431 lines
13 KiB
JavaScript
431 lines
13 KiB
JavaScript
/**
|
|
* Socket Client Module
|
|
* Handles WebSocket communication for receiving text fragments and game state
|
|
*/
|
|
import { BaseModule } from './base-module.js';
|
|
|
|
class SocketClientModule extends BaseModule {
|
|
constructor() {
|
|
super('socket-client', 'Socket Client');
|
|
|
|
// Dependencies
|
|
this.dependencies = ['text-buffer'];
|
|
|
|
this.socket = null;
|
|
this.textBuffer = null;
|
|
this.isConnected = false;
|
|
this.reconnectAttempts = 0;
|
|
this.maxReconnectAttempts = 5;
|
|
this.reconnectDelay = 2000;
|
|
this.url = null;
|
|
this.eventListeners = {};
|
|
this.defaultHost = 'localhost:3000';
|
|
|
|
// Bind methods using parent's bindMethods utility
|
|
this.bindMethods([
|
|
'connect',
|
|
'disconnect',
|
|
'send',
|
|
'sendCommand',
|
|
'callGameApi',
|
|
'newGame',
|
|
'loadGame',
|
|
'saveGame',
|
|
'hasSaveGame',
|
|
'getSaveGames',
|
|
'isGameRunning',
|
|
'requestStartGame',
|
|
'requestSaveGame',
|
|
'requestLoadGame',
|
|
'on',
|
|
'off',
|
|
'emitEvent',
|
|
'setupGameEventHandlers',
|
|
'processTextFragment',
|
|
'attemptReconnect',
|
|
'getConnectionStatus',
|
|
'loadSocketIO'
|
|
]);
|
|
}
|
|
|
|
/**
|
|
* Load Socket.IO client library
|
|
* @returns {Promise<void>}
|
|
*/
|
|
loadSocketIO() {
|
|
// Use parent's loadScript method
|
|
return this.loadScript('/socket.io/socket.io.js');
|
|
}
|
|
|
|
/**
|
|
* Initialize the module
|
|
* @returns {Promise<boolean>} - Resolves with success status
|
|
*/
|
|
async initialize() {
|
|
try {
|
|
this.reportProgress(10, "Initializing Socket Client");
|
|
|
|
// Dynamically load Socket.IO client if not already loaded
|
|
if (!window.io) {
|
|
this.reportProgress(20, "Loading Socket.IO client");
|
|
await this.loadSocketIO();
|
|
this.reportProgress(30, "Socket.IO client loaded");
|
|
}
|
|
|
|
// Get text buffer using parent's getModule method
|
|
this.textBuffer = this.getModule('text-buffer');
|
|
if (!this.textBuffer) {
|
|
console.error("Socket Client: Failed to get text-buffer module");
|
|
return false;
|
|
}
|
|
|
|
this.reportProgress(50, "Setting up connection parameters");
|
|
|
|
// Use the current origin for the socket connection
|
|
const currentUrl = window.location.origin;
|
|
|
|
console.log(`Socket Client: Using origin for connection: ${currentUrl}`);
|
|
this.url = currentUrl;
|
|
|
|
this.reportProgress(100, "Socket client initialized");
|
|
return true;
|
|
} catch (error) {
|
|
console.error("Error initializing Socket Client:", error);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Connect to the Socket.IO server
|
|
* @param {string} url - Optional custom WebSocket URL
|
|
* @returns {Promise<boolean>} - Resolves with connection success
|
|
*/
|
|
connect(url = null) {
|
|
return new Promise((resolve) => {
|
|
if (this.isConnected) {
|
|
resolve(true);
|
|
return;
|
|
}
|
|
|
|
// Use provided URL or default
|
|
const socketUrl = url || this.url;
|
|
|
|
try {
|
|
console.log(`Socket Client: Connecting to ${socketUrl}`);
|
|
|
|
// Create Socket.IO connection (will automatically use /socket.io endpoint)
|
|
this.socket = window.io(socketUrl, {
|
|
reconnection: false, // We handle reconnection ourselves
|
|
transports: ['websocket', 'polling'] // Prefer WebSocket
|
|
});
|
|
|
|
this.socket.on('connect', () => {
|
|
console.log('Socket Client: Connected to server with ID:', this.socket.id);
|
|
this.isConnected = true;
|
|
this.reconnectAttempts = 0;
|
|
this.emitEvent('connect');
|
|
resolve(true);
|
|
});
|
|
|
|
this.socket.on('disconnect', (reason) => {
|
|
console.log(`Socket Client: Connection closed: ${reason}`);
|
|
this.isConnected = false;
|
|
this.emitEvent('disconnect', reason);
|
|
this.attemptReconnect();
|
|
resolve(false);
|
|
});
|
|
|
|
this.socket.on('connect_error', (error) => {
|
|
console.error('Socket Client: Connection error:', error);
|
|
this.emitEvent('connect_error', error);
|
|
resolve(false);
|
|
});
|
|
|
|
// Set up game-specific event handlers
|
|
this.setupGameEventHandlers();
|
|
|
|
} catch (error) {
|
|
console.error('Socket Client: Connection error:', error);
|
|
this.emitEvent('connect_error', error);
|
|
resolve(false);
|
|
}
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Set up event handlers for game-specific Socket.IO events
|
|
*/
|
|
setupGameEventHandlers() {
|
|
if (!this.socket) return;
|
|
|
|
// Map all incoming Socket.IO events to our internal event system
|
|
this.socket.onAny((event, ...args) => {
|
|
console.log(`Socket Client: Received ${event} event from server`, args);
|
|
this.emitEvent(event, args[0]);
|
|
});
|
|
|
|
// Special handling for narrative text
|
|
this.socket.on('narrativeResponse', (data) => {
|
|
if (data && data.text && this.textBuffer) {
|
|
this.processTextFragment(data.text);
|
|
}
|
|
});
|
|
|
|
// Special handling for introduction text
|
|
this.socket.on('gameIntroduction', (data) => {
|
|
if (data && data.introduction && this.textBuffer) {
|
|
this.processTextFragment(data.introduction);
|
|
}
|
|
|
|
if (data && data.initialRoomDescription && this.textBuffer) {
|
|
this.processTextFragment(data.initialRoomDescription);
|
|
}
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Process a text fragment by adding it to the TextBuffer
|
|
* @param {string} text - Text fragment to process
|
|
*/
|
|
processTextFragment(text) {
|
|
if (!text) return;
|
|
|
|
// Add text to the buffer if available
|
|
if (this.textBuffer) {
|
|
console.log(`Socket Client: Processing text fragment: "${text.substring(0, 50)}${text.length > 50 ? '...' : ''}"`);
|
|
document.dispatchEvent(new CustomEvent('story:process-state', {
|
|
detail: { state: 'waiting-generating', reason: 'server-response-received' }
|
|
}));
|
|
this.textBuffer.addText(text);
|
|
} else {
|
|
console.error('Socket Client: Text buffer not available');
|
|
// Attempt to get text buffer again using parent's getModule method
|
|
this.textBuffer = this.getModule('text-buffer');
|
|
if (this.textBuffer) {
|
|
this.textBuffer.addText(text);
|
|
} else {
|
|
// Emit a text event as fallback if no text buffer
|
|
this.emitEvent('text', text);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Attempt to reconnect to the server
|
|
*/
|
|
attemptReconnect() {
|
|
if (this.reconnectAttempts >= this.maxReconnectAttempts) {
|
|
console.error('Socket Client: Max reconnect attempts reached');
|
|
return;
|
|
}
|
|
|
|
this.reconnectAttempts++;
|
|
const delay = this.reconnectDelay * this.reconnectAttempts;
|
|
|
|
console.log(`Socket Client: Attempting to reconnect in ${delay}ms (attempt ${this.reconnectAttempts})`);
|
|
|
|
setTimeout(() => {
|
|
if (!this.isConnected) {
|
|
this.connect();
|
|
}
|
|
}, delay);
|
|
}
|
|
|
|
/**
|
|
* Disconnect from the server
|
|
*/
|
|
disconnect() {
|
|
if (this.socket && this.isConnected) {
|
|
this.socket.disconnect();
|
|
this.isConnected = false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Send a message to the server
|
|
* @param {Object|string} data - Data to send
|
|
* @returns {boolean} - Success status
|
|
*/
|
|
send(data) {
|
|
if (!this.isConnected || !this.socket) {
|
|
console.error('Socket Client: Not connected');
|
|
return false;
|
|
}
|
|
|
|
try {
|
|
// For Socket.IO we send structured events
|
|
if (typeof data === 'object') {
|
|
const { type, ...restData } = data;
|
|
if (type) {
|
|
// Use the type as the event name
|
|
this.socket.emit(type, restData);
|
|
} else {
|
|
// Default to 'message' event
|
|
this.socket.emit('message', data);
|
|
}
|
|
} else {
|
|
// Plain strings go to 'message' event
|
|
this.socket.emit('message', { text: data });
|
|
}
|
|
return true;
|
|
} catch (error) {
|
|
console.error('Socket Client: Error sending message:', error);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Send a command to the server
|
|
* @param {string} command - The player's command
|
|
* @returns {boolean} - Success status
|
|
*/
|
|
sendCommand(command) {
|
|
if (!this.isConnected || !this.socket) {
|
|
console.error('Socket Client: Not connected, cannot send command');
|
|
return false;
|
|
}
|
|
|
|
try {
|
|
this.socket.emit('playerCommand', { command });
|
|
document.dispatchEvent(new CustomEvent('story:process-state', {
|
|
detail: { state: 'command-waiting', reason: 'command-sent', command }
|
|
}));
|
|
return true;
|
|
} catch (error) {
|
|
console.error('Socket Client: Error sending command:', error);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
async callGameApi(method, args = []) {
|
|
if (!this.isConnected || !this.socket) {
|
|
const connected = await this.connect();
|
|
if (!connected || !this.socket) {
|
|
return { success: false, error: 'not_connected' };
|
|
}
|
|
}
|
|
|
|
return new Promise((resolve) => {
|
|
if (!this.socket) {
|
|
resolve({ success: false, error: 'not_connected' });
|
|
return;
|
|
}
|
|
|
|
this.socket.emit('gameApi', { method, args }, (response) => {
|
|
resolve(response || { success: false, error: 'empty_response' });
|
|
});
|
|
});
|
|
}
|
|
|
|
newGame() {
|
|
return this.callGameApi('newGame', []);
|
|
}
|
|
|
|
loadGame(slot = 1) {
|
|
return this.callGameApi('loadGame', [slot]);
|
|
}
|
|
|
|
saveGame(slot = 1) {
|
|
return this.callGameApi('saveGame', [slot]);
|
|
}
|
|
|
|
hasSaveGame(slot = 1) {
|
|
return this.callGameApi('hasSaveGame', [slot]);
|
|
}
|
|
|
|
getSaveGames() {
|
|
return this.callGameApi('getSaveGames', []);
|
|
}
|
|
|
|
isGameRunning() {
|
|
return this.callGameApi('isGameRunning', []);
|
|
}
|
|
|
|
/**
|
|
* Request to start a new game
|
|
* @returns {boolean} - Success status
|
|
*/
|
|
requestStartGame() {
|
|
this.newGame();
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Request to save the current game state
|
|
* @returns {boolean} - Success status
|
|
*/
|
|
requestSaveGame() {
|
|
this.saveGame(1);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Request to load a saved game state
|
|
* @returns {boolean} - Success status
|
|
*/
|
|
requestLoadGame() {
|
|
this.loadGame(1);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Register an event handler
|
|
* @param {string} event - Event name
|
|
* @param {Function} callback - Event callback
|
|
*/
|
|
on(event, callback) {
|
|
if (!this.eventListeners[event]) {
|
|
this.eventListeners[event] = [];
|
|
}
|
|
this.eventListeners[event].push(callback);
|
|
}
|
|
|
|
/**
|
|
* Remove an event handler
|
|
* @param {string} event - Event name
|
|
* @param {Function} callback - Event callback to remove
|
|
*/
|
|
off(event, callback) {
|
|
if (!this.eventListeners[event]) return;
|
|
|
|
if (callback) {
|
|
// Remove specific callback
|
|
this.eventListeners[event] = this.eventListeners[event].filter(cb => cb !== callback);
|
|
} else {
|
|
// Remove all callbacks for this event
|
|
delete this.eventListeners[event];
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Emit an event to all registered listeners
|
|
* @param {string} event - Event name
|
|
* @param {*} data - Event data
|
|
*/
|
|
emitEvent(event, data) {
|
|
if (!this.eventListeners[event]) return;
|
|
|
|
for (const callback of this.eventListeners[event]) {
|
|
try {
|
|
callback(data);
|
|
} catch (error) {
|
|
console.error(`Socket Client: Error in '${event}' event handler:`, error);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Check if the socket is connected
|
|
* @returns {boolean} - Connection status
|
|
*/
|
|
getConnectionStatus() {
|
|
return this.isConnected;
|
|
}
|
|
}
|
|
|
|
// Create the singleton instance
|
|
const SocketClient = new SocketClientModule();
|
|
|
|
// Export the module
|
|
export { SocketClient };
|