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
18
rlgterm.js
18
rlgterm.js
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@ -533,6 +533,10 @@ function wsCurrent() {
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}
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return;
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}
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if (session.lcred) {
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/* When starting the socket, the choices list might not be initialized. */
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getchoices();
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}
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if (statsock)
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return;
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statsock = new WebSocket("ws://" + window.location.host + "/status");
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@ -544,10 +548,12 @@ function wsCurrent() {
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if (e instanceof SyntaxError)
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return;
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}
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if (msg.t != "t") {
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return;
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if (msg.t == "t") {
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tableCurrent(msg.g);
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}
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else if ((msg.t == "b" || msg.t == "e") && msg.p == session.lname) {
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getchoices();
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}
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tableCurrent(msg.g);
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};
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statsock.onclose = function (ev) {
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statsock = null;
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@ -555,6 +561,9 @@ function wsCurrent() {
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}
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function getcurrent(clear) {
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if (WebSocket) {
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return;
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}
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if (session.id || clear) {
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if (statInterval) {
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window.clearInterval(statInterval);
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@ -567,9 +576,6 @@ function getcurrent(clear) {
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}
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if (session.lcred)
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getchoices();
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if (WebSocket) {
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return;
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}
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var req = new XMLHttpRequest();
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req.onerror = errHandler;
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req.onreadystatechange = function () {
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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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