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59 commits

Author SHA1 Message Date
465c6981ae Implement proper user renaming + broadcast new name upon receiving a Hello message in a connected state 2020-02-02 19:23:24 +01:00
07a81237b6 Why was package unordered-containers still listed whereas it's not even used ? 2020-01-29 11:48:11 +01:00
f1b44d649d Implement key persistence for server 2020-01-27 16:00:03 +01:00
81ec84abaf Follow move of 'logs' into PublicGame and start implementing re-sync protocol on the server side 2020-01-20 22:58:06 +01:00
ca30340aaa Follow «Coordinates» change in protocol 2020-01-18 09:35:19 +01:00
4436ea10f7 Fix shameful bug that made me crazy and that made the loser of a round start the next 2020-01-17 21:33:01 +01:00
7b0d873558 Remove commented-out dead code, fix bad call to notifyPlayers (that still takes the logs as second argument) 2020-01-13 17:57:14 +01:00
65da786c69 Relay positive answers to invitations too, to simplify games list handling from client 2020-01-13 08:37:02 +01:00
0fa50ffb28 Adapt Game module to changes in protocol handling gameID with a shared GameState between public and private parts 2020-01-13 08:36:28 +01:00
4f5057b13f Rename cabal package 2020-01-11 21:24:16 +01:00
2798242dec Put text initialization back into login module 2019-12-27 08:42:36 +01:00
e9548e9a22 Remove stupid 'list' class that is essentially <ul> elements 2019-12-27 08:23:02 +01:00
bfb86a6a0d Transition to using UnitJS's fun module 2019-12-26 19:58:58 +01:00
555e4386e3 Use the Show instance of IDs to improve debug 2019-12-26 19:31:43 +01:00
0ea6fec5ae Stop handling messages from the room module, expose useful functions and let hall handle (de)connection messages instead 2019-12-24 00:43:57 +01:00
dc920bd80b Handle Player log out with multiple sessions and get rid of the too simple «logOut» function 2019-12-24 00:39:56 +01:00
4a535caccc Remove handling from LogOut messages that are no longer sent by client but by the server 2019-12-24 00:35:45 +01:00
2518aedab1 Add a message for empty games list 2019-12-23 22:36:13 +01:00
7c2b88e4bd Don't forget to clear the text message when refreshing players and to synchronise the button state according to the result of the filtering 2019-12-23 22:32:52 +01:00
596a3cc453 Keep track of login state in session module, it might be useful somewhere 2019-12-23 22:28:05 +01:00
c329ed556c Stop broadcasting to clients not yet logged in 2019-12-23 09:23:32 +01:00
d17edb201d Trigger a refresh of the players list when someone logs in 2019-12-21 23:08:38 +01:00
0c285c47bb Have room module ignore when the user herself logs in 2019-12-21 23:07:19 +01:00
96424bfa2e Implement multi-sessions for players 2019-12-17 15:01:33 +01:00
09e6f6a5e9 Use the new Ui module in hall and login 2019-12-14 18:26:24 +01:00
84fe6d228e Move game styling into the screen namespace 2019-12-14 18:24:28 +01:00
ef2c9cb3de Add an Ui module to provide operations on «widgets» — so far only the forms that can be enabled/disabled according to the state of the webSocket connection 2019-12-14 18:21:03 +01:00
d6b990b202 Group parts of UnitJS in a single file deployed in lib 2019-12-14 18:17:08 +01:00
932a7db389 Generalize CSS for listSelectors and move it to the right place 2019-12-12 22:20:28 +01:00
d496bca168 Keep separating hall and login, simplifying both, generalize listSelector and add one for games 2019-12-12 22:16:49 +01:00
0147ca0135 Forgot unused variable 2019-12-11 22:05:17 +01:00
8f3567660f Split login and main screen («hall») and make all those screens «submodules» of the screen module 2019-12-11 22:03:16 +01:00
d018c7e62c Start separating the login stage from selecting an opponent (still a *lot* of work to do, barely started) 2019-12-08 23:01:44 +01:00
019909ba61 Use new LogIn server message, make sure the user is logged in after sending them the welcome message (so that they don't see themselves in the room) and broadcast the new LogIn message (to everyone including the newcomer) 2019-12-08 23:00:29 +01:00
9e228c7e94 Handle WS reconnection in messaging module 2019-11-24 22:56:53 +01:00
11e33a95bb Add the correct imports for new session module 2019-11-24 22:56:00 +01:00
403ee2da92 Add start routine in session module picking the correct message and add an explicit loggedIn private boolean, rename the getter 2019-11-24 22:54:46 +01:00
0b834b4876 Sort initializers into separate init functions for DOM and WS events, stop passing session.loggedIn() around in refresh and setMode functions and send first message through session 2019-11-24 22:52:57 +01:00
cd517821c3 Add a module to wrap around localStorage and make it handy 2019-11-24 17:52:22 +01:00
e5ee61e848 Revert "Switch session logging out and relaying the log-out message to keep the sessionID accessible until the end" : the solution was to handle cases when the player wasn't logged in separately
This reverts commit 3bd2829cf2.
2019-11-20 18:27:41 +01:00
0d19c4f8dc Use the newest requirements in lib to define an ID prefix for the Session type 2019-11-20 18:26:23 +01:00
7a937355d2 Stop sending an error and simply ignore relay from an unauthenticated player because that should only happen on immediate logout for which there's nothing to do 2019-11-18 17:13:32 +01:00
3bd2829cf2 Switch session logging out and relaying the log-out message to keep the sessionID accessible until the end 2019-11-18 17:11:05 +01:00
a07285c7fc Remove deprecated comment 2019-11-18 17:09:12 +01:00
25bcf0631c Completely replace App.server by App.get, a function applying a projector to the server 2019-11-18 17:09:00 +01:00
fef08fd478 Merge branch 'main' into stateless-saltine 2019-11-17 17:07:21 +01:00
bfb4837352 Separate PlayerIDs from SessionIDs and simplify protocol accordingly 2019-11-12 23:25:00 +01:00
50b24a0db6 Add a Player type back and slowly start separating SessionIDs (temporary) and PlayerID (permanent) 2019-11-05 18:14:24 +01:00
3aca8283e2 WIP: Still breaking everything, trying to replace PlayerID by SessionID now 2019-10-28 08:19:14 +01:00
a05d57fcea WIP : Start redesigning the protocol / informations kept on the server. Breaks pretty much everything 2019-10-23 17:47:18 +02:00
8c1902e6fd Remove all game storing from the server : a lot of remaining protocol operations are now meaningless and will require a huge redesign 2019-10-23 15:27:09 +02:00
d1eb8e957e Use PublicGame returned by the player and stop keeping track of the game's state internally 2019-10-22 18:10:29 +02:00
8147589377 Save latest game state received in client to send it back to server and make the client work again with the new message protocol 2019-10-19 09:31:58 +02:00
7804aeecef Use lighter syntax and adapt client code 2019-10-18 19:01:46 +02:00
55ec64fafc Use the new public field counting the turns and adapt the web
interface
2019-10-18 19:01:46 +02:00
8c107c0c2a Adapt code to new PublicGame data structure, output messages in the new format and break everything doing so 2019-10-18 19:01:46 +02:00
61d8616a5a WIP: Struggling with using the new public data types 2019-10-18 19:01:46 +02:00
0c5229ae6d Add a new Keys module to interface saltine and in the future implement keypair caching 2019-10-18 19:01:46 +02:00
13cd466e87 Use saltine package 2019-10-18 19:01:46 +02:00
28 changed files with 926 additions and 661 deletions

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@ -1,4 +1,4 @@
# Revision history for hanafudapi # Revision history for hanafuda-server
## 0.2.3.0 -- 2019-08-24 ## 0.2.3.0 -- 2019-08-24

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@ -1,11 +1,11 @@
-- Initial hanafudapi.cabal generated by cabal init. For further -- Initial hanafuda-server.cabal generated by cabal init. For further
-- documentation, see http://haskell.org/cabal/users-guide/ -- documentation, see http://haskell.org/cabal/users-guide/
name: hanafuda-webapp name: hanafuda-server
version: 0.2.3.0 version: 0.2.3.0
synopsis: A webapp for the Haskell hanafuda library synopsis: A webapp for the Haskell hanafuda library
-- description: -- description:
homepage: https://git.marvid.fr/hanafuda homepage: https://git.marvid.fr/hanafuda/server
license: BSD3 license: BSD3
license-file: LICENSE license-file: LICENSE
author: Tissevert author: Tissevert
@ -17,15 +17,17 @@ extra-source-files: ChangeLog.md
cabal-version: >=1.10 cabal-version: >=1.10
source-repository head source-repository head
type: git type: git
location: https://git.marvid.fr/hanafuda/webapp location: https://git.marvid.fr/hanafuda/server
executable hanafudapi executable hanafudapi
main-is: Main.hs main-is: Main.hs
other-modules: App other-modules: App
, Automaton , Automaton
, Config , Config
, Messaging
, Game , Game
, Keys
, Messaging
, Player
, RW , RW
, Server , Server
, Session , Session
@ -33,12 +35,15 @@ executable hanafudapi
build-depends: base >=4.9 && <4.13 build-depends: base >=4.9 && <4.13
, bytestring , bytestring
, containers >= 0.5.9 , containers >= 0.5.9
, unordered-containers , directory
, filepath
, hanafuda >= 0.3.3 , hanafuda >= 0.3.3
, hanafuda-APILanguage >= 0.1.0 , hanafuda-protocol >= 0.1.0
, http-types , http-types
, aeson , aeson
, mtl , mtl
, random
, saltine
, text , text
, vector , vector
, wai , wai

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@ -2,63 +2,51 @@
module App ( module App (
T T
, Context(..) , Context(..)
, connection
, debug , debug
, exec
, get , get
, current , player
, server , session
, try
, update , update
, update_
) where ) where
import Control.Concurrent (MVar, modifyMVar, putMVar, readMVar, takeMVar) import Control.Concurrent (MVar, modifyMVar, readMVar)
import Control.Monad.Reader (ReaderT(..), ask, asks, lift) import Control.Monad.Reader (ReaderT(..), ask, asks, lift)
import Data.Map ((!)) import Data.Map ((!), (!?))
import Hanafuda.KoiKoi (PlayerID) import qualified Player (T)
import Network.WebSockets (Connection)
import qualified Server (T(..)) import qualified Server (T(..))
import qualified Session (T(..)) import qualified Session (ID, T(..))
data Context = Context { data Context = Context {
mServer :: MVar Server.T mServer :: MVar Server.T
, playerID :: PlayerID , sessionID :: Session.ID
} }
type T a = ReaderT Context IO a type T a = ReaderT Context IO a
server :: T Server.T get :: (Server.T -> a) -> T a
server = asks mServer >>= lift . readMVar get projector =
lift . fmap projector . readMVar =<< asks mServer
get :: PlayerID -> T Session.T session :: T Session.T
get playerID = session = do
(! playerID) . Server.sessions <$> server Context {sessionID} <- ask
get $ (! sessionID) . Server.sessions
current :: T Session.T player :: T (Maybe Player.T)
current = do player = do
asks playerID >>= get Context {sessionID} <- ask
get $ (Session.player =<<) . (!? sessionID) . Server.sessions
connection :: T Connection
connection = Session.connection <$> current
debug :: String -> T () debug :: String -> T ()
debug message = debug message =
show <$> asks playerID show <$> asks sessionID
>>= lift . putStrLn . (++ ' ':message) >>= lift . putStrLn . (++ ' ':message)
try :: (Server.T -> Either String Server.T) -> T (Maybe String) exec :: (Server.T -> IO (Server.T, a)) -> T a
try f = do exec f = do
Context {mServer} <- ask Context {mServer} <- ask
currentValue <- lift $ takeMVar mServer lift $ modifyMVar mServer f
lift $ case f currentValue of
Left message -> putMVar mServer currentValue >> return (Just message)
Right updated -> putMVar mServer updated >> return Nothing
{- Not using the previous to minimize the duration mServer gets locked -} update :: (Server.T -> Server.T) -> T ()
update :: (Server.T -> (Server.T, a)) -> T a update f = exec $ (\x -> return (x, ())) . f
update f = do
Context {mServer} <- ask
lift $ modifyMVar mServer (return . f)
update_ :: (Server.T -> Server.T) -> T ()
update_ f = update $ (\x -> (x, ())) . f

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@ -1,110 +1,91 @@
{-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE NamedFieldPuns #-}
module Automaton ( module Automaton (
start loop
) where ) where
import qualified App (Context(..), T, current, debug, get, server, try, update_) import qualified App (Context(..), T, exec, get, player, update)
import Control.Monad.Reader (asks) import Control.Monad.Reader (asks)
import Data.Map (Map, (!?)) import Data.Map ((!))
import qualified Game (new, play) import qualified Game (fromPublic, new, play, toPublic)
import qualified Hanafuda.KoiKoi as KoiKoi ( import qualified Hanafuda.KoiKoi as KoiKoi (Game(..))
Game, GameBlueprint(..), GameID, Step(..) import qualified Hanafuda.Message as Message (
FromClient(..), PublicGame(..), T(..)
) )
import qualified Hanafuda.Message as Message (FromClient(..), T(..))
import qualified Messaging ( import qualified Messaging (
broadcast, get, notifyPlayers, relay, send, sendTo, update broadcast, get, notifyPlayers, relay, send, sendTo
) )
import qualified RW (RW(..)) import qualified Player (T(..))
import qualified Server (endGame, get, logIn, logOut, update, room) import qualified Server (T(..), logIn, register, room, update)
import qualified Session (Status(..), T(..), Update) import qualified Session (Status, T(..), setPlayer)
receive :: Session.Status -> Message.FromClient -> App.T () receive :: Message.FromClient -> Session.Status -> App.T ()
receive (Session.LoggedIn False) logIn@(Message.LogIn login) = receive (Message.Hello {Message.name}) Nothing = do
asks App.playerID >>= App.try . (Server.logIn login) sessionID <- asks App.sessionID
>>= maybe playerID <- App.exec (Server.register [sessionID])
(Messaging.relay logIn Messaging.broadcast >> setSessionStatus (Session.LoggedIn True)) room <- App.get Server.room
sendError Messaging.send $ Message.Welcome room playerID
App.update (Server.update sessionID $ Session.setPlayer playerID name)
Messaging.broadcast $ Message.LogIn playerID name
receive (Session.LoggedIn True) logOut@Message.LogOut = do receive (Message.Hello {Message.name}) (Just player) = do
Messaging.relay logOut Messaging.broadcast sessionIDs <- (! playerID) <$> App.get Server.sessionIDsByPlayerID
asks App.playerID >>= App.update_ . Server.logOut App.update (\server -> foldr (flip Server.update setName) server sessionIDs)
setSessionStatus (Session.LoggedIn False) Messaging.broadcast $ Message.LogIn playerID name
where
playerID = Player.playerID player
setName session = session {Session.player = Just $ player {Player.name}}
receive (Session.LoggedIn True) invitation@(Message.Invitation {Message.to}) = do receive (Message.Tadaima {Message.myID, Message.name}) Nothing = do
session <- App.get to sessionID <- asks App.sessionID
case Session.status session of Message.Okaeri <$> App.get Server.room >>= Messaging.send
Session.LoggedIn True -> do App.update $ Server.logIn name myID sessionID
from <- asks App.playerID Messaging.broadcast $ Message.LogIn myID name
App.update_ (Server.update to (RW.set $ Session.Answering from :: Session.Update))
Messaging.broadcast $ Messaging.update {Message.paired = [from, to]}
(Messaging.relay invitation $ Messaging.sendTo [to])
setSessionStatus (Session.Waiting to)
_ -> sendError "They just left"
receive (Session.Answering to) message@(Message.Answer {Message.accept}) = do receive (Message.Tadaima {}) (Just _) = sendError "You're already logged in"
session <- App.get to
playerID <- asks App.playerID
case Session.status session of
Session.Waiting for | for == playerID -> do
Messaging.relay message $ Messaging.sendTo [to]
newStatus <-
if accept
then do
gameID <- Game.new (for, to)
game <- Server.get gameID <$> App.server
Messaging.notifyPlayers game []
return $ Session.Playing gameID
else do
Messaging.broadcast $ Messaging.update {Message.alone = [for, to]}
return $ Session.LoggedIn True
App.update_ $ Server.update to (RW.set newStatus :: Session.Update)
setSessionStatus newStatus
_ -> sendError "They're not waiting for your answer"
receive (Session.Playing gameID) played@(Message.Play {}) = do receive invitation@(Message.Invitation {}) (Just _) = relay invitation
playerID <- asks App.playerID
game <- Server.get gameID <$> App.server
(result, logs) <- Game.play playerID (Message.move played) game
case result of
Left message -> sendError message
Right newGame -> do
case KoiKoi.step newGame of
KoiKoi.Over -> do
App.debug $ "Game " ++ show gameID ++ " ended"
App.update_ $ Server.endGame gameID
_ -> App.update_ $ Server.update gameID (const newGame)
Messaging.notifyPlayers newGame logs
receive (Session.Playing gameID) Message.Quit = do receive answer@(Message.Answer {Message.accept, Message.to}) (Just player) =
games <- (RW.get <$> App.server :: App.T (Map KoiKoi.GameID KoiKoi.Game)) if accept
case games !? gameID of then do
Nothing -> do publicGames <- Game.new (Player.playerID player, to)
playerID <- asks App.playerID Messaging.relay answer (Messaging.sendTo [to])
Messaging.broadcast $ Messaging.update {Message.alone = [playerID]} Messaging.notifyPlayers (publicGames, [])
setSessionStatus (Session.LoggedIn True) else Messaging.relay answer (Messaging.sendTo [to])
_ -> sendError "Game is still running"
receive state _ = sendError $ "Invalid message in state " ++ show state receive (Message.Play {Message.move, Message.onGame}) (Just player) =
Game.play (Player.playerID player) move onGame
>>= either sendError Messaging.notifyPlayers
receive sync@(Message.Sync {}) (Just _) = relay sync
receive yield@(Message.Yield {}) (Just _) = relay yield
receive (Message.Share {Message.gameSave}) (Just player) =
either sendError share =<< Game.fromPublic gameSave
where
logs = Message.logs gameSave
share game =
let recipientID = KoiKoi.nextPlayer game ! (Player.playerID player) in
Game.toPublic recipientID game logs
>>= Messaging.sendTo [recipientID] . Message.Game
receive message state =
sendError $ "Invalid message " ++ show message ++ " in " ++ showState
where
showState =
case state of
Nothing -> "disconnected state"
Just _ -> "connected state"
relay :: Message.FromClient -> App.T ()
relay message = Messaging.relay message (Messaging.sendTo [Message.to message])
sendError :: String -> App.T () sendError :: String -> App.T ()
sendError = Messaging.send . Message.Error sendError = Messaging.send . Message.Error
setSessionStatus :: Session.Status -> App.T ()
setSessionStatus newStatus = do
playerID <- asks App.playerID
App.update_ $ Server.update playerID $ (RW.set newStatus :: Session.Update)
App.debug $ show newStatus
loop :: App.T () loop :: App.T ()
loop = do loop = do
message <- Messaging.get message <- Messaging.get
status <- Session.status <$> App.current receive message =<< App.player
status `receive` message
loop
start :: App.T ()
start = do
App.debug "Initial state"
Message.Welcome . Server.room <$> App.server <*> asks App.playerID >>= Messaging.send
loop loop

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@ -1,6 +1,10 @@
module Config ( module Config (
listenPort libDir
, listenPort
) where ) where
libDir :: FilePath
libDir = "/var/lib/hanafuda-server"
listenPort :: Int listenPort :: Int
listenPort = 3000 listenPort = 3000

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@ -1,40 +1,154 @@
{-# LANGUAGE NamedFieldPuns #-}
module Game ( module Game (
export fromPublic
, new , new
, play , play
, toPublic
) where ) where
import qualified App (T, update) import qualified App (T, get)
import Control.Monad.Except (runExceptT, throwError) import Control.Monad.Except (runExceptT)
import Control.Monad.Reader (lift) import Control.Monad.Reader (lift)
import Control.Monad.Writer (runWriterT) import Control.Monad.Writer (runWriterT)
import Data.Map (mapWithKey) import qualified Crypto.Saltine.Class as Saltine (IsEncoding(..))
import qualified Hanafuda (empty) import Crypto.Saltine.Core.SecretBox (newNonce, secretbox, secretboxOpen)
import Hanafuda.KoiKoi (Game, GameBlueprint(..), GameID, Mode(..), PlayerID) import Crypto.Saltine.Core.Sign (signDetached, signVerifyDetached)
import Data.Aeson (ToJSON, eitherDecode', encode)
import Data.ByteString (ByteString)
import Data.ByteString.Lazy (fromStrict, toStrict)
import Data.Map ((!), Map, mapWithKey)
import qualified Hanafuda (Pack)
import Hanafuda.KoiKoi (Game, Mode(..), Player, PlayerID, Players)
import qualified Hanafuda.KoiKoi as KoiKoi ( import qualified Hanafuda.KoiKoi as KoiKoi (
Action, Move(..), play, new Action, Game(..), Move(..), play, new
) )
import Hanafuda.Message (PublicGame) import Hanafuda.Message (
import qualified Hanafuda.Player (Player(..), Players(..)) Coordinates(..), PrivateState(..), PublicGame(..), PublicPlayer(..)
import qualified Server (register) , PublicState(..)
)
import qualified Hanafuda.Player as Player (Player(..), Players(..), get)
import Keys (T(..))
import qualified Keys (public, secret)
import qualified Server (T(..))
new :: (PlayerID, PlayerID) -> App.T GameID new :: (PlayerID, PlayerID) -> App.T Game
new (for, to) = new (for, to) = lift $ KoiKoi.new (for, to) WholeYear
Server.register <$> (lift $ KoiKoi.new (for, to) WholeYear) >>= App.update
export :: PlayerID -> Game -> PublicGame exportPlayers :: Game -> Map PlayerID Player
export playerID game = game { exportPlayers game =
deck = length $ deck game let (Player.Players players) = KoiKoi.players game in
, players = Hanafuda.Player.Players $ mapWithKey maskOpponentsHand unfiltered players
getCoordinates :: Game -> Coordinates
getCoordinates game = Coordinates {
gameID = KoiKoi.gameID game
, month = KoiKoi.month game
, turn = 24 - length (KoiKoi.deck game)
}
privateState :: Coordinates -> Game -> PrivateState
privateState link game = PrivateState {
link
, hands = Player.hand <$> players
, deck = KoiKoi.deck game
} }
where where
Hanafuda.Player.Players unfiltered = Hanafuda.KoiKoi.players game Player.Players players = KoiKoi.players game
maskOpponentsHand k player
| k == playerID = player
| otherwise = player {Hanafuda.Player.hand = Hanafuda.empty}
play :: PlayerID -> KoiKoi.Move -> Game -> App.T (Either String Game, [KoiKoi.Action]) getHand :: PlayerID -> Players -> Hanafuda.Pack
play playerID move game = lift . runWriterT . runExceptT $ getHand playerID = Player.hand . (Player.get playerID)
if playing game == playerID
then KoiKoi.play move game publicPlayer :: Player -> PublicPlayer
else throwError "Not your turn" publicPlayer player = PublicPlayer {
meld = Player.meld player
, yakus = Player.yakus player
}
privatePlayer :: Map PlayerID PublicPlayer -> PlayerID -> Hanafuda.Pack -> Player
privatePlayer publicPlayers playerID hand = Player.Player {
Player.hand
, Player.meld = meld (publicPlayers ! playerID)
, Player.yakus = yakus (publicPlayers ! playerID)
}
publicState :: Coordinates -> Game -> PublicState
publicState coordinates game = PublicState {
coordinates
, mode = KoiKoi.mode game
, scores = KoiKoi.scores game
, nextPlayer = KoiKoi.nextPlayer game
, players = publicPlayer <$> exportPlayers game
, playing = KoiKoi.playing game
, winning = KoiKoi.winning game
, oyake = KoiKoi.oyake game
, river = KoiKoi.river game
, step = KoiKoi.step game
, trick = KoiKoi.trick game
, rounds = KoiKoi.rounds game
}
toPublic :: PlayerID -> Game -> [KoiKoi.Action] -> App.T PublicGame
toPublic playerID game logs = do
Keys.T {encrypt, sign} <- App.get Server.keys
n <- lift newNonce
return $ PublicGame {
nonce = Saltine.encode n
, logs
, playerHand = getHand playerID (KoiKoi.players game)
, private = secretbox encrypt n $ toJSON private
, public
, publicSignature = signDetached (Keys.secret sign) $ toJSON public
}
where
shared = getCoordinates game
public = publicState shared game
private = privateState shared game
toJSON :: ToJSON a => a -> ByteString
toJSON = toStrict . encode
merge :: PublicState -> PrivateState -> Game
merge public private = KoiKoi.Game {
KoiKoi.gameID = gameID $ coordinates public
, KoiKoi.mode = mode public
, KoiKoi.scores = scores public
, KoiKoi.month = month $ coordinates public
, KoiKoi.nextPlayer = nextPlayer public
, KoiKoi.players = Player.Players $
mapWithKey (privatePlayer $ players public) (hands private)
, KoiKoi.playing = playing public
, KoiKoi.winning = winning public
, KoiKoi.oyake = oyake public
, KoiKoi.deck = deck private
, KoiKoi.river = river public
, KoiKoi.step = step public
, KoiKoi.trick = trick public
, KoiKoi.rounds = rounds public
}
fromPublic :: PublicGame -> App.T (Either String Game)
fromPublic PublicGame {nonce, private, public, publicSignature} =
App.get Server.keys >>= \(Keys.T {encrypt, sign}) -> return $ do
check (signVerifyDetached (Keys.public sign) publicSignature (toJSON public))
`orDie` "The game state has been tampered with"
n <- Saltine.decode nonce `orDie` "Could not decode nonce"
decrypted <- secretboxOpen encrypt n private
`orDie` "Could not decrypt private state"
decoded <- eitherDecode' (fromStrict decrypted)
check (link decoded == coordinates public)
`orDie` "Private and public parts do not match"
return $ merge public decoded
where
orDie :: Maybe a -> String -> Either String a
orDie m errorMessage = maybe (Left errorMessage) Right m
check :: Bool -> Maybe ()
check test = if test then Just () else Nothing
play :: PlayerID -> KoiKoi.Move -> PublicGame -> App.T (Either String (Game, [KoiKoi.Action]))
play playerID move publicGame
| playing (public publicGame) == playerID = do
result <- fromPublic publicGame
case result of
Left errorMessage -> return $ Left errorMessage
Right game -> lift . runExceptT . runWriterT $ KoiKoi.play move game
| otherwise = return $ Left "Not your turn"

62
src/Keys.hs Normal file
View file

@ -0,0 +1,62 @@
{-# LANGUAGE NamedFieldPuns #-}
module Keys (
T(..)
, getKeys
, public
, secret
) where
import Config (libDir)
import Control.Monad.State (MonadState(..), StateT(..), evalStateT, lift)
import Crypto.Saltine.Class (IsEncoding(..))
import qualified Crypto.Saltine.Core.SecretBox as Encrypt (Key, newKey)
import qualified Crypto.Saltine.Core.Sign as Sign (
Keypair, PublicKey, SecretKey, newKeypair
)
import qualified Data.ByteString as BS (
ByteString, length, readFile, singleton, splitAt, uncons, writeFile
)
import System.Directory (createDirectoryIfMissing, doesFileExist)
import System.Exit (die)
import System.FilePath ((</>))
data T = T {
encrypt :: Encrypt.Key
, sign :: Sign.Keypair
}
serialize :: T -> BS.ByteString
serialize (T {encrypt, sign = (secretKey, publicKey)}) =
mconcat [encodeKey encrypt, encodeKey secretKey, encodeKey publicKey]
where
encodeKey key =
let encodedKey = encode key in
(BS.singleton . toEnum $ BS.length encodedKey) <> encodedKey
unserialize :: BS.ByteString -> Maybe T
unserialize = evalStateT $ T <$> decodeKey <*> ((,) <$> decodeKey <*> decodeKey)
where
decodeKey :: IsEncoding a => StateT BS.ByteString Maybe a
decodeKey = do
keyLength <- fromEnum <$> StateT BS.uncons
lift . decode =<< state (BS.splitAt keyLength)
getKeys :: IO T
getKeys = do
fileExists <- doesFileExist keyRing
if fileExists
then BS.readFile keyRing >>= tryUnserialize
else do
newT <- T <$> Encrypt.newKey <*> Sign.newKeypair
createDirectoryIfMissing True libDir
BS.writeFile keyRing $ serialize newT
return newT
where
keyRing = libDir </> "keys"
tryUnserialize = maybe (die "Could not unserialize key") return . unserialize
public :: Sign.Keypair -> Sign.PublicKey
public = snd
secret :: Sign.Keypair -> Sign.SecretKey
secret = fst

View file

@ -2,41 +2,45 @@
{-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE NamedFieldPuns #-}
module Main where module Main where
import qualified App (Context(..), T, update_) import qualified App (Context(..), T, exec)
import qualified Automaton (start) import qualified Automaton (loop)
import qualified Config (listenPort) import qualified Config (listenPort)
import Control.Concurrent (newMVar, modifyMVar) import Control.Concurrent (newMVar, modifyMVar)
import Control.Exception (finally) import Control.Exception (finally)
import Control.Monad.Reader (ReaderT(..), asks) import Control.Monad.Reader (ReaderT(..), asks)
import qualified Hanafuda.Message as Message (FromClient(..)) import Crypto.Saltine (sodiumInit)
import Messaging (broadcast, relay) import qualified Hanafuda.Message as Message (T(..))
import Messaging (broadcast)
import Network.HTTP.Types.Status (badRequest400) import Network.HTTP.Types.Status (badRequest400)
import Network.Wai (responseLBS) import Network.Wai (responseLBS)
import Network.Wai.Handler.Warp (run) import Network.Wai.Handler.Warp (run)
import Network.Wai.Handler.WebSockets (websocketsOr) import Network.Wai.Handler.WebSockets (websocketsOr)
import Network.WebSockets (ServerApp, acceptRequest, defaultConnectionOptions) import Network.WebSockets (ServerApp, acceptRequest, defaultConnectionOptions)
import qualified Server (disconnect, new, register) import qualified Server (close, new, register)
import qualified Session (open) import qualified Session (open)
exit :: App.T () exit :: App.T ()
exit = do exit = do
asks App.playerID >>= App.update_ . Server.disconnect mPlayerID <- asks App.sessionID >>= App.exec . Server.close
relay Message.LogOut broadcast case mPlayerID of
Nothing -> return ()
Just playerID -> Messaging.broadcast $ Message.LogOut playerID
serverApp :: App.T () -> App.T () -> IO ServerApp serverApp :: App.T () -> App.T () -> IO ServerApp
serverApp onEnter onExit = do serverApp onEnter onExit = do
mServer <- newMVar Server.new mServer <- newMVar =<< Server.new
return $ \pending -> do return $ \pending -> do
session <- Session.open <$> acceptRequest pending session <- Session.open <$> acceptRequest pending
playerID <- modifyMVar mServer (return . Server.register session) sessionID <- modifyMVar mServer (Server.register session)
let app = App.Context {App.mServer, App.playerID} let app = App.Context {App.mServer, App.sessionID}
finally finally
(runReaderT onEnter app) (runReaderT onEnter app)
(runReaderT onExit app) (runReaderT onExit app)
main :: IO () main :: IO ()
main = do main = do
app <- serverApp Automaton.start exit sodiumInit
app <- serverApp Automaton.loop exit
run Config.listenPort $ websocketsOr defaultConnectionOptions app blockNonWS run Config.listenPort $ websocketsOr defaultConnectionOptions app blockNonWS
where where
blockNonWS _ = ( $ responseLBS badRequest400 [] "Use a websocket") blockNonWS _ = ( $ responseLBS badRequest400 [] "Use a websocket")

View file

@ -10,51 +10,62 @@ module Messaging (
, relay , relay
, send , send
, sendTo , sendTo
, update
) where ) where
import qualified App (Context(..), T, connection, debug, server) import qualified App (T, debug, get, player, session)
import Control.Monad.Reader (asks, lift) import Control.Monad.Reader (lift)
import Data.Aeson (eitherDecode', encode) import Data.Aeson (eitherDecode', encode)
import Data.ByteString.Lazy.Char8 (unpack) import Data.ByteString.Lazy.Char8 (unpack)
import Data.Foldable (forM_) import Data.Foldable (forM_)
import Data.List (intercalate) import Data.List (intercalate)
import Data.Map (keys) import Data.Map (elems, keys)
import qualified Hanafuda.KoiKoi as KoiKoi (Action, Game, GameBlueprint(..), PlayerID) import Data.Maybe (maybeToList)
import qualified Data.Set as Set (fromList, member)
import qualified Game (toPublic)
import qualified Hanafuda.KoiKoi as KoiKoi (Action, Game(..), PlayerID)
import Hanafuda.Message (FromClient(..), T(..)) import Hanafuda.Message (FromClient(..), T(..))
import qualified Hanafuda.Message as Message (T) import qualified Hanafuda.Message as Message (T)
import Network.WebSockets (receiveData, sendTextData) import Network.WebSockets (receiveData, sendTextData)
import qualified Game (export) import Player (playerID, showDebug)
import qualified Server (T(..), get) import qualified Server (sessionsWhere)
import qualified Session (T(..)) import qualified Session (T(..))
sendToSessions :: [Session.T] -> Message.T -> App.T ()
sendToSessions sessions obj = do
App.debug $ '(' : intercalate ", " recipients ++ ") <" ++ (unpack encoded)
lift . mapM_ (flip sendTextData encoded) $ Session.connection <$> sessions
where
encoded = encode $ obj
recipients = fmap showDebug . maybeToList . Session.player =<< sessions
sendTo :: [KoiKoi.PlayerID] -> Message.T -> App.T () sendTo :: [KoiKoi.PlayerID] -> Message.T -> App.T ()
sendTo playerIDs obj = do sendTo playerIDs obj = do
sessions <- getSessions <$> App.server sessions <- App.get $ Server.sessionsWhere selectedPlayer
App.debug $ '(' : intercalate ", " recipients ++ ") <" ++ (unpack encoded) sendToSessions (foldl (++) [] sessions) obj
lift $ forM_ (Session.connection <$> sessions) $ flip sendTextData encoded
where where
encoded = encode $ obj selectedPlayer playerID _ = Set.member playerID $ Set.fromList playerIDs
getSessions server = (\playerID -> Server.get playerID server) <$> playerIDs
recipients = show <$> playerIDs
send :: Message.T -> App.T () send :: Message.T -> App.T ()
send obj = do send obj = do
playerID <- asks App.playerID currentSession <- App.session
sendTo [playerID] obj sendToSessions [currentSession] obj
broadcast :: Message.T -> App.T () broadcast :: Message.T -> App.T ()
broadcast obj = broadcast obj = do
App.server >>= flip sendTo obj . keys . Server.sessions App.get (concat . elems . allSessions) >>= flip sendToSessions obj
where
allSessions = Server.sessionsWhere (\_ _ -> True)
relay :: FromClient -> (Message.T -> App.T ()) -> App.T () relay :: FromClient -> (Message.T -> App.T ()) -> App.T ()
relay message f = do relay message f = do
App.debug "Relaying" App.debug "Relaying"
(\from -> f $ Relay {from, message}) =<< asks App.playerID maybe (return ()) doRelay =<< App.player
where
doRelay player = f $ Relay {from = playerID player, message}
receive :: App.T FromClient receive :: App.T FromClient
receive = do receive = do
received <- ((lift . receiveData) =<< App.connection) received <- ((lift . receiveData . Session.connection) =<< App.session)
App.debug $ '>':(unpack received) App.debug $ '>':(unpack received)
case eitherDecode' received of case eitherDecode' received of
Left errorMessage -> send (Error errorMessage) >> receive Left errorMessage -> send (Error errorMessage) >> receive
@ -67,10 +78,7 @@ get =
pong Ping = send Pong >> get pong Ping = send Pong >> get
pong m = return m pong m = return m
update :: T notifyPlayers :: (KoiKoi.Game, [KoiKoi.Action]) -> App.T ()
update = Update {alone = [], paired = []} notifyPlayers (game, logs) =
forM_ (keys $ KoiKoi.nextPlayer game) $ \k ->
notifyPlayers :: KoiKoi.Game -> [KoiKoi.Action] -> App.T () sendTo [k] . Game =<< Game.toPublic k game logs
notifyPlayers game logs =
forM_ (keys $ KoiKoi.scores game) $ \k ->
sendTo [k] $ Game {game = Game.export k game, logs}

17
src/Player.hs Normal file
View file

@ -0,0 +1,17 @@
{-# LANGUAGE NamedFieldPuns #-}
module Player (
T(..)
, showDebug
) where
import Data.Text (Text)
import Hanafuda.KoiKoi (PlayerID)
import Text.Printf (printf)
data T = T {
playerID :: PlayerID
, name :: Text
} deriving (Show)
showDebug :: T -> String
showDebug (T {playerID, name}) = printf "%s (%s)" name (show playerID)

View file

@ -5,108 +5,113 @@
{-# LANGUAGE ScopedTypeVariables #-} {-# LANGUAGE ScopedTypeVariables #-}
module Server ( module Server (
T(..) T(..)
, disconnect , close
, endGame
, get , get
, logIn , logIn
, logOut
, new , new
, register , register
, room , room
, select
, sessionsWhere
, update , update
) where ) where
import Data.Map (Map, (!), (!?), adjust, delete, insert, lookupMax, mapWithKey) import Data.Map (Map, (!), (!?), adjust, delete, insert, mapMaybe)
import qualified Data.Map as Map (empty) import qualified Data.Map as Map (empty, foldlWithKey, lookup)
import Data.Set (Set, member)
import qualified Data.Set as Set (delete, empty, insert)
import Data.Text (Text) import Data.Text (Text)
import Hanafuda.KoiKoi (Game, GameID, PlayerID) import Hanafuda.KoiKoi (PlayerID)
import Hanafuda.Message (PlayerStatus(..), Room) import Hanafuda.Message (Room)
import Keys (getKeys)
import qualified Keys (T)
import qualified Player (T(..))
import qualified RW (RW(..)) import qualified RW (RW(..))
import qualified Session (Status(..), T(..), Update) import qualified Session (ID, T(..), setPlayer)
import System.Random (Random(..))
type Names = Set Text type SessionIDs = Map PlayerID [Session.ID]
type Players = Map PlayerID Text type Sessions = Map Session.ID Session.T
type Sessions = Map PlayerID Session.T
type Games = Map GameID Game
data T = T { data T = T {
names :: Names keys :: Keys.T
, players :: Players , sessionIDsByPlayerID :: SessionIDs
, sessions :: Sessions , sessions :: Sessions
, games :: Games
} }
instance RW.RW Names T where instance RW.RW SessionIDs T where
get = names get = sessionIDsByPlayerID
set names server = server {names} set sessionIDsByPlayerID server = server {sessionIDsByPlayerID}
instance RW.RW Players T where
get = players
set players server = server {players}
instance RW.RW Sessions T where instance RW.RW Sessions T where
get = sessions get = sessions
set sessions server = server {sessions} set sessions server = server {sessions}
instance RW.RW Games T where new :: IO T
get = games new = getKeys >>= \keys -> return $ T {
set games server = server {games} keys
, sessionIDsByPlayerID = Map.empty
export :: Sessions -> PlayerID -> Text -> PlayerStatus
export sessions playerID playerName = PlayerStatus (playerName, alone)
where
alone =
case Session.status (sessions ! playerID) of
Session.LoggedIn True -> True
_ -> False
room :: T -> Room
room (T {players, sessions}) = mapWithKey (export sessions) players
new :: T
new = T {
names = Set.empty
, players = Map.empty
, sessions = Map.empty , sessions = Map.empty
, games = Map.empty
} }
register :: forall a b. (Enum a, Ord a, RW.RW (Map a b) T) => b -> T -> (T, a) room :: T -> Room
register x server = room = mapMaybe keepName . select (\_ -> Session.player)
let playerID = maybe (toEnum 0) (\(n, _) -> succ n) $ lookupMax $ (RW.get server :: Map a b) in where
(RW.update (insert playerID x) server, playerID) keepName [] = Nothing
keepName (player:_) = Just $ Player.name player
push :: Ord k => k -> v -> Map k [v] -> Map k [v]
push key value m =
(maybe (insert key [value]) (insert key . (value:)) $ Map.lookup key m) m
select :: (PlayerID -> Session.T -> Maybe a) -> T -> Map PlayerID [a]
select selector (T {sessionIDsByPlayerID, sessions}) =
Map.foldlWithKey (\accumulator playerID sessionIDs ->
foldl (\acc ->
maybe acc (\v -> push playerID v acc) . selected playerID
) accumulator sessionIDs
) Map.empty sessionIDsByPlayerID
where
selected playerID sessionID =
Map.lookup sessionID sessions >>= selector playerID
sessionsWhere :: (PlayerID -> Session.T -> Bool) -> T -> Map PlayerID [Session.T]
sessionsWhere predicate = select selectorOfPredicate where
selectorOfPredicate playerID session =
if predicate playerID session then Just session else Nothing
register :: forall a b. (Random a, Ord a, RW.RW (Map a b) T) => b -> T -> IO (T, a)
register x server = do
newID <- randomIO
return (RW.update (insert newID x) server, newID)
get :: forall a b. (Ord a, RW.RW (Map a b) T) => a -> T -> b get :: forall a b. (Ord a, RW.RW (Map a b) T) => a -> T -> b
get playerID server = (RW.get server :: Map a b) ! playerID get keyID server = (RW.get server :: Map a b) ! keyID
update :: forall a b. (Ord a, RW.RW (Map a b) T) => a -> (b -> b) -> T -> T update :: forall a b. (Ord a, RW.RW (Map a b) T) => a -> (b -> b) -> T -> T
update playerID updator = update keyID updator =
RW.update (adjust updator playerID :: Map a b -> Map a b) RW.update (adjust updator keyID :: Map a b -> Map a b)
disconnect :: PlayerID -> T -> T logIn :: Text -> PlayerID -> Session.ID -> T -> T
disconnect playerID = logIn name playerID sessionID =
RW.update (delete playerID :: Sessions -> Sessions) . logOut playerID RW.update (push playerID sessionID) .
update sessionID (Session.setPlayer playerID name)
endGame :: GameID -> T -> T close :: Monad m => Session.ID -> T -> m (T, Maybe PlayerID)
endGame playerID = close sessionID server =
RW.update (delete playerID :: Games -> Games) return . performUpdates $ popSession sessionID server
where
performUpdates (updateSessionIDs, mPlayerID) = (
RW.update (delete sessionID :: Sessions -> Sessions)
. RW.update (updateSessionIDs :: SessionIDs -> SessionIDs) $ server
, mPlayerID
)
logIn :: Text -> PlayerID -> T -> Either String T popSession :: Session.ID -> T -> (SessionIDs -> SessionIDs, Maybe PlayerID)
logIn name playerID server = popSession sessionID (T {sessions, sessionIDsByPlayerID}) =
RW.update (Set.insert name) . case findPlayerID of
RW.update (insert playerID name) . Nothing -> (id, Nothing)
update playerID (RW.set $ Session.LoggedIn True :: Session.Update) <$> Just (playerID, [_]) -> (delete playerID, Just playerID)
if name `member` names server Just (playerID, _) -> (purgeSession playerID, Nothing)
then Left "This name is already registered" where
else Right server findPlayerID = do
playerID <- fmap Player.playerID . Session.player =<< (sessions !? sessionID)
logOut :: PlayerID -> T -> T (,) playerID <$> (sessionIDsByPlayerID !? playerID)
logOut playerID server = purgeSession = adjust (filter (/= sessionID))
maybe
server
(\playerName ->
RW.update (delete playerID :: Players -> Players) $
update playerID (RW.set $ Session.LoggedIn False :: Session.Update) $
RW.update (Set.delete playerName :: Names -> Names) server)
(players server !? playerID)

View file

@ -1,35 +1,36 @@
{-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE MultiParamTypeClasses #-}
module Session ( module Session (
Status(..) ID
, Status
, T(..) , T(..)
, Update , Update
, open , open
, setPlayer
) where ) where
import Hanafuda.KoiKoi (GameID, PlayerID) import Data.Text (Text)
import qualified Hanafuda.ID as Hanafuda (ID, IDType(..), Prefix(..))
import Hanafuda.KoiKoi (PlayerID)
import Network.WebSockets (Connection) import Network.WebSockets (Connection)
import qualified RW (RW(..)) import qualified Player (T(..))
data Status =
LoggedIn Bool
| Answering PlayerID
| Waiting PlayerID
| Playing GameID
deriving (Show)
type ID = Hanafuda.ID T
instance Hanafuda.IDType T where
prefix = Hanafuda.Prefix "Session"
type Status = Maybe Player.T
data T = T { data T = T {
connection :: Connection connection :: Connection
, status :: Status , player :: Status
} }
type Update = T -> T type Update = T -> T
instance RW.RW Status T where setPlayer :: PlayerID -> Text -> Session.Update
get = status setPlayer playerID name session = session {
set status session = session {status} player = Just $ Player.T {Player.playerID, Player.name}
}
open :: Connection -> T open :: Connection -> T
open connection = T { open connection = T {
connection connection
, status = LoggedIn False , player = Nothing
} }

View file

@ -1,64 +0,0 @@
function Fun() {
return {
defaultCompare: defaultCompare,
insert: insert,
map: map,
mapFilter: mapFilter,
isSet: isSet,
of: of,
proj: proj
};
function insert(obj, t, compare, min, max) {
min = min == undefined ? 0 : min;
max = max == undefined ? t.length : max;
compare = compare == undefined ? defaultCompare : compare;
if(max - min < 1) {
return min;
}
var avg = Math.floor((max + min) / 2);
if (compare(obj, t[avg]) < 0) {
return insert(obj, t, compare, min, avg);
} else {
return insert(obj, t, compare, avg+1, max);
}
}
function defaultCompare(a, b) {
if(a < b) {
return -1;
} else if(a > b) {
return 1;
} else {
return 0;
}
}
function map(mapper, f) {
return function() {
var args = Array.prototype.map.call(arguments, mapper);
return f.apply(null, args);
}
}
function of(o) {
return function(key) {return o[key];};
}
function proj(key) {
return function(o) {return o[key];};
}
function mapFilter(mapper, predicate) {
return function(array) {
return array.reduce(function(accumulator, elem) {
var v = mapper(elem);
return predicate(v) ? accumulator.concat(v) : accumulator;
}, []);
};
}
function isSet(x) {
return x != undefined;
}
}

View file

@ -3,45 +3,52 @@
<head> <head>
<meta charset="utf-8"> <meta charset="utf-8">
<title>KoiKoi</title> <title>KoiKoi</title>
<script src="UnitJS/async.js"></script> <script src="lib/unit.js"></script>
<script src="UnitJS/dom.js"></script>
<script src="translations.js"></script> <script src="translations.js"></script>
<script src="i18n.js"></script> <script src="i18n.js"></script>
<script src="fun.js"></script>
<script src="screen.js"></script> <script src="screen.js"></script>
<script src="save.js"></script>
<script src="messaging.js"></script> <script src="messaging.js"></script>
<script src="ui.js"></script>
<script src="session.js"></script> <script src="session.js"></script>
<script src="room.js"></script> <script src="room.js"></script>
<script src="statusHandler.js"></script> <script src="statusHandler.js"></script>
<script src="login.js"></script>
<script src="hanafuda.js"></script> <script src="hanafuda.js"></script>
<script src="game.js"></script> <script src="screen/game.js"></script>
<script src="screen/hall.js"></script>
<script src="screen/login.js"></script>
<script src="main.js"></script> <script src="main.js"></script>
<link rel="stylesheet" href="screen.css" type="text/css"/> <link rel="stylesheet" href="screen.css" type="text/css"/>
<link rel="stylesheet" href="login.css" type="text/css"/> <link rel="stylesheet" href="screen/hall.css" type="text/css"/>
<link rel="stylesheet" href="game.css" type="text/css"/> <link rel="stylesheet" href="screen/game.css" type="text/css"/>
</head> </head>
<body> <body>
<div id="reception" class="on"> <div id="reception" class="on">
<h1>Hanafuda</h1> <h1>Hanafuda - KoiKoi</h1>
<form id="login"> <form id="login">
<input type="submit" name="submitButton" hidden disabled/> <input type="submit" name="submitButton" hidden disabled/>
<p id="join" class="on"> <p id="join">
<label for="you"></label><input type="text" name="you"/> <label for="you"></label><input type="text" name="you"/>
<input type="submit" name="join" disabled/> <input type="submit" name="join" disabled/>
</p> </p>
</form>
</div>
<div id="hall">
<form id="room">
<input type="submit" name="submitButton" hidden disabled/>
<p id="invite"> <p id="invite">
<label for="them"></label><input type="text" name="them"/> <label for="them"></label><input type="text" name="them"/>
<input type="submit" name="invite" disabled/> <input type="submit" name="invite" disabled/>
</p> </p>
<div id="players"> <div class="listSelector" id="players">
<span class="message"></span> <span class="message"></span>
<ul class="list"></ul> <ul></ul>
</div> </div>
<p id="leave">
<input type="button" name="leave"/>
</p>
</form> </form>
<div class="listSelector" id="games">
<span class="message"></span>
<ul></ul>
</div>
</div> </div>
<div id="game"> <div id="game">
<div id="them"> <div id="them">

View file

@ -1,41 +0,0 @@
#join, #invite {
display: none;
}
#join.on, #invite.on {
display: block;
}
#leave {
display: none;
}
#login.on #join {
display: none;
}
#login.on #leave {
display: inline;
}
#players {
min-height: 4em;
border: 1px solid #ccc;
}
#players .message {
display: block;
text-align: center;
margin: 1em;
color: #555;
}
#players .message:empty {
display: none;
}
#players .list {
list-style: none;
margin: 0;
padding-left: 0;
}

View file

@ -1,148 +0,0 @@
function Login(modules) {
var root = document.getElementById('login');
var playersMessage = root.getElementsByClassName('message')[0];
var players = root.getElementsByClassName('list')[0];
var join = document.getElementById("join");
var invite = document.getElementById("invite");
var submit = root.submitButton;
var them = null;
var invitationAnswers = [{
label: 'accept',
action: function() {
modules.messaging.send({tag: "Answer", accept: true});
modules.screen.select("game");
}
}, {
label: 'decline',
action: function() {
modules.messaging.send({tag: "Answer", accept: false});
}
}];
root.addEventListener('submit', function(e) {
e.preventDefault();
if(modules.session.loggedIn()) {
modules.messaging.send({tag: "Invitation", to: them});
} else {
modules.messaging.send({tag: "LogIn", name: root.you.value});
}
});
root.leave.addEventListener('click', function(e) {
e.preventDefault();
lib.send({tag: "LogOut"})
});
root.you.addEventListener("input", function() {refreshPlayers(false);});
root.them.addEventListener("input", function() {refreshPlayers(true);});
modules.messaging.addEventListener(["Welcome"], function() {
refreshPlayers(modules.session.loggedIn());
});
modules.messaging.addEventListener(["Update"], function(o) {
refreshPlayers(modules.session.loggedIn());
});
modules.messaging.addEventListener(["Relay", "LogIn"], function() {
playersChanged();
});
modules.messaging.addEventListener(["Relay", "LogOut"], function() {
playersChanged();
});
modules.messaging.addEventListener(["Relay", "Invitation"], function(o) {
var name = modules.room.name(o.from);
// invitations should come only from known players, in doubt say «no»
if(name) {
modules.statusHandler.set("🎴");
modules.screen.dialog({
text: modules.i18n.get('invited')(name),
answers: invitationAnswers
});
} else {
modules.messaging.send({tag: "Answer", accept: false});
}
});
modules.messaging.addEventListener(["Relay", "Answer"], function(o) {
if(o.message.accept) {
modules.screen.select("game");
}
});
return {};
function playersChanged() {
var loggedIn = modules.session.loggedIn();
setMode(loggedIn);
refreshPlayers(loggedIn);
}
function refreshPlayers(loggedIn) {
modules.dom.clear(players);
if(loggedIn) {
refreshThem();
} else {
refreshYou();
}
}
function refreshYou() {
var nameTaken = false;
var name = root.you.value;
modules.room.filter(name).forEach(function(player) {
players.appendChild(player.dom);
nameTaken = nameTaken || name == player.name;
});
formDisable("join", name.length < 1 || nameTaken);
}
function refreshThem() {
them = null;
var name = root.them.value;
var filtered = modules.room.filter(name);
filtered.forEach(function(player) {
players.appendChild(player.dom);
});
var exact = filtered.find(exactMatch(name));
playersMessage.textContent = '';
if(exact != undefined) {
them = exact.key;
} else if(filtered.length == 1) {
them = filtered[0].key;
} else if(filtered.length == 0) {
playersMessage.textContent = modules.i18n.get(
name.length > 0 ? "notFound" : "alone"
);
}
formDisable("invite", them == undefined);
}
function formDisable(name, disabled) {
[submit, root[name]].forEach(function(button) {
button.disabled = disabled;
});
}
function exactMatch(name) {
return function(player) {
return player.name === name;
};
}
function setMode(loggedIn) {
root.join.disabled = loggedIn;
root.invite.disabled = !loggedIn;
if(loggedIn) {
join.className = "";
invite.className = "on";
root.them.focus();
} else {
join.className = "on";
invite.className = "";
root.you.focus();
}
}
}

View file

@ -1,23 +1,23 @@
window.addEventListener('load', function() { window.addEventListener('load', function() {
var dom = Dom(); var dom = unitJS.Dom();
var async = Async(); var async = unitJS.Async();
var fun = unitJS.Fun();
var translations = Translations(); var translations = Translations();
var i18n = I18n({translations: translations}); var i18n = I18n({translations: translations});
var fun = Fun(); var save = Save();
var screen = Screen({dom: dom, i18n: i18n}); var screen = Screen({dom: dom, i18n: i18n});
var messaging = Messaging({screen: screen}); var messaging = Messaging({screen: screen});
var session = Session({messaging: messaging}); var ui = Ui({messaging: messaging});
var room = Room({dom: dom, messaging: messaging, session: session, fun: fun}); var session = Session({messaging: messaging, save: save});
var room = Room({dom: dom, session: session, fun: fun});
var statusHandler = StatusHandler(); var statusHandler = StatusHandler();
var login = Login({dom: dom, i18n: i18n, messaging: messaging, room: room, screen: screen, session: session, statusHandler: statusHandler}); var login = Screen.Login({i18n: i18n, messaging: messaging, save: save, screen: screen, session: session, ui: ui});
var hall = Screen.Hall({dom: dom, i18n: i18n, messaging: messaging, room: room, save: save, screen: screen, session: session, statusHandler: statusHandler, ui: ui});
var hanafuda = Hanafuda({fun: fun}); var hanafuda = Hanafuda({fun: fun});
var game = Game({async: async, dom: dom, i18n: i18n, fun: fun, hanafuda: hanafuda, messaging: messaging, room: room, screen: screen, session: session, statusHandler: statusHandler}); var game = Screen.Game({async: async, dom: dom, i18n: i18n, fun: fun, hanafuda: hanafuda, messaging: messaging, room: room, screen: screen, session: session, statusHandler: statusHandler});
var domElems = { var domElems = {
join: document.getElementById('login').join, invite: document.getElementById('room').invite,
invite: document.getElementById('login').invite,
leave: document.getElementById('login').leave,
pickName: document.getElementById('join').getElementsByTagName('label')[0],
startGameWith: document.getElementById('invite').getElementsByTagName('label')[0] startGameWith: document.getElementById('invite').getElementsByTagName('label')[0]
}; };
for(var key in domElems) { for(var key in domElems) {
@ -26,6 +26,4 @@ window.addEventListener('load', function() {
default: domElems[key].textContent = i18n.get(key); default: domElems[key].textContent = i18n.get(key);
} }
} }
messaging.start();
}); });

View file

@ -1,15 +1,25 @@
function Messaging(modules) { function Messaging(modules) {
var ws = new WebSocket(window.location.origin.replace(/^http/, 'ws') + '/play/'); var wsLocation = window.location.origin.replace(/^http/, 'ws') + '/play/';
var ws;
var debug = getParameters().debug; var debug = getParameters().debug;
var doLog = debug != undefined && debug.match(/^(?:1|t(?:rue)?|v(?:rai)?)$/i); var doLog = debug != undefined && debug.match(/^(?:1|t(?:rue)?|v(?:rai)?)$/i);
var keepAlivePeriod = 20000; var on = false;
var s = 1000; /* ms */
var keepAlivePeriod = 20;
var reconnectDelay = 1;
var routes = {callbacks: [], children: {}}; var routes = {callbacks: [], children: {}};
var wsHandlers = {
open: [function() {on = true; reconnectDelay = 1}, ping],
close: [function() {on = false;}, reconnect]
};
init();
return { return {
addEventListener: addEventListener, addEventListener: addEventListener,
send: send, isOn: isOn,
start: start send: send
} };
function get(obj, path, write) { function get(obj, path, write) {
write = write || false; write = write || false;
@ -37,8 +47,16 @@ function Messaging(modules) {
} }
function addEventListener(path, callback) { function addEventListener(path, callback) {
var route = get(routes, path, true); if(Array.isArray(path)) {
route.callbacks.push(callback); var route = get(routes, path, true);
route.callbacks.push(callback);
} else {
if(wsHandlers[path] != undefined) {
wsHandlers[path].push(callback);
} else {
log('Unsupported websocket event "' + path + '"');
}
}
} }
function messageListener(event) { function messageListener(event) {
@ -59,26 +77,51 @@ function Messaging(modules) {
log(o); log(o);
}; };
function log(message) {
if(doLog) {
console.log(message);
}
}
function start() {
ws.addEventListener('message', messageListener);
ws.addEventListener('open', ping);
addEventListener(["Pong"], ping);
addEventListener(["Error"], function(o) {modules.screen.error(o.error);});
}
function send(o) { function send(o) {
ws.send(JSON.stringify(o)); ws.send(JSON.stringify(o));
o.direction = 'client > server'; o.direction = 'client > server';
log(o); log(o);
} }
function log(message) {
if(doLog) {
console.log(message);
}
}
function init() {
connect();
addEventListener(["Pong"], ping);
addEventListener(["Error"], function(o) {modules.screen.error(o.error);});
}
function connect() {
ws = new WebSocket(window.location.origin.replace(/^http/, 'ws') + '/play/');
ws.addEventListener('message', messageListener);
ws.addEventListener('open', function(e) {
wsHandlers.open.forEach(function(handler) {handler(e);});
});
ws.addEventListener('close', function(e) {
wsHandlers.close.forEach(function(handler) {handler(e);});
});
}
function reconnect() {
setTimeout(connect, reconnectDelay * s);
if(reconnectDelay < 16) {
reconnectDelay *= 2;
}
}
function isOn() {
return on;
}
function ping() { function ping() {
setTimeout(function() {send({tag: "Ping"});}, keepAlivePeriod); setTimeout(function() {
if(isOn()) {
send({tag: "Ping"});
}
}, keepAlivePeriod * s);
} }
} }

View file

@ -1,9 +1,8 @@
function Room(modules) { function Room(modules) {
function Player(key, name, alone) { function Player(key, name) {
this.key = key; this.key = key;
this.name = name; this.name = name;
this.alone = alone;
this.dom = modules.dom.make('li', {textContent: name}); this.dom = modules.dom.make('li', {textContent: name});
this.position = null; this.position = null;
} }
@ -16,38 +15,20 @@ function Room(modules) {
selected: null selected: null
}; };
modules.messaging.addEventListener(["Welcome"], function(o) {
for(var key in o.room) {
enter(parseInt(key), o.room[key]);
}
});
modules.messaging.addEventListener(["Update"], function(o) {
o.alone.forEach(function(key) {players[key].alone = true;});
o.paired.forEach(function(key) {players[key].alone = false;});
});
modules.messaging.addEventListener(["Relay", "LogIn"], function(o) {
enter(o.from, o.message);
});
modules.messaging.addEventListener(["Relay", "LogOut"], function(o) {
leave(o.from);
});
var compareKeysByLogin = modules.fun.map(function(key) {return players[key].name;}, modules.fun.defaultCompare); var compareKeysByLogin = modules.fun.map(function(key) {return players[key].name;}, modules.fun.defaultCompare);
return { return {
filter: filter, filter: filter,
enter: enter, enter: enter,
leave: leave, leave: leave,
name: name name: name,
populate: populate
}; };
function filter(name) { function filter(name) {
if(modules.session.loggedIn()) { if(modules.session.isLoggedIn()) {
var keep = function(player) { var keep = function(player) {
return player.name.match(name) && !modules.session.is(player.key) && player.alone; return player.name.match(name) && !modules.session.is(player.key);
}; };
} else { } else {
var keep = function(player) {return player.name.match(name);}; var keep = function(player) {return player.name.match(name);};
@ -55,13 +36,20 @@ function Room(modules) {
return modules.fun.mapFilter(modules.fun.of(players), keep)(sortedKeys); return modules.fun.mapFilter(modules.fun.of(players), keep)(sortedKeys);
} }
function enter(key, obj) { function enter(key, name) {
var name = obj.name || "anon"; if(!modules.session.is(key)) {
var alone = obj.alone != undefined ? obj.alone : true; name = name || "anon";
var player = new Player(key, name, alone); var player = new Player(key, name);
players[key] = player; players[key] = player;
player.position = modules.fun.insert(key, sortedKeys, compareKeysByLogin); player.position = modules.fun.insert(key, sortedKeys, compareKeysByLogin);
sortedKeys.splice(player.position, 0, key); sortedKeys.splice(player.position, 0, key);
}
}
function populate(o) {
for(var key in o.room) {
enter(key, o.room[key]);
}
} }
function leave(key) { function leave(key) {

48
www/save.js Normal file
View file

@ -0,0 +1,48 @@
function Save(modules) {
var save = JSON.parse(localStorage.getItem('save')) || {};
return {
get: get,
set: set
};
function move(coordinates) {
if(coordinates.path.length == 1) {
return coordinates;
} else {
var newFocus = coordinates.focus[coordinates.path[0]];
if (newFocus != undefined) {
var newCoordinates = {path: coordinates.path.slice(1), focus: newFocus};
return move(newCoordinates);
} else {
return coordinates;
}
}
}
function get(key) {
if(key != undefined) {
var outputCoordinates = move({path: key.split('.'), focus: save});
if(outputCoordinates.focus != undefined && outputCoordinates.path.length == 1) {
return outputCoordinates.focus[outputCoordinates.path[0]]
} else {
return null;
}
}
}
function set(key, value) {
if(key != undefined) {
var outputCoordinates = move({path: key.split('.'), focus: save});
while(outputCoordinates.path.length > 1) {
outputCoordinates.focus[outputCoordinates.path[0]] = {};
outputCoordinates.focus = outputCoordinates.focus[outputCoordinates.path[0]];
outputCoordinates.path = outputCoordinates.path.slice(1);
}
outputCoordinates.focus[outputCoordinates.path[0]] = value;
} else {
save = value;
}
localStorage.setItem('save', JSON.stringify(save));
}
}

View file

@ -111,39 +111,39 @@
margin: 0; margin: 0;
} }
#rest.init, #rest.count24 { #rest.init, #rest.turn0 {
box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555, 6px 9px 0 0 #555; box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555, 6px 9px 0 0 #555;
} }
#rest.count22 { #rest.turn2 {
box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555, 5.5px 8.3px 0 0 #555; box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555, 5.5px 8.3px 0 0 #555;
} }
#rest.count20 { #rest.turn4 {
box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555, 5px 7.5px 0 0 #555; box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555, 5px 7.5px 0 0 #555;
} }
#rest.count18 { #rest.turn6 {
box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555, 4.5px 6.8px 0 0 #555; box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555, 4.5px 6.8px 0 0 #555;
} }
#rest.count16 { #rest.turn8 {
box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555; box-shadow: 2px 3px 0 0 #555, 4px 6px 0 0 #555;
} }
#rest.count14 { #rest.turn10 {
box-shadow: 2px 3px 0 0 #555, 3.5px 5.3px 0 0 #555; box-shadow: 2px 3px 0 0 #555, 3.5px 5.3px 0 0 #555;
} }
#rest.count12 { #rest.turn12 {
box-shadow: 2px 3px 0 0 #555, 3px 4.5px 0 0 #555; box-shadow: 2px 3px 0 0 #555, 3px 4.5px 0 0 #555;
} }
#rest.count10 { #rest.turn14 {
box-shadow: 2px 3px 0 0 #555, 2.5px 3.8px 0 0 #555; box-shadow: 2px 3px 0 0 #555, 2.5px 3.8px 0 0 #555;
} }
#rest.count8 { #rest.turn16 {
box-shadow: 2px 3px 0 0 #555; box-shadow: 2px 3px 0 0 #555;
} }

View file

@ -1,8 +1,9 @@
function Game(modules) { Screen.Game = function(modules) {
var deck = document.getElementById("deck"); var deck = document.getElementById("deck");
var rest = document.getElementById("rest"); var rest = document.getElementById("rest");
var status = { var status = {
dom: document.getElementById("status"), dom: document.getElementById("status"),
game: null,
playing: false, playing: false,
step: null, step: null,
month: null month: null
@ -53,7 +54,7 @@ function Game(modules) {
} }
function handleGameMessage(o) { function handleGameMessage(o) {
if(o.game.deck == 24) { // deck is full, means new round if(o.state.public.turns == 0) {
if(o.logs.length > 0) { // but still some logs, from the previous round if(o.logs.length > 0) { // but still some logs, from the previous round
return modules.async.sequence(applyDiff(o), setGame(o)); // so play the diff, then set the new round return modules.async.sequence(applyDiff(o), setGame(o)); // so play the diff, then set the new round
} else { } else {
@ -66,13 +67,13 @@ function Game(modules) {
function setGame(o) { function setGame(o) {
return function(f) { return function(f) {
setStatus(o.game); setStatus(o.state);
setCaptures(o.game); setCaptures(o.state);
[ [
[sets.river, o.game.river, RiverCard], [sets.river, o.state.public.river, RiverCard],
[sets.you.hand, o.game.players[modules.session.getKey()].hand, HandCard] [sets.you.hand, o.state.playerHand, HandCard]
].forEach(function(args) {setCardSet.apply(null, args)}); ].forEach(function(args) {setCardSet.apply(null, args)});
setTheirCards(o.game); setTheirCards(o.state);
handleStep(o)(f); handleStep(o)(f);
}; };
} }
@ -96,10 +97,10 @@ function Game(modules) {
function handleTurnedCard(o, f) { function handleTurnedCard(o, f) {
if(status.step == "Turned") { if(status.step == "Turned") {
setTurned(o.game.step.contents); setTurned(o.state.public.step.contents);
} else { } else {
if(status.step == "ToPlay" && o.game.playing == o.game.oyake) { if(status.step == "ToPlay" && o.state.public.playing == o.state.public.oyake) {
rest.className = ["card", "count" + o.game.deck].join(' '); rest.className = ["card", "turn" + o.state.public.turns].join(' ');
} }
if(deck.lastChild.id != "rest") { if(deck.lastChild.id != "rest") {
deck.removeChild(deck.lastChild); deck.removeChild(deck.lastChild);
@ -120,7 +121,7 @@ function Game(modules) {
function theyScored(o, f) { function theyScored(o, f) {
modules.screen.dialog({ modules.screen.dialog({
text: modules.i18n.get('theyScored')(modules.room.name(o.game.playing)), text: modules.i18n.get('theyScored')(modules.room.name(o.state.public.playing)),
answers: [ answers: [
{label: 'ok', action: f} {label: 'ok', action: f}
] ]
@ -129,10 +130,10 @@ function Game(modules) {
function gameEnd(o, f) { function gameEnd(o, f) {
var winner, maxScore; var winner, maxScore;
for(var key in o.game.scores) { for(var key in o.state.public.scores) {
if(maxScore == undefined || o.game.scores[key] > maxScore) { if(maxScore == undefined || o.state.public.scores[key] > maxScore) {
winner = key; winner = key;
maxScore = o.game.scores[key]; maxScore = o.state.public.scores[key];
} }
} }
modules.screen.dialog({ modules.screen.dialog({
@ -151,7 +152,7 @@ function Game(modules) {
function applyDiff(o) { function applyDiff(o) {
return modules.async.sequence.apply(null, return modules.async.sequence.apply(null,
o.logs.map(animate).concat( o.logs.map(animate).concat(
modules.async.apply(setStatus, o.game), modules.async.apply(setStatus, o.state),
handleStep(o) handleStep(o)
) )
); );
@ -233,48 +234,50 @@ function Game(modules) {
function play(move) { function play(move) {
modules.messaging.send({ modules.messaging.send({
tag: "Play", tag: "Play",
move: move move: move,
onGame: status.game
}); });
} }
function matchingInRiver(card) { function matchingInRiver(card) {
return modules.fun.mapFilter( return modules.fun.mapFilter(
modules.fun.of(sets.river.card), modules.fun.of(sets.river.card),
modules.fun.isSet modules.fun.defined
)(modules.hanafuda.sameMonth(card).map(modules.fun.proj('name'))); )(modules.hanafuda.sameMonth(card).map(modules.fun.proj('name')));
} }
function setStatus(game) { function setStatus(game) {
modules.dom.clear(status.dom); modules.dom.clear(status.dom);
status.step = game.step.tag; status.game = game;
if(game.month != status.month) { status.step = game.public.step.tag;
status.month = game.month; if(game.public.month != status.month) {
status.month = game.public.month;
} }
status.dom.appendChild( status.dom.appendChild(
modules.dom.make('li', {textContent: modules.i18n.get('monthFlower')(modules.i18n.get(status.month))}) modules.dom.make('li', {textContent: modules.i18n.get('monthFlower')(modules.i18n.get(status.month))})
); );
var turn = null; var turn = null;
status.playing = modules.session.is(game.playing); status.playing = modules.session.is(game.public.playing);
if(status.playing) { if(status.playing) {
sets.you.hand.dom.classList.toggle("yourTurn", status.step == "ToPlay"); sets.you.hand.dom.classList.toggle("yourTurn", status.step == "ToPlay");
turn = modules.i18n.get("yourTurn"); turn = modules.i18n.get("yourTurn");
} else { } else {
sets.you.hand.dom.classList.remove("yourTurn"); sets.you.hand.dom.classList.remove("yourTurn");
turn = modules.i18n.get('playing')(modules.room.name(game.playing)); turn = modules.i18n.get('playing')(modules.room.name(game.public.playing));
} }
status.dom.appendChild(modules.dom.make('li', {textContent: turn})); status.dom.appendChild(modules.dom.make('li', {textContent: turn}));
} }
function setCaptures(game) { function setCaptures(game) {
for(var key in game.players) { for(var key in game.public.players) {
var elem = document.getElementById(modules.session.is(key) ? "you" : "them"); var elem = document.getElementById(modules.session.is(key) ? "you" : "them");
elem.getElementsByClassName('score')[0].textContent = game.scores[key] + " pts"; elem.getElementsByClassName('score')[0].textContent = game.public.scores[key] + " pts";
var byClass = {} var byClass = {}
Object.values(modules.hanafuda.Family).forEach(function(family) { Object.values(modules.hanafuda.Family).forEach(function(family) {
byClass[family.class] = elem.getElementsByClassName(family.class)[0]; byClass[family.class] = elem.getElementsByClassName(family.class)[0];
modules.dom.clear(byClass[family.class]); modules.dom.clear(byClass[family.class]);
}); });
game.players[key].meld.forEach(function(cardName) { game.public.players[key].meld.forEach(function(cardName) {
var card = new Card(cardName); var card = new Card(cardName);
byClass[card.value.family.class].appendChild(card.dom); byClass[card.value.family.class].appendChild(card.dom);
}); });
@ -294,7 +297,7 @@ function Game(modules) {
function setTheirCards(game) { function setTheirCards(game) {
var turnsTheyPlayed = Math.floor( var turnsTheyPlayed = Math.floor(
(24 - game.deck + (modules.session.is(game.oyake) ? 0 : 1)) / 2 (game.public.turns + (modules.session.is(game.public.oyake) ? 0 : 1)) / 2
); );
modules.dom.clear(sets.them.hand.dom); modules.dom.clear(sets.them.hand.dom);
for(var i = 0; i < 8 - turnsTheyPlayed; i++) { for(var i = 0; i < 8 - turnsTheyPlayed; i++) {

21
www/screen/hall.css Normal file
View file

@ -0,0 +1,21 @@
.listSelector {
min-height: 4em;
border: 1px solid #ccc;
}
.listSelector .message {
display: block;
text-align: center;
margin: 1em;
color: #555;
}
.listSelector .message:empty {
display: none;
}
.listSelector ul {
list-style: none;
margin: 0;
padding-left: 0;
}

127
www/screen/hall.js Normal file
View file

@ -0,0 +1,127 @@
Screen.Hall = function(modules) {
var form = modules.ui.connectedForm('room');
var players = listSelector('players');
var games = listSelector('games');
var them = null;
var invitationAnswers = [{
label: 'accept',
action: function() {
modules.messaging.send({tag: "Answer", accept: true});
modules.screen.select("game");
}
}, {
label: 'decline',
action: function() {
modules.messaging.send({tag: "Answer", accept: false});
}
}];
init();
return {};
function listSelector(id) {
var root = document.getElementById(id);
return {
root: root,
message: root.getElementsByClassName('message')[0],
list: root.getElementsByClassName('list')[0]
}
}
function init() {
initDOMEvents();
initMessageHandlers();
}
function initDOMEvents() {
form.addEventListener('submit', function(e) {
e.preventDefault();
modules.messaging.send({tag: "Invitation", to: them});
});
form.them.addEventListener("input", function() {refreshPlayers();});
}
function initMessageHandlers() {
modules.messaging.addEventListener(["Okaeri"], function(o) {
modules.room.populate(o);
refreshPlayers();
refreshGames();
});
modules.messaging.addEventListener(["Welcome"], function(o) {
modules.room.populate(o);
refreshPlayers();
refreshGames();
});
modules.messaging.addEventListener(["LogIn"], function(o) {
modules.room.enter(o.from, o.as);
refreshPlayers();
});
modules.messaging.addEventListener(["LogOut"], function(o) {
modules.room.leave(o.from);
refreshPlayers();
});
modules.messaging.addEventListener(["Relay", "Invitation"], function(o) {
console.log("Received an invitation, should be added to games list");
console.log(o);
/*
var name = modules.room.name(o.from);
// invitations should come only from known players, in doubt say «no»
if(name) {
modules.statusHandler.set("🎴");
modules.screen.dialog({
text: modules.i18n.get('invited')(name),
answers: invitationAnswers
});
} else {
modules.messaging.send({tag: "Answer", accept: false});
}
*/
});
modules.messaging.addEventListener(["Relay", "Answer"], function(o) {
if(o.message.accept) {
modules.screen.select("game");
}
});
}
function refreshPlayers() {
modules.dom.clear(players.list);
players.message.textContent = '';
var name = form.them.value;
them = null;
var filtered = modules.room.filter(name);
filtered.forEach(function(player) {
players.list.appendChild(player.dom);
});
var exact = filtered.find(exactMatch(name));
if(exact != undefined) {
them = exact.key;
} else if(filtered.length == 1) {
them = filtered[0].key;
} else if(filtered.length == 0) {
players.message.textContent = modules.i18n.get(
name.length > 0 ? "notFound" : "alone"
);
}
modules.ui.enableForm('room', them != undefined);
}
function refreshGames() {
modules.dom.clear(games.list);
games.message.textContent = modules.i18n.get('noGames');
}
function exactMatch(name) {
return function(player) {
return player.name === name;
};
}
}

38
www/screen/login.js Normal file
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@ -0,0 +1,38 @@
Screen.Login = function(modules) {
var form = modules.ui.connectedForm('login');
init();
return {};
function init() {
initDOM();
initMessageHandlers();
var name = modules.save.get('player.name');
if(name != undefined && name.length > 0) {
form.you.value = name;
modules.ui.enableForm('login', true);
}
}
function initDOM() {
form.getElementsByTagName('label')[0].textContent = modules.i18n.get('pickName');
form.join.value = modules.i18n.get('join');
form.addEventListener('submit', function(e) {
e.preventDefault();
modules.session.start(form.you.value);
});
form.you.addEventListener("input", validate);
}
function initMessageHandlers() {
modules.messaging.addEventListener(["LogIn"], function(o) {
if(modules.session.is(o.from)) {
modules.screen.select('hall');
}
});
}
function validate(e) {
modules.ui.enableForm('login', e.target.value != "")
}
}

View file

@ -1,32 +1,48 @@
function Session(modules) { function Session(modules) {
var key = null; var key = null;
var playerKey = null;
var name = null; var name = null;
var loggedIn = false;
modules.messaging.addEventListener(["Welcome"], function(o) { modules.messaging.addEventListener(["Welcome"], function(o) {
key = o.key; playerKey = o.key;
modules.save.set('player.id', o.key);
}); });
modules.messaging.addEventListener(["Relay", "LogIn"], function(o) { modules.messaging.addEventListener(["LogIn"], function(o) {
if(is(o.from)) { if(is(o.from)) {
name = o.message.name; name = o.as;
loggedIn = true;
} }
}); });
return { return {
is: is, is: is,
getKey: getKey, getKey: getKey,
loggedIn: loggedIn isLoggedIn: isLoggedIn,
start: start
}; };
function is(sessionKey) { function is(somePlayerKey) {
return key == sessionKey; return playerKey == somePlayerKey;
} }
function getKey() { function getKey() {
return key; return key;
} }
function loggedIn() { function isLoggedIn() {
return name != undefined; return loggedIn;
}
function start(name) {
var myID = modules.save.get('player.id');
if(myID != undefined) {
modules.messaging.send({tag: 'Tadaima', myID: myID, name: name});
playerKey = myID;
} else {
modules.messaging.send({tag: 'Hello', name: name});
}
modules.save.set('player.name', name);
} }
} }

View file

@ -29,6 +29,7 @@ function Translations() {
monthFlower: function(flower) { monthFlower: function(flower) {
return "This month's flower is the " + flower; return "This month's flower is the " + flower;
}, },
noGames: "No games being played",
notFound: "No one goes by that name", notFound: "No one goes by that name",
pickName: "Pick a name you like", pickName: "Pick a name you like",
playing: function(name) { playing: function(name) {
@ -72,6 +73,7 @@ function Translations() {
monthFlower: function(flower) { monthFlower: function(flower) {
return "C'est le mois des " + flower; return "C'est le mois des " + flower;
}, },
noGames: "Aucune partie en cours",
notFound: "Personne ne s'appelle comme ça", notFound: "Personne ne s'appelle comme ça",
pickName: "Choisissez votre nom", pickName: "Choisissez votre nom",
playing: function(name) { playing: function(name) {

38
www/ui.js Normal file
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@ -0,0 +1,38 @@
function Ui(modules) {
var connectedForms = {};
modules.messaging.addEventListener('open', refreshForms);
modules.messaging.addEventListener('close', refreshForms);
return {
connectedForm: connectedForm,
enableForm: enableForm
};
function connectedForm(formId) {
var root = document.getElementById(formId);
connectedForms[formId] = {
root: root,
submits: root.querySelectorAll('[type=submit]'),
enabled: false
};
return root;
}
function enableForm(formId, enabled) {
connectedForms[formId].enabled = enabled || undefined == enabled;
refreshForm(connectedForms[formId]);
}
function refreshForms() {
for(var key in connectedForms) {
refreshForm(connectedForms[key]);
}
}
function refreshForm(form) {
form.submits.forEach(function(button) {
button.disabled = !(modules.messaging.isOn() && form.enabled);
});
}
}