puzzle/common/Protocol.js
2020-11-17 21:46:56 +01:00

51 lines
1.4 KiB
JavaScript

/*
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_CLIENT_EVENT = 2
const EV_CLIENT_INIT = 3
export default {
EV_SERVER_EVENT,
EV_SERVER_INIT,
EV_CLIENT_EVENT,
EV_CLIENT_INIT,
}