Refactor controller frontend
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563d77d5fa
commit
6dded0b1f2
8 changed files with 342 additions and 221 deletions
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@ -1,23 +1,33 @@
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<!doctype html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta charset="utf-8" />
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<link rel="stylesheet" href="/static/css/controller.css" />
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<title>OBUS controller</title>
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<link rel="stylesheet" href="/static/controller.css">
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</head>
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<body>
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<!-- State -->
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<div class="state">
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<p>Game state: <span id="gamestate"></span></p>
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<button onclick="startbutton()">START</button>
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<button onclick="restartbutton()">RESTART</button>
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<script src="static/controller.js"></script>
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<div class="center">
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<canvas id="display" width="1000" height="500">Timer should be here</canvas>
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<button onclick="onStartButtonClick()">START</button>
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<button onclick="onRestartButtonClick()">RESTART</button>
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</div>
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<script type="text/javascript" src="/static/segment-display.js"></script>
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<!-- Timer -->
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<div class="center">
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<canvas id="display" width="1000" height="500">
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Timer should be here
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</canvas>
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</div>
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<!-- Modules -->
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<div id="modules" class="center"></div>
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<!-- Scripts -->
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<script src="/static/js/controller.js"></script>
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<script type="text/javascript" src="/static/js/segment-display.js"></script>
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</body>
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</html>
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@ -1,108 +0,0 @@
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let estimated_timeout_date;
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let display;
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let gamestate;
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let last_strike_amount = 0;
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let strike_audio = new Audio('/static/strike.mp3');
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strike_audio.preload = 'auto';
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let last_puzzle_state = []
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function startbutton() {
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fetch('/start');
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}
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function restartbutton() {
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fetch('/restart');
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}
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function updateDisplay() {
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if (gamestate != 'GAME' || !estimated_timeout_date) {
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return;
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}
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setTimeleft((estimated_timeout_date - (new Date()))/1000);
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}
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function updateModuleState(data) {
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if (data.gamestate == 'INACTIVE' || data.gamestate == 'INFO') {
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document.getElementById("modules").innerHTML = '';
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}
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else {
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let newmodulestate = [];
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for (const puzzlestate of data.puzzles) {
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let modulediv = document.createElement('div');
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modulediv.textContent = puzzlestate.address;
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if (puzzlestate.solved === true) {
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modulediv.className = "solved";
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} else if (puzzlestate.solved === false) {
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modulediv.className = "unsolved";
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} else if (puzzlestate.solved === null) {
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modulediv.className = "needy";
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}
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newmodulestate.push(modulediv);
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}
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document.getElementById("modules").replaceChildren(...newmodulestate);
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}
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}
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function setTimeleft(timeleft) {
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if (timeleft <= 0) {
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display.setValue('00:00.0');
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return
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}
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let integral = Math.floor(timeleft);
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let fractional = timeleft - integral;
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let minutes = Math.floor(integral / 60);
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let seconds = integral % 60;
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display.setValue(String(minutes).padStart(2, '0') + ':' + String(seconds).padStart(2, '0') + '.' + String(Math.floor(fractional * 10)));
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}
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function state_update() {
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// TODO automatically timeout this request after the update interval
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fetch('/status.json')
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.then(
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function(response) {
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if (response.status !== 200) {
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console.log('FAIL: ' + response.status);
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return;
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}
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response.json().then(function(data) {
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gamestate = data.gamestate;
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document.getElementById('gamestate').innerHTML = gamestate;
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if (gamestate != 'GAME') {
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last_strike_amount = 0;
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}
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else if (gamestate == 'GAME') {
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// TODO maybe smooth this with the previous value of estimated_timeout_date?
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let new_estimate = new Date();
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new_estimate.setTime(new_estimate.getTime() + data.timeleft*1000);
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estimated_timeout_date = new_estimate;
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let total_strikes = data.puzzles.map(x => x.strikes).reduce((a, b) => a + b, 0);
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if (last_strike_amount < total_strikes) {
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strike_audio.load();
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strike_audio.play();
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}
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last_strike_amount = total_strikes;
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}
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updateModuleState(data);
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});
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}
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)
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}
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window.onload = function() {
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setInterval(state_update, 500);
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display = new SegmentDisplay("display");
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display.pattern = "##:##.#";
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display.displayAngle = 0;
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display.digitHeight = 100;
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display.digitWidth = display.digitHeight / 2;
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display.digitDistance = display.digitHeight / 10;
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display.segmentWidth = display.digitHeight / 10;
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display.segmentDistance = display.digitHeight / 100;
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display.segmentCount = 7;
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display.cornerType = 1;
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display.colorOn = "#24dd22";
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display.colorOff = "#1b4105";
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display.draw();
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display.draw();
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setInterval(updateDisplay, 100);
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};
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@ -1,8 +1,8 @@
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<!doctype html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta charset="utf-8" />
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<title>CAN debugger</title>
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<style>
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body {
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@ -26,14 +26,15 @@
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border-bottom: 1px solid black;
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}
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th, td {
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th,
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td {
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border-left: 1px solid black;
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border-right: 1px solid black;
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padding: 5px;
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}
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th {
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background-color: #ff7f00;;
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background-color: #ff7f00;
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border-bottom: 2px solid black;
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border-top: 2px solid black;
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height: 20px;
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@ -41,8 +42,12 @@
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}
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@keyframes fadein {
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from { opacity: 0; }
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to { opacity: 1; }
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from {
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opacity: 0;
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}
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to {
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opacity: 1;
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}
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}
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.fade {
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@ -61,7 +66,8 @@
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background-color: #aaa;
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}
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td.error, td.error > div {
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td.error,
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td.error > div {
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background-color: rgb(255, 71, 71);
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}
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@ -77,7 +83,9 @@
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background-color: rgb(128, 10, 128);
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}
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.time, .raw_id, .sender_id {
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.time,
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.raw_id,
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.sender_id {
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text-align: right;
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}
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@ -97,10 +105,24 @@
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<button onclick="toggle_logging()" id="toggle_button">Start</button>
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<button onclick="clear_log()" id="clear_button">Clear</button>
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<input type="checkbox" id="show_raw" name="show_raw" checked autocomplete="off" onchange="updateShowRaw()">
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<input
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type="checkbox"
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id="show_raw"
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name="show_raw"
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checked
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autocomplete="off"
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onchange="updateShowRaw()"
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/>
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<label for="show_raw">Show raw address and payload</label>
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<input type="checkbox" id="show_consecutive_states" name="show_consecutive_states" checked autocomplete="off" onchange="updateShowStates()">
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<input
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type="checkbox"
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id="show_consecutive_states"
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name="show_consecutive_states"
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checked
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autocomplete="off"
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onchange="updateShowStates()"
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/>
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<label for="show_consecutive_states">Show consecutive state updates</label>
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<table id="message_table">
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<th class="raw">Raw ID</th>
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</tr>
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</table>
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<script src="static/debugscript.js"></script>
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<script src="/static/js/debugscript.js"></script>
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</body>
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</html>
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197
python/static/js/controller.js
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197
python/static/js/controller.js
Normal file
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/**
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* Soundeffects
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*/
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const sounds = {
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strike: new Audio("/static/sounds/strike.mp3"),
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};
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/**
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* State
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*/
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const state = {
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// Segment display used for telling the remaining time.
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display: null,
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// Current game state.
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gamestate: null,
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// Estimated timeout date when the timer should be stopped.
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estimatedTimeout: new Date(),
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// Amount of strikes (wrong answers) the player has made.
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strikes: 0,
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};
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/**
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* Play a given audio file
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* @param {Audio} sound Audio object containing a sound.
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*/
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function playSound(sound) {
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sound.load();
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sound.play();
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}
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/**
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* Update the modules.
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* @param {Array} List of puzzles
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*/
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function updateModules(puzzles) {
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// Delete the modules when the game is inactive or in info mode.
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if (state.gamestate == "INACTIVE" || state.gamestate == "INFO") {
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document.getElementById("modules").innerHTML = "";
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return;
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}
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const modulesElement = document.getElementById("modules");
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// Update the modules.
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const modules = [];
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for (const puzzle of puzzles) {
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const moduleElement = document.createElement("div");
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moduleElement.textContent = puzzle.address;
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// State: Solved
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if (puzzle.solved === true) {
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moduleElement.className = "solved";
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}
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// State: Unsolved
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if (puzzle.solved === false) {
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moduleElement.className = "unsolved";
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}
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// State: Needy
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if (puzzle.solved === null) {
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moduleElement.className = "needy";
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}
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modules.push(moduleElement);
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}
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modulesElement.replaceChildren(...modules);
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}
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/**
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* Initialize the game state.
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*/
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function initializeGameState() {
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updateGameState();
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setInterval(updateGameState, 500);
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}
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/**
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* Update the game state.
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*/
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function updateGameState() {
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fetch("/status.json")
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.then((res) => res.json())
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.then((data) => {
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// Update the game state
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state.gamestate = data.gamestate;
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document.getElementById("gamestate").innerHTML = state.gamestate;
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// Reset the strike amount if the game is not running anymore.
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if (state.gamestate != "GAME") {
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state.strikeAmount = 0;
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}
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if (state.gamestate === "GAME") {
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// Update the estimated timeout date
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state.estimatedTimeout = new Date(
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new Date().getTime() + data.timeleft * 1000
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);
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// Calculate the ew total amount of strikes for all puzzles.
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const newStrikes = data.puzzles
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.map((p) => p.strikes)
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.reduce((a, b) => a + b, 0);
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// Play a "buzzer" sound when a strike is made.
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if (state.strikes < newStrikes) {
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playSound(sounds.strike);
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}
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// Update the total amount of strikes
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state.strikes = newStrikes;
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}
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// Update the modules
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updateModules(data.puzzles);
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});
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}
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/**
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* When the start button is clicked.
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*/
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function onStartButtonClick() {
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fetch("/start");
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}
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/**
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* When the restart button is clicked.
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*/
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function onRestartButtonClick() {
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fetch("/restart");
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}
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/**
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* Initialize the segment display.
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*/
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function initializeSegmentDisplay() {
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display = new SegmentDisplay("display");
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display.pattern = "##:##.#";
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display.displayAngle = 0;
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display.digitHeight = 100;
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display.digitWidth = display.digitHeight / 2;
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display.digitDistance = display.digitHeight / 10;
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display.segmentWidth = display.digitHeight / 10;
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display.segmentDistance = display.digitHeight / 100;
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display.segmentCount = 7;
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display.cornerType = 1;
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display.colorOn = "#24dd22";
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display.colorOff = "#1b4105";
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display.draw();
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// Update the segment
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setInterval(updateSegmentDisplay, 100);
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}
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/**
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* Update the segment display with the latest game data.
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*/
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function updateSegmentDisplay() {
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// Do not update the timer when the game is not running.
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if (state.gamestate != "GAME" || !state.estimatedTimeout) {
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return;
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}
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const timeLeft = (state.estimatedTimeout - new Date()) / 1000;
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// Set the display to 0 when there is no time left.
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if (timeLeft <= 0) {
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display.setValue("00:00.0");
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return;
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}
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const integral = Math.floor(timeLeft);
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const fractional = timeLeft - integral;
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const minutes = Math.floor(integral / 60);
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const seconds = integral % 60;
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const minutesStr = String(minutes).padStart(2, "0");
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const secondsStr = String(seconds).padStart(2, "0");
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const fractionalStr = String(Math.floor(fractional * 10)).padStart(1, "0");
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display.setValue(`${minutesStr}:${secondsStr}.${fractionalStr}`);
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}
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/**
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* When the window is loaded.
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*/
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window.addEventListener("load", () => {
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// Initiliaz the game state.
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initializeGameState();
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// Initialize the segment display.
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initializeSegmentDisplay();
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});
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