import * as Morse from "./morse.mjs" import {getFortune} from "./fortunes.mjs" import { toast } from "./morse.mjs" class Vail { constructor() { this.sent = [] this.lagTimes = [0] this.rxDurations = [0] this.clockOffset = 0 // How badly our clock is off of the server's this.rxDelay = 0 // Milliseconds to add to incoming timestamps this.beginTxTime = null // Time when we began transmitting this.debug = localStorage.debug this.openSocket() // Listen to HTML buttons for (let e of document.querySelectorAll("button.key")) { e.addEventListener("contextmenu", e => { e.preventDefault(); return false }) e.addEventListener("touchstart", e => this.keyButton(e)) e.addEventListener("touchend", e => this.keyButton(e)) e.addEventListener("mousedown", e => this.keyButton(e)) e.addEventListener("mouseup", e => this.keyButton(e)) } for (let e of document.querySelectorAll("button.maximize")) { e.addEventListener("click", e => this.maximize(e)) } // Listen for keystrokes document.addEventListener("keydown", e => this.keyboard(e)) document.addEventListener("keyup", e => this.keyboard(e)) // Make helpers this.buzzer = new Morse.Buzzer() this.iambic = new Morse.Iambic(() => this.beginTx(), () => this.endTx()) this.fortuneBuzzer = new Morse.Buzzer({highFreq: 440}) this.fortuneIambic = new Morse.Iambic(() => this.fortuneBuzzer.Buzz(true), () => this.fortuneBuzzer.Silence(true)) // Listen for slider values this.inputInit("#iambic-duration", e => { this.iambic.SetIntervalDuration(e.target.value) this.fortuneIambic.SetIntervalDuration(e.target.value) }) this.inputInit("#rx-delay", e => { this.rxDelay = Number(e.target.value) }) this.inputInit("#handicap", e => { this.fortuneIambic.SetPauseMultiplier(e.target.value) }) // Show what repeater we're on let repeater = (new URL(location)).searchParams.get("repeater") || "General Chaos" document.querySelector("#repeater").textContent = repeater // Request MIDI access if (navigator.requestMIDIAccess) { navigator.requestMIDIAccess() .then(a => this.midiInit(a)) } // Set up for gamepad input window.addEventListener("gamepadconnected", e => this.gamepadConnected(e)) } openSocket() { // Set up WebSocket let wsUrl = new URL("chat", window.location) wsUrl.protocol = wsUrl.protocol.replace("http", "ws") this.socket = new WebSocket(wsUrl) this.socket.addEventListener("message", e => this.wsMessage(e)) this.socket.addEventListener("close", e => this.openSocket()) } inputInit(selector, func) { let element = document.querySelector(selector) let storedValue = localStorage[element.id] if (storedValue) { element.value = storedValue } let outputElement = document.querySelector(selector + "-value") element.addEventListener("input", e => { localStorage[element.id] = element.value if (outputElement) { outputElement.value = element.value } func(e) }) element.dispatchEvent(new Event("input")) } midiInit(access) { this.midiAccess = access for (let input of this.midiAccess.inputs.values()) { input.addEventListener("midimessage", e => this.midiMessage(e)) } this.midiAccess.addEventListener("statechange", e => this.midiStateChange(e)) } midiStateChange(event) { // XXX: it's not entirely clear how to handle new devices showing up. // XXX: possibly we go through this.midiAccess.inputs and somehow only listen on new things } midiMessage(event) { let data = Array.from(event.data) let begin let cmd = data[0] >> 4 let chan = data[0] & 0xf switch (cmd) { case 9: begin = true break case 8: begin = false break default: return } switch (data[1] % 12) { case 0: // C this.straightKey(begin) break case 1: // C# this.iambic.Key(Morse.DIT, begin) break case 2: // D this.iambic.Key(Morse.DAH, begin) break default: return } } error(msg) { Morse.toast(msg) this.buzzer.ErrorTone() } beginTx() { this.beginTxTime = Date.now() this.buzzer.Buzz(true) } endTx() { let endTxTime = Date.now() let duration = endTxTime - this.beginTxTime this.buzzer.Silence(true) this.wsSend(this.beginTxTime, duration) this.beginTxTime = null } updateReading(selector, value) { let e = document.querySelector(selector) if (e) { e.value = value } } updateReadings() { let avgLag = this.lagTimes.reduce((a, b) => (a + b)) / this.lagTimes.length let longestRx = this.rxDurations.reduce((a, b) => Math.max(a, b)) let suggestedDelay = (avgLag + longestRx) * 1.2 this.updateReading("#lag-value", avgLag.toFixed()) this.updateReading("#longest-rx-value", longestRx) this.updateReading("#suggested-delay-value", suggestedDelay.toFixed()) this.updateReading("#clock-off-value", this.clockOffset) } addLagReading(duration) { this.lagTimes.push(duration) while (this.lagTimes.length > 20) { this.lagTimes.shift() } this.updateReadings() } addRxDuration(duration) { this.rxDurations.push(duration) while (this.rxDurations.length > 20) { this.rxDurations.shift() } this.updateReadings() } wsSend(time, duration) { let msg = [time - this.clockOffset, duration] let jmsg = JSON.stringify(msg) this.socket.send(jmsg) this.sent.push(jmsg) } wsMessage(event) { let now = Date.now() let jmsg = event.data let msg try { msg = JSON.parse(jmsg) } catch (err) { console.log(err, msg) return } let beginTxTime = msg[0] let durations = msg.slice(1) if (this.debug) { console.log("recv", beginTxTime, durations) } let sent = this.sent.filter(e => e != jmsg) if (sent.length < this.sent.length) { // We're getting our own message back, which tells us our lag. // We shouldn't emit a tone, though. let totalDuration = durations.reduce((a, b) => a + b) this.sent = sent this.addLagReading(now - beginTxTime - totalDuration) return } // Server is telling us the current time if (durations.length == 0) { let offset = now - beginTxTime if (this.clockOffset == 0) { this.clockOffset = offset this.updateReadings() } return } // Why is this happening? if (beginTxTime == 0) { return } // Add rxDelay let adjustedTxTime = beginTxTime + this.rxDelay if (adjustedTxTime < now) { console.log("adjustedTxTime: ", adjustedTxTime, " now: ", now) this.error("Packet requested playback " + (now - adjustedTxTime) + "ms in the past. Increase receive delay!") return } // Every other value is a silence duration let tx = true for (let duration of durations) { duration = Number(duration) if (tx && (duration > 0)) { this.buzzer.BuzzDuration(false, adjustedTxTime, duration) this.addRxDuration(duration) } adjustedTxTime = Number(adjustedTxTime) + duration tx = !tx } } straightKey(begin) { if (begin) { this.beginTx() } else { this.endTx() } } iambicDit(begin) { this.iambic.Key(Morse.DIT, begin) } iambicDah(begin) { this.iambic.Key(Morse.DAH, begin) } keyboard(event) { if (event.repeat) { // Ignore key repeats generated by the OS, we do this ourselves return } let begin = event.type.endsWith("down") if ((event.code == "KeyX") || (event.code == "Period") || (event.code == "ControlLeft") || (event.code == "BracketLeft") || (event.key == "[")) { event.preventDefault() this.iambicDit(begin) } if ((event.code == "KeyZ") || (event.code == "Slash") || (event.code == "ControlRight") || (event.code == "BracketRight") || (event.key == "]")) { event.preventDefault() this.iambicDah(begin) } if ((event.code == "KeyC") || (event.code == "Comma") || (event.key == "Shift") || (event.key == "Enter") || (event.key == "NumpadEnter")) { event.preventDefault() this.straightKey(begin) } } keyButton(event) { let begin = event.type.endsWith("down") || event.type.endsWith("start") event.preventDefault() if (event.target.id == "dah") { this.iambicDah(begin) } else if ((event.target.id == "dit") && (event.button == 2)) { this.iambicDah(begin) } else if (event.target.id == "dit") { this.iambicDit(begin) } else if (event.target.id == "key") { this.straightKey(begin) } else if ((event.target.id == "ck") && begin) { this.Test() } else if ((event.target.id == "fortune") && begin) { this.PlayFortune() } } gamepadConnected(event) { // Polling could be computationally expensive, // especially on devices with a power budget, like phones. // To be considerate, we only start polling if a gamepad appears. if (!this.gamepadButtons) { this.gamepadButtons = {} this.gamepadPoll(event.timeStamp) } } gamepadPoll(timestamp) { let currentButtons = {} for (let gp of navigator.getGamepads()) { if (gp == null) { continue } for (let i in gp.buttons) { let pressed = gp.buttons[i].pressed if (i < 2) { currentButtons.key |= pressed } else if (i % 2 == 0) { currentButtons.dit |= pressed } else { currentButtons.dah |= pressed } } } if (currentButtons.key != this.gamepadButtons.key) { this.straightKey(currentButtons.key) } if (currentButtons.dit != this.gamepadButtons.dit) { this.iambicDit(currentButtons.dit) } if (currentButtons.dah != this.gamepadButtons.dah) { this.iambicDah(currentButtons.dah) } this.gamepadButtons = currentButtons requestAnimationFrame(e => this.gamepadPoll(e)) } /** * Send "CK" to server, and don't squelch the repeat */ Test() { let dit = Number(document.querySelector("#iambic-duration-value").value) let dah = dit * 3 let s = dit let msg = [ Date.now(), dah, s, dit, s, dah, s, dit, s * 3, dah, s, dit, s, dah ] this.wsSend(Date.now(), 0) // Get round-trip time this.socket.send(JSON.stringify(msg)) } /** * Play a randomly-chosen fortune && begin */ PlayFortune() { if (this.fortuneIambic.Busy()) { toast("I am already telling your fortune!") } else { let fortune = getFortune() this.fortuneIambic.EnqueueAsciiString(`${fortune}\x04`) } } maximize(e) { let element = e.target while (!element.classList.contains("mdl-card")) { element = element.parentElement if (!element) { console.log("Maximize button: couldn't find parent card") return } } element.classList.toggle("maximized") console.log(element) } } function vailInit() { if (navigator.serviceWorker) { navigator.serviceWorker.register("sw.js") } try { window.app = new Vail() } catch (err) { console.log(err) Morse.toast(err) } } if (document.readyState === "loading") { document.addEventListener("DOMContentLoaded", vailInit) } else { vailInit() } // vim: noet sw=2 ts=2