/* SERVER_CLIENT_MESSAGE_PROTOCOL NOTE: clients always send game id and their id when creating sockets (via socket.protocol), so this doesn't need to be set in each message data NOTE: first value in the array is always the type of event/message when describing them below, the value each has is used instead of writing EVENT_TYPE or something ismilar EV_CLIENT_EVENT: event triggered by clients and sent to server [ EV_CLIENT_EVENT, // constant value, type of event CLIENT_SEQ, // sequence number sent by client. EV_DATA, // (eg. mouse input info) ] EV_SERVER_EVENT: event sent to clients after recieving a client event and processing it [ EV_SERVER_EVENT, // constant value, type of event CLIENT_ID, // user who sent the client event CLIENT_SEQ, // sequence number of the client event msg CHANGES_TRIGGERED_BY_CLIENT_EVENT, ] EV_CLIENT_INIT: event sent by client to enter a game [ EV_CLIENT_INIT, // constant value, type of event ] EV_SERVER_INIT: event sent to one client after that client connects to a game [ EV_SERVER_INIT, // constant value, type of event GAME, // complete game instance required by // client to build client side of the game ] */ const EV_SERVER_EVENT = 1 const EV_SERVER_INIT = 4 const EV_SERVER_INIT_REPLAY = 5 const EV_CLIENT_EVENT = 2 const EV_CLIENT_INIT = 3 const EV_CLIENT_INIT_REPLAY = 6 export default { EV_SERVER_EVENT, EV_SERVER_INIT, EV_SERVER_INIT_REPLAY, EV_CLIENT_EVENT, EV_CLIENT_INIT, EV_CLIENT_INIT_REPLAY, }