stuffAndThings
This commit is contained in:
13
server/.vscode/launch.json
vendored
13
server/.vscode/launch.json
vendored
@@ -7,14 +7,19 @@
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{
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{
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"type": "node",
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"type": "node",
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"request": "launch",
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"request": "launch",
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"name": "Launch Program",
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"name": "Launch with Nodemon",
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"skipFiles": [
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"runtimeExecutable": "nodemon",
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"<node_internals>/**"
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"runtimeArgs": [
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"--inspect=9229",
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"server.js"
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],
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],
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"env": {
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"env": {
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"NODE_ENV": "dev",
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"NODE_ENV": "dev",
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},
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},
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"program": "${workspaceFolder}/server.js"
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"restart": true,
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"skipFiles": [
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"<node_internals>/**"
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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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@@ -1,5 +1,53 @@
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export const ENV = process.env.NODE_ENV || "prod";
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const dev = process.env.NODE_ENV === "dev";
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export const DEV = ENV === "dev";
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const env = process.env.PROD || (dev ? "dev" : "prod");
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export const PROD =!DEV;
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export const PORT = process.env.PORT || 3000;
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export const Config = {
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export const PARTY_MAX_SIZE = 4;
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/** @readonly @type {string} the name of the environment we're running in */
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"env": env,
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/** @readonly @type {boolean} are we running in development-mode? */
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"dev": dev,
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/**
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* Port we're running the server on.
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*
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* @readonly
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* @const {number}
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*/
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port: process.env.PORT || 3000,
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/**
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* Maximum number of players allowed on the server.
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*
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* @readonly
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* @const {number}
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*/
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maxPlayers: dev ? 3 : 40,
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/**
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* Max number of characters in a party.
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* By default, a player can only have a single party.
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* Multiple parties may happen some day.
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*/
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maxPartySize: 4,
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/**
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* Number of failed logins allowed before user is locked out.
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* Also known as Account lockout threshold
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*
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* @readonly
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* @const {number}
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*/
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maxFailedLogins: 5,
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/**
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* When a user has entered a wrong password too many times,
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* block them for this long before they can try again.
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*
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* @readonly
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* @const {number}
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*/
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accountLockoutDurationMs: 15 * 60 * 1000, // 15 minutes.
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};
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@@ -7,7 +7,7 @@
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* Serializing this object effectively saves the game.
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* Serializing this object effectively saves the game.
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*/
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*/
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import WebSocket from "ws";
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import { miniUid } from "../utils/id.js";
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import { Character } from "./character.js";
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import { Character } from "./character.js";
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import { ItemTemplate } from "./item.js";
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import { ItemTemplate } from "./item.js";
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import { Player } from "./player.js";
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import { Player } from "./player.js";
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@@ -28,43 +28,74 @@ export class Game {
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*/
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*/
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_characters = new Map();
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_characters = new Map();
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/**
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/*
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* All players ever registered, mapped by name => player.
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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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* 1. Add mutex on the players table to avoid race conditions during
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* insert/delete/check_available_username
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* 1.a ) add an "atomicInsert" that inserts a new player if the giver username
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* is available.
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* 2. Prune "dead" players (players with 0 logins) after a short while
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*
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*
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* @protected
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* @protected
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* @type {Map<string,Player>} Map of users in the game username->Player
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* @type {Map<string,Player>} Map of users in the game username->Player
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*/
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*/
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_players = new Map();
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_players = new Map();
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hasPlayer(username) {
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return this._players.has(username);
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}
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getPlayer(username) {
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getPlayer(username) {
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return this._players.get(username);
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return this._players.get(username);
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}
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}
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createPlayer(username, passwordHash=null) {
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/**
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* Atomic player creation.
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*
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* @param {string} username
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* @param {string?} passwordHash
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* @param {string?} salt
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*
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* @returns {Player|null} Returns the player if username wasn't already taken, or null otherwise.
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*/
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createPlayer(username, passwordHash = undefined, salt = undefined) {
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if (this._players.has(username)) {
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if (this._players.has(username)) {
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return false;
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return false;
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}
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}
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const player = new Player(username, passwordHash);
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const player = new Player(
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username,
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typeof passwordHash === "string" ? passwordHash : "",
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typeof salt === "string" && salt.length > 0 ? salt : miniUid()
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);
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this._players.set(username, player);
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this._players.set(username, player);
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return player;
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return player;
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}
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}
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/**
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* Create an ItemTemplate with a given ID
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*
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* @param {string} id
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* @param {object} attributes
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*
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* @returns {ItemTemplate|false}
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*/
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createItemTemplate(id, attributes) {
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if (typeof id !== "string" || !id) {
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throw new Error("Invalid id!");
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}
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if (this._itemTemplates.has(id)) {
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return false;
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}
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/** @type {ItemTemplate} */
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const result = new ItemTemplate(id, attributes.name, attributes.itemSlots);
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for (const key of Object.keys(result)) {
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if (key === "id") {
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continue;
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}
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if (key in attributes) {
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result[key] = attributes[key];
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}
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}
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this._itemTemplates.set(id, result);
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return result;
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}
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}
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}
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@@ -1,5 +1,3 @@
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import { cleanName } from "../utils/id.js";
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/**
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/**
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* Item templates are the built-in basic items of the game.
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* Item templates are the built-in basic items of the game.
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* A character cannot directly own one of these items,
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* A character cannot directly own one of these items,
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@@ -7,74 +5,69 @@ import { cleanName } from "../utils/id.js";
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* generate these CharacterItems.
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* generate these CharacterItems.
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*/
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*/
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export class ItemTemplate {
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export class ItemTemplate {
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_id;
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/** @constant @readonly @type {string} Item's machine-friendly name */
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_name;
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id;
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_description;
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_itemSlots;
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/** @type {string} Item's machine-friendly name */
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/** @constant @readonly @type {string} Item's human-friendly name */
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get id() {
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name;
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return this._id;
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}
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/** @type {string} Item's human-friendly name */
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/** @constant @readonly @type {string} Item's Description */
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get name() {
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description;
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return this._name;
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}
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/** @type {string} Item's Description */
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/** @constant @readonly @type {number} Number of Item Slots taken up by this item. */
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get description() {
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itemSlots;
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return this._description;
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}
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/** @type {number} Number of Item Slots taken up by this item. */
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/** @constant @readonly @type {number?} How much damage (if any) does this item deal */
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get itemSlots() {
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damage;
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return this._itemSlots;
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}
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/** @constant @readonly @type {string?} Which special effect is triggered when successfull attacking with this item? */
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specialEffect;
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/** @constant @readonly @type {boolean?} Can this item be used as a melee weapon? */
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melee;
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/** @constant @readonly @type {boolean?} Can this item be used as a ranged weapon? */
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ranged;
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/** @constant @readonly @type {string?} Type of ammo that this item is, or that this item uses */
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ammoType;
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/**
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/**
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* Constructor
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* Constructor
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*
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*
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* @param {string=null} id Item's machine-friendly name.
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* @param {string} name. The Item's Name.
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* @param {string} name. The Item's Name.
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* @param {number} itemSlots number of item slots the item takes up in a character's inventory.
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* @param {number} itemSlots number of item slots the item takes up in a character's inventory.
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* @param {string} description Item's detailed description.
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* @param {string=} id Item's machine-friendly name.
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*/
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*/
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constructor(name, itemSlots, description, id) {
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constructor(id, name, itemSlots) {
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if (typeof name !== "string") {
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throw new Error("Name must be a string, but " + typeof name + " given.");
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if (typeof id !== "string" || id.length < 1) {
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}
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if (typeof description === "undefined") {
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description = "";
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}
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if (typeof description !== "string") {
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throw new Error("Name must be a string, but " + typeof name + " given.");
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}
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if (!Number.isFinite(itemSlots)) {
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throw new Error("itemSlots must be a finite number!");
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}
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if (typeof id === "undefined") {
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id = cleanName(name);
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}
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if (typeof id !== "string") {
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throw new Error("id must be a string!");
|
throw new Error("id must be a string!");
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}
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}
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|
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this._name = name;
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if (typeof name !== "string" || name.length < 1) {
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this._id = id;
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throw new Error("Name must be a string, but " + typeof name + " given.");
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this._itemSlots = Number(itemSlots);
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}
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this._description = "";
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if (!Number.isFinite(itemSlots)) {
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throw new Error("itemSlots must be a finite number!");
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}
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this.name = name;
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|
this.id = id;
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this.itemSlots = Number(itemSlots);
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}
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}
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|
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//
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// Spawn a new item!
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/** @returns {Item} */
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createItem() {
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createItem() {
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return new ChracterItem(this._id, this._name, this._description, this._itemSlots);
|
return new ChracterItem(
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}
|
this.id,
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|
this.name,
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static getOrCreate(id, name, description, itemSlots) {
|
this.description,
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}
|
this.itemSlots,
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|
);
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static seed() {
|
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this
|
|
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}
|
}
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}
|
}
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|
|
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@@ -98,8 +91,8 @@ export class ItemTemplate {
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* Another bonus is, that the game can spawn custom items that arent even in the ItemTemplate Set.
|
* Another bonus is, that the game can spawn custom items that arent even in the ItemTemplate Set.
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*/
|
*/
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export class CharacterItem {
|
export class CharacterItem {
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/** @type {string?} The unique name if the ItemTemplate this item is based on. May be null. */
|
/** @type {ItemTemplate|null} The template that created this item. Null if no such template exists [anymore]. */
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templateItemId; // We use the id instead of a pointer, could make garbage collection better.
|
itemTemplate; // We use the id instead of a pointer, could make garbage collection better.
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|
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/** @type {string} The player's name for this item. */
|
/** @type {string} The player's name for this item. */
|
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name;
|
name;
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|
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@@ -7,26 +7,34 @@ import { Character } from "./character.js";
|
|||||||
* Contain persistent player account info.
|
* Contain persistent player account info.
|
||||||
*/
|
*/
|
||||||
export class Player {
|
export class Player {
|
||||||
/**
|
|
||||||
* @protected
|
/** @protected @type {string} unique username */
|
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* @type {string} unique username
|
|
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*/
|
|
||||||
_username;
|
_username;
|
||||||
get username() {
|
get username() {
|
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return this._username;
|
return this._username;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/** @protected @type {string} */
|
||||||
* @protected
|
|
||||||
* @type {string}
|
|
||||||
*/
|
|
||||||
_passwordHash;
|
_passwordHash;
|
||||||
get passwordHash() {
|
get passwordHash() {
|
||||||
return this._passwordHash;
|
return this._passwordHash;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @type {Date} */
|
/** @protected @type {string} random salt used for hashing */
|
||||||
|
_salt;
|
||||||
|
get salt() {
|
||||||
|
return this._salt;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** @protected @type {Date} */
|
||||||
_createdAt = new Date();
|
_createdAt = new Date();
|
||||||
|
get createdAt() {
|
||||||
|
return this._createdAt;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** @type {Date} */
|
||||||
|
blockedUntil;
|
||||||
|
|
||||||
|
|
||||||
/** @type {Date|null} Date of the player's last websocket message. */
|
/** @type {Date|null} Date of the player's last websocket message. */
|
||||||
lastActivityAt = null;
|
lastActivityAt = null;
|
||||||
@@ -41,7 +49,7 @@ export class Player {
|
|||||||
failedPasswordsSinceLastLogin = 0;
|
failedPasswordsSinceLastLogin = 0;
|
||||||
|
|
||||||
/** @protected @type {Set<Character>} */
|
/** @protected @type {Set<Character>} */
|
||||||
_characters = new Set();
|
_characters = new Set(); // should this be a WeakSet? After all if the player is removed, their items might remain in the system, right?
|
||||||
get characters() {
|
get characters() {
|
||||||
return this._characters;
|
return this._characters;
|
||||||
}
|
}
|
||||||
@@ -49,11 +57,12 @@ export class Player {
|
|||||||
/**
|
/**
|
||||||
* @param {string} username
|
* @param {string} username
|
||||||
* @param {string} passwordHash
|
* @param {string} passwordHash
|
||||||
|
* @param {string} salt
|
||||||
*/
|
*/
|
||||||
constructor(username, passwordHash) {
|
constructor(username, passwordHash, salt) {
|
||||||
this._username = username;
|
this._username = username;
|
||||||
this._passwordHash = passwordHash;
|
this._passwordHash = passwordHash;
|
||||||
|
this._salt = salt;
|
||||||
this._createdAt = new Date();
|
this._createdAt = new Date();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
import WebSocket from 'ws';
|
import WebSocket from 'ws';
|
||||||
import { Game } from './game.js';
|
import { Game } from './game.js';
|
||||||
import { Player } from './player.js';
|
import { Player } from './player.js';
|
||||||
import { StateInterface } from './states/interface.js';
|
import { StateInterface } from '../states/interface.js';
|
||||||
import * as msg from '../utils/messages.js';
|
import * as msg from '../utils/messages.js';
|
||||||
import figlet from 'figlet';
|
import figlet from 'figlet';
|
||||||
|
|
||||||
@@ -20,20 +20,46 @@ export class Session {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/** @type {Player} */
|
/** @type {Player} */
|
||||||
player;
|
_player;
|
||||||
|
get player() {
|
||||||
|
return this._player;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** @param {Player} player */
|
||||||
|
set player(player) {
|
||||||
|
|
||||||
|
if (player instanceof Player) {
|
||||||
|
this._player = player;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (player === null) {
|
||||||
|
this._player = null;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
throw Error(`Can only set player to null or instance of Player, but received ${typeof player}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/** @type {WebSocket} */
|
/** @type {WebSocket} */
|
||||||
websocket;
|
_websocket;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @param {WebSocket} websocket
|
* @param {WebSocket} websocket
|
||||||
* @param {Game} game
|
* @param {Game} game
|
||||||
*/
|
*/
|
||||||
constructor(websocket, game) {
|
constructor(websocket, game) {
|
||||||
this.websocket = websocket;
|
this._websocket = websocket;
|
||||||
this._game = game;
|
this._game = game;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Close the session and websocket */
|
||||||
|
close() {
|
||||||
|
this._websocket.close();
|
||||||
|
this._player = null;
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Send a message via our websocket.
|
* Send a message via our websocket.
|
||||||
*
|
*
|
||||||
@@ -41,7 +67,7 @@ export class Session {
|
|||||||
* @param {...any} args
|
* @param {...any} args
|
||||||
*/
|
*/
|
||||||
send(messageType, ...args) {
|
send(messageType, ...args) {
|
||||||
this.websocket.send(JSON.stringify([messageType, ...args]));
|
this._websocket.send(JSON.stringify([messageType, ...args]));
|
||||||
}
|
}
|
||||||
|
|
||||||
sendFigletMessage(message) {
|
sendFigletMessage(message) {
|
||||||
@@ -62,26 +88,32 @@ export class Session {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* @param {string} type prompt type (username, password, character name, etc.)
|
* @param {string} type prompt type (username, password, character name, etc.)
|
||||||
* @param {string} message The prompting message (please enter your character's name)
|
* @param {string|string[]} message The prompting message (please enter your character's name)
|
||||||
|
* @param {string} tag helps with message routing and handling.
|
||||||
*/
|
*/
|
||||||
sendPrompt(type, message,...args) {
|
sendPrompt(type, message, tag="default", ...args) {
|
||||||
if (Array.isArray(message)) {
|
if (Array.isArray(message)) {
|
||||||
message = message.join("\n");
|
message = message.join("\n");
|
||||||
}
|
}
|
||||||
this.send(msg.PROMPT, type, message,...args);
|
this.send(msg.PROMPT, type, message, tag, ...args);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @param {string} message The error message to display to player */
|
/** @param {string} message The error message to display to player */
|
||||||
sendError(message,...args) {
|
sendError(message, ...args) {
|
||||||
this.send(msg.ERROR, message, ...args);
|
this.send(msg.ERROR, message, ...args);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** @param {string} message The error message to display to player */
|
||||||
|
sendDebug(message, ...args) {
|
||||||
|
this.send(msg.DEBUG, message, ...args);
|
||||||
|
}
|
||||||
|
|
||||||
/** @param {string} message The calamitous error to display to player */
|
/** @param {string} message The calamitous error to display to player */
|
||||||
sendCalamity(message,...args) {
|
sendCalamity(message, ...args) {
|
||||||
this.send(msg.CALAMITY, message, ...args);
|
this.send(msg.CALAMITY, message, ...args);
|
||||||
}
|
}
|
||||||
|
|
||||||
sendSystemMessage(arg0,...rest) {
|
sendSystemMessage(arg0, ...rest) {
|
||||||
this.send(msg.SYSTEM, arg0, ...rest);
|
this.send(msg.SYSTEM, arg0, ...rest);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,37 +1,55 @@
|
|||||||
class MUDClient {
|
class MUDClient {
|
||||||
|
|
||||||
|
//
|
||||||
|
// Constructor
|
||||||
constructor() {
|
constructor() {
|
||||||
/** @type {WebSocket} ws */
|
/** @type {WebSocket} Our WebSocket */
|
||||||
this.websocket = null;
|
this.websocket = null;
|
||||||
|
|
||||||
/** @type {boolean} Are we in development mode (decided by the server);
|
/** @type {boolean} Are we in development mode (decided by the server);
|
||||||
this.dev = false;
|
this.dev = false;
|
||||||
|
|
||||||
/**
|
/** @type {string|null} The message type of the last thing we were asked. */
|
||||||
* The last thing we were asked.
|
this.replyType = null;
|
||||||
* @type {string|null}
|
|
||||||
*/
|
/** @type {string|null} The #tag of the last thing we were asked. */
|
||||||
this.serverExpects = null;
|
this.replyTag = null;
|
||||||
|
|
||||||
|
/** @type {HTMLElement} The output "monitor" */
|
||||||
this.output = document.getElementById("output");
|
this.output = document.getElementById("output");
|
||||||
|
|
||||||
|
/** @type {HTMLElement} The input element */
|
||||||
this.input = document.getElementById("input");
|
this.input = document.getElementById("input");
|
||||||
|
|
||||||
|
/** @type {HTMLElement} The send/submit button */
|
||||||
this.sendButton = document.getElementById("send");
|
this.sendButton = document.getElementById("send");
|
||||||
|
|
||||||
|
/** @type {HTMLElement} Status indicator */
|
||||||
this.status = document.getElementById("status");
|
this.status = document.getElementById("status");
|
||||||
|
|
||||||
// Passwords are crypted and salted before being sent to the server
|
// Passwords are crypted and salted before being sent to the server
|
||||||
// This means that if ANY of these three parameters below change,
|
// This means that if ANY of these three parameters below change,
|
||||||
// The server can no longer accept the passwords.
|
// The server can no longer accept the passwords.
|
||||||
|
/** @type {string} Hashing method to use for client-side password hashing */
|
||||||
this.digest = "SHA-256";
|
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.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.setupEventListeners();
|
||||||
this.connect();
|
this.connect();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** @param {string} password the password to be hashed */
|
||||||
async hashPassword(password) {
|
async hashPassword(password) {
|
||||||
const encoder = new TextEncoder();
|
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++) {
|
for (let i = 0; i < this.rounds; i++) {
|
||||||
const hashBuffer = await crypto.subtle.digest(this.digest, data);
|
const hashBuffer = await crypto.subtle.digest(this.digest, data);
|
||||||
@@ -41,7 +59,7 @@ class MUDClient {
|
|||||||
// Convert final hash to hex
|
// Convert final hash to hex
|
||||||
const rawHash = Array.from(data).map(b => b.toString(16).padStart(2, '0')).join('');
|
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() {
|
connect() {
|
||||||
@@ -62,7 +80,7 @@ class MUDClient {
|
|||||||
};
|
};
|
||||||
|
|
||||||
this.websocket.onmessage = (event) => {
|
this.websocket.onmessage = (event) => {
|
||||||
console.log(event);
|
console.debug(event);
|
||||||
const data = JSON.parse(event.data);
|
const data = JSON.parse(event.data);
|
||||||
this.onMessage(data);
|
this.onMessage(data);
|
||||||
this.input.focus();
|
this.input.focus();
|
||||||
@@ -79,7 +97,7 @@ class MUDClient {
|
|||||||
|
|
||||||
this.websocket.onerror = (error) => {
|
this.websocket.onerror = (error) => {
|
||||||
this.updateStatus("Connection Error", "error");
|
this.updateStatus("Connection Error", "error");
|
||||||
this.appendOutput("Connection error occurred. Retrying...", { class: "error" });
|
this.writeToOutput("Connection error occurred. Retrying...", { class: "error" });
|
||||||
};
|
};
|
||||||
} catch (error) {
|
} catch (error) {
|
||||||
console.error(error);
|
console.error(error);
|
||||||
@@ -89,14 +107,19 @@ class MUDClient {
|
|||||||
}
|
}
|
||||||
|
|
||||||
setupEventListeners() {
|
setupEventListeners() {
|
||||||
|
document.addEventListener("keypress", (e) => {
|
||||||
|
if (e.key.length === 1 && !e.ctrlKey && !e.altKey && !e.metaKey) {
|
||||||
|
this.input.focus();
|
||||||
|
}
|
||||||
|
});
|
||||||
this.input.addEventListener("keypress", (e) => {
|
this.input.addEventListener("keypress", (e) => {
|
||||||
if (e.key === "Enter") {
|
if (e.key === "Enter") {
|
||||||
this.sendMessage();
|
this.onUserCommand();
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
this.sendButton.addEventListener("click", () => {
|
this.sendButton.addEventListener("click", () => {
|
||||||
this.sendMessage();
|
this.onUserCommand();
|
||||||
});
|
});
|
||||||
|
|
||||||
// Command history
|
// 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?
|
// -- 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
|
// :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
|
// to clear the screen right now, and only on a positive answer would we
|
||||||
// allow the screen to be cleared. Maybe.....
|
// allow the screen to be cleared. Maybe.....
|
||||||
if (message === "/clear") {
|
if (command === "/clear") {
|
||||||
this.output.innerHTML = "";
|
this.output.innerHTML = "";
|
||||||
this.input.value = "";
|
this.input.value = "";
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (message && this.websocket && this.websocket.readyState === WebSocket.OPEN) {
|
//
|
||||||
// Add to command history
|
// Don't allow sending messages (for now)
|
||||||
if (this.commandHistory[this.commandHistory.length - 1] !== message) {
|
// Later on, prompts may give us the option to simply "press enter";
|
||||||
this.commandHistory.push(message);
|
if (!command) {
|
||||||
if (this.commandHistory.length > 50) {
|
console.debug("Cannot send empty message - YET");
|
||||||
this.commandHistory.shift();
|
return;
|
||||||
}
|
|
||||||
}
|
|
||||||
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]));
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// 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);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ___ __ __
|
// ___ __ __
|
||||||
@@ -213,47 +311,139 @@ class MUDClient {
|
|||||||
//
|
//
|
||||||
/** @param {any[]} data*/
|
/** @param {any[]} data*/
|
||||||
onMessage(data) {
|
onMessage(data) {
|
||||||
console.log(data);
|
if (this.dev) {
|
||||||
switch (data[0]) {
|
console.debug(data);
|
||||||
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);
|
|
||||||
}
|
}
|
||||||
|
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 {string} text
|
||||||
* @param {object} options
|
* @param {object} options
|
||||||
*/
|
*/
|
||||||
appendOutput(text, options = {}) {
|
writeToOutput(text, options = {}) {
|
||||||
const el = document.createElement("span");
|
const el = document.createElement("span");
|
||||||
|
|
||||||
if (typeof options.class === "string") {
|
if (typeof options.class === "string") {
|
||||||
el.className = options.class;
|
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
|
// add end of line character "\n" unless
|
||||||
// options.addEol = false is set explicitly
|
// options.addEol = false is set explicitly
|
||||||
const eol = options.addEol === false ? "" : "\n";
|
const eol = options.addEol === false ? "" : "\n";
|
||||||
|
|
||||||
if (options.preformatted) {
|
if (options.preformatted) {
|
||||||
el.textContent = text + eol;
|
el.textContent = text + eol;
|
||||||
|
el.className += " " + "preformatted";
|
||||||
} else {
|
} else {
|
||||||
el.innerHTML = parseCrackdown(text) + eol;
|
el.innerHTML = parseCrackdown(text) + eol;
|
||||||
}
|
}
|
||||||
@@ -289,8 +472,16 @@ class MUDClient {
|
|||||||
this.output.scrollTop = this.output.scrollHeight;
|
this.output.scrollTop = this.output.scrollHeight;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Update the status banner.
|
||||||
|
*
|
||||||
|
* @param {string} message
|
||||||
|
* @param {string} className
|
||||||
|
*/
|
||||||
updateStatus(message, className) {
|
updateStatus(message, className) {
|
||||||
this.status.textContent = `Status: ${message}`;
|
this.status.textContent = this.dev
|
||||||
|
? `[DEV] Status: ${message}`
|
||||||
|
: `Status: ${message}`;
|
||||||
this.status.className = className;
|
this.status.className = className;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -301,8 +492,8 @@ document.addEventListener("DOMContentLoaded", () => {
|
|||||||
});
|
});
|
||||||
|
|
||||||
function parseCrackdown(text) {
|
function parseCrackdown(text) {
|
||||||
console.log("starting crack parsing");
|
console.debug("starting crack parsing");
|
||||||
console.log(text);
|
console.debug(text);
|
||||||
return text.replace(/[&<>"'`]/g, (c) => {
|
return text.replace(/[&<>"'`]/g, (c) => {
|
||||||
switch (c) {
|
switch (c) {
|
||||||
case '&': return '&';
|
case '&': return '&';
|
||||||
@@ -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
|
.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;
|
return text;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,37 +0,0 @@
|
|||||||
import { Game } from "./models/game.js";
|
|
||||||
import { Player } from "./models/player.js";
|
|
||||||
|
|
||||||
// ____ _____ _____ ____ _____ ____
|
|
||||||
// / ___|| ____| ____| _ \| ____| _ \
|
|
||||||
// \___ \| _| | _| | | | | _| | |_) |
|
|
||||||
// ___) | |___| |___| |_| | |___| _ <
|
|
||||||
// |____/|_____|_____|____/|_____|_| \_\
|
|
||||||
//
|
|
||||||
/** @param {Game} game */
|
|
||||||
export class Seeder {
|
|
||||||
seed(game) {
|
|
||||||
/** @protected @type {Game} */
|
|
||||||
this.game = game;
|
|
||||||
|
|
||||||
this.createPlayers();
|
|
||||||
}
|
|
||||||
|
|
||||||
/** @protected */
|
|
||||||
createPlayers() {
|
|
||||||
// "pass" encrypted by client is:
|
|
||||||
// "V1_Kims_Krappy_Krypto:1000:SHA-256:8bdff92251f55df078f7a12446748fbeeb308991008096bf2eed3fd8926d0301"
|
|
||||||
// "pass" encrypted by client and then by server is:
|
|
||||||
// "1000:833d63b13a187a0d8950c83ad6d955b9:4bdc9981dd245e7c77949e0166094264f98c62ae9f4f5ebbcda50728bbb8b080"
|
|
||||||
//
|
|
||||||
// Since the server-side hashes have random salts, the hashes themselves can change for the same password.
|
|
||||||
// The client side hash must not have a random salt, otherwise, it must change every time.
|
|
||||||
//
|
|
||||||
// The hash below is just one has that represents the password "pass" sent via V1 of the "Kims Krappy Krypto" scheme.
|
|
||||||
//
|
|
||||||
const passwordHash = "1000:bdaa0d7436caeaa4d278e7591870b68c:151b8f7e73a97a01af190a51b45ee389c2f4590a6449ddae6f25b9eab49cac0d";
|
|
||||||
const player = new Player("user", passwordHash);
|
|
||||||
this.game.createPlayer("user", passwordHash);
|
|
||||||
|
|
||||||
// const char = new Character(player.username, "Sir Debug The Strong", true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
15
server/seeders/characerSeeder.js
Normal file
15
server/seeders/characerSeeder.js
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
// ____ _ _
|
||||||
|
// / ___| |__ __ _ _ __ __ _ ___| |_ ___ _ __
|
||||||
|
// | | | '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
|
||||||
|
// | |___| | | | (_| | | | (_| | (__| || __/ |
|
||||||
|
// \____|_| |_|\__,_|_| \__,_|\___|\__\___|_|
|
||||||
|
//
|
||||||
|
// ____ _
|
||||||
|
// / ___| ___ ___ __| | ___ _ __
|
||||||
|
// \___ \ / _ \/ _ \/ _` |/ _ \ '__|
|
||||||
|
// ___) | __/ __/ (_| | __/ |
|
||||||
|
// |____/ \___|\___|\__,_|\___|_|
|
||||||
|
//
|
||||||
|
export class CharacterSeeder {
|
||||||
|
}
|
||||||
|
|
||||||
36
server/seeders/gameSeeder.js
Normal file
36
server/seeders/gameSeeder.js
Normal file
@@ -0,0 +1,36 @@
|
|||||||
|
import { Game } from "../models/game.js";
|
||||||
|
import { ItemSeeder } from "./itemSeeder.js";
|
||||||
|
import { PlayerSeeder } from "./playerSeeder.js";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create and populate a Game object.
|
||||||
|
*
|
||||||
|
* This seeder creates all models necessary to play the game.
|
||||||
|
*
|
||||||
|
* If dev mode, we create some known debug logins. (username = user, password = pass) as well as a few others
|
||||||
|
*/
|
||||||
|
export class GameSeeder {
|
||||||
|
|
||||||
|
/** @returns {Game} */
|
||||||
|
createGame() {
|
||||||
|
|
||||||
|
/** @type {Game} */
|
||||||
|
this.game = new Game();
|
||||||
|
|
||||||
|
this.work(); // Seeding may take a bit, so let's defer it so we can return early.
|
||||||
|
|
||||||
|
return this.game;
|
||||||
|
}
|
||||||
|
|
||||||
|
work() {
|
||||||
|
console.info("seeding...");
|
||||||
|
|
||||||
|
//
|
||||||
|
(new PlayerSeeder(this.game)).seed(); // Create debug players
|
||||||
|
(new ItemSeeder(this.game)).seed(); // Create items, etc.
|
||||||
|
|
||||||
|
//
|
||||||
|
// Done
|
||||||
|
console.info("seeding done");
|
||||||
|
}
|
||||||
|
}
|
||||||
71
server/seeders/itemSeeder.js
Executable file
71
server/seeders/itemSeeder.js
Executable file
@@ -0,0 +1,71 @@
|
|||||||
|
import { Game } from "../models/game.js";
|
||||||
|
import { ItemTemplate } from "../models/item.js";
|
||||||
|
|
||||||
|
//
|
||||||
|
// ___ _ _____ _ _
|
||||||
|
// |_ _| |_ ___ _ __ ___ |_ _|__ _ __ ___ _ __ | | __ _| |_ ___ ___
|
||||||
|
// | || __/ _ \ '_ ` _ \ | |/ _ \ '_ ` _ \| '_ \| |/ _` | __/ _ \/ __|
|
||||||
|
// | || || __/ | | | | | | | __/ | | | | | |_) | | (_| | || __/\__ \
|
||||||
|
// |___|\__\___|_| |_| |_| |_|\___|_| |_| |_| .__/|_|\__,_|\__\___||___/
|
||||||
|
// |_|
|
||||||
|
//
|
||||||
|
// Seed the Game.itemTemplate store
|
||||||
|
export class ItemSeeder {
|
||||||
|
|
||||||
|
/** @param {Game} game */
|
||||||
|
constructor(game) {
|
||||||
|
this.game = game;
|
||||||
|
}
|
||||||
|
|
||||||
|
seed() {
|
||||||
|
|
||||||
|
// __ __
|
||||||
|
// \ \ / /__ __ _ _ __ ___ _ __ ___
|
||||||
|
// \ \ /\ / / _ \/ _` | '_ \ / _ \| '_ \/ __|
|
||||||
|
// \ V V / __/ (_| | |_) | (_) | | | \__ \
|
||||||
|
// \_/\_/ \___|\__,_| .__/ \___/|_| |_|___/
|
||||||
|
// |_|
|
||||||
|
//-------------------------------------------------------
|
||||||
|
this.game.createItemTemplate("weapons.light.dagger", {
|
||||||
|
name: "Dagger",
|
||||||
|
description: "Small shady blady",
|
||||||
|
itemSlots: 0.5,
|
||||||
|
damage: 3,
|
||||||
|
melee: true,
|
||||||
|
ranged: true,
|
||||||
|
specialEffect: "effects.weapons.fast",
|
||||||
|
});
|
||||||
|
this.game.createItemTemplate("weapons.light.sickle", {
|
||||||
|
name: "Sickle",
|
||||||
|
description: "For cutting nuts, and branches",
|
||||||
|
itemSlots: 1,
|
||||||
|
damage: 4,
|
||||||
|
specialEffect: "effects.weapons.sickle",
|
||||||
|
});
|
||||||
|
this.game.createItemTemplate("weapons.light.spiked_gauntlets", {
|
||||||
|
name: "Spiked Gauntlets",
|
||||||
|
description: "Spikes with gauntlets on them!",
|
||||||
|
itemSlots: 1,
|
||||||
|
damage: 5,
|
||||||
|
specialEffect: "TBD",
|
||||||
|
});
|
||||||
|
|
||||||
|
|
||||||
|
// _
|
||||||
|
// / \ _ __ _ __ ___ ___ _ __ ___
|
||||||
|
// / _ \ | '__| '_ ` _ \ / _ \| '__/ __|
|
||||||
|
// / ___ \| | | | | | | | (_) | | \__ \
|
||||||
|
// /_/ \_\_| |_| |_| |_|\___/|_| |___/
|
||||||
|
// ---------------------------------------
|
||||||
|
//
|
||||||
|
this.game.createItemTemplate("armors.light.studded_leather", {
|
||||||
|
name: "Studded Leather",
|
||||||
|
description: "Padded and hardened leather with metal stud reinforcement",
|
||||||
|
itemSlots: 3,
|
||||||
|
specialEffect: "TBD",
|
||||||
|
});
|
||||||
|
|
||||||
|
console.log(this.game._itemTemplates);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
35
server/seeders/playerSeeder.js
Executable file
35
server/seeders/playerSeeder.js
Executable file
@@ -0,0 +1,35 @@
|
|||||||
|
import { Game } from "../models/game.js";
|
||||||
|
import { Player } from "../models/player.js";
|
||||||
|
|
||||||
|
export class PlayerSeeder {
|
||||||
|
/** @param {Game} game */
|
||||||
|
constructor(game) {
|
||||||
|
|
||||||
|
/** @type {Game} */
|
||||||
|
this.game = game;
|
||||||
|
}
|
||||||
|
|
||||||
|
seed() {
|
||||||
|
// Examples of the word "pass" hashed by the client and then the server:
|
||||||
|
// Note that the word "pass" has gajillions of hashed representations, all depending on the salts used to hash them.
|
||||||
|
// "pass" hashed by client: KimsKrappyKryptoV1:userSalt:1000:SHA-256:b106e097f92ff7c288ac5048efb15f1a39a15e5d64261bbbe3f7eacee24b0ef4
|
||||||
|
// "pass" hashed by server: 1000:15d79316f95ff6c89276308e4b9eb64d:2178d5ded9174c667fe0624690180012f13264a52900fe7067a13f235f4528ef
|
||||||
|
//
|
||||||
|
// Since the server-side hashes have random salts, the hashes themselves can change for the same password.
|
||||||
|
// The client side hash must not have a random salt, otherwise, it must change every time.
|
||||||
|
//
|
||||||
|
// The hash below is just one has that represents the password "pass" sent via V1 of the "Kims Krappy Krypto" scheme.
|
||||||
|
|
||||||
|
this.game.createPlayer(
|
||||||
|
"user",
|
||||||
|
"1000:15d79316f95ff6c89276308e4b9eb64d:2178d5ded9174c667fe0624690180012f13264a52900fe7067a13f235f4528ef",
|
||||||
|
"userSalt",
|
||||||
|
);
|
||||||
|
|
||||||
|
this.game.createPlayer(
|
||||||
|
"admin",
|
||||||
|
"1000:a84760824d28a9b420ee5f175a04d1e3:a6694e5c9fd41d8ee59f0a6e34c822ee2ce337c187e2d5bb5ba8612d6145aa8e",
|
||||||
|
"adminSalt",
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -4,19 +4,16 @@ import path from "path";
|
|||||||
import fs from "fs";
|
import fs from "fs";
|
||||||
import { Game } from "./models/game.js";
|
import { Game } from "./models/game.js";
|
||||||
import * as msg from "./utils/messages.js";
|
import * as msg from "./utils/messages.js";
|
||||||
import * as cfg from "./utils/config.js";
|
|
||||||
import { Session } from "./models/session.js";
|
import { Session } from "./models/session.js";
|
||||||
import { Seeder } from "./seed.js";
|
import { AuthState } from "./states/Auth.js";
|
||||||
import { AuthState } from "./models/states/AuthState.js";
|
import { GameSeeder } from "./seeders/gameSeeder.js";
|
||||||
|
import { Config } from "./config.js";
|
||||||
|
|
||||||
class MudServer {
|
class MudServer {
|
||||||
|
|
||||||
constructor() {
|
constructor() {
|
||||||
/** @type {Game} */
|
/** @type {Game} */
|
||||||
this.game = new Game();
|
this.game = (new GameSeeder()).createGame();
|
||||||
if (cfg.DEV) {
|
|
||||||
(new Seeder()).seed(this.game);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ____ ___ _ _ _ _ _____ ____ _____ _____ ____
|
// ____ ___ _ _ _ _ _____ ____ _____ _____ ____
|
||||||
@@ -165,9 +162,9 @@ class MudServer {
|
|||||||
this.onConnectionEstabished(ws);
|
this.onConnectionEstabished(ws);
|
||||||
});
|
});
|
||||||
|
|
||||||
console.info(`running in ${cfg.ENV} mode`);
|
console.info(`running environment: ${Config.env}`);
|
||||||
httpServer.listen(cfg.PORT, () => {
|
httpServer.listen(Config.port, () => {
|
||||||
console.log(`NUUHD server running on port ${cfg.PORT}`);
|
console.log(`NUUHD server running on port ${Config.port}`);
|
||||||
console.log(`WebSocket server ready for connections`);
|
console.log(`WebSocket server ready for connections`);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
@@ -181,4 +178,5 @@ class MudServer {
|
|||||||
//---------------------------
|
//---------------------------
|
||||||
// Code entry point
|
// Code entry point
|
||||||
//-----------------
|
//-----------------
|
||||||
(new MudServer()).start();
|
const mudserver = new MudServer();
|
||||||
|
mudserver.start();
|
||||||
|
|||||||
@@ -1,14 +1,14 @@
|
|||||||
import * as msg from "../../utils/messages.js";
|
import * as msg from "../utils/messages.js";
|
||||||
import * as security from "../../utils/security.js";
|
import * as security from "../utils/security.js";
|
||||||
import { CreatePlayerState } from "./createPlayer.js";
|
import { CreatePlayerState } from "./createPlayer.js";
|
||||||
import { JustLoggedInState } from "./justLoggedIn.js";
|
import { JustLoggedInState } from "./justLoggedIn.js";
|
||||||
import { Session } from "../session.js";
|
import { Session } from "../models/session.js";
|
||||||
|
import { Config } from "../config.js";
|
||||||
|
|
||||||
const STATE_EXPECT_USERNAME = "promptUsername";
|
const STATE_EXPECT_USERNAME = "promptUsername";
|
||||||
const STATE_EXPECT_PASSWORD = "promptPassword";
|
const STATE_EXPECT_PASSWORD = "promptPassword";
|
||||||
const USERNAME_PROMPT = [
|
const USERNAME_PROMPT = [
|
||||||
"Please enter your username",
|
"Please enter your _username_:",
|
||||||
"((type *:help* for help))",
|
|
||||||
"((type *:create* if you want to create a new user))",
|
"((type *:create* if you want to create a new user))",
|
||||||
];
|
];
|
||||||
const PASSWORD_PROMPT = "Please enter your password";
|
const PASSWORD_PROMPT = "Please enter your password";
|
||||||
@@ -57,6 +57,7 @@ export class AuthState {
|
|||||||
//
|
//
|
||||||
// handle invalid message types
|
// handle invalid message types
|
||||||
if (!message.isUsernameResponse()) {
|
if (!message.isUsernameResponse()) {
|
||||||
|
console.debug("what?!", message);
|
||||||
this.session.sendError("Incorrect message type!");
|
this.session.sendError("Incorrect message type!");
|
||||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||||
return;
|
return;
|
||||||
@@ -68,7 +69,7 @@ export class AuthState {
|
|||||||
// TODO:
|
// TODO:
|
||||||
// Set gamestate = CreateNewPlayer
|
// Set gamestate = CreateNewPlayer
|
||||||
//
|
//
|
||||||
// Also check if player creation is allowed in cfg/env
|
// Also check if player creation is allowed in config/env
|
||||||
this.session.setState(new CreatePlayerState(this.session));
|
this.session.setState(new CreatePlayerState(this.session));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -81,11 +82,11 @@ export class AuthState {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
const player = this.session.game.getPlayer(message.username);
|
this.player = this.session.game.getPlayer(message.username);
|
||||||
|
|
||||||
//
|
//
|
||||||
// handle invalid username
|
// handle invalid username
|
||||||
if (!player) {
|
if (!this.player) {
|
||||||
|
|
||||||
//
|
//
|
||||||
// This is a security risk. In the perfect world we would allow the player to enter both
|
// This is a security risk. In the perfect world we would allow the player to enter both
|
||||||
@@ -104,8 +105,8 @@ export class AuthState {
|
|||||||
|
|
||||||
//
|
//
|
||||||
// username was correct, proceed to next step
|
// username was correct, proceed to next step
|
||||||
this.session.player = player;
|
|
||||||
this.subState = STATE_EXPECT_PASSWORD;
|
this.subState = STATE_EXPECT_PASSWORD;
|
||||||
|
this.session.sendSystemMessage("salt", this.player.salt);
|
||||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -133,21 +134,46 @@ export class AuthState {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// Verify the password against the hash we've stored.
|
// Block users who enter bad passwords too many times.
|
||||||
if (!security.verifyPassword(message.password, this.session.player.passwordHash)) {
|
if (this.player.failedPasswordsSinceLastLogin > Config.maxFailedLogins) {
|
||||||
this.session.sendError("Incorrect password!");
|
this.blockedUntil = new Date() + Config.maxFailedLogins,
|
||||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
this.session.sendCalamity("You have been locked out for too many failed password attempts, come back later");
|
||||||
this.session.player.failedPasswordsSinceLastLogin++;
|
this.session.close();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
this.session.player.lastSucessfulLoginAt = new Date();
|
//
|
||||||
this.session.player.failedPasswordsSinceLastLogin = 0;
|
// Handle blocked users.
|
||||||
|
// They don't even get to have their password verified.
|
||||||
|
if (this.player.blockedUntil > (new Date())) {
|
||||||
|
this.session.sendCalamity("You have been locked out for too many failed password attempts, come back later");
|
||||||
|
this.session.close();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Verify the password against the hash we've stored.
|
||||||
|
if (!security.verifyPassword(message.password, this.player.passwordHash)) {
|
||||||
|
this.session.sendError("Incorrect password!");
|
||||||
|
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||||
|
this.player.failedPasswordsSinceLastLogin++;
|
||||||
|
|
||||||
|
this.session.sendDebug(`Failed login attempt #${this.player.failedPasswordsSinceLastLogin}`);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
this.player.lastSucessfulLoginAt = new Date();
|
||||||
|
this.player.failedPasswordsSinceLastLogin = 0;
|
||||||
|
|
||||||
|
this.session.player = this.player;
|
||||||
//
|
//
|
||||||
// Password correct, check if player is an admin
|
// Password correct, check if player is an admin
|
||||||
if (this.session.player.isAdmin) {
|
if (this.player.isAdmin) {
|
||||||
// set state AdminJustLoggedIn
|
// set state AdminJustLoggedIn
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
import * as msg from "../../utils/messages.js";
|
import * as msg from "../utils/messages.js";
|
||||||
import { Session } from "../session.js";
|
import { Session } from "../models/session.js";
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Main game state
|
* Main game state
|
||||||
@@ -41,7 +41,7 @@ export class AwaitCommandsState {
|
|||||||
break;
|
break;
|
||||||
case "quit":
|
case "quit":
|
||||||
this.session.sendMessage("The quitting quitter quits, typical... Cya");
|
this.session.sendMessage("The quitting quitter quits, typical... Cya");
|
||||||
this.session.websocket.close();
|
this.session._websocket.close();
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
this.session.sendMessage(`Unknown command: ${message.command}`);
|
this.session.sendMessage(`Unknown command: ${message.command}`);
|
||||||
@@ -1,8 +1,8 @@
|
|||||||
import figlet from "figlet";
|
import figlet from "figlet";
|
||||||
import { Session } from "../session.js";
|
import { Session } from "../models/session.js";
|
||||||
import { ClientMessage } from "../../utils/messages.js";
|
import { ClientMessage } from "../utils/messages.js";
|
||||||
import { PARTY_MAX_SIZE } from "../../config.js";
|
import { frameText } from "../utils/tui.js";
|
||||||
import { frameText } from "../../utils/tui.js";
|
import { Config } from "../config.js";
|
||||||
|
|
||||||
export class CharacterCreationState {
|
export class CharacterCreationState {
|
||||||
|
|
||||||
@@ -28,35 +28,40 @@ export class CharacterCreationState {
|
|||||||
onAttach() {
|
onAttach() {
|
||||||
const charCount = this.session.player.characters.size;
|
const charCount = this.session.player.characters.size;
|
||||||
|
|
||||||
|
//NOTE: could use async to optimize performance
|
||||||
const createPartyLogo = frameText(
|
const createPartyLogo = frameText(
|
||||||
figlet.textSync("Create Your Party"),
|
figlet.textSync("Create Your Party"),
|
||||||
{ hPadding: 2, vPadding: 1, hMargin: 2, vMargin: 1 },
|
{ vPadding: 0, frameChars: "§=§§§§§§" },
|
||||||
);
|
);
|
||||||
|
|
||||||
this.session.sendMessage(createPartyLogo, {preformatted:true});
|
this.session.sendMessage(createPartyLogo, { preformatted: true });
|
||||||
|
|
||||||
this.session.sendMessage([
|
this.session.sendMessage([
|
||||||
"",
|
"",
|
||||||
`Current party size: ${charCount}`,
|
`Current party size: ${charCount}`,
|
||||||
`Max party size: ${PARTY_MAX_SIZE}`,
|
`Max party size: ${Config.maxPartySize}`,
|
||||||
]);
|
]);
|
||||||
|
|
||||||
const min = 1;
|
const min = 1;
|
||||||
const max = PARTY_MAX_SIZE - charCount;
|
const max = Config.maxPartySize - charCount;
|
||||||
const prompt = `Please enter an integer between ${min} - ${max} (or type :help to get more info about party size)`;
|
const prompt = [
|
||||||
|
`Please enter an integer between ${min} - ${max}`,
|
||||||
|
"((type *:help* to get more info about party size))",
|
||||||
|
];
|
||||||
|
|
||||||
this.session.sendMessage(`You can create a party with ${min} - ${max} characters, how big should your party be?`);
|
this.session.sendMessage(`You can create a party with ${min} - ${max} characters, how big should your party be?`);
|
||||||
|
|
||||||
this.session.sendPrompt("integer", prompt);
|
this.session.sendPrompt("integer", prompt);
|
||||||
|
|
||||||
/** @param {ClientMessage} message */
|
/** @param {ClientMessage} message */
|
||||||
this._dynamicMessageHandler = (message) => {
|
this._dynamicMessageHandler = (message) => {
|
||||||
const n = PARTY_MAX_SIZE;
|
|
||||||
if (message.isHelpCommand()) {
|
if (message.isHelpCommand()) {
|
||||||
|
const mps = Config.maxPartySize; // short var name for easy doctype writing.
|
||||||
this.session.sendMessage([
|
this.session.sendMessage([
|
||||||
`Your party can consist of 1 to ${n} characters.`,
|
`Your party can consist of 1 to ${mps} characters.`,
|
||||||
"",
|
"",
|
||||||
"* Large parties tend live longer",
|
"* Large parties tend live longer",
|
||||||
`* If you have fewer than ${n} characters, you can`,
|
`* If you have fewer than ${mps} characters, you can`,
|
||||||
" hire extra characters in your local inn.",
|
" hire extra characters in your local inn.",
|
||||||
"* large parties level slower because there are more",
|
"* large parties level slower because there are more",
|
||||||
" characters to share the Experience Points",
|
" characters to share the Experience Points",
|
||||||
@@ -67,6 +72,7 @@ export class CharacterCreationState {
|
|||||||
]);
|
]);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!message.isIntegerResponse()) {
|
if (!message.isIntegerResponse()) {
|
||||||
this.session.sendError("You didn't enter a number");
|
this.session.sendError("You didn't enter a number");
|
||||||
this.session.sendPrompt("integer", prompt);
|
this.session.sendPrompt("integer", prompt);
|
||||||
@@ -1,8 +1,9 @@
|
|||||||
import { Session } from "../session.js";
|
import { Session } from "../models/session.js";
|
||||||
import * as msg from "../../utils/messages.js";
|
import * as msg from "../utils/messages.js";
|
||||||
import * as security from "../../utils/security.js";
|
import * as security from "../utils/security.js";
|
||||||
import { AuthState } from "./auth.js";
|
import { Player } from "../models/player.js";
|
||||||
import { Player } from "../player.js";
|
import { AuthState } from "./Auth.js";
|
||||||
|
import { Config } from "../config.js";
|
||||||
|
|
||||||
const USERNAME_PROMPT = "Enter a valid username (4-20 characters, [a-z], [A-Z], [0-9], and underscore)";
|
const USERNAME_PROMPT = "Enter a valid username (4-20 characters, [a-z], [A-Z], [0-9], and underscore)";
|
||||||
const PASSWORD_PROMPT = "Enter a valid password";
|
const PASSWORD_PROMPT = "Enter a valid password";
|
||||||
@@ -37,6 +38,13 @@ export class CreatePlayerState {
|
|||||||
}
|
}
|
||||||
|
|
||||||
onAttach() {
|
onAttach() {
|
||||||
|
//
|
||||||
|
// If there are too many players, stop allowing new players in.
|
||||||
|
if (this.session.game._players.size >= Config.maxPlayers) {
|
||||||
|
this.session.sendCalamity("Server is full, no more players can be created");
|
||||||
|
this.session.close();
|
||||||
|
}
|
||||||
|
|
||||||
this.session.sendFigletMessage("New Player");
|
this.session.sendFigletMessage("New Player");
|
||||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||||
|
|
||||||
@@ -93,7 +101,7 @@ export class CreatePlayerState {
|
|||||||
|
|
||||||
this._player = player;
|
this._player = player;
|
||||||
|
|
||||||
this.session.sendMessage("Username available 👌");
|
this.session.sendSystemMessage("salt", player.salt);
|
||||||
this.session.sendMessage(`Username _*${message.username}*_ is available, and I've reserved it for you :)`);
|
this.session.sendMessage(`Username _*${message.username}*_ is available, and I've reserved it for you :)`);
|
||||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||||
this.setMessageHandler(this.receivePassword);
|
this.setMessageHandler(this.receivePassword);
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
import { ClientMessage } from "../../utils/messages.js";
|
import { ClientMessage } from "../utils/messages.js";
|
||||||
import { Session } from "../session.js";
|
import { Session } from "../models/session.js";
|
||||||
|
|
||||||
/** @interface */
|
/** @interface */
|
||||||
export class StateInterface {
|
export class StateInterface {
|
||||||
@@ -1,5 +1,4 @@
|
|||||||
import { Session } from "../session.js";
|
import { Session } from "../models/session.js";
|
||||||
import { ClientMessage } from "../../utils/messages.js";
|
|
||||||
import { CharacterCreationState } from "./characterCreation.js";
|
import { CharacterCreationState } from "./characterCreation.js";
|
||||||
import { AwaitCommandsState } from "./awaitCommands.js";
|
import { AwaitCommandsState } from "./awaitCommands.js";
|
||||||
|
|
||||||
@@ -21,8 +20,6 @@ export class JustLoggedInState {
|
|||||||
"",
|
"",
|
||||||
]);
|
]);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// Check if we need to create characters for the player
|
// Check if we need to create characters for the player
|
||||||
if (this.session.player.characters.size === 0) {
|
if (this.session.player.characters.size === 0) {
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
export const ENV = process.env.NODE_ENV || "prod";
|
|
||||||
export const DEV = ENV === "dev";
|
|
||||||
export const PROD =!DEV;
|
|
||||||
export const PORT = process.env.PORT || 3000;
|
|
||||||
@@ -122,7 +122,7 @@ export class ClientMessage {
|
|||||||
|
|
||||||
/** Does this message contain a username-response from the client? */
|
/** Does this message contain a username-response from the client? */
|
||||||
isUsernameResponse() {
|
isUsernameResponse() {
|
||||||
return this._attr.length === 3
|
return this._attr.length === 4
|
||||||
&& this._attr[0] === REPLY
|
&& this._attr[0] === REPLY
|
||||||
&& this._attr[1] === "username"
|
&& this._attr[1] === "username"
|
||||||
&& typeof this._attr[2] === "string";
|
&& typeof this._attr[2] === "string";
|
||||||
@@ -130,7 +130,7 @@ export class ClientMessage {
|
|||||||
|
|
||||||
/** Does this message contain a password-response from the client? */
|
/** Does this message contain a password-response from the client? */
|
||||||
isPasswordResponse() {
|
isPasswordResponse() {
|
||||||
return this._attr.length === 3
|
return this._attr.length === 4
|
||||||
&& this._attr[0] === REPLY
|
&& this._attr[0] === REPLY
|
||||||
&& this._attr[1] === "password"
|
&& this._attr[1] === "password"
|
||||||
&& typeof this._attr[2] === "string";
|
&& typeof this._attr[2] === "string";
|
||||||
@@ -147,11 +147,11 @@ export class ClientMessage {
|
|||||||
|
|
||||||
/** @returns {boolean} is this a debug message? */
|
/** @returns {boolean} is this a debug message? */
|
||||||
isDebug() {
|
isDebug() {
|
||||||
return this._attr.length == 2 && this._attr[0] === DEBUG;
|
return this._attr.length === 2 && this._attr[0] === DEBUG;
|
||||||
}
|
}
|
||||||
|
|
||||||
isIntegerResponse() {
|
isIntegerResponse() {
|
||||||
return this._attr.length === 3
|
return this._attr.length === 4
|
||||||
&& this._attr[0] === REPLY
|
&& this._attr[0] === REPLY
|
||||||
&& this._attr[1] === "integer"
|
&& this._attr[1] === "integer"
|
||||||
&& (typeof this._attr[2] === "string" || typeof this._attr[2] === "number")
|
&& (typeof this._attr[2] === "string" || typeof this._attr[2] === "number")
|
||||||
@@ -167,10 +167,6 @@ export class ClientMessage {
|
|||||||
return Number.parseInt(this._attr[2]);
|
return Number.parseInt(this._attr[2]);
|
||||||
}
|
}
|
||||||
|
|
||||||
get debugInfo() {
|
|
||||||
return this.isDebug() ? this._attr[1] : undefined;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** @returns {string|false} Get the username stored in this message */
|
/** @returns {string|false} Get the username stored in this message */
|
||||||
get username() {
|
get username() {
|
||||||
return this.isUsernameResponse() ? this._attr[2] : false;
|
return this.isUsernameResponse() ? this._attr[2] : false;
|
||||||
|
|||||||
@@ -1,10 +1,12 @@
|
|||||||
import { randomBytes, pbkdf2Sync } from "node:crypto";
|
import { randomBytes, pbkdf2Sync } from "node:crypto";
|
||||||
import { DEV } from "./config.js";
|
import { Config } from "../config.js";
|
||||||
|
|
||||||
|
|
||||||
// Settings (tune as needed)
|
// Settings (tune as needed)
|
||||||
const ITERATIONS = 1000;
|
const ITERATIONS = 1000;
|
||||||
const KEYLEN = 32; // 32-bit hash
|
const KEYLEN = 32; // 32-bit hash
|
||||||
const DIGEST = "sha256";
|
const DIGEST = "sha256";
|
||||||
|
const DEV = process.env.NODE_ENV === "dev";
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Generate a hash from a plaintext password.
|
* Generate a hash from a plaintext password.
|
||||||
@@ -28,14 +30,14 @@ export function verifyPassword(password_candidate, stored_password_hash) {
|
|||||||
const [iterations, salt, hash] = stored_password_hash.split(":");
|
const [iterations, salt, hash] = stored_password_hash.split(":");
|
||||||
const derived = pbkdf2Sync(password_candidate, salt, Number(iterations), KEYLEN, DIGEST).toString("hex");
|
const derived = pbkdf2Sync(password_candidate, salt, Number(iterations), KEYLEN, DIGEST).toString("hex");
|
||||||
const success = hash === derived;
|
const success = hash === derived;
|
||||||
if (DEV) {
|
if (Config.dev || true) {
|
||||||
console.debug(
|
console.debug(
|
||||||
"Verifying password:\n" +
|
"Verifying password:\n" +
|
||||||
" Input : %s\n" +
|
" Input : %s (the password as it was sent to us by the client)\n" +
|
||||||
" Stored : %s\n" +
|
" Given : %s (the input password hashed by us (not necessary for validation))\n" +
|
||||||
" Given : %s\n" +
|
" Stored : %s (the password hash we have on file for the player)\n" +
|
||||||
" Derived : %s\n" +
|
" Derived : %s (the hashed version of the input password)\n" +
|
||||||
" Success : %s",
|
" Verified : %s (was the password valid)",
|
||||||
password_candidate,
|
password_candidate,
|
||||||
generateHash(password_candidate),
|
generateHash(password_candidate),
|
||||||
stored_password_hash,
|
stored_password_hash,
|
||||||
|
|||||||
@@ -182,7 +182,7 @@ export function frameText(text, options) {
|
|||||||
+ options.hMargin * 2;
|
+ options.hMargin * 2;
|
||||||
|
|
||||||
// get the frame characters from the frameType.
|
// get the frame characters from the frameType.
|
||||||
const [
|
let [
|
||||||
fNorth, // horizontal frame top lines
|
fNorth, // horizontal frame top lines
|
||||||
fSouth, // horizontal frame bottom lines
|
fSouth, // horizontal frame bottom lines
|
||||||
fWest, // vertical frame lines on the left side
|
fWest, // vertical frame lines on the left side
|
||||||
@@ -192,6 +192,14 @@ export function frameText(text, options) {
|
|||||||
fSouthWest, // lower left frame corner
|
fSouthWest, // lower left frame corner
|
||||||
fSouthEast, // lower right frame corner
|
fSouthEast, // lower right frame corner
|
||||||
] = options.frameChars.split("");
|
] = options.frameChars.split("");
|
||||||
|
if (fNorth === "§") { fNorth = ""; }
|
||||||
|
if (fSouth === "§") { fSouth = ""; }
|
||||||
|
if (fEast === "§") { fEast = ""; }
|
||||||
|
if (fWest === "§") { fWest = ""; }
|
||||||
|
if (fNorthEast === "§") { fNorthEast = ""; }
|
||||||
|
if (fSouthEast === "§") { fSouthEast = ""; }
|
||||||
|
if (fNorthWest === "§") { fNorthWest = ""; }
|
||||||
|
if (fSouthWest === "§") { fSouthWest = ""; }
|
||||||
|
|
||||||
let output = "";
|
let output = "";
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user