2023-09-13 18:52:52 -06:00
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/**
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* Functionality for index.html (Login / Puzzles list)
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*/
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import * as moth from "./moth.mjs"
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import * as common from "./common.mjs"
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class App {
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2023-09-14 17:42:02 -06:00
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constructor(basePath=".") {
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this.config = {}
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2023-09-13 18:52:52 -06:00
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this.server = new moth.Server(basePath)
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for (let form of document.querySelectorAll("form.login")) {
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form.addEventListener("submit", event => this.handleLoginSubmit(event))
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}
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for (let e of document.querySelectorAll(".logout")) {
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e.addEventListener("click", () => this.Logout())
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}
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setInterval(() => this.UpdateState(), common.Minute/3)
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setInterval(() => this.UpdateConfig(), common.Minute* 5)
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this.UpdateConfig()
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.finally(() => this.UpdateState())
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}
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handleLoginSubmit(event) {
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event.preventDefault()
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let f = new FormData(event.target)
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this.Login(f.get("id"), f.get("name"))
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}
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/**
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* Attempt to log in to the server.
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*
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* @param {string} teamID
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* @param {string} teamName
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*/
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async Login(teamID, teamName) {
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try {
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await this.server.Login(teamID, teamName)
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common.Toast(`Logged in (team id = ${teamID})`)
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this.UpdateState()
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}
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catch (error) {
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common.Toast(error)
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}
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}
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/**
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* Log out of the server by clearing the saved Team ID.
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*/
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async Logout() {
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try {
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this.server.Reset()
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common.Toast("Logged out")
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this.UpdateState()
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}
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catch (error) {
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common.Toast(error)
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}
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}
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/**
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* Update app configuration.
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*
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* Configuration can be updated less frequently than state, to reduce server
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* load, since configuration should (hopefully) change less frequently.
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*/
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async UpdateConfig() {
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this.config = await common.Config()
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for (let e of document.querySelectorAll(".messages")) {
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e.innerHTML = this.config.Messages || ""
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}
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}
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/**
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* Update the entire page.
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*
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* Fetch a new state, and rebuild all dynamic elements on this bage based on
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* what's returned. If we're in development mode and not logged in, auto
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* login too.
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*/
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async UpdateState() {
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this.state = await this.server.GetState()
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// Update elements with data-track-solved
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for (let e of document.querySelectorAll("[data-track-solved]")) {
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// Only display if data-track-solved is the same as config.trackSolved
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e.classList.toggle("hidden", common.Truthy(e.dataset.trackSolved) != this.config.TrackSolved)
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}
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for (let e of document.querySelectorAll(".login")) {
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this.renderLogin(e, !this.server.LoggedIn())
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}
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for (let e of document.querySelectorAll(".puzzles")) {
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this.renderPuzzles(e, this.server.LoggedIn())
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}
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if (this.state.DevelopmentMode() && !this.server.LoggedIn()) {
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let teamID = Math.floor(Math.random() * 1000000).toString(16)
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common.Toast("Automatically logging in to devel server")
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console.info(`Logging in with generated Team ID: ${teamID}`)
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return this.Login(teamID, `Team ${teamID}`)
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}
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}
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/**
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* Render a login box.
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*
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* Just toggles visibility, there's nothing dynamic in a login box.
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*/
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renderLogin(element, visible) {
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element.classList.toggle("hidden", !visible)
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}
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/**
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* Render a puzzles box.
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*
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* Displays the list of open puzzles, and adds mothball download links
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* if the server is in development mode.
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*/
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renderPuzzles(element, visible) {
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element.classList.toggle("hidden", !visible)
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while (element.firstChild) element.firstChild.remove()
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for (let cat of this.state.Categories()) {
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let pdiv = element.appendChild(document.createElement("div"))
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pdiv.classList.add("category")
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let h = pdiv.appendChild(document.createElement("h2"))
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h.textContent = cat
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// Extras if we're running a devel server
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if (this.state.DevelopmentMode()) {
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let a = h.appendChild(document.createElement('a'))
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a.classList.add("mothball")
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a.textContent = "⬇️"
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a.href = this.server.URL(`mothballer/${cat}.mb`)
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a.title = "Download a compiled puzzle for this category"
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}
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// List out puzzles in this category
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let l = pdiv.appendChild(document.createElement("ul"))
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for (let puzzle of this.state.Puzzles(cat)) {
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let i = l.appendChild(document.createElement("li"))
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let url = new URL("puzzle.html", common.BaseURL)
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url.hash = `${puzzle.Category}:${puzzle.Points}`
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let a = i.appendChild(document.createElement("a"))
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a.textContent = puzzle.Points
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a.href = url
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a.target = "_blank"
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if (this.config.TrackSolved) {
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a.classList.toggle("solved", this.state.IsSolved(puzzle))
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}
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}
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if (!this.state.ContainsUnsolved(cat)) {
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l.appendChild(document.createElement("li")).textContent = "✿"
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}
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element.appendChild(pdiv)
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}
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}
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}
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function init() {
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window.app = new App()
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}
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common.WhenDOMLoaded(init)
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