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WebUI (#100)
* Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
This commit is contained in:
106
WebUiClient.py
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106
WebUiClient.py
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import logging
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from NetUtils import Node
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from MultiClient import Context
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import Utils
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logger = logging.getLogger("WebUIRelay")
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class WebUiClient(Node):
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def __init__(self):
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super().__init__()
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self.manual_snes = None
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@staticmethod
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def build_message(msg_type: str, content: dict) -> dict:
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return {'type': msg_type, 'content': content}
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def log_info(self, message, *args, **kwargs):
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self.broadcast_all(self.build_message('info', message))
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logger.info(message, *args, **kwargs)
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def log_warning(self, message, *args, **kwargs):
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self.broadcast_all(self.build_message('warning', message))
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logger.warning(message, *args, **kwargs)
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def log_error(self, message, *args, **kwargs):
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self.broadcast_all(self.build_message('error', message))
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logger.error(message, *args, **kwargs)
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def log_critical(self, message, *args, **kwargs):
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self.broadcast_all(self.build_message('critical', message))
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logger.critical(message, *args, **kwargs)
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def send_chat_message(self, message):
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self.broadcast_all(self.build_message('chat', message))
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def send_connection_status(self, ctx: Context):
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cache = Utils.persistent_load()
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cached_address = cache["servers"]["default"] if cache else None
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server_address = ctx.server_address if ctx.server_address else cached_address if cached_address else None
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self.broadcast_all(self.build_message('connections', {
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'snesDevice': ctx.snes_attached_device[1] if ctx.snes_attached_device else None,
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'snes': ctx.snes_state,
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'serverAddress': server_address,
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'server': 1 if ctx.server is not None and not ctx.server.socket.closed else 0,
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}))
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def send_device_list(self, devices):
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self.broadcast_all(self.build_message('availableDevices', {
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'devices': devices,
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}))
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def poll_for_server_ip(self):
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self.broadcast_all(self.build_message('serverAddress', {}))
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def notify_item_sent(self, finder, recipient, item, location, i_am_finder: bool, i_am_recipient: bool):
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self.broadcast_all(self.build_message('itemSent', {
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'finder': finder,
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'recipient': recipient,
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'item': item,
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'location': location,
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'iAmFinder': 1 if i_am_finder else 0,
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'iAmRecipient': 1 if i_am_recipient else 0,
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}))
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def notify_item_found(self, finder: str, item: str, location: str, i_am_finder: bool):
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self.broadcast_all(self.build_message('itemFound', {
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'finder': finder,
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'item': item,
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'location': location,
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'iAmFinder': 1 if i_am_finder else 0,
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}))
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def notify_item_received(self, finder: str, item: str, location: str, item_index: int, queue_length: int):
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self.broadcast_all(self.build_message('itemReceived', {
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'finder': finder,
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'item': item,
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'location': location,
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'itemIndex': item_index,
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'queueLength': queue_length,
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}))
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def send_hint(self, finder, recipient, item, location, found, i_am_finder: bool, i_am_recipient: bool,
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entrance_location: str = None):
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self.broadcast_all(self.build_message('hint', {
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'finder': finder,
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'recipient': recipient,
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'item': item,
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'location': location,
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'found': int(found),
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'iAmFinder': int(i_am_finder),
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'iAmRecipient': int(i_am_recipient),
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'entranceLocation': entrance_location,
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}))
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def send_game_state(self, ctx: Context):
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self.broadcast_all(self.build_message('gameState', {
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'hintCost': 0,
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'checkPoints': 0,
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'playerPoints': 0,
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}))
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class WaitingForUiException(Exception):
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pass
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