+# globals
$table = null
+state = null
+server_url = null
-state = {
- card_types: [
- {text: "Rusty Camel"}
- {text: "Angry Ocelot"}
- {text: "Unruly Parsnip"}
- ],
- # values are indexes into card_types array
- my_cards: [0, 0, 0, 1, 1, 2],
- your_cards: [0, 1, 1, 2, 2, 2],
- auto_shuffle: true
-}
+message = (txt) ->
+ # FIXME implement chat box or something
+
+# timeout function with args in convenient order
+timeout = (ms, func) -> setTimeout func, ms
unless Array::shuffle?
Array::shuffle = ->
new_button = (text) -> $ $ "<div class=\"button\">#{text}</div>"
-add_card = (text, x, y) ->
+instantiate_card = (model) ->
+ text = model.text
+ x = model.x
+ y = model.y
card = $ $ "<div class=\"card\" style=\"left: #{x}px; top: #{y}px\"><span class=\"cardtext\">#{text}</span></div>"
button_box = $ $ '<div/>'
flip_button = new_button "flip over"
mark_button = new_button "mark"
flip_button.bind 'click', ->
- card.toggleClass 'flipped'
- # FIXME tell server
+ state.flip state.agent, model.number, ! card.hasClass 'flipped'
mark_button.bind 'click', ->
- card.toggleClass 'marked'
- # FIXME tell server
+ state.mark state.agent, model.number, ! card.hasClass 'marked'
button_box.append flip_button
button_box.append mark_button
card.append button_box
card.draggable stack: '.card'
card.bind 'dragstop', (event, ui) ->
p = card.position()
- # FIXME tell server (p.left, p.top)
+ state.move state.agent, model.number, p.left, p.top
+ model.view = card
+
+error_lag = 3
+
+outgoing_messages = []
+# message should be [agent, method, args...]
+# don't forget the agent (state.agent)
+tell_server = (message) ->
+ outgoing_messages.push message
+ send_updates()
+
+send_updates = ->
+ return if outgoing_messages.length is 0
+
+ messages = outgoing_messages
+ outgoing_messages = []
+
+ $.ajax "#{server_url}/set", {
+ cache: false
+ data: {
+ agent: state.agent
+ game: 'test' # FIXME, and it the /get call too
+ messages: JSON.stringify(messages)
+ }
+ type: 'POST'
+ dataType: 'json'
+ error: (xhr, status, error) ->
+ message "Network error while sending, you might want to refresh. Trying again in #{error_lag} seconds. (Status: #{status}, Error: #{error})"
+ for message in messages
+ outgoing_messages.unshift message
+ timeout error_lag * 1000, send_updates
+ error_lag *= 2
+ success: (data, status, xhr) ->
+ message "update sent"
+ error_lag = 3
+ }
+
+error_lag = 3
+poll_for_updates = ->
+ $.ajax "#{server_url}/get?agent=#{state.agent}&game=test", {
+ cache: false
+ type: 'GET'
+ dataType: 'json'
+ error: (xhr, status, error) ->
+ message "Network error, you might want to refresh. Trying again in #{error_lag} seconds. (Status: #{status}, Error: #{error})"
+ timeout error_lag * 1000, poll_for_updates
+ error_lag *= 2
+ success: (data, status, xhr) ->
+ state.process_messages data
+ timeout 100, poll_for_updates
+ error_lag = 3
+ }
init = ->
- if state.auto_shuffle
- state.my_cards.shuffle()
- state.your_cards.shuffle() # FIXME have the server or other player do this
- state.auto_shuffle = false
- # FIXME tell server
- left = 15
- top = 450
- for card in state.my_cards
- add_card state.card_types[card].text, left, top
- left += 120
- left = 15
- top = 250
- for card in state.your_cards
- add_card state.card_types[card].text, left, top
- left += 120
+ if window.location.hash? and window.location.hash.length > 0
+ me = window.location.hash.substr 1
+ winloc = "#{window.location}"
+ server_url = winloc.substr 0, winloc.length - window.location.hash.length
+ else
+ me = 'p1'
+ server_url = window.location
+
+ state = window.game_model.new me
+ state.on 'move', (agent, card, x, y) ->
+ # FIXME add/handle pile argument
+ if agent is me
+ tell_server ['move', agent, card, x, y]
+ else
+ state.cards[card].view.animate { left: "#{x}px", top: "#{y}px"}, 800
+ state.on 'mark', (agent, card, state) ->
+ @cards[card].view.toggleClass 'marked', state
+ if agent is me
+ tell_server ['mark', agent, card, state]
+ state.on 'flip', (agent, card, state) ->
+ @cards[card].view.toggleClass 'flipped', state
+ if agent is me
+ tell_server ['flip', agent, card, state]
+ state.on 'set_cards', (cards) ->
+ # FIXME add agent arg and tell server if it's not us
+ $('.card').remove()
+ for card in cards
+ instantiate_card card
+
+ # timeout so browser will stop showing that we're loading
+ timeout 1, poll_for_updates
$ ->
$table = $ '#table'
init()
-
# this file is used by the client and server.
+# work around lack of module system in the browser:
+if exports?
+ my_exports = exports
+else
+ window.game_model = {}
+ my_exports = window.game_model
+
class GameState
constructor: (agent) ->
@agent = agent
- state = {
- hooks: {}
- card_types: []
- auto_shuffle: false
- cards: []
- piles: {}
- }
+ @hooks = {}
+ @cards = []
+ @piles = {}
on: (event, callback) ->
- unless hooks[event]?
- hooks[event] = []
- hooks[event].push callback
+ unless @hooks[event]?
+ @hooks[event] = []
+ @hooks[event].push callback
trigger: (event, args...) ->
- return unless hooks[event]?
- for callback in hooks[event]
+ return unless @hooks[event]?
+ for callback in @hooks[event]
callback.apply this, args
move: (agent, card, x, y) -> # FIXME add pile argument
# FIXME what to do on error?
- return unless cards[card]? #?.pile?
+ return unless @cards[card]? #?.pile?
#cur_pile = cards[card].pile
#if pile isnt cur_pile
- cards[card].x = x
- cards[card].y = y
+ @cards[card].x = x
+ @cards[card].y = y
@trigger 'move', agent, card, x, y # FIXME add pile argument
mark: (agent, card, state) ->
# FIXME what to do on error?
- return unless cards[card]?.marked? #?.pile?
- card.marked = state
- @trigger 'mark', agent, state
+ return unless @cards[card]?
+ @cards[card].marked = state
+ @trigger 'mark', agent, card, state
flip: (agent, card, state) ->
# FIXME what to do on error?
- return unless cards[card]?.flipped? #?.pile?
- card.flipped = state
- @trigger 'flip', agent, state
+ return unless @cards[card]?
+ @cards[card].flipped = state
+ @trigger 'flip', agent, card, state
# FIXME implement set_pile(pile, card_order_array)
set_cards: (cards) ->
- trigger 'delete_all_cards'
@cards = []
@piles = {}
for card in cards
unless @piles[card.pile]?
@piles[card.pile] = []
@piles[card.pile].push card
- trigger 'all_new_cards'
+ @trigger 'set_cards', @cards
+
+ process_messages: (messages) ->
+ unless typeof messages is 'array' or typeof messages is 'object'
+ # FIXME what to do on error?
+ return typeof messages
+
+ for message in messages
+ unless message instanceof Array and message[0]? and message[0] in ['move', 'mark', 'flip', 'set_cards']
+ # FIXME what to do on error?
+ return 2
+ method = message.shift()
+ @[method].apply this, message
+ return
+
+my_exports.new = (agent) -> new GameState agent
sys = require 'sys'
fs = require 'fs'
http = require 'http'
+querystring = require 'querystring'
url = require 'url'
less = require 'less'
coffee = require 'coffee-script'
+model = require './common.coffee'
+
+games = {}
+
+# timeout function with args in convenient order
+timeout = (ms, func) -> setTimeout func, ms
css_handler = (args, out, request, url_parts) ->
fs.readFile 'style.less', 'utf8', (err, data) ->
out.end data
+get_handler = (args, out, request, url_parts) ->
+ console.log "get handler: ", args
+ unless args.game?.length
+ out.writeHead 404, "Content-Type": 'text/plain'
+ out.end 'Missing (or empty) "game" argument'
+ return
+
+ unless args.agent is 'p1' or args.agent is 'p2'
+ out.writeHead 404, "Content-Type": 'text/plain'
+ out.end '"agent" argument must be set to p1 or p2'
+ return
+
+ unless games[args.game]?
+ out.writeHead 404, "Content-Type": 'text/plain'
+ out.end 'Game not found'
+ return
+
+ game = games[args.game]
+
+ waiter = games["#{args.agent}_waiter"]
+ if waiter?
+ waiter.writeHead 200, 'Content-Type': 'text/javascript'
+ waiter.end '[]'
+
+ game["#{args.agent}_waiter"] = out
+
+ answer_soon game # in case there's something queued already
+
+set_handler = (args, out, request, url_parts) ->
+ console.log "set handler: ", args
+ unless args.game?.length
+ out.writeHead 404, "Content-Type": 'text/plain'
+ out.end 'Missing (or empty) "game" argument'
+ return
+
+ unless args.agent is 'p1' or args.agent is 'p2'
+ out.writeHead 404, "Content-Type": 'text/plain'
+ out.end '"agent" argument must be set to p1 or p2'
+ return
+
+ unless args.messages?
+ out.writeHead 404, "Content-Type": 'text/plain'
+ out.end '"messages" argument must be set'
+ return
+
+ unless games[args.game]?
+ out.writeHead 404, "Content-Type": 'text/plain'
+ out.end 'Game not found'
+ return
+
+ game = games[args.game]
+
+ # FIXME add error checking (json validity at least)
+ game.process_messages JSON.parse args.messages
+
+ out.writeHead 200, "Content-Type": 'text/plain'
+ out.end 'ok'
+
+# don't call this directly, call answer_soon instead
+answer_now = (game) ->
+ if game.p1_waiter and game.p1_queue.length
+ waiter = game.p1_waiter
+ queue = game.p1_queue
+ game.p1_waiter = false
+ game.p1_queue = []
+ waiter.writeHead 200, 'Content-Type': 'text/javascript'
+ waiter.end JSON.stringify queue
+ if game.p2_waiter and game.p2_queue.length
+ waiter = game.p2_waiter
+ queue = game.p2_queue
+ game.p2_waiter = false
+ game.p2_queue = []
+ waiter.writeHead 200, 'Content-Type': 'text/javascript'
+ waiter.end JSON.stringify queue
+
+# this marks a game as "dirty" and makes sure there's exactly one timeout
+# that'll respond to any clients that are waiting, and now have messages.
+answer_soon = (game) ->
+ unless game.replier_id
+ game.replier_id = timeout 1, ->
+ delete game.replier_id
+ answer_now game
+
+forward_events = (message...) ->
+ unless message[1] is 'p1'
+ @p1_queue.push message
+ answer_soon this
+ unless message[1] is 'p2'
+ @p2_queue.push message
+ answer_soon this
+ console.log this
+
+new_game = (id) ->
+ game = games[id] = model.new 'server'
+ game.p1_waiter = false
+ game.p2_waiter = false
+ game.p1_queue = []
+ game.p2_queue = []
+
+ game.on 'move', (agent, card, x, y) ->
+ forward_events.call this, 'move', agent, card, x, y
+ game.on 'mark', (agent, card, state) ->
+ forward_events.call this, 'mark', agent, card, state
+ game.on 'flip', (agent, card, state) ->
+ forward_events.call this, 'flip', agent, card, state
+ game.on 'set_cards', (cards) ->
+ forward_events.call this, 'set_cards', cards
+
+ return game
+
+test_init = ->
+ test_game = new_game 'test'
+ timeout 4000, ->
+ test_game.set_cards [
+ { text: "Wildabeast 2/2", x: 20, y: 140}
+ { text: "Wild beast 2/2", x: 150, y: 140}
+ { text: "Angora bunny 1/1", x: 300, y: 140}
+ { text: "Ambulatory Cactus 2/1", x: 450, y: 140}
+ { text: "Ent 0/5", x: 600, y: 140}
+ ]
+
+test_init()
+
+
http_server = http.createServer (req, res) ->
url_parts = url.parse req.url, true
if url_parts.query is undefined
else if rel_path.substr(rel_path.length - 4) is '.css'
res.writeHead 200, 'Content-Type': 'text/css'
return css_handler url_parts.query, res, req, url_parts
- else if rel_path.substr rel_path.length - 3 is '.js'
+ else if rel_path.substr(rel_path.length - 3) is '.js'
res.writeHead 200, 'Content-Type': 'text/javascript'
return js_handler url_parts.query, res, req, url_parts
+ else if rel_path.substr(rel_path.length - 4) is '/set'
+ data = ''
+ req.on 'data', (chunk) ->
+ data += chunk
+ req.on 'end', ->
+ query = url_parts.query
+ post_args = querystring.parse data
+ console.log data, post_args
+ for key, parg of post_args
+ query[key] = parg
+ return set_handler query, res, req, url_parts
+ else if rel_path.substr(rel_path.length - 4) is '/get'
+ return get_handler url_parts.query, res, req, url_parts
+ else if rel_path.substr(rel_path.length - 4) is '.ico'
+ res.writeHead 404
+ return res.end()
return html_handler url_parts.query, res, req, url_parts