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add HFTSystem, a class to talk to the hft at a system level
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greggman committed Oct 29, 2014
1 parent c569cb4 commit a4bad2c
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/*
* Copyright 2014, Gregg Tavares.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Gregg Tavares. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF2 LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

"use strict";

define([
'./eventemitter',
'./gameclient',
'./misc/gameclock',
], function(
EventEmitter,
GameClient,
GameClock
) {

/**
* Handles talking to the HFT System for system level stuff.
*/
var HFTSystem = function() {
var g = {
clock: new GameClock(),
eventEmitter: new EventEmitter(),
connected: false,
};

var noop = function() {
};

var handleConnect = function() {
g.connected = true;
g.eventEmitter.emit('connect');
};

var handleDisconnect = function() {
if (g.connected) {
g.connected = false;
g.eventEmitter.emit('disconnect');
}
g.client = undefined;
// Don't try more than once a second.
var elapsedTime = Math.floor(g.clock.getElapsedTime() * 1000);
var timeout = Math.max(1000 - elapsedTime, 0);
setTimeout(tryToConnect, timeout);
};

var handleRunningGames = function(data) {
g.eventEmitter.emit('runningGames', data);
};

var tryToConnect = function() {
// just read time so the next time we read it we'll get the time since this read.
g.clock.getElapsedTime();

g.client = new GameClient({gameId: "__hft__"});
g.client.addEventListener('connect', handleConnect);
g.client.addEventListener('disconnect', handleDisconnect);
g.client.addEventListener('hftInfo', noop);
g.client.addEventListener('gameExited', noop);
g.client.addEventListener('runningGames', handleRunningGames);
g.client.sendCmd('getRunningGames');
};

setTimeout(tryToConnect, 0);

this.on = g.eventEmitter.on.bind(g.eventEmitter);
this.addEventListener = this.on;
this.removeEventListener = g.eventEmitter.removeEventListener.bind(g.eventEmitter);
};

return HFTSystem;
});


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