506 lines
14 KiB
JavaScript
Executable File
506 lines
14 KiB
JavaScript
Executable File
import { crackdown } from "./crackdown.js";
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class MUDClient {
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//
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// Constructor
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constructor() {
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/** @type {WebSocket} Our WebSocket */
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this.websocket = null;
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/** @type {boolean} Are we in development mode (decided by the server);
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this.dev = false;
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/** @type {string|null} The message type of the last thing we were asked. */
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this.replyType = null;
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/** @type {string|null} The #tag of the last thing we were asked. */
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this.replyTag = null;
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/** @type {HTMLElement} The output "monitor" */
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this.output = document.getElementById("output");
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/** @type {HTMLElement} The input element */
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this.input = document.getElementById("input");
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/** @type {HTMLElement} The send/submit button */
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this.sendButton = document.getElementById("send");
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/** @type {HTMLElement} Status indicator */
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this.status = document.getElementById("status");
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// Passwords are crypted and salted before being sent to the server
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// This means that if ANY of these three parameters below change,
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// The server can no longer accept the passwords.
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/** @type {string} Hashing method to use for client-side password hashing */
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this.digest = "SHA-256";
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/** @type {string} Salt string to use for client-side password hashing */
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this.salt = "No salt, no shorts, no service";
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/** @type {string} Number of times the hashing should be done */
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this.rounds = 1000;
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/** @type {string} the username also salts the password, so the username must never change. */
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this.username = "";
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this.setupEventListeners();
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this.connect();
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}
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/** @param {string} password the password to be hashed */
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async hashPassword(password) {
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const encoder = new TextEncoder();
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let data = encoder.encode(password + this.salt);
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for (let i = 0; i < this.rounds; i++) {
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const hashBuffer = await crypto.subtle.digest(this.digest, data);
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data = new Uint8Array(hashBuffer); // feed hash back in
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}
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// Convert final hash to hex
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const rawHash = Array.from(data)
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.map((b) => b.toString(16).padStart(2, "0"))
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.join("");
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return `KimsKrappyKryptoV1:${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
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}
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connect() {
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const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
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const wsUrl = `${protocol}//${window.location.host}`;
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this.updateStatus("Connecting...", "connecting");
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try {
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this.websocket = new WebSocket(wsUrl);
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this.websocket.onopen = () => {
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this.updateStatus("Connected", "connected");
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this.input.disabled = false;
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this.sendButton.disabled = false;
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this.input.focus();
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this.output.innerHTML = "";
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};
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this.websocket.onmessage = (event) => {
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console.debug(event);
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const data = JSON.parse(event.data);
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this.onMessage(data);
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this.input.focus();
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};
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this.websocket.onclose = () => {
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this.updateStatus("Disconnected", "disconnected");
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this.input.disabled = true;
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this.sendButton.disabled = true;
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// Attempt to reconnect after 3 seconds
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setTimeout(() => this.connect(), 3000);
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};
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this.websocket.onerror = (error) => {
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this.updateStatus("Connection Error", "error");
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this.writeToOutput("Connection error occurred. Retrying...", {
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class: "error",
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});
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};
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} catch (error) {
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console.error(error);
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this.updateStatus("Connection Failed", "error");
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setTimeout(() => this.connect(), 3000);
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}
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}
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setupEventListeners() {
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document.addEventListener("keypress", (e) => {
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if (e.key.length === 1 && !e.ctrlKey && !e.altKey && !e.metaKey) {
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this.input.focus();
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}
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});
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this.input.addEventListener("keypress", (e) => {
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if (e.key === "Enter") {
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this.onUserCommand();
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}
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});
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this.sendButton.addEventListener("click", () => {
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this.onUserCommand();
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});
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// Command history
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this.commandHistory = [];
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this.historyIndex = -1;
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this.input.addEventListener("keydown", (e) => {
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if (e.key === "ArrowUp") {
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e.preventDefault();
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if (this.historyIndex < this.commandHistory.length - 1) {
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this.historyIndex++;
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this.input.value =
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this.commandHistory[
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this.commandHistory.length - 1 - this.historyIndex
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];
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}
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} else if (e.key === "ArrowDown") {
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e.preventDefault();
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if (this.historyIndex > 0) {
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this.historyIndex--;
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this.input.value =
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this.commandHistory[
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this.commandHistory.length - 1 - this.historyIndex
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];
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} else if (this.historyIndex === 0) {
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this.historyIndex = -1;
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this.input.value = "";
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}
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}
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});
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}
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/**
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* Send a json-encoded message to the server via websocket.
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*
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* @param {messageType} string
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* @param {...any} rest
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*/
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send(messageType, ...args) {
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if (args.length === 0) {
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this.websocket.send(JSON.stringify([messageType]));
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return;
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}
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this.websocket.send(JSON.stringify([messageType, ...args]));
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}
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//
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// Add a command to history so we can go back to previous commands with arrow keys.
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_addCommandToHistory(command) {
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//
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// we do not add usernames or passwords to history.
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if (this.replyType === "password" || this.replyType === "username") {
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return;
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}
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//
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// Adding empty commands makes no sense.
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// Why would the user navigate back through their history to
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// find and empty command when they can just press enter.
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if (command === "") {
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return;
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}
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//
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// Add to command our history
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// But not if the command was a password.
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this.historyIndex = -1;
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//
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// We do not add the same commands many times in a row.
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if (this.commandHistory[this.commandHistory.length - 1] === command) {
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return;
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}
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//
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// Add the command to the history stack
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this.commandHistory.push(command);
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if (this.commandHistory.length > 50) {
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this.commandHistory.shift();
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}
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}
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/**
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* User has entered a command
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*/
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onUserCommand() {
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//
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// Trim user's input.
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const command = this.input.value.trim();
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this.input.value = "";
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this.input.type = "text";
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this._addCommandToHistory(command);
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// -- This is a sneaky command that should not be in production?
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//
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// In reality we want to use :clear, nor /clear
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// :clear would be sent to the server, and we ask if it's okay
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// to clear the screen right now, and only on a positive answer would we
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// allow the screen to be cleared. Maybe.....
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if (command === "/clear") {
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this.output.innerHTML = "";
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this.input.value = "";
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return;
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}
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//
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// Don't allow sending messages (for now)
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// Later on, prompts may give us the option to simply "press enter";
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if (!command) {
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console.debug("Cannot send empty message - YET");
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return;
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}
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//
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// Can't send a message without a websocket
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if (!(this.websocket && this.websocket.readyState === WebSocket.OPEN)) {
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return;
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}
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//
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// The server asked us for a password, so we send it.
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// But we hash it first, so we don't send our stuff
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// in the clear.
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if (this.replyType === "password") {
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this.hashPassword(command).then((pwHash) => {
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this.send("reply", "password", pwHash, this.replyTag);
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this.replyType = null;
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this.replyTag = null;
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});
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return;
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}
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//
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// When the player enters their username during the auth-phase,
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// keep the username in the pocket for later.
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if (this.replyType === "username") {
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this.username = command;
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}
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//
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// We add our own command to the output stream so the
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// player can see what they typed.
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this.writeToOutput("> " + command, { class: "input" });
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//
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// Handle certain-commands differently.
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const specialCommands = { ":quit": "quit", ":help": "help" };
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if (specialCommands[command]) {
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this.send(specialCommands[command]);
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return;
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}
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//
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// Handle replies
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// We want to be in a place where ALL messages are replies.
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// The game loop should always ask you for your next command,
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// even if it does so silently
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if (this.replyType) {
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//--------------------------------------------------
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// The server asked the player a question,
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// so we send the answer the way the server wants.
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//--------------------------------------------------
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this.send("reply", this.replyType, command, this.replyTag);
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this.replyType = null;
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this.replyTag = null;
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return;
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}
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//
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//-----------------------------------------------------
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// The player sends a text-based command to the server
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//-----------------------------------------------------
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// ___ _ _ _
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// |_ _|_ __ ___ _ __ ___ _ __| |_ __ _ _ __ | |_| |
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// | || '_ ` _ \| '_ \ / _ \| '__| __/ _` | '_ \| __| |
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// | || | | | | | |_) | (_) | | | || (_| | | | | |_|_|
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// |___|_| |_| |_| .__/ \___/|_| \__\__,_|_| |_|\__(_)
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// |_|
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//
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// Aside from :help", ":quit", etc. we should not send
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// unsolicited messages to the server without being
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// prompted to do so.
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this.send("c", command);
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}
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// ___ __ __
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// / _ \ _ __ | \/ | ___ ___ ___ __ _ __ _ ___
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// | | | | '_ \| |\/| |/ _ \/ __/ __|/ _` |/ _` |/ _ \
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// | |_| | | | | | | | __/\__ \__ \ (_| | (_| | __/
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// \___/|_| |_|_| |_|\___||___/___/\__,_|\__, |\___|
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//
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/** @param {any[]} data*/
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onMessage(data) {
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if (this.dev) {
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console.debug(data);
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}
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const messageType = data.shift();
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if (messageType === "dbg") {
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return this.handleDebugMessages(data);
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}
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if (messageType === "prompt") {
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return this.handlePromptMessage(data);
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}
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if (messageType === "e") {
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return this.handleErrorMessage(data);
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}
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if (messageType === "calamity") {
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return this.handleCalamityMessage(data);
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}
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if (messageType === "_") {
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return this.handleSystemMessages(data);
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}
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if (messageType === "m") {
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return this.handleTextMessages(data);
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}
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if (this.dev) {
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this.writeToOutput(
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`unknown message type: ${messageType}: ${JSON.stringify(data)}`,
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"debug",
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);
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}
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console.debug("unknown message type", data);
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}
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//
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// "m" => normal/standard message to be displayed to the user
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handleTextMessages(data) {
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const options = { ...data[1] }; // coerce options into an object.
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// normal text message to be shown to the player
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this.writeToOutput(data[0], options);
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return;
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}
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//
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// Debug messages let the server send data to be displayed on the player's screen
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// and also logged to the players browser's log.
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handleDebugMessages(data) {
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if (!this.dev) {
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return; // debug messages are thrown away if we're not in dev mode.
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}
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this.writeToOutput(data, { class: "debug", preformatted: true });
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console.debug("DBG", data);
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}
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//
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// "_" => system messages, not to be displayed
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handleSystemMessages(data) {
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if (data.length < 2) {
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console.debug("malformed system message", data);
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return;
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}
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console.debug("Incoming system message", data);
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/** @type {string} */
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const messageType = data.shift();
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switch (messageType) {
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case "dev":
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// This is a message that tells us that the server is in
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// "dev" mode, and that we should do the same.
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this.dev = data[0];
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this.status.textContent = "[DEV] " + this.status.textContent;
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break;
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case "salt":
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this.salt = data[0];
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console.debug("updating crypto salt", data[0]);
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break;
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default:
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console.debug("unknown system message", messageType, data);
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}
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// If we're in dev mode, we should output all system messages (in a shaded/faint fashion).
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if (this.dev) {
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this.writeToOutput(
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`system message: ${messageType} = ${JSON.stringify(data)}`,
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{ class: "debug" },
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);
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}
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return;
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}
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//
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// "calamity" => lethal error. Close connection.
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// Consider hard refresh of page to reset all variables
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handleCalamityMessage(data) {
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//
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// We assume that calamity errors are pre-formatted, and we do not allow
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// any of our own formatting-shenanigans to interfere with the error message
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const options = { ...{ class: "error", preformatted: true }, ...data[1] };
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this.writeToOutput(data[0], options);
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return;
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}
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//
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// "e" => non-lethal errors
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handleErrorMessage(data) {
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const options = { ...{ class: "error" }, ...data[1] };
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this.writeToOutput(data[0], options);
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return;
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}
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//
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// The prompt is the most important message type,
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// it prompts us send a message back. We should not
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// send messages back to the server without being
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// prompted.
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// In fact, we should ALWAYS be in a state of just-having-been-prompted.
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handlePromptMessage(data) {
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let [replyType, promptText, replyTag, options = {}] = data;
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this.replyType = replyType;
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this.replyTag = replyTag;
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this.writeToOutput(promptText, { ...{ class: "prompt" }, ...options });
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// The server has asked for a password, so we set the
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// input type to password for safety reasons.
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if (replyType === "password") {
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this.input.type = "password";
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}
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return;
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}
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/**
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* Add output to the text.
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* @param {string} text
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* @param {object} options
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*/
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writeToOutput(text, options = {}) {
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const el = document.createElement("span");
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if (typeof options.class === "string") {
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el.className = options.class;
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}
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// add end of line character "\n" unless
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// options.addEol = false is set explicitly
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const eol = options.addEol === false ? "" : "\n";
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if (options.preformatted) {
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el.textContent = text + eol;
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el.className += " " + "preformatted";
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} else {
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el.innerHTML = crackdown(text) + eol;
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}
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this.output.appendChild(el);
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this.output.scrollTop = this.output.scrollHeight;
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}
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/**
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* Update the status banner.
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*
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* @param {string} message
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* @param {string} className
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*/
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updateStatus(message, className) {
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this.status.textContent = this.dev
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? `[DEV] Status: ${message}`
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: `Status: ${message}`;
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this.status.className = className;
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}
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}
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// Initialize the MUD client when the page loads
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document.addEventListener("DOMContentLoaded", () => {
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new MUDClient();
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});
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