Fix missing Resume button on refresh.
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aca6961036
commit
9dfefd70d0
@ -471,6 +471,12 @@ pub async fn thread_system(mut app:App, bus:Bus<protocol::QRPacket>)
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// Verify that session exists
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if let Some(session) = app.sessions.get_mut(&request.token) {
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if user_id == Some(session.p_dawn.user) {
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response.player = 1;
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} else if user_id == Some(session.p_dusk.user) {
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response.player = 2;
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}
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// Join game as player
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if if request.join {
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@ -1,6 +1,6 @@
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use crate::{
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app::session::SessionToken,
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util::pack::pack_u16,
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util::pack::{pack_u8, pack_u16},
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};
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use super::Packet;
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@ -41,6 +41,7 @@ impl Packet for PacketSessionView {
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pub struct PacketSessionViewResponse {
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pub status:u16,
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pub token:SessionToken,
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pub player:u8,
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}
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impl PacketSessionViewResponse {
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pub fn new() -> Self
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@ -48,6 +49,7 @@ impl PacketSessionViewResponse {
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Self {
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status:0,
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token:SessionToken::default(),
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player:0,
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}
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}
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}
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@ -56,8 +58,12 @@ impl Packet for PacketSessionViewResponse {
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fn encode(&self) -> Vec<u8>
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{
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let mut flags = 0u8;
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flags |= self.player;
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[
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pack_u16(self.status),
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pack_u8(flags),
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self.token.to_vec(),
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].concat()
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}
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@ -1072,6 +1072,16 @@ const INTERFACE = {
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} else {
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LOAD(SCENES.Browse);
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}
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switch(INTERFACE_DATA.mode) {
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case INTERFACE.Mode.Review:
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case INTERFACE.Mode.Player: {
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MESSAGE_COMPOSE([
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PACK.u16(OpCode.GameState),
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INTERFACE_DATA.token,
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]);
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} break;
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}
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},
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uninit() {
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@ -1112,23 +1122,6 @@ const INTERFACE = {
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if(data === null) { return; }
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switch(code) {
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case OpCode.SessionView: {
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if(data.status != Status.Ok) {
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LOAD(SCENES.Browse);
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}
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switch(INTERFACE_DATA.mode) {
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case INTERFACE.Mode.Review:
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case INTERFACE.Mode.Player: {
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MESSAGE_COMPOSE([
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PACK.u16(OpCode.GameState),
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INTERFACE_DATA.token,
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]);
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} break;
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}
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} break;
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case OpCode.GameState: {
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if(INTERFACE_DATA.mode == INTERFACE.Mode.Player) {
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INTERFACE_DATA.player = data.player;
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@ -91,8 +91,6 @@ const SCENES = {
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case Status.Ok: {
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let b64_token = PACK.base64(data.token);
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let b64_secret = PACK.base64(data.secret);
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console.log(b64_token);
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console.log(b64_secret);
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sessionStorage.setItem("auth", b64_token);
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sessionStorage.setItem("auth_secret", b64_secret);
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@ -568,11 +566,43 @@ const SCENES = {
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}
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},
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GameLoad:class{
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constructor() {
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this.mode = null;
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this.token = null;
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this.turn = null;
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}
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load(data) {
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this.mode = data.mode;
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this.token = data.token;
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if(data.turn !== undefined) { this.turn = data.turn; }
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MESSAGE_SESSION_VIEW(this.token, this.mode == INTERFACE.Mode.Player);
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return true;
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}
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message(code, data) {
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switch(code) {
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case OpCode.SessionView: {
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if(data.status == Status.Ok) {
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LOAD(SCENES.Game, {
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mode:this.mode,
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token:this.token,
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view:data,
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turn:this.turn,
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});
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} else {
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LOAD(SCENES.Browse);
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}
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} break;
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}
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}
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},
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Game:class{
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constructor() {
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this.game = null;
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}
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load(data) {
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// Bottom Buttons
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let buttons_bottom = [ ];
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if(data.mode != INTERFACE.Mode.Review) {
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let button_resign = UI.button(LANG("resign"), () => { INTERFACE.resign(); });
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@ -583,21 +613,20 @@ const SCENES = {
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LOAD(SCENES.Browse);
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}));
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// Standard Top Buttons
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let buttons_top = [
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UI.button(LANG("rotate"), () => { INTERFACE.rotate(); }),
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UI.button(LANG("mirror"), () => { INTERFACE.mirror(); }),
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];
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if(data.player != 0) {
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// Resume / Review Buttons
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if(data.view.player != 0) {
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if(data.mode == INTERFACE.Mode.Review) {
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let callback_resume = function() {
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LOAD(SCENES.Game, {
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LOAD(SCENES.GameLoad, {
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token:this.token,
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player:this.player,
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turn:-1,
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mode:INTERFACE.Mode.Player,
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});
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MESSAGE_SESSION_VIEW(this.token, true);
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}
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callback_resume = callback_resume.bind({
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token: data.token,
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@ -607,13 +636,10 @@ const SCENES = {
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buttons_top.push(UI.button(LANG("resume"), callback_resume));
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} else {
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let callback_review = function() {
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LOAD(SCENES.Game, {
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LOAD(SCENES.GameLoad, {
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token:this.token,
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turn:-1,
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player:this.player,
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mode:INTERFACE.Mode.Review,
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});
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MESSAGE_SESSION_VIEW(this.token, false);
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}
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callback_review = callback_review.bind({
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token: data.token,
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@ -624,6 +650,7 @@ const SCENES = {
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}
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}
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// Practice Button
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if(data.mode == INTERFACE.Mode.Review) {
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let play_callback = function() {
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LOAD(SCENES.GamePractice, {
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@ -637,11 +664,12 @@ const SCENES = {
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token: data.token,
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player: data.player,
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});
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buttons_top.push(UI.button(LANG("play"), play_callback));
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buttons_top.push(UI.button(LANG("practice"), play_callback));
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}
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UI.nav(buttons_top, buttons_bottom);
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// Turn Indicators, Scroll Bar
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if(data.mode == INTERFACE.Mode.Review) {
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let ind_turn = UI.div([UI.text("0 / 0")]);
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ind_turn.setAttribute("id", "indicator-turn");
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@ -664,13 +692,14 @@ const SCENES = {
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MAIN.appendChild(UI.div([ slider ], "turn-slider-padding"));
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}
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// Canvas
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let canvas = document.createElement("canvas");
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canvas.setAttribute("id", "game");
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MAIN.appendChild(canvas);
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// Interface
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INTERFACE.init(data.token, data.mode);
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console.log(data.turn);
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if(data.turn != -1) {
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if(data.turn !== null) {
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INTERFACE_DATA.replay_turn = data.turn;
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}
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@ -682,8 +711,6 @@ const SCENES = {
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}
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message(code, data) {
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switch(code) {
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case OpCode.SessionCreate:
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case OpCode.SessionView:
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case OpCode.GameState:
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case OpCode.GamePlay: {
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INTERFACE.message(code, data);
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@ -709,13 +736,11 @@ const SCENES = {
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if(data !== null) {
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if(data.history.length > 0) {
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let callback_review = function() {
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LOAD(SCENES.Game, {
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LOAD(SCENES.GameLoad, {
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token:this.token,
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turn:INTERFACE_DATA.history_begin.length,
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player:this.player,
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mode:INTERFACE.Mode.Review,
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turn:INTERFACE_DATA.history_begin.length,
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});
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MESSAGE_SESSION_VIEW(this.token, false);
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}
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callback_review = callback_review.bind({
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token: data.token,
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@ -962,12 +987,10 @@ const SCENES = {
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case OpCode.ChallengeAnswer: {
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if(data.status == Status.Ok) {
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LOAD(SCENES.Game, {
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token:data.token,
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LOAD(SCENES.GameLoad, {
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token:this.token,
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mode:INTERFACE.Mode.Player,
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});
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MESSAGE_SESSION_VIEW(data.token, true);
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} else {
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SCENE.refresh();
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}
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@ -1009,13 +1032,10 @@ function LOAD_URL() {
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case "game": {
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if(parts[2]) {
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let token = UNPACK.base64(parts[2] + "=");
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LOAD(SCENES.Game, {
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LOAD(SCENES.GameLoad, {
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token:token,
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player:0,
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turn:-1,
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mode:INTERFACE.Mode.Review,
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});
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MESSAGE_SESSION_VIEW(token, false);
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} else {
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LOAD(SCENES.Browse);
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}
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@ -139,7 +139,7 @@ function MESSAGE(event) {
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} break;
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case OpCode.SessionList: {
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console.log("RECV Session list");
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console.log("RECV SessionList");
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if(bytes.length - index >= 2) {
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data = {
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@ -216,18 +216,27 @@ function MESSAGE(event) {
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} break;
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case OpCode.SessionView: {
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console.log("RECV SessionCreate/Join");
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console.log("RECV SessionView");
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if(bytes.length - index == 10) {
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if(bytes.length - index == 11) {
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data = {
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status:0,
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player:0,
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token:new Uint8Array(8),
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};
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// Status
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result = UNPACK.u16(bytes, index);
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index = result.index;
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data.status = result.data;
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// Flags
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result = UNPACK.u8(bytes, index);
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index = result.index;
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let flags = result.data;
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data.player = flags & 3;
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// Token
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for(let i = 0; i < 8; ++i) { data.token[i] = bytes[index++]; }
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}
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} break;
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26
www/js/ui.js
26
www/js/ui.js
@ -189,31 +189,23 @@ const UI = {
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for(let r = 0; r < records.length; ++r) {
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let buttons = [ ];
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let join_callback = function() {
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LOAD(SCENES.Game, {
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LOAD(SCENES.GameLoad, {
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token:this.token,
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player:this.player,
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turn:-1,
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mode:INTERFACE.Mode.Player,
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});
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MESSAGE_SESSION_VIEW(this.token, true);
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};
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join_callback = join_callback.bind({
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token: records[r].token,
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player: records[r].player,
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});
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let spectate_callback = function() {
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LOAD(SCENES.Game, {
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LOAD(SCENES.GameLoad, {
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token:this.token,
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player:this.player,
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turn:-1,
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mode:INTERFACE.Mode.Review,
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});
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MESSAGE_SESSION_VIEW(this.token, false);
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};
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spectate_callback = spectate_callback.bind({
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token: records[r].token,
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player: records[r].player,
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});
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if(records[r].player != 0) {
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@ -255,25 +247,19 @@ const UI = {
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let buttons = [ ];
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let join_callback = function() {
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SCENE_FORWARD = SCENE;
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LOAD(SCENES.Game, {
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LOAD(SCENES.GameLoad, {
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token:this.token,
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player:0,
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turn:-1,
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mode:INTERFACE.Mode.Player,
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});
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MESSAGE_SESSION_VIEW(this.token, true);
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};
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join_callback = join_callback.bind({token: records[r].token});
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let spectate_callback = function() {
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SCENE_FORWARD = SCENE;
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LOAD(SCENES.Game, {
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LOAD(SCENES.GameLoad, {
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token:this.token,
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player:0,
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turn:-1,
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mode:INTERFACE.Mode.Review,
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});
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MESSAGE_SESSION_VIEW(this.token, false);
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};
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spectate_callback = spectate_callback.bind({token: records[r].token});
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@ -348,10 +334,8 @@ const UI = {
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let buttons = [ ];
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let view_callback = function() {
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SCENE_FORWARD = SCENE;
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LOAD(SCENES.Game, {
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LOAD(SCENES.GameLoad, {
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token:this.token,
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player:0,
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turn:-1,
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mode:INTERFACE.Mode.Review,
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});
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MESSAGE_SESSION_VIEW(this.token, false);
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