Files
Grinch-AP/WebUiClient.py
Fabian Dill 38cbcc662f 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>
2020-06-03 21:29:43 +02:00

107 lines
3.8 KiB
Python

import logging
from NetUtils import Node
from MultiClient import Context
import Utils
logger = logging.getLogger("WebUIRelay")
class WebUiClient(Node):
def __init__(self):
super().__init__()
self.manual_snes = None
@staticmethod
def build_message(msg_type: str, content: dict) -> dict:
return {'type': msg_type, 'content': content}
def log_info(self, message, *args, **kwargs):
self.broadcast_all(self.build_message('info', message))
logger.info(message, *args, **kwargs)
def log_warning(self, message, *args, **kwargs):
self.broadcast_all(self.build_message('warning', message))
logger.warning(message, *args, **kwargs)
def log_error(self, message, *args, **kwargs):
self.broadcast_all(self.build_message('error', message))
logger.error(message, *args, **kwargs)
def log_critical(self, message, *args, **kwargs):
self.broadcast_all(self.build_message('critical', message))
logger.critical(message, *args, **kwargs)
def send_chat_message(self, message):
self.broadcast_all(self.build_message('chat', message))
def send_connection_status(self, ctx: Context):
cache = Utils.persistent_load()
cached_address = cache["servers"]["default"] if cache else None
server_address = ctx.server_address if ctx.server_address else cached_address if cached_address else None
self.broadcast_all(self.build_message('connections', {
'snesDevice': ctx.snes_attached_device[1] if ctx.snes_attached_device else None,
'snes': ctx.snes_state,
'serverAddress': server_address,
'server': 1 if ctx.server is not None and not ctx.server.socket.closed else 0,
}))
def send_device_list(self, devices):
self.broadcast_all(self.build_message('availableDevices', {
'devices': devices,
}))
def poll_for_server_ip(self):
self.broadcast_all(self.build_message('serverAddress', {}))
def notify_item_sent(self, finder, recipient, item, location, i_am_finder: bool, i_am_recipient: bool):
self.broadcast_all(self.build_message('itemSent', {
'finder': finder,
'recipient': recipient,
'item': item,
'location': location,
'iAmFinder': 1 if i_am_finder else 0,
'iAmRecipient': 1 if i_am_recipient else 0,
}))
def notify_item_found(self, finder: str, item: str, location: str, i_am_finder: bool):
self.broadcast_all(self.build_message('itemFound', {
'finder': finder,
'item': item,
'location': location,
'iAmFinder': 1 if i_am_finder else 0,
}))
def notify_item_received(self, finder: str, item: str, location: str, item_index: int, queue_length: int):
self.broadcast_all(self.build_message('itemReceived', {
'finder': finder,
'item': item,
'location': location,
'itemIndex': item_index,
'queueLength': queue_length,
}))
def send_hint(self, finder, recipient, item, location, found, i_am_finder: bool, i_am_recipient: bool,
entrance_location: str = None):
self.broadcast_all(self.build_message('hint', {
'finder': finder,
'recipient': recipient,
'item': item,
'location': location,
'found': int(found),
'iAmFinder': int(i_am_finder),
'iAmRecipient': int(i_am_recipient),
'entranceLocation': entrance_location,
}))
def send_game_state(self, ctx: Context):
self.broadcast_all(self.build_message('gameState', {
'hintCost': 0,
'checkPoints': 0,
'playerPoints': 0,
}))
class WaitingForUiException(Exception):
pass