rearrage_stuff
This commit is contained in:
472
frontend/client.js
Executable file
472
frontend/client.js
Executable file
@@ -0,0 +1,472 @@
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import { crackdown } from "../utils/crackdown.js";
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import { parseArgs } from "../utils/parseArgs.js";
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import { MessageType } from "../utils/messages.js";
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import { sprintf } from "sprintf-js";
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/** Regex to validate if a :help [topic] command i entered correctly */
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const helpRegex = /^:help(?:\s+(.*))?$/;
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/** Regex to validate if a :<command> [args] was entered correctly */
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const colonRegex = /^:([a-z0-9_]+)(?:\s+(.*?)\s*)?$/;
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/**
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* The client that talks to the MUD Sever
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*/
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class MUDClient {
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//
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// Constructor
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constructor() {
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/** @type {WebSocket} Our WebSocket */
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this.websocket = null;
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/** @type {boolean} Are we in development mode (decided by the server); */
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this.isDev = false;
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this.promptOptions = {};
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this.shouldReply = false;
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/** @type {HTMLElement} The output "monitor" */
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this.output = document.getElementById("output");
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/** @type {HTMLElement} The input element */
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this.input = document.getElementById("input");
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/** @type {HTMLElement} Status indicator */
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this.status = document.getElementById("status");
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// Passwords are crypted and salted before being sent to the server
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// This means that if ANY of these three parameters below change,
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// The server can no longer accept the passwords.
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/** @type {string} Hashing method to use for client-side password hashing */
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this.digest = "SHA-256";
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/** @type {string} Salt string to use for client-side password hashing */
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this.salt = "no_salt_no shorts_no_service";
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/** @type {string} Number of times the hashing should be done */
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this.rounds = 1000;
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/** @type {string} the username also salts the password, so the username must never change. */
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this.username = "";
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this.setupEventListeners();
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this.connect();
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}
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/** @param {string} password the password to be hashed */
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async hashPassword(password) {
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const encoder = new TextEncoder();
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let data = encoder.encode(password + this.salt);
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for (let i = 0; i < this.rounds; i++) {
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const hashBuffer = await crypto.subtle.digest(this.digest, data);
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data = new Uint8Array(hashBuffer); // feed hash back in
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}
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// Convert final hash to hex
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const rawHash = Array.from(data)
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.map((b) => b.toString(16).padStart(2, "0"))
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.join("");
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return `KimsKrappyKryptoV1:${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
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}
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connect() {
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const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
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// TODO Fix. Port should not be hardcoded
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const wsUrl = `${protocol}//${window.location.host}`.replace(/:\d+$/, ":3000");
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console.log(wsUrl);
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this.updateStatus("Connecting...", "connecting");
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try {
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this.websocket = new WebSocket(wsUrl);
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this.websocket.onopen = () => {
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this.updateStatus("Connected", "connected");
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this.input.disabled = false;
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this.input.focus();
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this.output.innerHTML = "";
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};
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this.websocket.onmessage = (event) => {
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console.debug(event);
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const data = JSON.parse(event.data);
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this.onMessageReceived(data);
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this.input.focus();
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};
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this.websocket.onclose = () => {
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this.updateStatus("Disconnected", "disconnected");
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this.input.disabled = true;
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// Attempt to reconnect after 3 seconds
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setTimeout(() => this.connect(), 3000);
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};
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this.websocket.onerror = (error) => {
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this.updateStatus("Connection Error", "error");
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this.writeToOutput("Connection error occurred. Retrying...", { class: "error" });
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};
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} catch (error) {
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console.error(error);
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this.updateStatus("Connection Failed", "error");
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setTimeout(() => this.connect(), 3000);
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}
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}
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setupEventListeners() {
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document.addEventListener("keypress", (e) => {
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if (e.key.length === 1 && !e.ctrlKey && !e.altKey && !e.metaKey) {
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this.input.focus();
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}
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});
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this.input.addEventListener("keypress", (e) => {
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if (e.key === "Enter") {
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this.onUserCommand();
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}
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});
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}
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/**
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* Send a json-encoded message to the server via websocket.
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*
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* @param {messageType} string
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* @param {...any} rest
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*/
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send(messageType, ...args) {
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console.log("sending", messageType, args);
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if (args.length === 0) {
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this.websocket.send(JSON.stringify([messageType]));
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return;
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}
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this.websocket.send(JSON.stringify([messageType, ...args]));
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}
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/**
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* User has entered a command
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*/
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async onUserCommand() {
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/** @type {string} */
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const inputText = this.input.value.trim(); // Trim user's input.
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this.input.value = ""; // Reset the input text field
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this.input.type = "text"; // Make sure it reverts to being a text input (as opposed to being a password input)
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// -- This is a sneaky command that should not be in production?
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//
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// In reality we want to use :clear, nor /clear
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// :clear would be sent to the server, and we ask if it's okay
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// to clear the screen right now, and only on a positive answer would we
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// allow the screen to be cleared. Maybe.....
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if (inputText === "/clear") {
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this.output.innerHTML = "";
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this.input.value = "";
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return;
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}
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//
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// Don't allow sending messages (for now)
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// Later on, prompts may give us the option to simply "press enter";
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if (!inputText) {
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console.debug("Cannot send empty message - YET");
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return;
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}
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//
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// Can't send a message without a websocket
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if (!(this.websocket && this.websocket.readyState === WebSocket.OPEN)) {
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return;
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}
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//
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// The quit command has its own message type
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if (inputText === ":quit") {
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this.send(MessageType.QUIT);
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this.echo(inputText);
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return;
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}
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// _ _
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// _ | |__ ___| |_ __
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// (_) | '_ \ / _ \ | '_ \
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// _ | | | | __/ | |_) |
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// (_) |_| |_|\___|_| .__/
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// |_|
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// ------------------------
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//
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// The quit command has its own message type
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let help = helpRegex.exec(inputText);
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if (help) {
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console.log("here");
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help[1] ? this.send(MshType.HELP, help[1].trim()) : this.send(MshType.HELP);
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this.echo(inputText);
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return;
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}
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// _
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// _ ___ ___ _ __ ___ _ __ ___ __ _ _ __ __| |
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// (_) / __/ _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` |
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// _ | (_| (_) | | | | | | | | | | | (_| | | | | (_| |
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// (_) \___\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|
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//------------------------------------------------------
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const colon = colonRegex.exec(inputText);
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if (colon) {
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const args = typeof colon[2] === "string" ? parseArgs(colon[2]) : [];
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this.send(MessageType.COLON, colon[1], args);
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this.echo(inputText);
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return;
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}
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// _
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// _ __ ___ _ __ | |_ _
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// | '__/ _ \ '_ \| | | | |
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// | | | __/ |_) | | |_| |
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// |_| \___| .__/|_|\__, |
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// |_| |___/
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//-------------------------
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// We handle replies below
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//-------------------------
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//
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if (!this.shouldReply) {
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// the server is not ready for data!
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return;
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}
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// The server wants a password, let's hash it before sending it.
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if (this.promptOptions.password) {
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const pwHash = await this.hashPassword(inputText);
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this.send(MessageType.REPLY, pwHash);
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this.shouldReply = false;
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this.promptOptions = {};
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return;
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}
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//
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// The server wants a username, let's save it in case we need it.
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if (this.promptOptions.username) {
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this.username = inputText;
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}
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this.send(MessageType.REPLY, inputText);
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this.shouldReply = false;
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this.promptOptions = {};
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//
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// We add our own command to the output stream so the
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// player can see what they typed.
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this.echo(inputText);
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return;
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}
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// ___ __ __
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// / _ \ _ __ | \/ | ___ ___ ___ __ _ __ _ ___
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// | | | | '_ \| |\/| |/ _ \/ __/ __|/ _` |/ _` |/ _ \
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// | |_| | | | | | | | __/\__ \__ \ (_| | (_| | __/
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// \___/|_| |_|_| |_|\___||___/___/\__,_|\__, |\___|
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//
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/** @param {any[]} data*/
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onMessageReceived(data) {
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if (this.isDev) {
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console.debug(data);
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}
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const messageType = data.shift();
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// prompt
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if (messageType === "P") {
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return this.handlePromptMessage(data);
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}
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// text message
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if (messageType === "T") {
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return this.handleTextMessages(data);
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}
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// error
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if (messageType === "E") {
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return this.handleErrorMessage(data);
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}
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// fatal error / calamity
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if (messageType === "CALAMITY") {
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return this.handleCalamityMessage(data);
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}
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// system message
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if (messageType === "_") {
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return this.handleSystemMessages(data);
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}
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// debug
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if (messageType === "dbg") {
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return this.handleDebugMessages(data);
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}
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if (this.isDev) {
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this.writeToOutput(`unknown message type: ${messageType}: ${JSON.stringify(data)}`, {
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class: "debug",
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verbatim: true,
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});
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}
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console.debug("unknown message type", data);
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}
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//
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// "m" => normal/standard message to be displayed to the user
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handleTextMessages(data) {
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const options = { ...data[1] }; // coerce options into an object.
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// normal text message to be shown to the player
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this.writeToOutput(data[0], options);
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return;
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}
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//
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// Debug messages let the server send data to be displayed on the player's screen
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// and also logged to the players browser's log.
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handleDebugMessages(data) {
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if (!this.isDev) {
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return; // debug messages are thrown away if we're not in dev mode.
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}
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this.writeToOutput(data, { class: "debug", verbatim: true });
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console.debug("DBG", data);
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}
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//
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// "_" => system messages, not to be displayed
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handleSystemMessages(data) {
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if (data.length < 2) {
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console.debug("malformed system message", data);
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return;
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}
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console.debug("Incoming system message", data);
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/** @type {string} */
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const systemMessageType = data.shift();
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switch (systemMessageType) {
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case "username":
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this.username = data[0];
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break;
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case "dev":
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// This is a message that tells us that the server is in
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// "dev" mode, and that we should do the same.
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this.isDev = !!data[0];
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this.status.textContent = "[DEV] " + this.status.textContent;
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break;
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case "salt":
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this.salt = data[0];
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console.debug("updating crypto salt", data[0]);
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break;
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default:
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console.debug("unknown system message", systemMessageType, data);
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}
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// If we're in dev mode, we should output all system messages (in a shaded/faint fashion).
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if (this.isDev) {
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this.writeToOutput(`system message: ${systemMessageType} = ${JSON.stringify(data)}`, { class: "debug" });
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}
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return;
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}
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//
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// "calamity" => lethal error. Close connection.
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// Consider hard refresh of page to reset all variables
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handleCalamityMessage(data) {
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//
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// We assume that calamity errors are pre-formatted, and we do not allow
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// any of our own formatting-shenanigans to interfere with the error message
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const options = { ...{ class: "error", verbatim: true }, ...data[1] };
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this.writeToOutput(data[0], options);
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return;
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}
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//
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// "e" => non-lethal errors
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handleErrorMessage(data) {
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const options = { ...{ class: "error" }, ...data[1] };
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this.writeToOutput(data[0], options);
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return;
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}
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//
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// The prompt is the most important message type,
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// it prompts us send a message back. We should not
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// send messages back to the server without being
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// prompted.
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// In fact, we should ALWAYS be in a state of just-having-been-prompted.
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handlePromptMessage(data) {
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let [promptText, options = {}] = data;
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this.shouldReply = true;
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this.promptOptions = { ...{ class: "prompt" }, ...options };
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//
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this.writeToOutput(promptText, this.promptOptions);
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//
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// The server has asked for a password, so we set the
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// input type to password for safety reasons.
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if (options.password) {
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this.input.type = "password";
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}
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return;
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}
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echo(text) {
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this.writeToOutput(text, { verbatim: true, echo: true });
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}
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/**
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* Add output to the text.
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* @param {string} text
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* @param {object} options
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*/
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writeToOutput(text, options = {}) {
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// tweak the data-formatting so we can iterate and create multiple elements
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const lines = Array.isArray(text) ? text : [text];
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for (const line of lines) {
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const element = document.createElement("div");
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if (options.verbatim) {
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element.textContent = line;
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element.className = "verbatim";
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} else {
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element.innerHTML = crackdown(line);
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}
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for (const cls of ["calamity", "error", "debug", "prompt", "echo"]) {
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if (options[cls]) {
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element.classList.add(cls);
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}
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}
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this.output.appendChild(element);
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this.output.scrollTop = this.output.scrollHeight;
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}
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}
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/**
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* Update the status banner.
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*
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* @param {string} message
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* @param {string} className
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*/
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updateStatus(message, className) {
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this.status.textContent = this.isDev ? `[DEV] Status: ${message}` : `Status: ${message}`;
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this.status.className = className;
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}
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}
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// Initialize the MUD client when the page loads
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document.addEventListener("DOMContentLoaded", () => {
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new MUDClient();
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});
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Reference in New Issue
Block a user