* 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:
Fabian Dill
2020-06-03 21:29:43 +02:00
committed by GitHub
parent ffe67c7fa7
commit 38cbcc662f
43 changed files with 10047 additions and 237 deletions

View File

@@ -0,0 +1,89 @@
import MonitorTools from './MonitorTools';
// Redux actions
import appendMessage from '../Monitor/Redux/actions/appendMessage';
import updateGameState from './Redux/actions/updateGameState';
import setAvailableDevices from '../WebUI/Redux/actions/setAvailableDevices';
class WebSocketUtils {
static formatSocketData = (eventType, content) => JSON.stringify({
type: eventType,
content,
});
/**
* Handle incoming websocket data and return appropriate data for dispatch
* @param message
* @returns Object
*/
static handleIncomingMessage = (message) => {
try {
const data = JSON.parse(message.data);
switch (data.type) {
// Client sent snes and server connection statuses
case 'connections':
return updateGameState({
connections: {
snesDevice: data.content.snesDevice ? data.content.snesDevice : '',
snesConnected: parseInt(data.content.snes, 10) === 3,
serverAddress: data.content.serverAddress ? data.content.serverAddress.replace(/^.*\/\//, '') : null,
serverConnected: parseInt(data.content.server, 10) === 1,
},
});
case 'availableDevices':
return setAvailableDevices(data.content.devices);
// Client unable to automatically connect to multiworld server
case 'serverAddress':
return appendMessage(MonitorTools.createTextDiv(
'Unable to automatically connect to multiworld server. Please enter an address manually.',
));
case 'itemSent':
return appendMessage(MonitorTools.sentItem(data.content.finder, data.content.recipient,
data.content.item, data.content.location, parseInt(data.content.iAmFinder, 10) === 1,
parseInt(data.content.iAmRecipient, 10) === 1));
case 'itemReceived':
return appendMessage(MonitorTools.receivedItem(data.content.finder, data.content.item,
data.content.location, data.content.itemIndex, data.content.queueLength));
case 'itemFound':
return appendMessage(MonitorTools.foundItem(data.content.finder, data.content.item, data.content.location,
parseInt(data.content.iAmFinder, 10) === 1));
case 'hint':
return appendMessage(MonitorTools.hintMessage(data.content.finder, data.content.recipient,
data.content.item, data.content.location, parseInt(data.content.found, 10) === 1,
parseInt(data.content.iAmFinder, 10) === 1, parseInt(data.content.iAmRecipient, 10) === 1,
data.content.entranceLocation));
// The client prints several types of messages to the console
case 'critical':
case 'error':
case 'warning':
case 'info':
case 'chat':
return appendMessage(MonitorTools.createTextDiv(
(typeof (data.content) === 'string') ? data.content : JSON.stringify(data.content),
));
default:
console.warn(`Unknown message type received: ${data.type}`);
console.warn(data.content);
return { type: 'NO_OP' };
}
} catch (error) {
console.error(message);
console.error(error);
// The returned value from this function will be dispatched to Redux. If an error occurs,
// Redux and the SPA in general should live on. Dispatching something with the correct format
// but that matches no known Redux action will cause the state to update to itself, which is
// treated as a no-op.
return { type: 'NO_OP' };
}
};
}
export default WebSocketUtils;