rearrage_stuff

This commit is contained in:
Kim Ravn Hansen
2025-09-16 11:26:40 +02:00
parent 40e8c5e0ab
commit 3f11ebe6dc
4937 changed files with 1146031 additions and 134 deletions

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frontend/client.js Executable file
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import { crackdown } from "../utils/crackdown.js";
import { parseArgs } from "../utils/parseArgs.js";
import { MessageType } from "../utils/messages.js";
import { sprintf } from "sprintf-js";
/** Regex to validate if a :help [topic] command i entered correctly */
const helpRegex = /^:help(?:\s+(.*))?$/;
/** Regex to validate if a :<command> [args] was entered correctly */
const colonRegex = /^:([a-z0-9_]+)(?:\s+(.*?)\s*)?$/;
/**
* The client that talks to the MUD Sever
*/
class MUDClient {
//
// Constructor
constructor() {
/** @type {WebSocket} Our WebSocket */
this.websocket = null;
/** @type {boolean} Are we in development mode (decided by the server); */
this.isDev = false;
this.promptOptions = {};
this.shouldReply = false;
/** @type {HTMLElement} The output "monitor" */
this.output = document.getElementById("output");
/** @type {HTMLElement} The input element */
this.input = document.getElementById("input");
/** @type {HTMLElement} Status indicator */
this.status = document.getElementById("status");
// Passwords are crypted and salted before being sent to the server
// This means that if ANY of these three parameters below change,
// The server can no longer accept the passwords.
/** @type {string} Hashing method to use for client-side password hashing */
this.digest = "SHA-256";
/** @type {string} Salt string to use for client-side password hashing */
this.salt = "no_salt_no shorts_no_service";
/** @type {string} Number of times the hashing should be done */
this.rounds = 1000;
/** @type {string} the username also salts the password, so the username must never change. */
this.username = "";
this.setupEventListeners();
this.connect();
}
/** @param {string} password the password to be hashed */
async hashPassword(password) {
const encoder = new TextEncoder();
let data = encoder.encode(password + this.salt);
for (let i = 0; i < this.rounds; i++) {
const hashBuffer = await crypto.subtle.digest(this.digest, data);
data = new Uint8Array(hashBuffer); // feed hash back in
}
// Convert final hash to hex
const rawHash = Array.from(data)
.map((b) => b.toString(16).padStart(2, "0"))
.join("");
return `KimsKrappyKryptoV1:${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
}
connect() {
const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
// TODO Fix. Port should not be hardcoded
const wsUrl = `${protocol}//${window.location.host}`.replace(/:\d+$/, ":3000");
console.log(wsUrl);
this.updateStatus("Connecting...", "connecting");
try {
this.websocket = new WebSocket(wsUrl);
this.websocket.onopen = () => {
this.updateStatus("Connected", "connected");
this.input.disabled = false;
this.input.focus();
this.output.innerHTML = "";
};
this.websocket.onmessage = (event) => {
console.debug(event);
const data = JSON.parse(event.data);
this.onMessageReceived(data);
this.input.focus();
};
this.websocket.onclose = () => {
this.updateStatus("Disconnected", "disconnected");
this.input.disabled = true;
// Attempt to reconnect after 3 seconds
setTimeout(() => this.connect(), 3000);
};
this.websocket.onerror = (error) => {
this.updateStatus("Connection Error", "error");
this.writeToOutput("Connection error occurred. Retrying...", { class: "error" });
};
} catch (error) {
console.error(error);
this.updateStatus("Connection Failed", "error");
setTimeout(() => this.connect(), 3000);
}
}
setupEventListeners() {
document.addEventListener("keypress", (e) => {
if (e.key.length === 1 && !e.ctrlKey && !e.altKey && !e.metaKey) {
this.input.focus();
}
});
this.input.addEventListener("keypress", (e) => {
if (e.key === "Enter") {
this.onUserCommand();
}
});
}
/**
* Send a json-encoded message to the server via websocket.
*
* @param {messageType} string
* @param {...any} rest
*/
send(messageType, ...args) {
console.log("sending", messageType, args);
if (args.length === 0) {
this.websocket.send(JSON.stringify([messageType]));
return;
}
this.websocket.send(JSON.stringify([messageType, ...args]));
}
/**
* User has entered a command
*/
async onUserCommand() {
/** @type {string} */
const inputText = this.input.value.trim(); // Trim user's input.
this.input.value = ""; // Reset the input text field
this.input.type = "text"; // Make sure it reverts to being a text input (as opposed to being a password input)
// -- This is a sneaky command that should not be in production?
//
// In reality we want to use :clear, nor /clear
// :clear would be sent to the server, and we ask if it's okay
// to clear the screen right now, and only on a positive answer would we
// allow the screen to be cleared. Maybe.....
if (inputText === "/clear") {
this.output.innerHTML = "";
this.input.value = "";
return;
}
//
// Don't allow sending messages (for now)
// Later on, prompts may give us the option to simply "press enter";
if (!inputText) {
console.debug("Cannot send empty message - YET");
return;
}
//
// Can't send a message without a websocket
if (!(this.websocket && this.websocket.readyState === WebSocket.OPEN)) {
return;
}
//
// The quit command has its own message type
if (inputText === ":quit") {
this.send(MessageType.QUIT);
this.echo(inputText);
return;
}
// _ _
// _ | |__ ___| |_ __
// (_) | '_ \ / _ \ | '_ \
// _ | | | | __/ | |_) |
// (_) |_| |_|\___|_| .__/
// |_|
// ------------------------
//
// The quit command has its own message type
let help = helpRegex.exec(inputText);
if (help) {
console.log("here");
help[1] ? this.send(MshType.HELP, help[1].trim()) : this.send(MshType.HELP);
this.echo(inputText);
return;
}
// _
// _ ___ ___ _ __ ___ _ __ ___ __ _ _ __ __| |
// (_) / __/ _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` |
// _ | (_| (_) | | | | | | | | | | | (_| | | | | (_| |
// (_) \___\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|
//------------------------------------------------------
const colon = colonRegex.exec(inputText);
if (colon) {
const args = typeof colon[2] === "string" ? parseArgs(colon[2]) : [];
this.send(MessageType.COLON, colon[1], args);
this.echo(inputText);
return;
}
// _
// _ __ ___ _ __ | |_ _
// | '__/ _ \ '_ \| | | | |
// | | | __/ |_) | | |_| |
// |_| \___| .__/|_|\__, |
// |_| |___/
//-------------------------
// We handle replies below
//-------------------------
//
if (!this.shouldReply) {
// the server is not ready for data!
return;
}
// The server wants a password, let's hash it before sending it.
if (this.promptOptions.password) {
const pwHash = await this.hashPassword(inputText);
this.send(MessageType.REPLY, pwHash);
this.shouldReply = false;
this.promptOptions = {};
return;
}
//
// The server wants a username, let's save it in case we need it.
if (this.promptOptions.username) {
this.username = inputText;
}
this.send(MessageType.REPLY, inputText);
this.shouldReply = false;
this.promptOptions = {};
//
// We add our own command to the output stream so the
// player can see what they typed.
this.echo(inputText);
return;
}
// ___ __ __
// / _ \ _ __ | \/ | ___ ___ ___ __ _ __ _ ___
// | | | | '_ \| |\/| |/ _ \/ __/ __|/ _` |/ _` |/ _ \
// | |_| | | | | | | | __/\__ \__ \ (_| | (_| | __/
// \___/|_| |_|_| |_|\___||___/___/\__,_|\__, |\___|
//
/** @param {any[]} data*/
onMessageReceived(data) {
if (this.isDev) {
console.debug(data);
}
const messageType = data.shift();
// prompt
if (messageType === "P") {
return this.handlePromptMessage(data);
}
// text message
if (messageType === "T") {
return this.handleTextMessages(data);
}
// error
if (messageType === "E") {
return this.handleErrorMessage(data);
}
// fatal error / calamity
if (messageType === "CALAMITY") {
return this.handleCalamityMessage(data);
}
// system message
if (messageType === "_") {
return this.handleSystemMessages(data);
}
// debug
if (messageType === "dbg") {
return this.handleDebugMessages(data);
}
if (this.isDev) {
this.writeToOutput(`unknown message type: ${messageType}: ${JSON.stringify(data)}`, {
class: "debug",
verbatim: true,
});
}
console.debug("unknown message type", data);
}
//
// "m" => normal/standard message to be displayed to the user
handleTextMessages(data) {
const options = { ...data[1] }; // coerce options into an object.
// normal text message to be shown to the player
this.writeToOutput(data[0], options);
return;
}
//
// Debug messages let the server send data to be displayed on the player's screen
// and also logged to the players browser's log.
handleDebugMessages(data) {
if (!this.isDev) {
return; // debug messages are thrown away if we're not in dev mode.
}
this.writeToOutput(data, { class: "debug", verbatim: true });
console.debug("DBG", data);
}
//
// "_" => system messages, not to be displayed
handleSystemMessages(data) {
if (data.length < 2) {
console.debug("malformed system message", data);
return;
}
console.debug("Incoming system message", data);
/** @type {string} */
const systemMessageType = data.shift();
switch (systemMessageType) {
case "username":
this.username = data[0];
break;
case "dev":
// This is a message that tells us that the server is in
// "dev" mode, and that we should do the same.
this.isDev = !!data[0];
this.status.textContent = "[DEV] " + this.status.textContent;
break;
case "salt":
this.salt = data[0];
console.debug("updating crypto salt", data[0]);
break;
default:
console.debug("unknown system message", systemMessageType, data);
}
// If we're in dev mode, we should output all system messages (in a shaded/faint fashion).
if (this.isDev) {
this.writeToOutput(`system message: ${systemMessageType} = ${JSON.stringify(data)}`, { class: "debug" });
}
return;
}
//
// "calamity" => lethal error. Close connection.
// Consider hard refresh of page to reset all variables
handleCalamityMessage(data) {
//
// We assume that calamity errors are pre-formatted, and we do not allow
// any of our own formatting-shenanigans to interfere with the error message
const options = { ...{ class: "error", verbatim: true }, ...data[1] };
this.writeToOutput(data[0], options);
return;
}
//
// "e" => non-lethal errors
handleErrorMessage(data) {
const options = { ...{ class: "error" }, ...data[1] };
this.writeToOutput(data[0], options);
return;
}
//
// The prompt is the most important message type,
// it prompts us send a message back. We should not
// send messages back to the server without being
// prompted.
// In fact, we should ALWAYS be in a state of just-having-been-prompted.
handlePromptMessage(data) {
let [promptText, options = {}] = data;
this.shouldReply = true;
this.promptOptions = { ...{ class: "prompt" }, ...options };
//
this.writeToOutput(promptText, this.promptOptions);
//
// The server has asked for a password, so we set the
// input type to password for safety reasons.
if (options.password) {
this.input.type = "password";
}
return;
}
echo(text) {
this.writeToOutput(text, { verbatim: true, echo: true });
}
/**
* Add output to the text.
* @param {string} text
* @param {object} options
*/
writeToOutput(text, options = {}) {
// tweak the data-formatting so we can iterate and create multiple elements
const lines = Array.isArray(text) ? text : [text];
for (const line of lines) {
const element = document.createElement("div");
if (options.verbatim) {
element.textContent = line;
element.className = "verbatim";
} else {
element.innerHTML = crackdown(line);
}
for (const cls of ["calamity", "error", "debug", "prompt", "echo"]) {
if (options[cls]) {
element.classList.add(cls);
}
}
this.output.appendChild(element);
this.output.scrollTop = this.output.scrollHeight;
}
}
/**
* Update the status banner.
*
* @param {string} message
* @param {string} className
*/
updateStatus(message, className) {
this.status.textContent = this.isDev ? `[DEV] Status: ${message}` : `Status: ${message}`;
this.status.className = className;
}
}
// Initialize the MUD client when the page loads
document.addEventListener("DOMContentLoaded", () => {
new MUDClient();
});