RLG-Web: improvements to choices and status messaging.
Server-side, have gamemux 'end' events include the name and game, so they can be sent to WebSockets connected to /status. This means a WebSocket client only needs to update its choice list when it gets a begin or end message with its own username. So it only needs to check /pstatus/<name> at those times and can stop polling.
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2 changed files with 16 additions and 10 deletions
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@ -173,13 +173,13 @@ function TermSession(game, lkey, dims, handlers) {
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};
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// Teardown.
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this.term.on("exit", function () {
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var id = ss.sessid;
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fs.unlink(ss.lock);
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ss.record.end();
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ss.emit('exit');
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var id = ss.sessid;
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gamemux.emit('end', id, ss.pname, ss.game.uname);
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delete sessions[id];
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tslog("Game %s ended.", id);
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gamemux.emit('end', id);
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});
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this.close = function () {
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if (this.sessid in sessions)
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@ -1229,8 +1229,8 @@ function wsHandler(wsRequest) {
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var listH = function (list) {
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conn.sendUTF(JSON.stringify(list));
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};
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var endH = function (n) {
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conn.sendUTF(JSON.stringify({"t": "e", "n": n}));
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var endH = function (n, pname, gname) {
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conn.sendUTF(JSON.stringify({"t": "e", "n": n, "p": pname, "g": gname}));
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};
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gamemux.on('begin', beginH);
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gamemux.on('list', listH);
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