RLGWebD: overhaul the list of current games.
The /status WebSocket now only sends a complete list when opened. At 40-second intervals, it sends a list of games that have been updated in the last minute. The client now uses this to keep its own list.
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2 changed files with 81 additions and 13 deletions
56
rlgterm.js
56
rlgterm.js
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@ -40,6 +40,10 @@ var statInterval = null;
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var statDelta = 8000;
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/* A WebSocket to listen for status events. */
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var statsock = null;
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/* List of currently active games. */
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var currentList = [];
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/* Last time the list was updated. */
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var currentTS = null;
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function writeData(hexstr) {
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var codenum;
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@ -315,7 +319,6 @@ function formlogin(ev) {
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return;
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}
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/* FIXME game list API has changed */
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function tableCurrent(gamelist) {
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var gamediv = document.getElementById("gametable");
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while (gamediv.children.length > 2)
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@ -383,11 +386,54 @@ function wsCurrent() {
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return;
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}
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if (msg.t == "t") {
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tableCurrent(msg.g);
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currentList = msg.g;
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currentTS = new Date();
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tableCurrent(currentList);
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}
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else if ((msg.t == "b" || msg.t == "e") &&
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msg.p == sessionStorage.getItem("lname")) {
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getchoices();
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else if (msg.t == "p") {
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var now = new Date();
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var idletimes = {};
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for (var i = 0; i < msg.g.length; i++) {
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var tag = msg.g[i].g + "/" + msg.g[i].p;
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idletimes[tag] = msg.g[i].i;
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}
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for (var i = 0; i < currentList.length; i++) {
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var tag = currentList[i].g + "/" + currentList[i].p;
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if (tag in idletimes) {
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currentList[i].i = idletimes[tag];
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}
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else {
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currentList[i].i += now - currentTS;
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}
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}
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currentTS = now;
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tableCurrent(currentList);
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}
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else if (msg.t == "b") {
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var justbegun = {};
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justbegun.g = msg.g;
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justbegun.p = msg.p;
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justbegun.i = 0;
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currentList.push(justbegun);
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tableCurrent(currentList);
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if (msg.p == sessionStorage.getItem("lname")) {
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getchoices();
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}
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}
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else if (msg.t == "e") {
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var i = 0;
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while (i < currentList.length) {
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if (currentList[i].g == msg.g && currentList[i].p == msg.p)
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break;
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i++;
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}
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if (i < currentList.length) {
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currentList.splice(i, 1);
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}
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tableCurrent(currentList);
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if (msg.p == sessionStorage.getItem("lname")) {
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getchoices();
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}
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}
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};
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statsock.onclose = function (ev) {
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38
rlgwebd.js
38
rlgwebd.js
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@ -698,7 +698,6 @@ function getStatus(callback) {
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var statusinfo = {"s": allowlogin, "g": []};
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for (var tag in sessions) {
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var gamedesc = {};
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gamedesc["tag"] = tag;
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gamedesc["p"] = sessions[tag].pname;
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gamedesc["g"] = sessions[tag].game.uname;
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gamedesc["i"] = now - sessions[tag].lasttime;
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@ -706,7 +705,12 @@ function getStatus(callback) {
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}
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statusinfo["dgl"] = [];
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for (var tag in dglgames) {
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statusinfo["dgl"].push(tag);
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var dglinfo = {};
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var slash = tag.search('/');
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dglinfo["g"] = tag.slice(0, slash);
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dglinfo["p"] = tag.slice(slash + 1);
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dglinfo["i"] = -1;
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statusinfo["dgl"].push(dglinfo);
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}
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callback(statusinfo);
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}
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@ -973,12 +977,30 @@ function wsHandler(wsRequest) {
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wsRequest.reject(404, "No such resource.");
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}
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/* TODO use a list instead */
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/* Only games with low idle time are included. Use getStatus() for the
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* complete list. */
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function pushStatus() {
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getStatus(function(info) {
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info["t"] = "t";
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gamemux.emit('list', info);
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});
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var now = new Date();
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var statusinfo = {"t": "p", "s": allowlogin, "g": [], "dgl": []};
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for (var tag in sessions) {
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var delta = now - sessions[tag].lasttime;
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if (delta < 60000) {
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var gamedesc = {};
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gamedesc["p"] = sessions[tag].pname;
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gamedesc["g"] = sessions[tag].game.uname;
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gamedesc["i"] = delta;
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statusinfo["g"].push(gamedesc);
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}
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}
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for (var tag in dglgames) {
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var dglinfo = {};
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var slash = tag.search('/');
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dglinfo["g"] = tag.slice(0, slash);
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dglinfo["p"] = tag.slice(slash + 1);
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dglinfo["i"] = -1;
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statusinfo["dgl"].push(dglinfo);
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}
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gamemux.emit('list', statusinfo);
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}
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function shutdown () {
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@ -1067,6 +1089,6 @@ ctlServer.listen(ctlsocket, function () {
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wsServer.on("request", wsHandler);
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tslog('WebSockets are online');
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progressWatcher = startProgressWatcher();
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setInterval(pushStatus, 4000);
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setInterval(pushStatus, 40000);
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});
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