PretendYoureXyzzy/WebContent/js/cah.ajax.handlers.js

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2012-02-06 22:00:24 +00:00
/*
* Copyright (c) 2012, Andy Janata
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are permitted
* provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice, this list of conditions
* and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice, this list of
* conditions and the following disclaimer in the documentation and/or other materials provided
* with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY
* WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
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* AJAX callback handlers. TODO make this individual files instead of all in one.
*
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* @author Andy Janata (ajanata@socialgamer.net)
*/
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.REGISTER] = function(data) {
cah.nickname = data[cah.$.AjaxResponse.NICKNAME];
cah.log.status("You are connected as " + cah.nickname);
$("#welcome").hide();
$("#canvass").show();
cah.ajax.after_registered();
};
cah.ajax.ErrorHandlers[cah.$.AjaxOperation.REGISTER] = function(data) {
$("#nickbox_error").text(cah.$.ErrorCode_msg[data[cah.$.AjaxResponse.ERROR_CODE]]);
$("#nickname").focus();
};
// hacky way to avoid joining a game from the hash if the server told us to join a game.
cah.ajax.hasAutojoinedGame_ = false;
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.FIRST_LOAD] = function(data) {
cah.CardSet.populateCardSets(data[cah.$.AjaxResponse.CARD_SETS]);
if (data[cah.$.AjaxResponse.IN_PROGRESS]) {
cah.nickname = data[cah.$.AjaxResponse.NICKNAME];
cah.log.status("You have reconnected as " + cah.nickname);
$("#welcome").hide();
$("#canvass").show();
cah.ajax.after_registered();
switch (data[cah.$.AjaxResponse.NEXT]) {
case cah.$.ReconnectNextAction.GAME:
cah.log.status("Reconnecting to game...");
cah.Game.joinGame(data[cah.$.AjaxResponse.GAME_ID]);
cah.ajax.hasAutojoinedGame_ = true;
break;
case cah.$.ReconnectNextAction.NONE:
// pass
break;
default:
cah.log.error("Unknown reconnect next action " + data[cah.$.AjaxResponse.NEXT]);
}
}
};
// this is kinda hacky, but we need to re-try this operation ONCE if we didn't have a session.
cah.ajax.hasRetriedFirstLoad_ = false;
cah.ajax.ErrorHandlers[cah.$.AjaxOperation.FIRST_LOAD] = function(data) {
if (data[cah.$.AjaxResponse.ERROR_CODE] == cah.$.ErrorCode.SESSION_EXPIRED
&& !cah.ajax.hasRetriedFirstLoad_) {
cah.ajax.hasRetriedFirstLoad_ = true;
cah.Ajax.build(cah.$.AjaxOperation.FIRST_LOAD).run();
} else {
cah.ajax.ErrorHandlers[cah.$.AjaxOperation.REGISTER](data);
}
};
// another hack thing to trigger an auto-join after the first game list refresh
cah.ajax.autojoinGameId_ = undefined;
/**
* This should only be called after we have a valid registration with the server, as we start doing
* long polling here.
*/
cah.ajax.after_registered = function() {
cah.log.debug("done registering");
$("#canvas").removeClass("hide");
$("#bottom").removeClass("hide");
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// TODO once there are channels, this needs to specify the global channel
cah.Ajax.build(cah.$.AjaxOperation.NAMES).run();
cah.GameList.instance.show();
cah.GameList.instance.update();
cah.longpoll.longPoll();
// Dirty that we have to do this here... Oh well.
app_resize();
var hash = window.location.hash.substring(1);
if (hash && hash != '') {
// TODO find a better place for this if we ever have more than just game=id in the hash.
var params = hash.split('&');
var options = {};
for ( var i in params) {
var split = params[i].split('=');
var key = split[0];
var value = split[1];
options[key] = value;
}
if (options['game']) {
cah.ajax.autojoinGameId_ = options['game'];
}
}
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.CHAT] = function(data) {
// pass
};
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cah.ajax.SuccessHandlers[cah.$.AjaxOperation.GAME_CHAT] = function(data) {
// pass
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.LOG_OUT] = function(data) {
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window.location.reload();
};
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cah.ajax.ErrorHandlers[cah.$.AjaxOperation.LOG_OUT] = cah.ajax.SuccessHandlers[cah.$.AjaxOperation.LOG_OUT];
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cah.ajax.SuccessHandlers[cah.$.AjaxOperation.NAMES] = function(data) {
cah.log.status("Currently connected: " + data[cah.$.AjaxResponse.NAMES].join(", "));
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};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.GAME_LIST] = function(data) {
cah.GameList.instance.processUpdate(data);
if (cah.ajax.autojoinGameId_ && !cah.ajax.hasAutojoinedGame_) {
try {
cah.GameList.instance.joinGame(cah.ajax.autojoinGameId_);
} catch (e) {
cah.log.error(e);
cah.updateHash('');
}
cah.ajax.autojoinGameId_ = undefined;
}
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.JOIN_GAME] = function(data, req) {
cah.Game.joinGame(req[cah.$.AjaxRequest.GAME_ID]);
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.CREATE_GAME] = function(data) {
cah.Game.joinGame(data[cah.$.AjaxResponse.GAME_ID]);
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.GET_GAME_INFO] = function(data, req) {
var game = cah.currentGames[req[cah.$.AjaxRequest.GAME_ID]];
if (game) {
game.updateGameStatus(data);
}
};
cah.ajax.ErrorHandlers[cah.$.AjaxOperation.GET_GAME_INFO] = function(data, req) {
if (data[cah.$.AjaxResponse.ERROR_CODE] == cah.$.ErrorCode.INVALID_GAME) {
cah.log.error("The game has been removed. Returning to the lobby.");
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.LEAVE_GAME](data, req);
} else {
cah.log.error(cah.$.ErrorCode_msg[data[cah.$.AjaxResponse.ERROR_CODE]]);
}
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.LEAVE_GAME] = function(data, req) {
var game = cah.currentGames[req[cah.$.AjaxRequest.GAME_ID]];
if (game) {
game.dispose();
delete cah.currentGames[req[cah.$.AjaxRequest.GAME_ID]];
}
cah.GameList.instance.show();
cah.GameList.instance.update();
};
cah.ajax.ErrorHandlers[cah.$.AjaxOperation.LEAVE_GAME] = function(data, req) {
if (data[cah.$.AjaxResponse.ERROR_CODE] == cah.$.ErrorCode.INVALID_GAME) {
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.LEAVE_GAME](data, req);
} else {
cah.log.error(cah.$.ErrorCode_msg[data[cah.$.AjaxResponse.ERROR_CODE]]);
}
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.START_GAME] = function(data, req) {
var game = cah.currentGames[data[cah.$.AjaxRequest.GAME_ID]];
if (game) {
game.startGameComplete();
}
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.GET_CARDS] = function(data, req) {
var gameId = req[cah.$.AjaxRequest.GAME_ID];
var game = cah.currentGames[gameId];
if (game) {
game.dealtCards(data[cah.$.AjaxResponse.HAND]);
if (data[cah.$.AjaxResponse.BLACK_CARD]) {
game.setBlackCard(data[cah.$.AjaxResponse.BLACK_CARD]);
}
if (data[cah.$.AjaxResponse.WHITE_CARDS]) {
game.setRoundWhiteCards(data[cah.$.AjaxResponse.WHITE_CARDS]);
}
} else {
cah.log.error("Received hand for unknown game id " + gameId);
}
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.PLAY_CARD] = function(data, req) {
var gameId = req[cah.$.AjaxRequest.GAME_ID];
var game = cah.currentGames[gameId];
if (game) {
game.playCardComplete();
}
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.JUDGE_SELECT] = function(data) {
// pass?
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.CHANGE_GAME_OPTIONS] = function(data) {
// pass
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.KICK] = function(data) {
// pass
};
cah.ajax.SuccessHandlers[cah.$.AjaxOperation.BAN] = function(data) {
// pass
};