mirror of https://github.com/dirtbags/moth.git
333 lines
9.1 KiB
JavaScript
333 lines
9.1 KiB
JavaScript
/**
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* A point award.
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*/
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class Award {
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constructor(when, teamid, category, points) {
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/** Unix epoch timestamp for this award
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* @type {Number}
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*/
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this.When = when
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/** Team ID this award belongs to
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* @type {String}
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*/
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this.TeamID = teamid
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/** Puzzle category for this award
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* @type {String}
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*/
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this.Category = category
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/** Points value of this award
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* @type {Number}
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*/
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this.Points = points
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}
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}
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/**
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* A puzzle.
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*
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* A new Puzzle only knows its category and point value.
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* If you want to populate it with meta-information, you must call Populate().
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*
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* Parameters created by Populate are described in the server source code:
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* {@link https://pkg.go.dev/github.com/dirtbags/moth/v4/pkg/transpile#Puzzle}
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*
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*/
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class Puzzle {
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/**
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* @param {Server} server
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* @param {String} category
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* @param {Number} points
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*/
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constructor (server, category, points) {
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if (points < 1) {
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throw(`Invalid points value: ${points}`)
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}
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/** Server where this puzzle lives
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* @type {Server}
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*/
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this.server = server
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/** Category this puzzle belongs to */
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this.Category = String(category)
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/** Point value of this puzzle */
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this.Points = Number(points)
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/** Error returned trying to fetch this puzzle */
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this.Error = {
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/** Status code provided by server */
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Status: 0,
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/** Status text provided by server */
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StatusText: "",
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/** Full text of server error */
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Body: "",
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}
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}
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/**
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* Populate this Puzzle object with meta-information from the server.
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*/
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async Populate() {
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let resp = await this.Get("puzzle.json")
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if (!resp.ok) {
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let body = await resp.text()
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this.Error = {
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Status: resp.status,
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StatusText: resp.statusText,
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Body: body,
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}
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throw(this.Error)
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}
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let obj = await resp.json()
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Object.assign(this, obj)
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// Make sure lists are lists
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this.AnswerHashes ||= []
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this.Answers ||= []
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this.Attachments ||= []
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this.Authors ||= []
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this.Debug.Errors ||= []
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this.Debug.Hints ||= []
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this.Debug.Log ||= []
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this.KSAs ||= []
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this.Scripts ||= []
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}
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/**
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* Get a resource associated with this puzzle.
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*
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* @param {String} filename Attachment/Script to retrieve
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* @returns {Promise.<Response>}
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*/
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Get(filename) {
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return this.server.GetContent(this.Category, this.Points, filename)
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}
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}
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/**
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* MOTH instance state.
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*/
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class State {
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/**
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* @param {Server} server Server where we got this
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* @param {Object} obj Raw state data
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*/
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constructor(server, obj) {
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for (let key of ["Config", "Messages", "TeamNames", "PointsLog"]) {
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if (!obj[key]) {
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throw(`Missing state property: ${key}`)
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}
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}
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this.server = server
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/** Configuration */
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this.Config = {
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/** Is the server in debug mode?
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* @type {Boolean}
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*/
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Debug: obj.Config.Debug,
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}
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/** Global messages, in HTML
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* @type {String}
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*/
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this.Messages = obj.Messages
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/** Map from Team ID to Team Name
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* @type {Object.<String,String>}
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*/
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this.TeamNames = obj.TeamNames
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/** Map from category name to puzzle point values
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* @type {Object.<String,Number>}
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*/
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this.PointsByCategory = obj.Puzzles
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/** Log of points awarded
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* @type {Award[]}
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*/
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this.PointsLog = obj.PointsLog.map((t,i,c,p) => new Award(t,i,c,p))
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}
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/**
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* Returns a sorted list of open category names
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*
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* @returns {String[]} List of categories
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*/
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Categories() {
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let ret = []
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for (let category in this.PointsByCategory) {
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ret.push(category)
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}
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ret.sort()
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return ret
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}
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/**
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* Check whether a category has unsolved puzzles.
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*
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* The server adds a puzzle with 0 points in every "solved" category,
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* so this just checks whether there is a 0-point puzzle in the category's point list.
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*
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* @param {String} category
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* @returns {Boolean}
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*/
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HasUnsolved(category) {
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return !this.PointsByCategory[category].includes(0)
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}
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/**
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* Return all open puzzles.
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*
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* The returned list will be sorted by (category, points).
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* If not categories are given, all puzzles will be returned.
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*
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* @param {String} categories Limit results to these categories
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* @returns {Puzzle[]}
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*/
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Puzzles(...categories) {
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if (categories.length == 0) {
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categories = this.Categories()
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}
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let ret = []
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for (let category of categories) {
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for (let points of this.PointsByCategory[category]) {
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if (0 == points) {
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// This means all potential puzzles in the category are open
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continue
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}
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let p = new Puzzle(this.server, category, points)
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ret.push(p)
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}
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}
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return ret
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}
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}
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/**
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* A MOTH Server interface.
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*
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* This uses localStorage to remember Team ID,
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* and will send a Team ID with every request, if it can find one.
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*/
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class Server {
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constructor(baseUrl) {
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this.baseUrl = new URL(baseUrl, location)
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this.teameIdKey = this.baseUrl.toString() + " teamID"
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this.teamId = localStorage[this.teameIdKey]
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}
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/**
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* Fetch a MOTH resource.
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*
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* If anything other than a 2xx code is returned,
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* this function throws an error.
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*
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* This always sends teamId.
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* If body is set, POST will be used instead of GET
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*
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* @param {String} path Path to API endpoint
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* @param {Object.<String,String>} body Key/Values to send in POST data
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* @returns {Promise.<Response>} Response
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*/
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fetch(path, body) {
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let url = new URL(path, this.baseUrl)
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if (this.teamId & (!(body && body.id))) {
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url.searchParams.set("id", this.teamId)
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}
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return fetch(url, {
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method: body?"POST":"GET",
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body,
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})
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}
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/**
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* Send a request to a JSend API endpoint.
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*
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* @param {String} path Path to API endpoint
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* @param {Object.<String,String>} args Key/Values to send in POST
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* @returns {Promise.<Object>} JSend Data
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*/
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async call(path, args) {
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let resp = await this.fetch(path, args)
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let obj = await resp.json()
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switch (obj.status) {
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case "success":
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return obj.data
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case "failure":
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throw new Error(obj.data.description || obj.data.short || obj.data)
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case "error":
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throw new Error(obj.message)
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default:
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throw new Error(`Unknown JSend status: ${obj.status}`)
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}
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}
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/**
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* Forget about any previous Team ID.
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*
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* This is equivalent to logging out.
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*/
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Reset() {
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localStorage.removeItem(this.teameIdKey)
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this.teamId = null
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}
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/**
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* Fetch current contest state.
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*
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* @returns {State}
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*/
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async GetState() {
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let resp = await this.fetch("/state")
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let obj = await resp.json()
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return new State(this, obj)
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}
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/**
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* Register a team name with a team ID.
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*
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* This is similar to, but not exactly the same as, logging in.
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* See MOTH documentation for details.
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*
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* @param {String} teamId
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* @param {String} teamName
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* @returns {Promise.<String>} Success message from server
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*/
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async Register(teamId, teamName) {
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let data = await this.call("/login", {id: teamId, name: teamName})
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this.teamId = teamId
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this.teamName = teamName
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localStorage[this.teameIdKey] = teamId
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return data.description || data.short
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}
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/**
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* Submit a puzzle answer for points.
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*
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* The returned promise will fail if anything goes wrong, including the
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* answer being rejected.
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*
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* @param {String} category Category of puzzle
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* @param {Number} points Point value of puzzle
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* @param {String} answer Answer to submit
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* @returns {Promise.<Boolean>} Was the answer accepted?
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*/
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async SubmitAnswer(category, points, answer) {
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await this.call("/answer", {category, points, answer})
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return true
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}
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/**
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* Fetch a file associated with a puzzle.
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*
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* @param {String} category Category of puzzle
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* @param {Number} points Point value of puzzle
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* @param {String} filename
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* @returns {Promise.<Response>}
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*/
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GetContent(category, points, filename) {
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return this.fetch(`/content/${category}/${points}/${filename}`)
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}
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}
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export {
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Server
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} |