beta 5 - breaking changes

some things considered Channel_OnTypeChanged optional, grr.

Make fourCC a thing so people don't manage to get the wrong channel for their activities and then break stuff
This commit is contained in:
yellows111 2024-03-23 16:25:57 +00:00
parent 3770586592
commit 1a730fdb64
3 changed files with 26 additions and 13 deletions

3
.gitignore vendored
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@ -1,2 +1,3 @@
tmp/*
node_modules/*
node_modules/*
*.bak

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@ -10,6 +10,12 @@ const __messengerjs__ = {
__messengerjs__.fade = document.createElement("div");
__messengerjs__.fade.style.cssText = "position: absolute;top:0;left:0;width:100%;height:100%;background:rgba(0,0,0,0.75);color:white;text-align:center;font-family:sans-serif;";
__messengerjs__.fade.textContent = "connecting to WebSocket server...";
__messengerjs__.callIfExists = function(fnName) {
// THIS function exists because some of the events we call may not exist on the client... why?
if(typeof window[fnName] === "function") {
window[fnName]();
}
}
const beforeUnloadHandler = function(ev) {
Channel_OnAppClose();
@ -84,8 +90,8 @@ window.external.Channel = {"Data": "", "SendData": null, "Initialize": null, "Er
// things may want Channel.IM: string and Channel.FileInfo: object {Path: string, Size: number, Progress: number<0-100>, Incoming: bool, Status: num<0-3>}
window.external.Channel.SendData = function(d) {channelSocket.send(d)}; // this is dumb but trying to redirect this gives you TypeError's
window.external.Channel.Initialize = function() {
// no idea we're already pretty initalized by the time most things call this
Channel_OnTypeChanged(); // make client check if its even connected still
// no idea we're already pretty initalized by the time most things call
__messengerjs__.callIfExists("Channel_OnTypeChanged"); // make client check if its even connected still
};
Object.defineProperty(window.external.Channel, "Type", {
get: function Type() {
@ -165,7 +171,7 @@ channelSocket.onmessage = function(event) {
__messengerjs__.fade.textContent = "the channel server was closed. please try again later.";
__messengerjs__.fade.style.display = "block";
channelSocket.close(1000, "server shutdown acknoledged.");
Channel_OnTypeChanged();
__messengerjs__.callIfExists("Channel_OnTypeChanged");
Channel_OnRemoteAppClosed(); // they're gone
Channel_OnAppClose(); // we're gone too
break;
@ -174,15 +180,15 @@ channelSocket.onmessage = function(event) {
console.warn("channel was full, generating new room");
__messengerjs__.sessionID = Math.random().toString(36).split('.')[1].substring(0,8);
history.pushState(null, "", `#channel=${__messengerjs__.sessionID}`);
channelSocket.send(new TextEncoder("utf8").encode(EncodeCommandString(["connect", __messengerjs__.sessionID])));
channelSocket.send(new TextEncoder("utf8").encode(EncodeCommandString(["connect", __messengerjs__.sessionID, window.GameCode])));
break;
}
default: {
__messengerjs__.fade.textContent = "server error:" + args[1] + "code (" + args[2] + ")";
__messengerjs__.fade.style.display = "block";
channelSocket.close(1000, "server sent non-zero error");
Channel_OnTypeChanged();
Channel_OnDataError(); // this may just attempt to retry to send the failed data... when we're already closed;
__messengerjs__.callIfExists("Channel_OnTypeChanged");
__messengerjs__.callIfExists("Channel_OnDataError"); // this may just attempt to retry to send the failed data... when we're already closed;
}
}
break;
@ -209,7 +215,7 @@ channelSocket.onmessage = function(event) {
__messengerjs__.onloadfunction(__messengerjs__.onloadargs);
}
Channel_OnRemoteAppLoaded();
Channel_OnTypeChanged();
__messengerjs__.callIfExists("Channel_OnTypeChanged");
break;
}
case "remuser": {
@ -240,18 +246,18 @@ channelSocket.onerror = function(ev) {
Channel_OnDataError();
}
channelSocket.onclose = function() {
Channel_OnTypeChanged();
__messengerjs__.callIfExists("Channel_OnTypeChanged");
}
function createWSEventsNowThatImReady() {
if(channelSocket.readyState === 1) {
// if we're already there
channelSocket.send(new TextEncoder("utf8").encode(EncodeCommandString(["rename"])));
channelSocket.send(new TextEncoder("utf8").encode(EncodeCommandString(["connect", __messengerjs__.sessionID])));
channelSocket.send(new TextEncoder("utf8").encode(EncodeCommandString(["connect", __messengerjs__.sessionID, window.GameCode])));
}
channelSocket.onopen = function() {
channelSocket.send(new TextEncoder("utf8").encode(EncodeCommandString(["rename"])));
channelSocket.send(new TextEncoder("utf8").encode(EncodeCommandString(["connect", __messengerjs__.sessionID])));
channelSocket.send(new TextEncoder("utf8").encode(EncodeCommandString(["connect", __messengerjs__.sessionID, window.GameCode])));
}
}
/** pure evil **/

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@ -87,7 +87,7 @@ const MessageParser = function(webSocket, message, isBinary) {
break;
}
case "connect": {
if(args.length <= 1) {
if(args.length <= 2) {
webSocket.send(EncodeCommandString(["error", "need more arguments", 768]), true);
break;
}
@ -105,8 +105,14 @@ const MessageParser = function(webSocket, message, isBinary) {
if(ChannelStorage.has(getChannelId) === false) {
// make the channel right then and there
console.log(`creating #${getChannelId} for (${webSocket.getUserData().uid})`);
ChannelStorage.set(getChannelId, {"owner": webSocket.getUserData().uid});
ChannelStorage.set(getChannelId, {"owner": webSocket.getUserData().uid, "fourCC": args[2]});
};
if(ChannelStorage.get(getChannelId).fourCC !== args[2]) {
// if the fourCC is not the same as the channel, error as such
webSocket.send(EncodeCommandString(["error", `data is incompatible! (You: ${args[2]}, Remote: ${ChannelStorage.get(getChannelId).fourCC}.`, 256]), true);
break;
}
if(webSocket.isSubscribed(`channels/${getChannelId}`) === true) {
// already in this channel
webSocket.send(EncodeCommandString(["error", "already in this channel", 517]), true);