnectionStateChange,
|
||||
CODE_CUSTOM_DISCONNECT,
|
||||
|
||||
CONN_STATE_NOT_CONNECTED,
|
||||
CONN_STATE_DISCONNECTED,
|
||||
CONN_STATE_CLOSED,
|
||||
CONN_STATE_CONNECTED,
|
||||
CONN_STATE_CONNECTING,
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue