Added client side Connection handling and basic UI updating. NO CSS UPDATES YET
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e124349ef6
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9a2d6309b7
@ -311,7 +311,7 @@ my $server = Net::WebSocket::Server->new(
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$conn->send_utf8('{"info":"user success"}');
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}
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if (defined($messageData->{session})) {
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unless(defined($conn->{user})) { $conn->send_utf8('{"error":200, "message":Could not join session, no user defined", "request":"user"}'); $conn->send_utf8('{"request":"session"}'); return 0; }
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unless(defined($conn->{user})) { $conn->send_utf8('{"error":200, "message":"Could not join session, no user defined", "request":"user"}'); $conn->send_utf8('{"request":"session"}'); return 0; }
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$conn->{session} = $messageData->{session};
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$conn->send_utf8('{"info":"session success", "request":"join"}');
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}
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@ -346,7 +346,12 @@ my $server = Net::WebSocket::Server->new(
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$current->send_utf8('{"pools":'.to_json(\%poolStats).'}');
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# Users Hands
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my @hands = getHands($sessionID,$conn->{user});
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$current->send_utf8('{"hands":'.to_json(\@hands).'}');
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my %handStats = ();
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for (@hands) {
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$handStats{$_}{name} = $_;
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$handStats{$_}{cards} = [];
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}
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$current->send_utf8('{"hands":'.to_json(\%handStats).'}');
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# for each hand
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for (@hands) {
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my $handID = $_;
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183
UI/index.html
183
UI/index.html
@ -11,101 +11,125 @@
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window.server = "ws://localhost:8080/";
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window.gameState = {};
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window.gameState.deck = [];
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window.gameState,pool = [];
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window.hand = [];
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window.gameState.users = [];
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window.gameState.decks = [];
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window.gameState.pools = [];
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window.gameState.hands = [];
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function updateEvent() {
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window.UI.deck.innerHTML = "";
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window.UI.hand.innerHTML = "";
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var theDeck = elementPlace("#deck","deckDisp","card","div");
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theDeck.innerHTML = "<div>"+window.gameState.deck.length+"</div>";
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window.hand.forEach(function (card,index) {
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if (index < 10) {
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var currentCard = elementPlace("#hand",null,"card","li");
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currentCard.innerHTML = card;
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}
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window.UI.users.innerHTML = "<span>Users:</span>";
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window.UI.decks.innerHTML = "<span>Decks:</span>";
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window.UI.hands.innerHTML = "<span>Hands:</span>";
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window.UI.pools.innerHTML = "<span>Pools:</span>";
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window.gameState.users.forEach(function (user) {
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window.UI.users[user] = elementPlace("#users","User_"+user,"username","li");
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window.UI.users[user].innerText = user;
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});
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Object.keys(window.gameState.decks).forEach(function (deckID) {
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var deck = window.gameState.decks[deckID];
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window.UI.decks[deckID] = elementPlace("#decks","Deck_"+deck.name,"deck","li");
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window.UI.decks[deckID].innerText = deck.name+":"+deck.size;
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});
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Object.keys(window.gameState.hands).forEach(function (handID) {
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var hand = window.gameState.hands[handID];
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window.UI.hands[handID] = elementPlace("#hands","Hand_"+hand.name,"hand","li");
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window.UI.hands[handID].innerText = hand.name;
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window.UI.hands[handID].cards = elementPlace("#Hand_"+hand.name,hand.name+"_cards",null,"ol");
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hand.cards.forEach(function (card,index) {
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window.UI.hands[handID].cards[index] = elementPlace("#"+hand.name+"_cards",null,"card","li");
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window.UI.hands[handID].cards[index].innerHTML = card;
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});
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});
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Object.keys(window.gameState.pools).forEach(function (poolID) {
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var pool = window.gameState.pools[poolID];
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window.UI.pools[poolID] = elementPlace("#pools","Pool_"+pool.name,"pool","li");
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window.UI.pools[poolID].innerText = pool.name+":"+pool.top;
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});
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}
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function startGameSession() {
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window.gameSession = new WebSocket(server);
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gameSession.onmessage = function (event) {
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var message = JSON.parse(event.data);
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if (message.state) { gameState = message.state; updateEvent(); }
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if (message.userID) { window.userID = message.userID; }
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if (message.message) { console.log(message.message); }
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if (message.command) {
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if ("requestState" == message.command) {
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sendGameState();
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if (message.request) {
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if ("session" == message.request) { window.gameSession.send('{"session":'+window.gameState.session+'}'); }
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if ("user" == message.request) { window.gameSession.send('{"user":"'+window.gameState.user+'"}'); }
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if ("join" == message.request) { window.gameSession.send('{"action":"join"}'); }
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if ("update" == message.request) { window.gameSession.send('{"action":"update"}'); }
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}
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if (message.users) { window.gameState.users = message.users; updateEvent(); }
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if (message.decks) { window.gameState.decks = message.decks; updateEvent(); }
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if (message.pools) { window.gameState.pools = message.pools; updateEvent(); }
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if (message.hands) { window.gameState.hands = message.hands; updateEvent(); }
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if (message.action) {
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if ("addCard" == message.action) {
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window.gameState.hands[message.hand].cards.push(message.card);
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updateEvent();
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}
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}
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if (message.request) {
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if ("session" == message.request) { mytest.send('{"session":'+window.gameState.session+'}'); }
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if ("user" == message.request) { mytest.send('{"user":'+window.gameState.user+'}'); }
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if ("join" == message.request) { mytest.send('{"action":"join"}'); }
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if ("update" == message.request) { mytest.send('{"action":"update"}'); }
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}
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console.log(message);
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};
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gameSession.onconnect = function () {
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gameSession.send('{"type":"update","command":"requestState"}');
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};
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gameSession.onconnect = function () {};
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gameSession.onclose = function (event) {
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console.log(event);
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};
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}
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elementPlace("body","menu",null,"div");
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buttonAdd("#menu","upload","Upload Deck", function () {
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popupDialog("deckLoader","Select Deck definition File",true,inputDialog,{"inputType":"file"},function (f) {
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var myFile = new FileReader();
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myFile.onload = function (file) {
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// Probably validate the file somehow befor eating it
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var ourFile = JSON.parse(file.target.result);
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window.gameState.deck = [];
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deckFromJSON(ourFile);
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window.hand = [];
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sendGameState();
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}
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myFile.readAsText(f[0]);
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});
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},null,"div");
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buttonAdd("#menu","add","Add Deck", function () {
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popupDialog("deckLoader","Select Deck definition to add",true,inputDialog,{"inputType":"file"},function (f) {
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var myFile = new FileReader();
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myFile.onload = function (file) {
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var ourFile = JSON.parse(file.target.result);
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deckFromJSON(ourFile);
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sendGameState();
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}
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myFile.readAsText(f[0]);
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});
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}, null, "div");
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buttonAdd("#menu","shuffle", "Shuffle Deck", function () {
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shuffleDeck(window.gameState.deck);
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sendGameState();
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}, null, "div");
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buttonAdd("#menu","shuffleAll", "Shuffle Hand to Deck", function () {
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window.gameState.deck = window.gameState.deck.concat(window.hand);
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window.hand = [];
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shuffleDeck(window.gameState.deck);
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sendGameState();
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}, null, "div");
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buttonAdd("#menu","draw", "Draw Card", function () {
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if (window.gameState.deck.length > 0) {
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window.hand.unshift(window.gameState.deck.shift());
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sendGameState();
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}
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}, null, "div");
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//elementPlace("body","menu",null,"div");
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//buttonAdd("#menu","upload","Upload Deck", function () {
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// popupDialog("deckLoader","Select Deck definition File",true,inputDialog,{"inputType":"file"},function (f) {
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// var myFile = new FileReader();
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// myFile.onload = function (file) {
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// // Probably validate the file somehow befor eating it
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// var ourFile = JSON.parse(file.target.result);
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// window.gameState.deck = [];
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// deckFromJSON(ourFile);
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// window.hand = [];
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// sendGameState();
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// }
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// myFile.readAsText(f[0]);
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// });
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//},null,"div");
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//buttonAdd("#menu","add","Add Deck", function () {
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// popupDialog("deckLoader","Select Deck definition to add",true,inputDialog,{"inputType":"file"},function (f) {
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// var myFile = new FileReader();
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// myFile.onload = function (file) {
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// var ourFile = JSON.parse(file.target.result);
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// deckFromJSON(ourFile);
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// sendGameState();
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// }
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// myFile.readAsText(f[0]);
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//});
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//}, null, "div");
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//buttonAdd("#menu","shuffle", "Shuffle Deck", function () {
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// shuffleDeck(window.gameState.deck);
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// sendGameState();
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//}, null, "div");
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//buttonAdd("#menu","shuffleAll", "Shuffle Hand to Deck", function () {
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// window.gameState.deck = window.gameState.deck.concat(window.hand);
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// window.hand = [];
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// shuffleDeck(window.gameState.deck);
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// sendGameState();
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//}, null, "div");
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//buttonAdd("#menu","draw", "Draw Card", function () {
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// if (window.gameState.deck.length > 0) {
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// window.hand.unshift(window.gameState.deck.shift());
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// sendGameState();
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// }
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//}, null, "div");
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elementPlace("body","display",null,"div");
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window.UI = {};
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window.UI.deck = elementPlace("#display","deck",null,"div");
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window.UI.hand = elementPlace("#display","hand",null,"ol");
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window.UI.users = elementPlace("#display","users",null,"ol");
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window.UI.decks = elementPlace("#display","decks",null,"ol");
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window.UI.hands = elementPlace("#display","hands",null,"ol");
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window.UI.pools = elementPlace("#display","pools",null,"ol");
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var parms = new URLSearchParams(window.location.search);
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if (parms.get("s")) {
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window.gameState.session = parms.get("s");
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} else {
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if (!parms.get("s")) {
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popupDialog("gettingStarted","Welcome to Deckard and company", false, inputDialog,{"content":"Please enter a game ID or leave blank to start a new game","inputType":"number"},
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function (value) {
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if (Number.isInteger(Number.parseInt(value))) {
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@ -113,7 +137,22 @@ if (parms.get("s")) {
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} else {
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window.gameState.session = null;
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}
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window.location.search = '?s='+window.gameState.session;
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// window.location.reload();
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});
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} else {
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window.gameState.session = parms.get("s");
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if (!window.gameState.user) {
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popupDialog("gettingStarted","Welcome to Deckard and company", false, inputDialog, {"content":"Please enter a username","inputType":"text"},
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function (value) {
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if ((null != value) && ("" != value)) {
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window.gameState.user = value;
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} else {
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window.gameState.user = "Unknown"+(new Date()).getTime();
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}
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startGameSession();
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});
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} else { startGameSession(); }
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}
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</script>
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</html>
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