puzzle/public/Communication.js

164 lines
4.2 KiB
JavaScript

"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,
}