stuffAndThings

This commit is contained in:
Kim Ravn Hansen
2025-09-09 12:55:50 +02:00
parent c8c7259574
commit 5d0cc61cf9
23 changed files with 823 additions and 358 deletions

View File

@@ -1,37 +1,55 @@
class MUDClient {
//
// Constructor
constructor() {
/** @type {WebSocket} ws */
/** @type {WebSocket} Our WebSocket */
this.websocket = null;
/** @type {boolean} Are we in development mode (decided by the server);
this.dev = false;
/**
* The last thing we were asked.
* @type {string|null}
*/
this.serverExpects = null;
/** @type {string|null} The message type of the last thing we were asked. */
this.replyType = null;
/** @type {string|null} The #tag of the last thing we were asked. */
this.replyTag = null;
/** @type {HTMLElement} The output "monitor" */
this.output = document.getElementById("output");
/** @type {HTMLElement} The input element */
this.input = document.getElementById("input");
/** @type {HTMLElement} The send/submit button */
this.sendButton = document.getElementById("send");
/** @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";
this.salt = "V1_Kims_Krappy_Krypto";
/** @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;
this.username = ""; // the username also salts the password, so the username must never change.
/** @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 + this.username);
let data = encoder.encode(password + this.salt);
for (let i = 0; i < this.rounds; i++) {
const hashBuffer = await crypto.subtle.digest(this.digest, data);
@@ -41,7 +59,7 @@ class MUDClient {
// Convert final hash to hex
const rawHash = Array.from(data).map(b => b.toString(16).padStart(2, '0')).join('');
return `${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
return `KimsKrappyKryptoV1:${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
}
connect() {
@@ -62,7 +80,7 @@ class MUDClient {
};
this.websocket.onmessage = (event) => {
console.log(event);
console.debug(event);
const data = JSON.parse(event.data);
this.onMessage(data);
this.input.focus();
@@ -79,7 +97,7 @@ class MUDClient {
this.websocket.onerror = (error) => {
this.updateStatus("Connection Error", "error");
this.appendOutput("Connection error occurred. Retrying...", { class: "error" });
this.writeToOutput("Connection error occurred. Retrying...", { class: "error" });
};
} catch (error) {
console.error(error);
@@ -89,14 +107,19 @@ class MUDClient {
}
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.sendMessage();
this.onUserCommand();
}
});
this.sendButton.addEventListener("click", () => {
this.sendMessage();
this.onUserCommand();
});
// Command history
@@ -123,8 +146,69 @@ class MUDClient {
});
}
sendMessage() {
const message = this.input.value.trim();
/**
* Send a json-encoded message to the server via websocket.
*
* @param {messageType} string
* @param {...any} rest
*/
send(messageType, ...args) {
if (args.length === 0) {
this.websocket.send(JSON.stringify([messageType]));
return;
}
this.websocket.send(JSON.stringify([messageType, ...args]));
}
//
// Add a command to history so we can go back to previous commands with arrow keys.
_addCommandToHistory(command) {
//
// we do not add usernames or passwords to history.
if (this.replyType === "password" || this.replyType === "username") {
return;
}
//
// Adding empty commands makes no sense.
// Why would the user navigate back through their history to
// find and empty command when they can just press enter.
if (command === "") {
return;
}
//
// Add to command our history
// But not if the command was a password.
this.historyIndex = -1;
//
// We do not add the same commands many times in a row.
if (this.commandHistory[this.commandHistory.length - 1] === command) {
return;
}
//
// Add the command to the history stack
this.commandHistory.push(command);
if (this.commandHistory.length > 50) {
this.commandHistory.shift();
}
}
/**
* User has entered a command
*/
onUserCommand() {
//
// Trim user's input.
const command = this.input.value.trim();
this.input.value = "";
this.input.type = "text";
this._addCommandToHistory(command);
// -- This is a sneaky command that should not be in production?
//
@@ -132,77 +216,91 @@ class MUDClient {
// :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 (message === "/clear") {
if (command === "/clear") {
this.output.innerHTML = "";
this.input.value = "";
return;
}
if (message && this.websocket && this.websocket.readyState === WebSocket.OPEN) {
// Add to command history
if (this.commandHistory[this.commandHistory.length - 1] !== message) {
this.commandHistory.push(message);
if (this.commandHistory.length > 50) {
this.commandHistory.shift();
}
}
this.historyIndex = -1;
this.input.value = "";
this.input.type = "text";
if (this.serverExpects === "password") {
//--------------------------------------------------
// The server asked us for a password, so we send it.
// But we hash it first, so we don't send our stuff
// in the clear.
//--------------------------------------------------
this.hashPassword(message).then((pwHash) => {
this.websocket.send(JSON.stringify(["reply", "password", pwHash]))
this.serverExpects = null;
});
return;
}
this.appendOutput("> " + message, { class: "input" });
if (message === ":quit") {
this.websocket.send(JSON.stringify(["quit"]));
return;
}
if (message === ":help") {
this.websocket.send(JSON.stringify(["help"]));
return;
}
if (this.serverExpects === "username") {
//--------------------------------------------------
// The server asked us for a user, so we send it.
// We also store the username for later
//--------------------------------------------------
this.username = message;
this.websocket.send(JSON.stringify(["reply", "username", message]))
this.serverExpects = null;
return;
}
if (this.serverExpects) {
//--------------------------------------------------
// The server asked the player a question,
// so we send the answer the way the server wants.
//--------------------------------------------------
this.websocket.send(JSON.stringify(["reply", this.serverExpects, message]))
this.serverExpects = null;
return;
}
//
//-----------------------------------------------------
// The player sends a text-based command to the server
//-----------------------------------------------------
this.websocket.send(JSON.stringify(["c", message]));
//
// Don't allow sending messages (for now)
// Later on, prompts may give us the option to simply "press enter";
if (!command) {
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 server asked us for a password, so we send it.
// But we hash it first, so we don't send our stuff
// in the clear.
if (this.replyType === "password") {
this.hashPassword(command).then((pwHash) => {
this.send("reply", "password", pwHash, this.replyTag);
this.replyType = null;
this.replyTag = null;
});
return;
}
//
// When the player enters their username during the auth-phase,
// keep the username in the pocket for later.
if (this.replyType === "username") {
this.username = command;
}
//
// We add our own command to the output stream so the
// player can see what they typed.
this.writeToOutput("> " + command, { class: "input" });
//
// Handle certain-commands differently.
const specialCommands = { ":quit": "quit", ":help": "help" };
if (specialCommands[command]) {
this.send(specialCommands[command]);
return;
}
//
// Handle replies
// We want to be in a place where ALL messages are replies.
// The game loop should always ask you for your next command,
// even if it does so silently
if (this.replyType) {
//--------------------------------------------------
// The server asked the player a question,
// so we send the answer the way the server wants.
//--------------------------------------------------
this.send("reply", this.replyType, command, this.replyTag);
this.replyType = null;
this.replyTag = null;
return;
}
//
//-----------------------------------------------------
// The player sends a text-based command to the server
//-----------------------------------------------------
// ___ _ _ _
// |_ _|_ __ ___ _ __ ___ _ __| |_ __ _ _ __ | |_| |
// | || '_ ` _ \| '_ \ / _ \| '__| __/ _` | '_ \| __| |
// | || | | | | | |_) | (_) | | | || (_| | | | | |_|_|
// |___|_| |_| |_| .__/ \___/|_| \__\__,_|_| |_|\__(_)
// |_|
//
// Aside from :help", ":quit", etc. we should not send
// unsolicited messages to the server without being
// prompted to do so.
this.send("c", command);
}
// ___ __ __
@@ -210,50 +308,142 @@ class MUDClient {
// | | | | '_ \| |\/| |/ _ \/ __/ __|/ _` |/ _` |/ _ \
// | |_| | | | | | | | __/\__ \__ \ (_| | (_| | __/
// \___/|_| |_|_| |_|\___||___/___/\__,_|\__, |\___|
//
//
/** @param {any[]} data*/
onMessage(data) {
console.log(data);
switch (data[0]) {
case "prompt":
this.serverExpects = data[1];
this.appendOutput(data[2], { class: "prompt" });
if (this.serverExpects === "password") {
this.input.type = "password";
}
break;
case "e": // error
this.appendOutput(data[1], { class: "error" });
break;
case "calamity":
this.appendOutput(data[1], { class: "error" });
break;
case "_": // system messages, not to be displayed
if (data.length === 3 && data[1] === "dev") {
this.dev = data[2];
}
if (this.dev) {
this.appendOutput(`system message: ${data[1]} = ${JSON.stringify(data[2])}`, { class: "debug" });
}
break;
case "m":
// normal text message to be shown to the player
// formatting magic is allowed.
//
// TODO: styling, font size, etc.
const args = typeof (data[2] === "object") ? data[2] : {};
this.appendOutput(data[1], args);
break;
this.appendOutput(data[1], {preformatted:true})
default:
if (this.dev) {
msgType = data.shift();
this.appendOutput(`unknown message type: ${msgType}: ${JSON.stringify(data)}`, "debug");
}
console.log("unknown message type", data);
if (this.dev) {
console.debug(data);
}
const messageType = data.shift();
if (messageType === "dbg") {
return this.handleDebugMessages(data);
}
if (messageType === "prompt") {
return this.handlePromptMessage(data);
}
if (messageType === "e") {
return this.handleErrorMessage(data);
}
if (messageType === "calamity") {
return this.handleCalamityMessage(data);
}
if (messageType === "_") {
return this.handleSystemMessages(data);
}
if (messageType === "m") {
return this.handleTextMessages(data);
}
if (this.dev) {
this.writeToOutput(`unknown message type: ${messageType}: ${JSON.stringify(data)}`, "debug");
}
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.dev) {
return; // debug messages are thrown away if we're not in dev mode.
}
this.writeToOutput(data, { class: "debug", preformatted: 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 messageType = data.shift();
switch (messageType) {
case "dev":
// This is a message that tells us that the server is in
// "dev" mode, and that we should do the same.
this.dev = 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", messageType, data);
}
// If we're in dev mode, we should output all system messages (in a shaded/faint fashion).
if (this.dev) {
this.writeToOutput(`system message: ${messageType} = ${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", "preformatted": 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 [replyType, promptText, replyTag, options = {}] = data;
this.replyType = replyType;
this.replyTag = replyTag;
this.writeToOutput(promptText, { ...{ class: "prompt" }, ...options });
// The server has asked for a password, so we set the
// input type to password for safety reasons.
if (replyType === "password") {
this.input.type = "password";
}
return;
}
/**
@@ -261,27 +451,20 @@ class MUDClient {
* @param {string} text
* @param {object} options
*/
appendOutput(text, options = {}) {
writeToOutput(text, options = {}) {
const el = document.createElement("span");
if (typeof options.class === "string") {
el.className = options.class;
}
// Enter prompt answers on the same line as the prompt?
// if (className !== "prompt") {
// el.textContent = text + "\n";
// } else {
// el.textContent = text + " ";
// }
// add end of line character "\n" unless
// options.addEol = false is set explicitly
const eol = options.addEol === false ? "" : "\n";
if (options.preformatted) {
el.textContent = text + eol;
el.className += " " + "preformatted";
} else {
el.innerHTML = parseCrackdown(text) + eol;
}
@@ -289,8 +472,16 @@ class MUDClient {
this.output.scrollTop = this.output.scrollHeight;
}
/**
* Update the status banner.
*
* @param {string} message
* @param {string} className
*/
updateStatus(message, className) {
this.status.textContent = `Status: ${message}`;
this.status.textContent = this.dev
? `[DEV] Status: ${message}`
: `Status: ${message}`;
this.status.className = className;
}
}
@@ -301,8 +492,8 @@ document.addEventListener("DOMContentLoaded", () => {
});
function parseCrackdown(text) {
console.log("starting crack parsing");
console.log(text);
console.debug("starting crack parsing");
console.debug(text);
return text.replace(/[&<>"'`]/g, (c) => {
switch (c) {
case '&': return '&amp;';
@@ -323,8 +514,7 @@ function parseCrackdown(text) {
.replace(/\({2}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\){2}/g, '<span class="faint">$1</span>') // faint with parentheses
;
console.log("crack output", text);
console.debug("crack output", text);
return text;
}