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