class MUDClient {
constructor() {
/** @type {WebSocket} ws */
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;
this.output = document.getElementById("output");
this.input = document.getElementById("input");
this.sendButton = document.getElementById("send");
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.
this.digest = "SHA-256";
this.salt = "V1_Kims_Krappy_Krypto";
this.rounds = 1000;
this.username = ""; // the username also salts the password, so the username must never change.
this.setupEventListeners();
this.connect();
}
async hashPassword(password) {
const encoder = new TextEncoder();
let data = encoder.encode(password + this.salt + this.username);
for (let i = 0; i < this.rounds; i++) {
const hashBuffer = await crypto.subtle.digest(this.digest, data);
data = new Uint8Array(hashBuffer); // feed hash back in
}
// Convert final hash to hex
const rawHash = Array.from(data).map(b => b.toString(16).padStart(2, '0')).join('');
return `${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
}
connect() {
const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
const wsUrl = `${protocol}//${window.location.host}`;
this.updateStatus("Connecting...", "connecting");
try {
this.websocket = new WebSocket(wsUrl);
this.websocket.onopen = () => {
this.updateStatus("Connected", "connected");
this.input.disabled = false;
this.sendButton.disabled = false;
this.input.focus();
this.output.innerHTML = '';
};
this.websocket.onmessage = (event) => {
console.log(event);
const data = JSON.parse(event.data);
this.onMessage(data);
this.input.focus();
};
this.websocket.onclose = () => {
this.updateStatus("Disconnected", "disconnected");
this.input.disabled = true;
this.sendButton.disabled = true;
// Attempt to reconnect after 3 seconds
setTimeout(() => this.connect(), 3000);
};
this.websocket.onerror = (error) => {
this.updateStatus("Connection Error", "error");
this.appendOutput("Connection error occurred. Retrying...", { class: "error" });
};
} catch (error) {
console.error(error);
this.updateStatus("Connection Failed", "error");
setTimeout(() => this.connect(), 3000);
}
}
setupEventListeners() {
this.input.addEventListener("keypress", (e) => {
if (e.key === "Enter") {
this.sendMessage();
}
});
this.sendButton.addEventListener("click", () => {
this.sendMessage();
});
// Command history
this.commandHistory = [];
this.historyIndex = -1;
this.input.addEventListener("keydown", (e) => {
if (e.key === "ArrowUp") {
e.preventDefault();
if (this.historyIndex < this.commandHistory.length - 1) {
this.historyIndex++;
this.input.value = this.commandHistory[this.commandHistory.length - 1 - this.historyIndex];
}
} else if (e.key === "ArrowDown") {
e.preventDefault();
if (this.historyIndex > 0) {
this.historyIndex--;
this.input.value = this.commandHistory[this.commandHistory.length - 1 - this.historyIndex];
} else if (this.historyIndex === 0) {
this.historyIndex = -1;
this.input.value = "";
}
}
});
}
sendMessage() {
const message = this.input.value.trim();
// -- This is a sneaky command that should not be in production?
//
// In reality we want to use :clear, nor /clear
// :clear would be sent to the server, and we ask if it's okay
// to clear the screen right now, and only on a positive answer would we
// allow the screen to be cleared. Maybe.....
if (message === "/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]));
}
}
// ___ __ __
// / _ \ _ __ | \/ | ___ ___ ___ __ _ __ _ ___
// | | | | '_ \| |\/| |/ _ \/ __/ __|/ _` |/ _` |/ _ \
// | |_| | | | | | | | __/\__ \__ \ (_| | (_| | __/
// \___/|_| |_|_| |_|\___||___/___/\__,_|\__, |\___|
//
/** @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);
}
}
/**
* Add output to the text.
* @param {string} text
* @param {object} options
*/
appendOutput(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;
} else {
el.innerHTML = parseCrackdown(text) + eol;
}
this.output.appendChild(el);
this.output.scrollTop = this.output.scrollHeight;
}
updateStatus(message, className) {
this.status.textContent = `Status: ${message}`;
this.status.className = className;
}
}
// Initialize the MUD client when the page loads
document.addEventListener("DOMContentLoaded", () => {
new MUDClient();
});
function parseCrackdown(text) {
console.log("starting crack parsing");
console.log(text);
return text.replace(/[&<>"'`]/g, (c) => {
switch (c) {
case '&': return '&';
case '<': return '<';
case '>': return '>';
case '"': return '"';
case '\'': return ''';
case '`': return '`';
default: return c;
}
})
.replace(/---(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])---/g, '$1') // line-through
.replace(/___(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])___/g, '$1') // underline
.replace(/_(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])_/g, '$1') // italic
.replace(/\*(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\*/g, '$1') // bold
.replace(/\.{3}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\.{3}/g, '$1') // undercurl
.replace(/\({3}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\){3}/g, '($1)') // faint with parentheses
.replace(/\({2}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\){2}/g, '$1') // faint with parentheses
;
console.log("crack output", text);
return text;
}