puzzle/src/frontend/Communication.ts
2021-06-05 17:13:17 +02:00

155 lines
4.1 KiB
TypeScript

"use strict"
import { ClientEvent, EncodedGame, GameEvent, ReplayData, ServerEvent } from '../common/Types'
import Util, { logger } from '../common/Util'
import Protocol from './../common/Protocol'
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)
let ws: WebSocket
let missedMessages: ServerEvent[] = []
let changesCallback = (msg: ServerEvent) => {
missedMessages.push(msg)
}
let missedStateChanges: Array<number> = []
let connectionStateChangeCallback = (state: number) => {
missedStateChanges.push(state)
}
function onServerChange(callback: (msg: ServerEvent) => void): void {
changesCallback = callback
for (const missedMessage of missedMessages) {
changesCallback(missedMessage)
}
missedMessages = []
}
function onConnectionStateChange(callback: (state: number) => void): void {
connectionStateChangeCallback = callback
for (const missedStateChange of missedStateChanges) {
connectionStateChangeCallback(missedStateChange)
}
missedStateChanges = []
}
let connectionState = CONN_STATE_NOT_CONNECTED
const setConnectionState = (state: number): void => {
if (connectionState !== state) {
connectionState = state
connectionStateChangeCallback(state)
}
}
function send(message: ClientEvent): void {
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: number
let events: Record<number, GameEvent>
function connect(
address: string,
gameId: string,
clientId: string
): Promise<EncodedGame> {
clientSeq = 0
events = {}
setConnectionState(CONN_STATE_CONNECTING)
return new Promise(resolve => {
ws = new WebSocket(address, clientId + '|' + gameId)
ws.onopen = () => {
setConnectionState(CONN_STATE_CONNECTED)
send([Protocol.EV_CLIENT_INIT])
}
ws.onmessage = (e: MessageEvent) => {
const msg: ServerEvent = 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 ${msgType} ]`
}
}
ws.onerror = () => {
setConnectionState(CONN_STATE_DISCONNECTED)
throw `[ 2021-05-15 onerror ]`
}
ws.onclose = (e: CloseEvent) => {
if (e.code === CODE_CUSTOM_DISCONNECT || e.code === CODE_GOING_AWAY) {
setConnectionState(CONN_STATE_CLOSED)
} else {
setConnectionState(CONN_STATE_DISCONNECTED)
}
}
})
}
async function requestReplayData(
gameId: string,
offset: number
): Promise<ReplayData> {
const args = { gameId, offset }
const res = await fetch(`/api/replay-data${Util.asQueryArgs(args)}`)
const json: ReplayData = await res.json()
return json
}
function disconnect(): void {
if (ws) {
ws.close(CODE_CUSTOM_DISCONNECT)
}
clientSeq = 0
events = {}
}
function sendClientEvent(evt: GameEvent): void {
// 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,
requestReplayData,
disconnect,
sendClientEvent,
onServerChange,
onConnectionStateChange,
CODE_CUSTOM_DISCONNECT,
CONN_STATE_NOT_CONNECTED,
CONN_STATE_DISCONNECTED,
CONN_STATE_CLOSED,
CONN_STATE_CONNECTED,
CONN_STATE_CONNECTING,
}