const toast = require('izitoast'); const cbor = require('borc'); const SOCKET_URL = process.env.NODE_ENV === 'production' ? 'wss://mnml.gg/ws' : 'ws://localhost:40000'; function errorToast(err) { console.error(err); return toast.error({ title: 'BEEP BOOP', message: err, position: 'bottomCenter', }); } function createSocket(events) { let ws; // handle account auth within the socket itself // https://www.christian-schneider.net/CrossSiteWebSocketHijacking.html let account; try { account = JSON.parse(localStorage.getItem('account')); } catch (e) { localStorage.removeItem('account'); } // ------------- // Outgoing // ------------- function send(msg) { if (msg.method !== 'ping') console.log('outgoing msg', msg); msg.token = account && account.token && account.token; ws.send(cbor.encode(msg)); } let ping; function sendPing() { ping = Date.now(); send({ method: 'ping', params: {} }); } function sendAccountLogin(name, password) { send({ method: 'account_login', params: { name, password } }); } function sendAccountCreate(name, password) { send({ method: 'account_create', params: { name, password } }); } function sendAccountConstructs() { send({ method: 'account_constructs', params: {} }); } function sendAccountInstances() { send({ method: 'account_instances', params: {} }); } function sendAccountZone() { send({ method: 'account_zone', params: {} }); } function sendConstructSpawn(name) { send({ method: 'construct_spawn', params: { name } }); } function sendGameState(id) { send({ method: 'game_state', params: { id } }); } function sendGameReady(id) { send({ method: 'game_ready', params: { id } }); } function sendSpecForget(id, spec) { send({ method: 'construct_unspec', params: { id, spec } }); } function sendPlayerMmConstructsSet(constructIds) { send({ method: 'player_mm_constructs_set', params: { construct_ids: constructIds } }); } function sendInstanceState(instanceId) { send({ method: 'instance_state', params: { instance_id: instanceId } }); } function sendVboxAccept(instanceId, group, index) { send({ method: 'player_vbox_accept', params: { instance_id: instanceId, group, index } }); } function sendVboxApply(instanceId, constructId, index) { send({ method: 'player_vbox_apply', params: { instance_id: instanceId, construct_id: constructId, index } }); events.setActiveItem(null); } function sendVboxUnequip(instanceId, constructId, target) { send({ method: 'player_vbox_unequip', params: { instance_id: instanceId, construct_id: constructId, target } }); events.clearInfo(); } function sendVboxDiscard(instanceId) { send({ method: 'player_vbox_discard', params: { instance_id: instanceId } }); } function sendVboxCombine(instanceId, indices) { send({ method: 'player_vbox_combine', params: { instance_id: instanceId, indices } }); events.clearCombiner(); } function sendVboxReclaim(instanceId, index) { send({ method: 'player_vbox_reclaim', params: { instance_id: instanceId, index } }); } function sendItemInfo() { send({ method: 'item_info', params: {} }); } function sendGameSkill(gameId, constructId, targetConstructId, skill) { send({ method: 'game_skill', params: { game_id: gameId, construct_id: constructId, target_construct_id: targetConstructId, skill, }, }); events.setActiveSkill(null); } function sendGameTarget(gameId, constructId, skillId) { send({ method: 'game_target', params: { game_id: gameId, construct_id: constructId, skill_id: skillId } }); events.setActiveSkill(null); } function sendZoneCreate() { send({ method: 'zone_create', params: {} }); } function sendZoneJoin(zoneId, nodeId, constructIds) { send({ method: 'zone_join', params: { zone_id: zoneId, node_id: nodeId, construct_ids: constructIds } }); } function sendZoneClose(zoneId) { send({ method: 'zone_close', params: { zone_id: zoneId } }); } function sendInstanceJoin(instanceId, constructs) { send({ method: 'instance_join', params: { instance_id: instanceId, construct_ids: constructs } }); } function sendInstanceNew(constructs, name, players) { send({ method: 'instance_new', params: { construct_ids: constructs, name, players } }); } function sendInstanceReady(instanceId) { send({ method: 'instance_ready', params: { instance_id: instanceId } }); } function sendInstanceScores(instanceId) { send({ method: 'instance_scores', params: { instance_id: instanceId } }); } // ------------- // Incoming // ------------- function accountLogin(res) { const [struct, login] = res; account = login; localStorage.setItem('account', JSON.stringify(login)); events.setAccount(login); sendAccountConstructs(); sendAccountInstances(); } function accountInstanceList(res) { const [struct, playerList] = res; events.setInstanceList(playerList); } function accountConstructs(response) { const [structName, constructs] = response; events.setConstructList(constructs); } function gameState(response) { const [structName, game] = response; events.setGame(game); } let gameStateTimeout; function startGameStateTimeout(id) { clearTimeout(gameStateTimeout); gameStateTimeout = setTimeout(() => sendGameState(id), 1000); return true; } function clearGameStateTimeout() { clearTimeout(gameStateTimeout); } function constructSpawn(response) { const [structName, construct] = response; } function zoneState(response) { const [structName, zone] = response; events.setZone(zone); } let instanceStateTimeout; function startInstanceStateTimeout(id) { clearTimeout(instanceStateTimeout); instanceStateTimeout = setTimeout(() => sendInstanceState(id), 1000); return true; } function instanceState(response) { const [structName, i] = response; events.setInstance(i); return true; } function clearInstanceStateTimeout() { clearTimeout(instanceStateTimeout); } function itemInfo(response) { const [structName, info] = response; events.setItemInfo(info); } function pong() { events.setPing(Date.now() - ping); setTimeout(sendPing, 1000); } // ------------- // Setup // ------------- // when the server sends a reply it will have one of these message types // this object wraps the reply types to a function const handlers = { construct_spawn: constructSpawn, game_state: gameState, account_login: accountLogin, account_create: accountLogin, account_constructs: accountConstructs, account_instances: accountInstanceList, zone_create: res => console.log(res), zone_state: zoneState, zone_close: res => console.log(res), instance_state: instanceState, item_info: itemInfo, pong, }; function logout() { localStorage.removeItem('account'); account = null; event.setAccount(null); } function errHandler(error) { switch (error) { case 'invalid token': return logout(); case 'no active zone': return sendZoneCreate(); case 'no constructs selected': return events.errorPrompt('select_constructs'); case 'node requirements not met': return events.errorPrompt('complete_nodes'); case 'construct at max skills (4)': return events.errorPrompt('max_skills'); default: return errorToast(error); } } // decodes the cbor and // calls the handlers defined above based on message type function onMessage(event) { // decode binary msg from server const blob = new Uint8Array(event.data); const res = cbor.decode(blob); const { method, params } = res; if (method !== 'pong' ) console.log(res); // check for error and split into response type and data if (res.err) return errHandler(res.err); if (!handlers[method]) return errorToast(`${method} handler missing`); return handlers[method](params); } function connect() { ws = new WebSocket(SOCKET_URL); ws.binaryType = 'arraybuffer'; // Connection opened ws.addEventListener('open', () => { toast.info({ message: 'connected', position: 'bottomCenter', }); sendPing(); sendItemInfo(); if (account) { events.setAccount(account); sendAccountInstances(); sendAccountConstructs(); } return true; }); // Listen for messages ws.addEventListener('message', onMessage); ws.addEventListener('error', (event) => { console.error('WebSocket error', event); // account = null; // return setTimeout(connect, 5000); }); ws.addEventListener('close', (event) => { console.error('WebSocket closed', event); toast.warning({ message: 'disconnected', position: 'bottomCenter', }); return setTimeout(connect, 5000); }); return ws; } return { clearGameStateTimeout, clearInstanceStateTimeout, sendAccountLogin, sendAccountCreate, sendAccountConstructs, sendAccountInstances, sendAccountZone, sendGameState, sendGameReady, sendGameSkill, sendGameTarget, sendConstructSpawn, sendSpecForget, sendZoneCreate, sendZoneJoin, sendZoneClose, sendInstanceJoin, sendInstanceReady, sendInstanceNew, sendInstanceScores, sendPlayerMmConstructsSet, sendInstanceState, sendVboxAccept, sendVboxApply, sendVboxReclaim, sendVboxCombine, sendVboxDiscard, sendVboxUnequip, sendItemInfo, startInstanceStateTimeout, startGameStateTimeout, connect, }; } module.exports = createSocket;