Fix stuff implementing the re-synchronization after connection loss
This commit is contained in:
parent
19aa959c64
commit
81216e3f01
8 changed files with 119 additions and 89 deletions
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@ -11,7 +11,7 @@ function HandCard(name) {
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return card;
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function onClick() {
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if(State.state.playing && State.state.step == "ToPlay") {
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if(State.globalState.playing && State.globalState.step == "ToPlay") {
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if(State.getSelected() != undefined) {
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State.select(false);
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} else {
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@ -17,7 +17,7 @@ function RiverCard(name) {
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var withCard = State.getSelected().value.name;
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State.select(false);
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State.play(
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State.state.step == 'ToPlay' ?
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State.globalState.step == 'ToPlay' ?
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{capture: [withCard, name]} : {choose: name}
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);
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}
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@ -5,7 +5,7 @@ import * as TurnedCard from GUI.Card.TurnedCard;
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import * as Screen from GUI.Screen;
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import {animate, catchUp, delay, getQueue} from GUI.Screen.Game.Animation;
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import {
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dom, init as initState, play, select, sets, state
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dom, init as initState, play, select, sets, globalState
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} from GUI.Screen.Game.State;
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import Hanafuda;
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import I18n;
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@ -52,7 +52,7 @@ function fail(errorCode) {
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}
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function getSavedStates(gameID) {
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var states = Save.get('games.message.Game#' + gameID);
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var states = Save.get('games.state.Game#' + gameID);
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return states != undefined ? Async.wrap(states) : fail('gameNotFound');
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}
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@ -117,13 +117,13 @@ function setGame(state) {
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function handleStep(state) {
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return function(f) {
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handleTurnedCard(state, f);
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if(state.step == "Scored") {
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if(state.playing) {
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if(globalState.step == "Scored") {
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if(globalState.playing) {
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askKoikoi(state, f);
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} else {
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theyScored(state, f);
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}
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} else if (state.step == "Over") {
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} else if (globalState.step == "Over") {
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gameEnd(state, f);
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} else {
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f();
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@ -132,11 +132,11 @@ function handleStep(state) {
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}
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function handleTurnedCard(state, f) {
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if(state.step == "Turned") {
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if(globalState.step == "Turned") {
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setTurned(state.public.step.contents);
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} else {
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if(state.step == "ToPlay" && state.public.playing == state.public.oyake) {
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rest.className = ["card", "turn" + state.public.coordinates.turn].join(' ');
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if(globalState.step == "ToPlay" && state.public.playing == state.public.oyake) {
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dom.rest.className = ["card", "turn" + state.public.coordinates.turn].join(' ');
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}
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if(deck.lastChild.id != "rest") {
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deck.removeChild(deck.lastChild);
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@ -188,18 +188,18 @@ function applyDiff(state) {
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function setStatus(game) {
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Dom.clear(dom.status);
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state.game = game;
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state.step = game.public.step.tag;
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if(game.public.coordinates.month != state.month) {
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state.month = game.public.coordinates.month;
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globalState.game = game;
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globalState.step = game.public.step.tag;
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if(game.public.coordinates.month != globalState.month) {
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globalState.month = game.public.coordinates.month;
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}
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dom.status.appendChild(
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Dom.make('li', {textContent: I18n.get('monthFlower')(I18n.get(state.month))})
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Dom.make('li', {textContent: I18n.get('monthFlower')(I18n.get(globalState.month))})
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);
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var turn = null;
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state.playing = Session.is(game.public.playing);
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if(state.playing) {
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sets.you.hand.dom.classList.toggle("yourTurn", state.step == "ToPlay");
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globalState.playing = Session.is(game.public.playing);
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if(globalState.playing) {
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sets.you.hand.dom.classList.toggle("yourTurn", globalState.step == "ToPlay");
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turn = I18n.get("yourTurn");
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} else {
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sets.you.hand.dom.classList.remove("yourTurn");
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@ -246,8 +246,8 @@ function setTheirCards(game) {
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}
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function setTurned(cardName) {
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state.turnedCard = TurnedCard.make(cardName);
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if(state.playing) {
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select(state.turnedCard);
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globalState.turnedCard = TurnedCard.make(cardName);
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if(globalState.playing) {
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select(globalState.turnedCard);
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}
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}
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@ -59,8 +59,8 @@ function handleSource(movement, movingCards, side, cardLeft) {
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} else {
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var cardSet = {};
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var name = cardLeft.card.value.name;
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cardSet[name] = State.state.turnedCard || TurnedCard.make(name);
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State.state.turnedCard = null;
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cardSet[name] = State.globalState.turnedCard || TurnedCard.make(name);
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State.globalState.turnedCard = null;
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movingCards.push(
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moveCard({card: cardSet, dom: State.dom.deck}, cardLeft.dest, cardLeft.card)
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);
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@ -70,7 +70,7 @@ function handleSource(movement, movingCards, side, cardLeft) {
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function cardMoves(movement) {
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var card;
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var movingCards = [];
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var side = (State.state.playing) ? 'you' : 'them';
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var side = (State.globalState.playing) ? 'you' : 'them';
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var cardLeft = handleCaptures(movement, movingCards, side);
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handleSource(movement, movingCards, side, cardLeft);
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return movingCards;
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@ -9,7 +9,7 @@ var dom = {
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};
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var selected;
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var sets = {};
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var state = {
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var globalState = {
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game: null,
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playing: false,
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step: null,
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@ -25,7 +25,7 @@ return {
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play: play,
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select: select,
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sets: sets,
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state: state
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globalState: globalState
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};
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function init() {
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@ -64,7 +64,7 @@ function play(move) {
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Messaging.send({
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tag: "Play",
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move: move,
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onGame: state.game
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onGame: globalState.game
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});
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}
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108
js/Games.js
108
js/Games.js
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@ -5,8 +5,10 @@ import Session;
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import Table;
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import Time;
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var states = Table.make(function(o) {return 0;});
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states.load('games.state');
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var metadata = Table.make(function(o) {return o.value.date;});
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metadata.insertAll(Save.get('games.metadata') || {});
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metadata.load('games.metadata');
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initMessageHandlers();
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return {
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@ -14,29 +16,47 @@ return {
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proposal: proposal
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};
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function makeMetadata(state) {
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var sessionKey = Session.getKey();
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return Time.timestamp({
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vs: player(state.public.nextPlayer[sessionKey]),
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yourTurn: state.public.playing == sessionKey
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function initMessageHandlers() {
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Messaging.addEventListener(["Game"], function(o) {
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var gameID = o.state.public.coordinates.gameID;
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pushState(gameID, o.state);
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metadata.insert(gameID, getMetadata(o.state));
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metadata.save('games.metadata');
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});
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Messaging.addEventListener(["LogIn"], function(o) {
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var gamesAgainst = states.getAll(
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function(game) {return isAgainst(game.value, o.from);}
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);
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gamesAgainst.forEach(function(game) {
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Messaging.send({
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tag: "Sync",
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latestKnown: game.value.latest.public.coordinates,
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to: o.from
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});
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});
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});
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Messaging.addEventListener(["Relay", "Sync"], function(o) {
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var gameID = o.message.latestKnown.gameID;
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var state = states.get(gameID);
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switch(state != undefined && compare(state.latest, o.message.latestKnown)) {
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case -1: Messaging.send({tag: "Yield", onGameID: gameID});
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case 1: Messaging.send({tag: "Share", gameSave: state.latest});
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}
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});
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Messaging.addEventListener(["Relay", "Yield"], function(o) {
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var gameID = o.message.onGameID;
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var state = states.get(gameID);
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if(state != undefined && isAgainst(state, o.from)) {
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Messaging.send({tag: "Share", gameSave: state.latest});
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}
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});
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}
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function proposal(playerID, yourTurn) {
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metadata.insert(
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playerID,
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Time.timestamp({vs: player(playerID), yourTurn: yourTurn})
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);
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}
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function pushState(gameID, state) {
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var latestPath = "games.state." + gameID + ".latest";
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var formerPath = "games.state." + gameID + ".former";
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var former = Save.get(latestPath);
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if(former != undefined) {
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Save.set(formerPath, former);
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}
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Save.set(latestPath, state);
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function isAgainst(state, playerID) {
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return state.latest.public.nextPlayer[Session.getKey()] == playerID;
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}
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function compare(gameCoordinatesA, gameCoordinatesB) {
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@ -53,29 +73,27 @@ function compare(gameCoordinatesA, gameCoordinatesB) {
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}
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}
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function initMessageHandlers() {
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Messaging.addEventListener(["Game"], function(o) {
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var gameID = o.state.public.coordinates.gameID;
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var metadata = makeMetadata(o.state);
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pushState(gameID, o.state);
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Save.set("games.metadata." + gameID, metadata);
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metadata.insert(gameID, metadata);
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});
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Messaging.addEventListener(["Relay", "Sync"], function(o) {
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var gameID = o.message.latestKnown.gameID;
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var latestKnownHere = Save.get("games.state." + gameID + ".latest");
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switch(compare(latestKnownHere, o.message.latestKnown)) {
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case -1: Messaging.send({tag: "Yield", onGameID: gameID});
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case 1: Messaging.send({tag: "Sync", latestKnown: latestKnownHere});
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}
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});
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Messaging.addEventListener(["Relay", "Yield"], function(o) {
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var gameID = o.message.latestKnown.gameID;
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var latestKnownHere = Save.get("games.message." + gameID + ".latest");
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if(o.from == latestKnownHere.public.nextPlayer[Session.getKey()]) {
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Messaging.send({tag: "Share", gameSave: latestKnownHere});
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}
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function getMetadata(state) {
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var sessionKey = Session.getKey();
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return Time.timestamp({
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vs: player(state.public.nextPlayer[sessionKey]),
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yourTurn: state.public.playing == sessionKey
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});
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}
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function proposal(playerID, yourTurn) {
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metadata.insert(
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playerID,
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Time.timestamp({vs: player(playerID), yourTurn: yourTurn})
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);
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}
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function pushState(gameID, newState) {
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if(states.get(gameID) == undefined) {
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states.insert(gameID, {});
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}
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var state = states.get(gameID);
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state.former = state.latest;
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state.latest = newState;
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states.save('games.state');
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}
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30
js/Room.js
30
js/Room.js
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@ -14,19 +14,21 @@ function player(key) {
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return {id: key, name: players.get(key)};
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}
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function initMessageHandlers() {
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Messaging.addEventListener(["Okaeri"], function(o) {
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players.insertAll(o.room);
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});
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Messaging.addEventListener(["Welcome"], function(o) {
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players.insertAll(o.room);
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});
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Messaging.addEventListener(["LogIn"], function(o) {
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if(!Session.is(o.from)) {
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players.insert(o.from, o.as);
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function enterAll(o) {
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for(key in o) {
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enterPlayer(key, o[key]);
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}
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});
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Messaging.addEventListener(["LogOut"], function(o) {
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players.remove(o.from);
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});
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}
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function enterPlayer(key, name) {
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if(!Session.is(key)) {
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players.insert(key, name);
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}
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}
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function initMessageHandlers() {
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Messaging.addEventListener(["Okaeri"], function(o) {enterAll(o.room);});
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Messaging.addEventListener(["Welcome"], function(o) {enterAll(o.room);});
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Messaging.addEventListener(["LogIn"], function(o) {enterPlayer(o.from, o.as);});
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Messaging.addEventListener(["LogOut"], function(o) {players.remove(o.from);});
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}
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14
js/Table.js
14
js/Table.js
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@ -1,3 +1,4 @@
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import Save;
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import of from UnitJS.Fun;
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import {compare, of, proj} from UnitJS.Fun;
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@ -8,7 +9,9 @@ function Table(sortCriterion) {
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getAll: getAll,
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insert: insert,
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insertAll: insertAll,
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remove: remove
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load: load,
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remove: remove,
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save
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};
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function get(key) {
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@ -22,7 +25,6 @@ function Table(sortCriterion) {
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.sort(compare(sortCriterion));
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}
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function insert(key, value) {
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items[key] = value;
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}
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@ -33,9 +35,17 @@ function Table(sortCriterion) {
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}
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}
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function load(path) {
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insertAll(Save.get(path) || {});
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}
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function remove(key) {
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delete items[key];
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}
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function save(path) {
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Save.set(path, items);
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}
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}
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return {
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