class LiveSession { constructor(store) { this.wss = "wss://connect.websocket.in/v3/"; this.key = "zXzDomOphNQ94tWXrHfT8E8gkxjUMSXOQt0ypZetKoFsIUiEBegqWNAlExyd"; this.socket = null; this.isSpectator = true; this.gamestate = []; this.store = store; } /** * Open a new session for the passed channel. * @param channel * @private */ _open(channel) { this.disconnect(); this.socket = new WebSocket(this.wss + channel + "?apiKey=" + this.key); this.socket.addEventListener("message", this._handleMessage.bind(this)); this.socket.onopen = this._onOpen.bind(this); this.socket.onclose = () => { this.socket = null; this.store.commit("setSessionId", ""); }; } /** * Send a message through the socket. * @param command * @param params * @private */ _send(command, params) { if (this.socket) { this.socket.send(JSON.stringify([command, params])); } } /** * Open event handler for socket. * @private */ _onOpen() { if (this.isSpectator) { this._send("req", "gs"); } else { this.sendGamestate(); } } /** * Handle an incoming socket message. * @param data * @private */ _handleMessage({ data }) { let command, params; try { [command, params] = JSON.parse(data); } catch (err) { console.log("unsupported socket message", data); } switch (command) { case "req": if (params === "gs") { this.sendGamestate(); } break; case "gs": this._updateGamestate(params); break; case "player": this._updatePlayer(params); } } /** * Connect to a new live session, either as host or spectator. * @param channel */ connect(channel) { this.isSpectator = this.store.state.grimoire.isSpectator; this._open(channel); } /** * Close the current session, if any. */ disconnect() { if (this.socket) { this.socket.close(); this.socket = null; } } /** * Publish the current gamestate. */ sendGamestate() { if (this.isSpectator) return; this.gamestate = this.store.state.players.players.map(player => ({ name: player.name, isDead: player.isDead, isVoteless: player.isVoteless, ...(player.role && player.role.team === "traveler" ? { role: { id: player.role.id, team: "traveler", name: player.role.name } } : {}) })); this._send("gs", { gamestate: this.gamestate, edition: this.store.state.edition }); } /** * Update the gamestate based on incoming data. * @param gamestate * @param edition * @private */ _updateGamestate({ gamestate, edition }) { this.store.commit("setEdition", edition); const players = this.store.state.players.players; // adjust number of players if (players.length < gamestate.length) { for (let x = players.length; x < gamestate.length; x++) { this.store.commit("players/add", gamestate[x].name); } } else if (players.length > gamestate.length) { for (let x = players.length; x > gamestate.length; x--) { this.store.commit("players/remove", x - 1); } } // update status for each player gamestate.forEach((state, x) => { const player = players[x]; const { name, isDead, isVoteless, role } = state; if (player.name !== name) { this.store.commit("players/update", { player, property: "name", value: name }); } if (player.isDead !== isDead) { this.store.commit("players/update", { player, property: "isDead", value: isDead }); } if (player.isVoteless !== isVoteless) { this.store.commit("players/update", { player, property: "isVoteless", value: isVoteless }); } if (role && player.role.id !== role.id) { this.store.commit("players/update", { player, property: "role", value: role }); } else if (!role && player.role.team === "traveler") { this.store.commit("players/update", { player, property: "role", value: {} }); } }); } /** * Publish a player update. * @param player * @param property * @param value */ sendPlayer({ player, property, value }) { if (this.isSpectator || property === "reminders") return; const index = this.store.state.players.players.indexOf(player); if (property === "role") { if (value.team && value.team === "traveler") { // update local gamestate to remember this player as a traveler this.gamestate[index].role = { id: player.role.id, team: "traveler", name: player.role.name }; this._send("player", { index, property, value: this.gamestate[index].role }); } else if (this.gamestate[index].role) { delete this.gamestate[index].role; this._send("player", { index, property, value: {} }); } } else { this._send("player", { index, property, value }); } } /** * Update a player based on incoming data. * @param index * @param property * @param value * @private */ _updatePlayer({ index, property, value }) { const player = this.store.state.players.players[index]; if (!player) return; // special case where a player stops being a traveler if ( property === "role" && value.team !== "traveler" && player.role.team === "traveler" ) { // reset to an unknown role this.store.commit("players/update", { player, property: "role", value: {} }); } else { // just update the player otherwise this.store.commit("players/update", { player, property, value }); } } } module.exports = store => { // setup const session = new LiveSession(store); // listen to mutations store.subscribe(({ type, payload }) => { switch (type) { case "setSessionId": if (payload) { session.connect(payload); } else { session.disconnect(); } break; case "players/set": case "players/clear": case "players/remove": case "players/add": case "setEdition": session.sendGamestate(); break; case "players/update": session.sendPlayer(payload); break; } }); };