connection/reconnection logic

This commit is contained in:
Alec
2021-11-29 19:58:24 -05:00
parent 0560dcffa9
commit dfe6edeb96
8 changed files with 111 additions and 70 deletions

1
.gitignore vendored
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@@ -1,4 +1,5 @@
.idea
node_modules/*
./client/certs/
.vscode/launch.json
package-lock.json

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@@ -30,6 +30,10 @@ export class GameStateRenderer {
}
renderLobbyHeader() {
let existingTitle = document.querySelector('#game-link h1');
if (existingTitle) {
existingTitle.remove();
}
let title = document.createElement("h1");
title.innerText = "Lobby";
document.getElementById("game-title").appendChild(title);

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@@ -1,10 +1,10 @@
export const toast = (message, type, positionAtTop = true) => {
export const toast = (message, type, positionAtTop = true, dispelAutomatically=true) => {
if (message && type) {
buildAndInsertMessageElement(message, type, positionAtTop);
buildAndInsertMessageElement(message, type, positionAtTop, dispelAutomatically);
}
};
function buildAndInsertMessageElement (message, type, positionAtTop) {
function buildAndInsertMessageElement (message, type, positionAtTop, dispelAutomatically) {
cancelCurrentToast();
let backgroundColor;
const position = positionAtTop ? 'top:3rem;' : 'bottom: 35px;';
@@ -19,9 +19,16 @@ function buildAndInsertMessageElement (message, type, positionAtTop) {
backgroundColor = '#bef5cb';
break;
}
let animation = '';
if (dispelAutomatically) {
animation = 'animation:fade-in-slide-down-then-exit 6s ease normal forwards';
} else {
animation = 'animation:fade-in-slide-down 6s ease normal forwards';
}
const messageEl = document.createElement("div");
messageEl.setAttribute("id", "current-info-message");
messageEl.setAttribute("style", 'background-color:' + backgroundColor + ';' + position)
messageEl.setAttribute("style", 'background-color:' + backgroundColor + ';' + position + animation);
messageEl.setAttribute("class", 'info-message');
messageEl.innerText = message;
document.body.prepend(messageEl);

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@@ -5,33 +5,43 @@ import {GameStateRenderer} from "../modules/GameStateRenderer.js";
import {cancelCurrentToast, toast} from "../modules/Toast.js";
export const game = () => {
socket.emit(globals.COMMANDS.GET_ENVIRONMENT, function(environment) {
let userId = UserUtility.validateAnonUserSignature(environment);
const splitUrl = window.location.href.split('/game/');
const accessCode = splitUrl[1];
if (/^[a-zA-Z0-9]+$/.test(accessCode) && accessCode.length === globals.ACCESS_CODE_LENGTH) {
socket.emit(globals.COMMANDS.FETCH_GAME_STATE, accessCode, userId, function (gameState) {
if (gameState === null) {
window.location.replace('/not-found');
} else {
console.log(gameState);
gameState.accessCode = accessCode;
userId = gameState.client.id;
UserUtility.setAnonymousUserId(userId, environment);
let gameStateRenderer = new GameStateRenderer(gameState);
const timerWorker = new Worker('../modules/Timer.js');
processGameState(gameState, userId, socket, gameStateRenderer, timerWorker); // this socket is initialized via a script tag in the game page HTML.
setClientSocketHandlers(gameStateRenderer, socket, timerWorker);
}
});
} else {
window.location.replace('/not-found');
}
const socket = io('/in-game');
socket.on('disconnect', () => {
toast('You are disconnected.', 'error', true);
});
socket.on('connect', () => {
socket.emit(globals.COMMANDS.GET_ENVIRONMENT, function(returnedEnvironment) {
prepareGamePage(returnedEnvironment, socket);
});
})
};
function prepareGamePage(environment, socket, reconnect=false) {
let userId = UserUtility.validateAnonUserSignature(environment);
const splitUrl = window.location.href.split('/game/');
const accessCode = splitUrl[1];
if (/^[a-zA-Z0-9]+$/.test(accessCode) && accessCode.length === globals.ACCESS_CODE_LENGTH) {
socket.emit(globals.COMMANDS.FETCH_GAME_STATE, accessCode, userId, function (gameState) {
if (gameState === null) {
window.location = '/not-found'
} else {
toast('You are connected.', 'success', true);
console.log(gameState);
gameState.accessCode = accessCode;
userId = gameState.client.id;
UserUtility.setAnonymousUserId(userId, environment);
let gameStateRenderer = new GameStateRenderer(gameState);
const timerWorker = new Worker('../modules/Timer.js');
setClientSocketHandlers(gameStateRenderer, socket, timerWorker);
processGameState(gameState, userId, socket, gameStateRenderer, timerWorker, reconnect); // this socket is initialized via a script tag in the game page HTML.
}
});
} else {
window.location = '/not-found';
}
}
function processGameState (gameState, userId, socket, gameStateRenderer, timerWorker) {
cancelCurrentToast();
switch (gameState.status) {
case globals.STATUS.LOBBY:
document.getElementById("game-state-container").innerHTML = templates.LOBBY;
@@ -60,44 +70,49 @@ function processGameState (gameState, userId, socket, gameStateRenderer, timerWo
}
function setClientSocketHandlers(gameStateRenderer, socket, timerWorker) {
socket.on(globals.EVENTS.PLAYER_JOINED, (player, gameIsFull) => {
toast(player.name + " joined!", "success", false);
gameStateRenderer.gameState.people.push(player);
gameStateRenderer.renderLobbyPlayers();
if (
gameIsFull
&& (
gameStateRenderer.gameState.userType === globals.USER_TYPES.MODERATOR
|| gameStateRenderer.gameState.userType === globals.USER_TYPES.TEMPORARY_MODERATOR
)
) {
displayStartGamePromptForModerators(gameStateRenderer);
}
});
socket.on(globals.EVENTS.SYNC_GAME_STATE, () => {
socket.emit(
globals.COMMANDS.FETCH_GAME_STATE,
gameStateRenderer.gameState.accessCode,
gameStateRenderer.gameState.client.id,
function (gameState) {
processGameState(gameState, gameState.client.id, socket, gameStateRenderer);
if (!socket.hasListeners(globals.EVENTS.PLAYER_JOINED)) {
socket.on(globals.EVENTS.PLAYER_JOINED, (player, gameIsFull) => {
toast(player.name + " joined!", "success", false);
gameStateRenderer.gameState.people.push(player);
gameStateRenderer.renderLobbyPlayers();
if (
gameIsFull
&& (
gameStateRenderer.gameState.userType === globals.USER_TYPES.MODERATOR
|| gameStateRenderer.gameState.userType === globals.USER_TYPES.TEMPORARY_MODERATOR
)
) {
displayStartGamePromptForModerators(gameStateRenderer, socket);
}
);
})
});
}
if (!socket.hasListeners(globals.EVENTS.SYNC_GAME_STATE)) {
socket.on(globals.EVENTS.SYNC_GAME_STATE, () => {
socket.emit(
globals.COMMANDS.FETCH_GAME_STATE,
gameStateRenderer.gameState.accessCode,
gameStateRenderer.gameState.client.id,
function (gameState) {
processGameState(gameState, gameState.client.id, socket, gameStateRenderer);
}
);
});
}
socket.on(globals.EVENTS.START_TIMER, () => {
runGameTimer(
gameStateRenderer.gameState.timerParams.hours,
gameStateRenderer.gameState.timerParams.minutes,
globals.CLOCK_TICK_INTERVAL_MILLIS,
null,
timerWorker
)
})
if (!socket.hasListeners(globals.EVENTS.START_TIMER)) {
socket.on(globals.EVENTS.START_TIMER, () => {
runGameTimer(
gameStateRenderer.gameState.timerParams.hours,
gameStateRenderer.gameState.timerParams.minutes,
globals.CLOCK_TICK_INTERVAL_MILLIS,
null,
timerWorker
)
});
}
}
function displayStartGamePromptForModerators(gameStateRenderer) {
function displayStartGamePromptForModerators(gameStateRenderer, socket) {
document.getElementById("lobby-players").setAttribute("style", 'margin-bottom: 130px');
let div = document.createElement("div");
div.innerHTML = templates.START_GAME_PROMPT;

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@@ -126,9 +126,6 @@ input {
min-width: 15em;
font-size: 20px;
margin: 0 auto;
animation: fade-in-slide-down-then-exit 6s ease;
animation-fill-mode: forwards;
animation-direction: normal;
}
#navbar {
@@ -261,6 +258,25 @@ input {
}
}
@keyframes fade-in-slide-down {
0% {
opacity: 0;
transform: translateY(-20px);
}
5% {
opacity: 1;
transform: translateY(0px);
}
95% {
opacity: 1;
transform: translateY(0px);
}
100% {
opacity: 1;
transform: translateY(0px);
}
}
@media(max-width: 550px) {
h1 {
font-size: 35px;

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@@ -29,9 +29,6 @@
game();
</script>
<script src="/socket.io/socket.io.js"></script>
<script>
const socket = io('/in-game');
</script>
</body>
</html>

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@@ -43,9 +43,9 @@ logger.log('LOG LEVEL IS: ' + logLevel)
if (localServer) {
environment = globals.ENVIRONMENT.LOCAL;
logger.log('starting main in LOCAL mode.');
if (useHttps && fs.existsSync(path.join(__dirname, './certs/localhost-key.pem')) && fs.existsSync(path.join(__dirname, './certs/localhost.pem'))) {
const key = fs.readFileSync(path.join(__dirname, './certs/localhost-key.pem'), 'utf-8');
const cert = fs.readFileSync(path.join(__dirname, './certs/localhost.pem'), 'utf-8');
if (useHttps && fs.existsSync(path.join(__dirname, '../client/certs/localhost-key.pem')) && fs.existsSync(path.join(__dirname, '../client/certs/localhost.pem'))) {
const key = fs.readFileSync(path.join(__dirname, '../client/certs/localhost-key.pem'), 'utf-8');
const cert = fs.readFileSync(path.join(__dirname, '../client/certs/localhost.pem'), 'utf-8');
logger.log('local certs detected. Using HTTPS.');
main = https.createServer({ key, cert }, app);
logger.log(`navigate to https://localhost:${port}`);

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@@ -17,6 +17,7 @@ class GameManager {
addGameSocketHandlers = (namespace, socket) => {
this.namespace = namespace;
socket.on(globals.CLIENT_COMMANDS.FETCH_GAME_STATE, (accessCode, personId, ackFn) => {
this.logger.trace('request for game state for accessCode ' + accessCode + ', person ' + personId);
handleRequestForGameState(
this.namespace,
this.logger,