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James Ketrenos 4024286979 Added WebSocket reconnect with keepalive
Signed-off-by: James Ketrenos <james_eikona@ketrenos.com>
2022-02-28 19:59:58 -08:00

1165 lines
33 KiB
JavaScript
Executable File

import React, { useState, useEffect } from "react";
import "./Table.css";
import history from "./history.js";
import Paper from '@material-ui/core/Paper';
import Button from '@material-ui/core/Button';
import TextField from '@material-ui/core/TextField';
import List from '@material-ui/core/List';
import ListItem from '@material-ui/core/ListItem';
import ListItemText from '@material-ui/core/ListItemText';
import Moment from 'react-moment';
import Board from './Board.js';
import Trade from './Trade.js';
import { assetsPath, base, getPlayerName, gamesPath } from './Common.js';
import PlayerColor from './PlayerColor.js';
import Dice from './Dice.js';
import Resource from './Resource.js';
import ViewCard from './ViewCard.js';
import Winner from './Winner.js';
import ChooseCard from './ChooseCard.js';
import { CircularProgress } from "@material-ui/core";
import 'moment-timezone';
/* Start of withRouter polyfill */
// https://reactrouter.com/docs/en/v6/faq#what-happened-to-withrouter-i-need-it
import {
useLocation,
useNavigate,
useParams
} from "react-router-dom";
function withRouter(Component) {
function ComponentWithRouterProp(props) {
let location = useLocation();
let navigate = useNavigate();
let params = useParams();
return (
<Component
{...props}
router={{ location, navigate, params }}
/>
);
}
return ComponentWithRouterProp;
}
/* end of withRouter polyfill */
const Placard = ({table, type, active}) => {
const dismissClicked = (event) => {
table.setState({ buildActive: false });
}
const buildClicked = (event) => {
if (!type.match(/^l.*/)) {
if (!table.state.buildActive) {
table.setState({ buildActive: true });
}
}
};
const roadClicked = (event) => {
table.buyRoad();
table.setState({ buildActive: false });
};
const settlementClicked = (event) => {
table.buySettlement();
table.setState({ buildActive: false });
};
const cityClicked = (event) => {
table.buyCity();
table.setState({ buildActive: false });
};
const developmentClicked = (event) => {
table.buyDevelopment();
table.setState({ buildActive: false });
};
let buttons;
switch (active ? type : undefined) {
case 'orange':
case 'red':
case 'white':
case 'blue':
buttons = <>
<div onClick={dismissClicked}/>
<div onClick={roadClicked}/>
<div onClick={settlementClicked}/>
<div onClick={cityClicked}/>
<div onClick={developmentClicked}/>
<div onClick={dismissClicked}/>
</>;
break;
default:
buttons = <></>;
break;
}
return (
<div className={`Placard${active ? ' Selected' : ''}`}
onClick={buildClicked}
data-type={type}
style={{
backgroundImage:`url(${assetsPath}/gfx/placard-${type}.png)`
}}
>{buttons}</div>
);
};
const Development = ({table, type, card, onClick}) => {
return (
<div className={`Development ${card.played ? 'Selected' : ''}`}
onClick={onClick}
style={{
backgroundImage:`url(${assetsPath}/gfx/card-${type}.png)`
}}/>
);
};
const Chat = ({ table }) => {
const [lastTop, setLastTop] = useState(0),
[autoScroll, setAutoscroll] = useState(true),
[latest, setLatest] = useState(''),
[scrollTime, setScrollTime] = useState(0);
const chatInput = (event) => {
};
const chatKeyPress = (event) => {
if (event.key === "Enter") {
if (!autoScroll) {
setAutoscroll(true);
}
table.sendChat(event.target.value);
event.target.value = "";
}
};
const chatScroll = (event) => {
const chatList = event.target,
fromBottom = Math.round(Math.abs((chatList.scrollHeight - chatList.offsetHeight) - chatList.scrollTop));
/* If scroll is within 20 pixels of the bottom, turn on auto-scroll */
const shouldAutoscroll = (fromBottom < 20);
if (shouldAutoscroll !== autoScroll) {
setAutoscroll(shouldAutoscroll);
}
/* If the list should not auto scroll, then cache the current
* top of the list and record when we did this so we honor
* the auto-scroll for at least 500ms */
if (!shouldAutoscroll) {
const target = Math.round(chatList.scrollTop);
if (target !== lastTop) {
setLastTop(target);
setScrollTime(Date.now());
}
}
};
useEffect(() => {
const chatList = document.getElementById("ChatList"),
currentTop = Math.round(chatList.scrollTop);
if (autoScroll) {
/* Auto-scroll to the bottom of the chat window */
const target = Math.round(chatList.scrollHeight - chatList.offsetHeight);
if (currentTop !== target) {
chatList.scrollTop = target;
}
return;
}
/* Maintain current position in scrolled view if the user hasn't
* been scrolling in the past 0.5s */
if ((Date.now() - scrollTime) > 500 && currentTop !== lastTop) {
chatList.scrollTop = lastTop;
}
});
//const timeDelta = game.timestamp - Date.now();
if (!table.game) {
console.log("Why no game?");
}
const messages = table.game && table.game.chat.map((item, index) => {
let message;
/* If the date is in the future, set it to now */
const dice = item.message.match(/^(.*rolled )([1-6])(, ([1-6]))?(.*)$/);
if (dice) {
if (dice[4]) {
message = <>{dice[1]}<Dice pips={dice[2]}/>, <Dice pips={dice[4]}/>{dice[5]}</>;
} else {
message = <>{dice[1]}<Dice pips={dice[2]}/>{dice[5]}</>;
}
} else {
message = item.message;
}
return (
<ListItem key={`msg-${item.date}`} className={item.color ? '' : 'System'}>
{ item.color &&
<PlayerColor color={item.color}/>
}
<ListItemText primary={message}
secondary={item.color && <Moment fromNow date={item.date > Date.now() ?
Date.now() : item.date} interval={1000}/>} />
</ListItem>
);
});
if (table.game && table.game.chat &&
table.game.chat[table.game.chat.length - 1].date !== latest) {
setLatest(table.game.chat[table.game.chat.length - 1].date);
setAutoscroll(true);
}
const name = table.game ? table.game.name : "Why no game?";
const elapsed = table.game ? (table.game.timestamp - table.game.startTime) : undefined;
return (
<Paper className="Chat">
<List className="ChatList" id="ChatList" onScroll={chatScroll}>
{ messages }
</List>
<TextField className="ChatInput"
disabled={!name}
onChange={chatInput}
onKeyPress={chatKeyPress}
label={elapsed && <Moment tz={"Etc/GMT"} format="h:mm:ss" durationFromNow interval={1000} date={table.game.startTime}></Moment>} variant="outlined"/>
</Paper>
);
}
const StartButton = ({ table }) => {
const startClick = (event) => {
table.setGameState("game-order").then((state) => {
table.game.state = state;
});
};
return (
<Button disabled={!table.game.color || table.game.active < 2} onClick={startClick}>Start game</Button>
);
};
const WaitingForPlayer = ({table}) => {
return (
<div className="WaitingForPlayer">
{ table.game && table.game.turn && <Paper>
<div className="Title">Waiting for {table.game.turn.name} to complete their turn.</div>
</Paper> }
</div>
);
}
const GameOrder = ({table}) => {
const rollClick = (event) => {
table.throwDice();
}
if (!table.game) {
return (<></>);
}
let players = [], hasRolled = true;
for (let color in table.game.players) {
const item = table.game.players[color],
name = getPlayerName(table.game.sessions, color);
if (color === table.game.color) {
hasRolled = item.orderRoll !== 0;
}
if (name) {
if (!item.orderRoll) {
item.orderRoll = 0;
}
players.push({ name: name, color: color, ...item });
}
}
players.sort((A, B) => {
if (A.order === B.order) {
if (A.orderRoll === B.orderRoll) {
return A.name.localeCompare(B.name);
}
return B.orderRoll - A.orderRoll;
}
return B.order - A.order;
});
players = players.map(item =>
<div className="GameOrderPlayer" key={`player-${item.color}`}>
<PlayerColor color={item.color}/>
<div>{item.name}</div>
{ item.orderRoll !== 0 && <>rolled <Dice pips={item.orderRoll}/>. {item.orderStatus}</> }
{ item.orderRoll === 0 && <>has not rolled yet. {item.orderStatus}</>}
</div>
);
return (
<div className="GameOrder">
{ table.game && <Paper>
<div className="Title">Game Order</div>
<div className="PlayerList">
{ players }
</div>
<Button disabled={hasRolled} onClick={rollClick}>Roll Dice</Button>
</Paper> }
</div>
);
};
const SelectPlayer = ({table, players}) => {
const playerClick = (event) => {
table.stealResource(event.currentTarget.getAttribute('data-color'));
}
if (!table.game) {
return (<></>);
}
let list = players.map(color => {
let item = {
color: color,
name: getPlayerName(table.game.sessions, color)
};
return <div className="SelectPlayerItem"
onClick={playerClick}
data-color={color}
key={`player-${item.color}`}>
<PlayerColor color={item.color}/>
<div>{item.name}</div>
</div>;
});
return (
<div className="SelectPlayer">
{ table.game && <Paper>
<div className="Title">Select Player to Steal From</div>
<div className="SelectPlayerList">
{ list }
</div>
</Paper> }
</div>
);
};
const Action = ({ table }) => {
const buildClicked = (event) => {
table.buildClicked(event);
};
const discardClick = (event) => {
const nodes = document.querySelectorAll('.Hand .Resource.Selected'),
discarding = { wheat: 0, brick: 0, sheep: 0, stone: 0, wood: 0 };
for (let i = 0; i < nodes.length; i++) {
discarding[nodes[i].getAttribute("data-type")]++;
nodes[i].classList.remove('Selected');
}
return table.discard(discarding);
}
const newTableClick = (event) => {
return table.shuffleTable();
};
const tradeClick = (event) => {
table.startTrading();
}
const rollClick = (event) => {
table.throwDice();
}
const passClick = (event) => {
return table.passTurn();
}
const quitClick = (event) => {
table.setSelected("");
}
if (!table.game) {
console.log("Why no game?");
return (<Paper className="Action"/>);
}
const game = table.game,
inLobby = game.state === 'lobby',
player = game ? game.player : undefined,
hasRolled = (game && game.turn && game.turn.roll) ? true : false,
isTurn = (game && game.turn && game.turn.color === game.color) ? true : false,
robberActions = (game && game.turn && game.turn.robberInAction),
haveResources = player ? player.haveResources : false;
return (
<Paper className="Action">
{ inLobby && <>
<StartButton table={table}/>
<Button disabled={game.color ? false : true} onClick={newTableClick}>New table</Button>
<Button disabled={game.color ? true : false} onClick={() => {table.setState({ pickName: true})}}>Change name</Button> </> }
{ !inLobby && <>
<Button disabled={robberActions || !isTurn || hasRolled} onClick={rollClick}>Roll Dice</Button>
<Button disabled={robberActions || !isTurn || !hasRolled || !haveResources} onClick={tradeClick}>Trade</Button>
<Button disabled={robberActions || !isTurn || !hasRolled || !haveResources} onClick={buildClicked}>Build</Button>
{ game.turn.roll === 7 && player && player.mustDiscard > 0 &&
<Button onClick={discardClick}>Discard</Button>
}
<Button disabled={robberActions || !isTurn || !hasRolled} onClick={passClick}>Done</Button>
</> }
{ /* inLobby &&
<Button onClick={quitClick}>Quit</Button>
*/ }
</Paper>
);
}
const PlayerName = ({table}) => {
const [name, setName] = useState((table && table.game && table.game.name) ? table.game.name : "");
const nameChange = (event) => {
setName(event.target.value);
}
const sendName = () => {
if (name !== table.game.name) {
table.setPlayerName(name);
} else {
table.setError("");
table.setState({ pickName: false });
}
}
const nameKeyPress = (event) => {
if (event.key === "Enter") {
sendName();
}
}
return (
<Paper className="PlayerName">
<TextField className="nameInput"
onChange={nameChange}
onKeyPress={nameKeyPress}
label="Enter your name"
variant="outlined"
value={name}
/>
<Button onClick={() => sendName()}>Set</Button>
</Paper>
);
};
/* This needs to take in a mechanism to declare the
* player's active item in the game */
const Players = ({ table }) => {
const toggleSelected = (key) => {
table.setSelected(table.game.color === key ? "" : key);
}
const players = [];
if (!table.game) {
return (<></>);
}
for (let color in table.game.players) {
const item = table.game.players[color], inLobby = table.game.state === 'lobby';
if (!inLobby && item.status === 'Not active') {
continue;
}
const name = getPlayerName(table.game.sessions, color),
selectable = table.game.state === 'lobby' && (item.status === 'Not active' || table.game.color === color);
let toggleText;
if (name) {
toggleText = `${name} has ${item.points} VP`;
if (item.unplayed) {
toggleText += ` and ${item.unplayed} unplayed DCs`;
}
} else {
toggleText = "Available";
}
players.push((
<div
data-selectable={selectable}
data-selected={table.game.color === color}
className="PlayerEntry"
onClick={() => { inLobby && selectable && toggleSelected(color) }}
key={`player-${color}`}>
<PlayerColor color={color}/>
<ListItemText primary={toggleText} secondary={(
<>
{ item.status + ' ' }
{ item.status !== 'Not active' && <Moment fromNow date={item.lastActive > Date.now() ? Date.now() : item.lastActive}/>}
</>)} />
</div>
));
}
return (
<Paper className="Players">
<List className="PlayerSelector">
{ players }
</List>
</Paper>
);
}
console.log("TODO: Convert this to a function component!!!!");
class Table extends React.Component {
constructor(props) {
super(props);
this.state = {
total: 0,
wood: 0,
sheep: 0,
brick: 0,
stone: 0,
wheat: 0,
game: null,
message: "",
error: "",
signature: "",
buildActive: false,
cardActive: undefined,
loading: 0,
noNetwork: false
};
this.componentDidMount = this.componentDidMount.bind(this);
this.throwDice = this.throwDice.bind(this);
this.rollDice = this.rollDice.bind(this);
this.setGameState = this.setGameState.bind(this);
this.shuffleTable = this.shuffleTable.bind(this);
this.startTrading = this.startTrading.bind(this);
this.offerTrade = this.offerTrade.bind(this);
this.acceptTrade = this.acceptTrade.bind(this);
this.rejectTrade = this.rejectTrade.bind(this);
this.cancelTrading = this.cancelTrading.bind(this);
this.discard = this.discard.bind(this);
this.passTurn = this.passTurn.bind(this);
this.updateGame = this.updateGame.bind(this);
this.setPlayerName = this.setPlayerName.bind(this);
this.setSelected = this.setSelected.bind(this);
this.updateMessage = this.updateMessage.bind(this);
this.sendAction = this.sendAction.bind(this);
this.buildClicked = this.buildClicked.bind(this);
this.closeCard = this.closeCard.bind(this);
this.playCard = this.playCard.bind(this);
this.selectResource = this.selectResource.bind(this);
this.mouse = { x: 0, y: 0 };
this.radius = 0.317;
this.loadTimer = null;
this.game = null;
this.pips = [];
this.tiles = [];
this.borders = [];
this.tabletop = null;
this.closest = {
info: {},
tile: null,
road: null,
tradeToken: null,
settlement: null
};
this.id = (props.router && props.router.params.id) ? props.router.params.id : 0;
}
closeCard() {
this.setState({cardActive: undefined});
}
sendAction(action, value, extra) {
if (this.loadTimer) {
window.clearTimeout(this.loadTimer);
this.loadTimer = null;
}
if (value === undefined || value === null) {
value = '';
}
this.setState({ loading: this.state.loading + 1 });
return window.fetch(`${base}/api/v1/games/${this.state.game.id}/${action}/${value}`, {
method: "PUT",
cache: 'no-cache',
credentials: 'same-origin',
headers: {
'Content-Type': 'application/json'
},
body: extra ? JSON.stringify(extra) : undefined
}).then((res) => {
if (res.status >= 400) {
throw new Error(`Unable to perform ${action}!`);
}
return res.json();
}).then((game) => {
const error = (game.status !== 'success') ? game.status : undefined;
this.updateGame(game);
this.updateMessage();
this.setError(error);
}).catch((error) => {
console.error(error);
this.setError(error.message);
}).then(() => {
this.setState({ loading: this.state.loading - 1 });
});
}
setSelected(key) {
return this.sendAction('player-selected', key);
}
sendChat(message) {
return this.sendAction('chat', undefined, {message: message});
}
selectResource(card) {
return this.sendAction('select-resource', card);
}
playCard(card) {
this.setState({ cardActive: undefined });
return this.sendAction('play-card', undefined, card);
}
setPlayerName(name) {
return this.sendAction('player-name', name)
.then(() => {
this.setState({ pickName: false });
});
}
shuffleTable() {
return this.sendAction('shuffle')
.then(() => {
this.setError("Table shuffled!");
});
}
startTrading() {
return this.sendAction('trade');
}
cancelTrading() {
return this.sendAction('trade', 'cancel');
}
offerTrade(trade) {
return this.sendAction('trade', 'offer', trade);
}
acceptTrade(trade) {
return this.sendAction('trade', 'accept', trade);
}
rejectTrade(trade) {
return this.sendAction('trade', 'reject', trade);
}
discard(resources) {
return this.sendAction('discard', undefined, resources);
}
passTurn() {
return this.sendAction('pass');
};
rollDice() {
return this.sendAction('roll');
}
setError(error) {
if (!error) {
return;
}
if (this.errorTimeout) {
clearTimeout(this.errorTimeout);
}
setTimeout(() => this.setState({error: undefined}), 3000);
if (this.state.error !== error) {
this.setState({ error });
}
}
setGameState(state) {
if (this.loadTimer) {
window.clearTimeout(this.loadTimer);
this.loadTimer = null;
}
this.setState({ loading: this.state.loading + 1 });
return window.fetch(`${base}/api/v1/games/${this.state.game.id}/state/${state}`, {
method: "PUT",
cache: 'no-cache',
credentials: 'same-origin',
headers: {
'Content-Type': 'application/json'
}
}).then((res) => {
if (res.status >= 400) {
console.log(res);
throw new Error(`Unable to set state to ${state}`);
}
return res.json();
}).then((game) => {
console.log (`Game state set to ${game.state}!`);
this.updateGame(game);
this.updateMessage();
}).catch((error) => {
console.error(error);
this.setError(error.message);
}).then(() => {
this.setState({ loading: this.state.loading - 1 });
return this.game.state;
});
}
buildClicked(event) {
console.log("Build clicked");
this.setState({ buildActive: this.state.buildActive ? false : true });
};
placeRobber(robber) {
return this.sendAction('place-robber', robber);
};
buyDevelopment() {
return this.sendAction('buy-development');
}
buySettlement() {
return this.sendAction('buy-settlement');
}
placeSettlement(settlement) {
return this.sendAction('place-settlement', settlement);
}
buyCity() {
return this.sendAction('buy-city');
}
placeCity(city) {
return this.sendAction('place-city', city);
}
buyRoad() {
return this.sendAction('buy-road');
}
placeRoad(road) {
return this.sendAction('place-road', road);
}
stealResource(color) {
return this.sendAction('steal-resource', color);
}
throwDice() {
return this.rollDice();
}
updateGame(game) {
if (this.state.signature !== game.signature) {
this.setState( { signature: game.signature });
}
// console.log("Update Game", game);
this.setState( { game });
this.game = game;
}
updateMessage() {
const player = (this.game && this.game.color) ? this.game.players[this.game.color] : undefined,
name = this.game ? this.game.name : "";
let message = <></>;
if (this.state.pickName || !name) {
message = <>{message}Enter the name you would like to be known by, then press&nbsp;<b>ENTER</b>&nbsp;or select &nbsp;<b>SET</b>.</>;
} else {
switch (this.game && this.game.state) {
case 'lobby':
message = <>{message}You are in the lobby as&nbsp;<b>{name}</b>.</>;
if (!this.game.color) {
message = <>{message}You select one of the <b>Available</b> colors below.</>;
} else {
message = <>{message}You have selected <PlayerColor color={this.game.color}/>.</>;
}
message = <>{message}You can chat with other players below.</>;
if (this.game.active < 2) {
message = <>{message}Once there are two or more players, you can select <StartButton table={this}/>.</>;
} else {
message = <>{message}There are enough players to start the game. Select <StartButton table={this}/> when ready.</>;
}
break;
case 'game-order':
if (!player) {
message = <>{message}You are an observer in this game as &nbsp;<b>{name}</b>.</>;
message = <>{message}You can chat with other players below as&nbsp;<b>{this.game.name}</b>, but cannot play unless players go back to the Lobby.</>;
} else {
if (!player.order) {
message = <>{message}You need to roll for game order. Click&nbsp;<b>Roll Dice</b>&nbsp;below.</>;
} else {
message = <>{message}You rolled <Dice pips={player.order}/> for game order. Waiting for all players to roll.</>;
}
}
break;
case 'initial-placement':
message = <>{message}It is time for all the players to place their initial two settlements, with one road connected to each settlement.</>;
break;
case 'active':
if (!player) {
message = <>{message}This game is no longer in the lobby.<br/><b>TODO: Override game state to allow Lobby mode while in-game</b></>;
}
break;
case null:
case undefined:
case '':
message = <>{message}The game is in a wonky state. Sorry :(</>;
break;
case 'normal':
if (this.game && this.game.turn) {
if (this.game.turn.roll === 7) {
message = <>{message}Robber was rolled!</>;
let move = true;
for (let color in this.game.players) {
let name = '';
for (let i = 0; i < this.game.sessions.length; i++) {
if (this.game.sessions[i].color === color) {
name = this.game.sessions[i].name;
}
}
const discard = this.game.players[color].mustDiscard;
if (discard) {
move = false;
message = <>{message}<PlayerColor color={color}/> {name} needs to discard {discard} resources.</>;
}
}
if (move && (this.game.turn && !this.game.turn.placedRobber)) {
message = <>{message}<PlayerColor color={this.game.turn.color}/> {this.game.turn.name} needs to move the robber.</>
}
} else {
message = <>It is <PlayerColor color={this.game.turn.color}/> {this.game.turn.name}'s turn.</>;
}
}
break;
default:
message = <>{message}Game state is: {this.game.state}</>;
break;
}
}
this.setState({ message: message });
}
resetKeepAlive() {
if (this.keepAlive) {
clearTimeout(this.keepAlive);
}
this.keepAlive = setTimeout(() => {
console.error(`No server ping for 5 seconds!`);
this.setState({ noNetwork: true });
}, 5000);
}
connectWebSocket() {
let loc = window.location, new_uri;
if (loc.protocol === "https:") {
new_uri = "wss";
} else {
new_uri = "ws";
}
new_uri = `${new_uri}://${loc.host}${base}/api/v1/games/ws/${this.id}`;
console.log(`Attempting WebSocket connection to ${new_uri}`);
this.ws = new WebSocket(new_uri);
this.ws.onopen = (event) => {
console.log(`WebSocket open:`, event);
this.setState({ noNetwork: false });
this.resetKeepAlive();
};
this.ws.onmessage = (event) => {
let data;
try {
data = JSON.parse(event.data);
} catch (error) {
this.setError(error);
return;
}
let update;
switch (data.type) {
case 'game-update':
update = data.update;
const error = (update.status !== 'success') ? update.status : undefined;
this.updateGame(update);
this.updateMessage();
this.setError(error);
break;
case 'ping':
this.ws.send(JSON.stringify({ type: 'pong', timestamp: data.ping }));
break;
default:
console.log(`Unknown event type: ${data.type}`);
break;
}
this.resetKeepAlive();
this.setState({ noNetwork: false });
}
this.ws.onerror = (event) => {
this.setState({ error: event.message });
console.error(`WebSocket error:`, event);
if (!this.websocketReconnect) {
this.websocketReconnect = setTimeout(() => {
delete this.websocketReconnect;
this.connectWebSocket();
}, 1000);
}
};
this.ws.onclose = (event) => {
console.error(`WebSocket close:`, event);
this.setState({ noNetowrk: true, error: event.message });
if (!this.websocketReconnect) {
this.websocketReconnect = setTimeout(() => {
delete this.websocketReconnect;
this.connectWebSocket();
}, 1000);
}
};
}
componentDidMount() {
this.start = new Date();
console.log(`Mounted: ${base}`);
this.connectWebSocket();
const params = {};
if (this.id) {
console.log(`Loading game: ${this.id}`);
params.url = `${base}/api/v1/games/${this.id}`;
params.method = "GET"
} else {
console.log("Requesting new game.");
params.url = `${base}/api/v1/games/`;
params.method = "POST";
}
this.setState({ loading: this.state.loading + 1 });
window.fetch(params.url, {
method: params.method,
cache: 'no-cache',
credentials: 'same-origin',
headers: {
'Content-Type': 'application/json'
},
// body: JSON.stringify(data) // body data type must match "Content-Type" header
}).then((res) => {
if (res.status < 400) {
return res;
}
let error;
if (!this.id) {
error = `Unable to create new game.`;
throw new Error(error);
}
error = `Unable to find game ${this.id}. Starting new game.`
console.log(error);
this.setError(error);
params.url = `${base}/api/v1/games/${this.id}`;
params.method = "POST";
return window.fetch(params.url, {
method: params.method,
cache: 'no-cache',
credentials: 'same-origin',
headers: {
'Content-Type': 'application/json'
}
});
}).then((res) => {
return res.json();
}).then((game) => {
if (!this.id) {
history.push(`${gamesPath}/${game.id}`);
}
this.updateGame(game);
this.updateMessage();
this.setState({ error: "" });
}).catch((error) => {
console.error(error);
this.setError(error.message);
}).then(() => {
this.setState({ loading: this.state.loading - 1 });
});
}
componentWillUnmount() {
if (this.loadTimer) {
clearTimeout(this.loadTimer);
}
if (this.keepAlive) {
clearTimeout(this.keepAlive);
}
if (this.updateSizeTimer) {
clearTimeout(this.updateSizeTimer);
this.updateSizeTimer = 0;
}
if (this.errorTimeout) {
clearTimeout(this.errorTimeout);
}
}
cardClicked(card) {
const game = this.state.game;
if (!game) {
return;
}
this.setState({cardActive: card });
}
render() {
const game = this.state.game,
player = game ? game.player : undefined,
isTurn = (game && game.turn && game.turn.color === game.color) ? true : false;
let color;
switch (game ? game.color : undefined) {
case "O": color = "orange"; break;
case "R": color = "red"; break;
case "B": color = "blue"; break;
default: case "W": color = "white"; break;
}
let development;
if (player) {
let stacks = {};
game.player.development.forEach(card =>
(card.type in stacks)
? stacks[card.type].push(card)
: stacks[card.type] = [card]);
development = [];
for (let type in stacks) {
const cards = stacks[type].map(card => <Development
onClick={() => this.cardClicked(card)}
card={card}
table={this}
key={`${type}-${card.card}`}
type={`${type}-${card.card}`}/>);
development.push(<div key={type} className="Stack">{ cards }</div>);
}
} else {
development = <>/</>;
}
return (
<div className="Table">
{ this.state.loading > 0 && <CircularProgress className='Loading'/> }
{ this.state.noNetwork && <div className='NoNetwork'/> }
<div style={{display: "inline-flex", flex: 1, flexDirection: "column"}}>
<Board table={this} game={game}/>
{ player !== undefined &&
<div className="BottomBar">
<div className="Hand">
<Resource type="wood" count={player.wood}/>
<Resource type="wheat" count={player.wheat}/>
<Resource type="stone" count={player.stone}/>
<Resource type="brick" count={player.brick}/>
<Resource type="sheep" count={player.sheep}/>
</div>
<div className="Hand">
{ development }
</div>
{ game.longestRoad && game.longestRoad === game.color &&
<Placard
active={false}
type='longest-road'
table={this}
/>
}
{ game.largestArmy && game.largestArmy === game.color &&
<Placard
active={false}
type='largest-army'
table={this}
/>
}
<Placard
active={this.state.buildActive}
disabled={!game || !game.turn || !game.turn.roll}
table={this} type={`${color}`}/>
</div>
}
{ player === undefined && <div className="BottomBar"></div>}
</div>
{ game && <div className={'Game ' + game.state}>
<Paper className="Message">{ this.state.message }</Paper>
{(this.state.pickName || !game.name) && <PlayerName table={this}/> }
{(!this.state.pickName && game.name) && <>
<Players table={this}/>
<Chat table={this}/>
<Action table={this}/>
</> }
</div> }
{ game && game.state === 'winner' &&
<Winner table={this} color={game.winner}/>
}
{ this.state.cardActive &&
<ViewCard table={this} card={this.state.cardActive}/>
}
{ game && game.state === 'game-order' &&
<GameOrder table={this}/>
}
{ game && game.state === 'normal' &&
game.turn.actions && game.turn.actions.indexOf('trade') !== -1 &&
<Trade table={this}/>
}
{ game
&& isTurn
&& game.turn.actions
&& game.turn.actions.indexOf('select-resource') !== -1 &&
<ChooseCard table={this} type={game.turn.active}/>
}
{ game && game.state === 'normal' &&
game.turn &&
isTurn &&
game.turn.actions && game.turn.actions.indexOf('steal-resource') !== -1 &&
<SelectPlayer table={this} players={game.turn.limits.players}/>
}
{ game && game.turn && !isTurn &&
(game.state === 'initial-placement' || game.state === 'normal') &&
(!game.player || !game.player.mustDiscard) && <WaitingForPlayer table={this}/>
}
{ this.state.error && <Paper onClick={() => this.setState({ error: undefined })} className="Error"><div>{this.state.error}</div></Paper> }
</div>
);
}
}
export default withRouter(props => <Table {...props}/>);