229 lines
7.5 KiB
JavaScript
229 lines
7.5 KiB
JavaScript
/*
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* Copyright (c) 2012-2018, Andy Janata
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are permitted
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* provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice, this list of conditions
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* and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice, this list of
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* conditions and the following disclaimer in the documentation and/or other materials provided
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* with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY
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* WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/**
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* Logging functions.
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*
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* TODO make this a proper object with a singleton instance.
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*
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* @author Andy Janata (ajanata@socialgamer.net)
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*/
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cah.log = {};
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/**
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* "Global Chat" tab's chat log
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*/
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cah.log.init = function() {
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cah.log.log = $('#tab-global .log');
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};
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/**
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* Log a message to the global chat window for the user the see, always, as a status message. This
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* is also used for chat. The current time is displayed with the log message, using the user's
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* locale settings to determine format.
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*
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* @param {string}
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* text Text to display for this message. Text is added as a TextNode, so HTML is properly
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* escaped automatically.
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* @param {string}
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* opt_class Optional CSS class to use for this message.
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* @param {boolean}
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* opt_allow_html Allow HTML to be used.
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* @param {string}
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* opt_title Optional title text for span.
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*/
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cah.log.status = function(text, opt_class, opt_allow_html, opt_title) {
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cah.log.status_with_game(null, text, opt_class, opt_allow_html, opt_title);
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};
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/**
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* Log a message to a single game's chat window, or the global chat window if game_id is null. This
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* is also used to support chat.
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*
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* This displays the current time with the log message, using the user's locale settings to
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* determine format.
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*
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* @param {Number|cah.Game}
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* game_or_id ID of the game for which this message should be displayed, or the game object
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* itself, or null for the global chat window.
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* @param {string}
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* text Text to display for this message. Text is added as a TextNode, so HTML is properly
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* escaped automatically.
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* @param {string}
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* opt_class Optional CSS class to use for this message.
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* @param {boolean}
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* opt_allow_html Allow HTML to be used.
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* @param {string}
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* opt_title Optional title text for span.
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*/
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cah.log.status_with_game = function(game_or_id, text, opt_class, opt_allow_html, opt_title) {
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var logElement;
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// I think == null here would catch both of these cases and also be okay with game id 0 but...
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if (game_or_id === null || game_or_id === undefined) {
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logElement = cah.log.log;
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} else {
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var game;
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if (game_or_id instanceof cah.Game) {
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game = game_or_id;
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} else {
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game = cah.currentGames[game_or_id];
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}
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logElement = $(".log", game.getChatElement());
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}
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// TODO this doesn't work right on some mobile browsers
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var scroll = (logElement.prop("scrollHeight") - logElement.height() - logElement
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.prop("scrollTop")) <= 5;
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var node;
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if (opt_title) {
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node = $("<span title ='" + opt_title + "'></span><br/>");
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} else {
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node = $("<span></span><br/>");
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}
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var full_msg = "[" + new Date().toLocaleTimeString() + "] " + text + "\n";
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if (opt_allow_html) {
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$(node[0]).html(full_msg);
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} else {
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$(node[0]).text(full_msg);
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}
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if (opt_class) {
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$(node).addClass(opt_class);
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}
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logElement.append(node);
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// only announce things in our game, or if it has a class (admin or error, likely)
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if (game_or_id !== null || opt_class) {
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cah.log.ariaStatus(text);
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}
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if (scroll) {
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logElement.prop("scrollTop", logElement.prop("scrollHeight"));
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}
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};
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/**
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* Log a message for the user to see, always, in every tab, as an error message.
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*
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* @param {string}
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* text Text to display for this message. Text is added as a TextNode, so HTML is properly
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* escaped automatically.
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*/
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cah.log.error = function(text) {
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cah.log.everyWindow("Error: " + text, "error");
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};
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/**
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* Log a message for the user to see, always, in every tab.
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*
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* @param {string}
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* text Text to display for this message. Text is added as a TextNode, so HTML is properly
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* escaped automatically.
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* @param {string}
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* opt_class Optional CSS class to use for this message.
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*/
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cah.log.everyWindow = function(text, opt_class) {
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cah.log.status(text, opt_class);
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for (game_id in cah.currentGames) {
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if (cah.currentGames.hasOwnProperty(game_id)) {
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cah.log.status_with_game(game_id, text, opt_class);
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}
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}
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};
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/**
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* Set the text of the aria-notification element, which should cause screen readers to read this
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* text.
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*
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* @param {string}
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* text Text to read.
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*/
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cah.log.ariaStatus = function(text) {
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// TODO we should pull this regex from the java code. it's close enough for now
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var chatMatch = text.match(/<([a-zA-Z0-9_]+)> (.*)/);
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if (chatMatch) {
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$('#aria-notifications').text(chatMatch[1] + ' says ' + chatMatch[2]);
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} else {
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$('#aria-notifications').text(text);
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}
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};
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/**
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* Log a message if debugging is enabled, optionally dumping the contents of an object.
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*
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* If SILENT_DEBUG is on, and IE is in use, it can cause the game to break if the debugger isn't
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* open...
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*
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* @param {string}
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* text Text to display
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* @param {object}
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* opt_obj Optional. Object to dump along with message.
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*/
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cah.log.debug = function(text, opt_obj) {
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if (cah.SILENT_DEBUG && console) {
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if (console.debug) {
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console.debug("[" + new Date().toLocaleTimeString() + "]", text, opt_obj);
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} else if (console.log) {
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console.log("[" + new Date().toLocaleTimeString() + "] " + text);
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if (opt_obj) {
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if (console.dir) {
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console.dir(opt_obj);
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} else if (JSON && JSON.stringify) {
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console.log(JSON.stringify(opt_obj));
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} else {
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console.log("TODO: SILENT_DEBUG without console.debug, with console.log, "
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+ "without console.dir, without JSON.stringify");
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}
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}
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} else if (console.log) {
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console.log("[" + new Date().toLocaleTimeString() + "]", text, opt_obj);
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}
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}
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if (cah.DEBUG) {
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if (opt_obj) {
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if (JSON && JSON.stringify) {
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cah.log.debug(text + ": " + JSON.stringify(opt_obj));
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} else {
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cah.log.debug(text + ": TODO: debug log without JSON.stringify()");
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}
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} else {
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cah.log.status("DEBUG: " + text, "debug");
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}
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}
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};
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/**
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* Get the title text to use for the given idcode, or a null if there is no idcode.
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*
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* @param {string}
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* idcode ID code, or logical false to not have a title.
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*/
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cah.log.getTitleForIdCode = function(idcode) {
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if (idcode) {
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return "Identification code: " + idcode;
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} else {
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return null;
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}
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};
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