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2
CHANGELOG.md
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2
CHANGELOG.md
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## 1.0.0
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### Initial release
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139
README.md
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139
README.md
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[](https://ko-fi.com/staebchenfisch)
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# socketlib
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A library for simplifying working with foundries sockets. This module does not have any user facing features. You only need to install it if one of the modules you use lists it as a dependency.
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This library makes it easy to execute functions in the clients of other connected users. Parameters can be passed to the remote functions as easy as they can be passed to regular functions and it's possible to retrieve the return value of the remote function via `await`. The features of socketlib are:
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- **Execute a function as GM**: socketlib allows you to execute a function as a gm user. If a GM client is connected, that client will execute that function. The original client can wait for the GM to finish the execution of the function and retrieve the return value of the function via `await`. If multiple GMs are connected, socketlib will make sure only one of the GMs will execute the function.
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- **Execute a function as another user**: socketlib allows you to execute a function in the client of another user. The original client can wait for the other user to finish execution of the function and retrieve the return value the function via `await`.
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- **Execute a function for all users**: socketlib will execute a function in the clients of all other connected users.
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- **Execute a function for all GMs**: socketlib will execute a function in the clients of all connected GMs.
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- **Execute a function for a specified list of players**: socketlib will execute a function in the clients of several players that can be identified by their id.
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## API
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Below is a small example code that demonstrates the usage of socketlib. All of socketlibs functions are accessible via `socketlib.`. Documentation for each of the available functions can be found blow the example code.
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### Example Code
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```javascript
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let socket;
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Hooks.once("socketlib.ready", () => {
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socket = socketlib.registerModule("my-module");
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socket.register("hello", showHelloMessage);
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socket.register("add", add);
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});
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Hooks.once("ready", async () => {
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// Let's send a greeting to all other connected users.
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// Functions can either be called by their given name...
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socket.executeForEveryone("hello", game.user.name);
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// ...or by passing in the function that you'd like to call.
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socket.executeForEveryone(showHelloMessage, game.user.name);
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// The following function will be executed on a GM client.
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// The return value will be sent back to us.
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const result = await socket.executeAsGM("add", 5, 3);
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console.log(`The GM client calculated: ${result}`);
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});
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function showHelloMessage(userName) {
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console.log(`User ${userName} says hello!`);
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}
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function add(a, b) {
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console.log("The addition is performed on a GM client.");
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return a + b;
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}
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```
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The example code registers the hook `socketlib.ready` this hook is fired once socketlib has initialized and is ready to do it's job. The module registers itself with socketlib. This causes socketlib to start listening for socket messages coming in for the registered module. In addition the registration returns a socket that will be used for all further interactions with socketlib.
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To be able to call a function via socketlib, that function has to be registered in the socket on all clients and must be given a unique name. Since a function can only be called via socketlib if it has been registered on both the calling client and the executing client it's advisable to register all the relevant functions immediately after you've registered your module in socketlib.
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Once foundry is loaded up, the example code sends a hello message to all connected users. For illustrative purposes this is done twice, once by passing in the name given to the function during registration and once by passing in the function that should be called on the other clients. Both ways work. Afterwards the function `add` will be invoked on the client of *one* of the connected GMs. The add function will print a message into the log, which allows you to verify that the function is indeed being executed on the GMs client. The GM will perform the calculation and result, which will be sent back to the original client, which will write the result into it's own log.
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### Function documentation
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#### socketlib.registerModule
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```javascript
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socketlib.registerModule(moduleName);
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```
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Call `registerModule` to make socketlib listen for sockets that come in for your module. This is the first function in socketlib that your module should call.
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- **moduleName** is the name of your module as specificed in your modules's manifest.
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**Return value**: A socket instance is returned, that is used for all further interactions with socketlib.
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#### socket.register
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```javascript
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socket.register(name, func);
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```
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Registers a function that can subsequently be called using socketlib. It's important that the registration of a function is done on all connected clients before the function is being called via socketlib. Otherwise the call won't succeed. For this reason it's recommended to register all relevant functions during the `socketlib.ready` hook, immediatly after `socketlib.registerModule` has been called.
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- **name** is a name that is used to identify the function within socketlib. This name can be used to call the function later. This name must be unique among all names your module registers within socketlib.
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- **func** is the function that's being registered within socketlib.
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**Return value**: This function has no return value.
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#### socket.executeAsGM
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```javascript
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async socket.executeAsGM(handler, parameters...);
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```
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Executes a function on the client of exactly one GM. If multiple GMs are connected, one of the GMs will be selected to execute the function. This function will fail if there is no GM connected.
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- **handler** can either be the function that should be executed or the name given to that function during registration.
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- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
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**Return value**: The promise that this function returns will resolve once the GM has finished the execution of the invoked function and will yield the return value of that function. If the execution on the GM client fails for some reason, this function will fail with an appropriate Error as well.
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#### socket.executeAsUser
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```javascript
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async socket.executeAsUser(handler, userId, parameters...);
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```
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Executes a function on the client of the specified user. This function will fail if the specified user is not connected.
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- **handler** can either be the function that should be executed or the name given to that function during registration.
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- **userId** the id of the user that should execute this function.
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- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
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**Return value**: The promise that this function returns will resolve once the user has finished the execution of the invoked function and will yield the return value of that function. If the execution on other user's client fails for some reason, this function will fail with an appropriate Error as well.
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#### socket.executeForAllGMs
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```javascript
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async socket.executeForAllGMs(handler, parameters...);
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```
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Executes a function on the clients of all connected GMs.
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- **handler** can either be the function that should be executed or the name given to that function during registration.
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- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
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**Return value**: The promise returned by this function will resolve as soon as the request for execution has been sent to the connected GM clients and *will not* wait until those clients have finished processing that function. The promise will not yield any return value.
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#### socket.executeForEveryone
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```javascript
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async socket.executeForEveryone(handler, ...args);
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```
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Executes a function on all connected clients.
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- **handler** can either be the function that should be executed or the name given to that function during registration.
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- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
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**Return value**: The promise returned by this function will resolve as soon as the request for execution has been sent to the connected clients and *will not* wait until those clients have finished processing that function. The promise will not yield any return value.
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#### socket.executeForUsers
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```javascript
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async executeForUsers(handler, recipients, ...args);
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```
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Executes a function on the clients of a specified list of players.
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- **handler** can either be the function that should be executed or the name given to that function during registration.
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- **recipients** an array of user ids that should execute the function.
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- **parameters...** the parameters that should be passed to the called function. Pass the parameters in comma separated, as you would do for a regular function call.
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**Return value**: The promise returned by this function will resolve as soon as the request for execution has been sent to the specified clients and *will not* wait until those clients have finished processing that function. The promise will not yield any return value.
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25
module.json
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module.json
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{
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"name": "socketlib",
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"title": "socketlib",
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"description": "A library for easier handling of foundry sockets",
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"version": "0.0.1",
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"minimumCoreVersion" : "0.7.9",
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"compatibleCoreVersion" : "0.7.9",
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"authors": [
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{
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"name": "Manuel Vögele",
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"email": "develop@manuel-voegele.de",
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"discord": "Stäbchenfisch#5107"
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}
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],
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"esmodules": [
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"src/socketlib.js"
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],
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"url": "https://github.com/manuelVo/foundryvtt-socketlib",
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"download": "https://github.com/manuelVo/foundryvtt-socketlib/archive/master.zip",
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"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-socketlib/master/module.json",
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"readme": "https://github.com/manuelVo/foundryvtt-socketlib/blob/master/README.md",
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"changelog": "https://github.com/manuelVo/foundryvtt-socketlib/blob/master/CHANGELOG.md",
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"bugs": "https://github.com/manuelVo/foundryvtt-socketlib/issues",
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"allowBugReporter": false
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}
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src/errors.js
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src/errors.js
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export class SocketlibError extends Error {
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constructor(...args) {
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super(...args);
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this.name = "SocketlibError";
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}
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}
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export class SocketlibInternalError extends SocketlibError {
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constructor(...args) {
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super(...args);
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this.name = "SocketlibInternalError";
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}
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}
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export class SocketlibInvalidUserError extends SocketlibError {
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constructor(...args) {
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super(...args);
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this.name = "SocketlibInvalidUserError";
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}
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}
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export class SocketlibNoGMConnectedError extends SocketlibError {
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constructor(...args) {
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super(...args);
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this.name = "SocketlibNoGMConnectedError";
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}
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}
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export class SocketlibRemoteException extends SocketlibError {
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constructor(...args) {
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super(...args);
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this.name = "SocketlibRemoteException";
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}
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}
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export class SocketlibUnregisteredHandlerError extends SocketlibError {
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constructor(...args) {
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super(...args);
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this.name = "SocketlibUnregisteredHandlerError";
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}
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}
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251
src/socketlib.js
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src/socketlib.js
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import * as errors from "./errors.js";
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const RECIPIENT_TYPES = {
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ONE_GM: 0,
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ALL_GMS: 1,
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EVERYONE: 2,
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}
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const MESSAGE_TYPES = {
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COMMAND: 0,
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REQUEST: 1,
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RESPONSE: 2,
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RESULT: 3,
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EXCEPTION: 4,
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UNREGISTERED: 5,
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}
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Hooks.once("init", () => {
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window.socketlib = new Socketlib();
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Hooks.callAll("socketlib.ready");
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});
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class Socketlib {
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constructor() {
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this.modules = new Map();
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this.errors = errors;
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}
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registerModule(moduleName) {
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const existingSocket = this.modules.get(moduleName);
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if (existingSocket)
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return existingSocket;
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const module = game.modules.get(moduleName);
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if (!module?.active) {
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console.error(`socketlib | Someone tried to register module '${moduleName}', but no module with that name is active. As a result the registration request has been ignored.`);
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return undefined;
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}
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if (!module.data.socket) {
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console.error(`socketlib | Failed to register socket for module '${moduleName}'. Please set '"socket":true' in your manifset and restart foundry (you need to reload your world - simply reloading your browser won't do).`);
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return undefined;
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}
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const newSocket = new SocketlibSocket(moduleName);
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this.modules.set(moduleName, newSocket);
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return newSocket;
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}
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}
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class SocketlibSocket {
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constructor(moduleName) {
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this.moduleName = moduleName;
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this.functions = new Map();
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this.socketName = `module.${moduleName}`;
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this.pendingRequests = new Map();
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game.socket.on(this.socketName, this._onSocketReceived.bind(this));
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}
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register(name, func) {
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|
if (!(func instanceof Function)) {
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|
console.error(`socketlib | Cannot register non-function as socket handler for '${name}' for '${this.socketName}'.`);
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||||||
|
return;
|
||||||
|
}
|
||||||
|
if (this.functions.has(name)) {
|
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|
console.warn(`socketlib | Function '${name}' is already registered for '${this.socketName}'. Ignoring registration request.`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.functions.set(name, func);
|
||||||
|
}
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||||||
|
|
||||||
|
async executeAsGM(handler, ...args) {
|
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|
const [name, func] = this._resolveFunction(handler);
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|
if (game.user.isGM) {
|
||||||
|
return func(...args);
|
||||||
|
}
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||||||
|
else {
|
||||||
|
if (!game.users.find(user => user.isGM && user.active)) {
|
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|
throw new errors.SocketlibNoGMConnectedError(`Could not execute handler '${name}' (${func.name}) as GM, because no GM is connected.`);
|
||||||
|
}
|
||||||
|
return this._sendRequest(name, args, RECIPIENT_TYPES.ONE_GM);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
async executeAsUser(handler, userId, ...args) {
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|
const [name, func] = this._resolveFunction(handler);
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|
const user = game.users.get(userId);
|
||||||
|
if (!user)
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|
throw new SocketlibInvalidUserError(`No user with id '${userId}' exists.`);
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||||||
|
if (!user.active)
|
||||||
|
throw new SocketlibInvalidUserError(`User '${user.name}' (${userId}) is not connected.`);
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||||||
|
return this._sendRequest(name, args, [userId]);
|
||||||
|
}
|
||||||
|
|
||||||
|
async executeForAllGMs(handler, ...args) {
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||||||
|
const [name, func] = this._resolveFunction(handler);
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||||||
|
this._sendCommand(name, args, RECIPIENT_TYPES.ALL_GMS);
|
||||||
|
}
|
||||||
|
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||||||
|
async executeForEveryone(handler, ...args) {
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|
const [name, func] = this._resolveFunction(handler);
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||||||
|
this._sendCommand(name, args, RECIPIENT_TYPES.EVERYONE);
|
||||||
|
}
|
||||||
|
|
||||||
|
async executeForUsers(handler, recipients, ...args) {
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|
if (!(recipients instanceof Array))
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|
throw new TypeError("Recipients parameter must be an array of user ids.");
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|
const [name, func] = this._resolveFunction(handler);
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|
this._sendCommand(name, args, recipients);
|
||||||
|
}
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||||||
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||||||
|
_sendRequest(handlerName, args, recipient) {
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|
const message = {handlerName, args, recipient};
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|
message.id = randomID();
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|
message.type = MESSAGE_TYPES.REQUEST;
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|
const promise = new Promise((resolve, reject) => this.pendingRequests.set(message.id, {handlerName, resolve, reject}));
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||||||
|
game.socket.emit(this.socketName, message);
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||||||
|
return promise;
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||||||
|
}
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||||||
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||||||
|
_sendCommand(handlerName, args, recipient) {
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|
const message = {handlerName, args, recipient};
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|
message.id = randomID();
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|
message.type = MESSAGE_TYPES.COMMAND;
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||||||
|
game.socket.emit(this.socketName, message);
|
||||||
|
}
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||||||
|
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||||||
|
_sendResult(id, result) {
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||||||
|
const message = {id, result};
|
||||||
|
message.type = MESSAGE_TYPES.RESULT;
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||||||
|
game.socket.emit(this.socketName, message);
|
||||||
|
}
|
||||||
|
|
||||||
|
_sendError(id, type) {
|
||||||
|
const message = {id, type};
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||||||
|
message.userId = game.userId;
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||||||
|
game.socket.emit(this.socketName, message);
|
||||||
|
}
|
||||||
|
|
||||||
|
_resolveFunction(func) {
|
||||||
|
if (func instanceof Function) {
|
||||||
|
const entry = Array.from(this.functions.entries()).find(([key, val]) => val === func);
|
||||||
|
if (!entry)
|
||||||
|
throw new errors.SocketlibUnregisteredHandlerError(`Function '${func.name}' has not been registered as a socket handler.`);
|
||||||
|
return [entry[0], func];
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
const fn = this.functions.get(func);
|
||||||
|
if (!fn)
|
||||||
|
throw new errors.SocketlibUnregisteredHandlerError(`No socket handler with the name '${func}' has been registered.`)
|
||||||
|
return [func, fn];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_onSocketReceived(message) {
|
||||||
|
if (message.type === MESSAGE_TYPES.COMMAND || message.type === MESSAGE_TYPES.REQUEST)
|
||||||
|
this._handleRequest(message);
|
||||||
|
else
|
||||||
|
this._handleResponse(message);
|
||||||
|
}
|
||||||
|
|
||||||
|
async _handleRequest(message) {
|
||||||
|
const {handlerName, args, recipient, id, type} = message;
|
||||||
|
// Check if we're the recipient of the received message. If not, return early.
|
||||||
|
if (recipient instanceof Array) {
|
||||||
|
if (!recipient.includes(game.userId))
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
switch (recipient) {
|
||||||
|
case RECIPIENT_TYPES.ONE_GM:
|
||||||
|
if (!isResponsibleGM())
|
||||||
|
return;
|
||||||
|
break;
|
||||||
|
case RECIPIENT_TYPES.ALL_GMS:
|
||||||
|
if (!game.user.isGM)
|
||||||
|
return;
|
||||||
|
break;
|
||||||
|
case RECIPIENT_TYPES.EVERYONE:
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
console.error(`Unkown recipient '${recipient}' when trying to execute '${handlerName}' for '${this.socketName}'. This should never happen. If you see this message, please open an issue in the bug tracker of the socketlib repository.`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
let name, func;
|
||||||
|
try {
|
||||||
|
[name, func] = this._resolveFunction(handlerName);
|
||||||
|
}
|
||||||
|
catch (e) {
|
||||||
|
if (e instanceof errors.SocketlibUnregisteredHandlerError) {
|
||||||
|
this._sendError(id, MESSAGE_TYPES.UNREGISTERED);
|
||||||
|
}
|
||||||
|
throw e;
|
||||||
|
}
|
||||||
|
if (type === MESSAGE_TYPES.COMMAND) {
|
||||||
|
func(...args);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
let result;
|
||||||
|
try {
|
||||||
|
result = await func(...args);
|
||||||
|
}
|
||||||
|
catch (e) {
|
||||||
|
console.error(`An exception occured while executing handler '${name}'.`);
|
||||||
|
this._sendError(id, MESSAGE_TYPES.EXCEPTION);
|
||||||
|
throw e;
|
||||||
|
}
|
||||||
|
this._sendResult(id, result);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_handleResponse(message) {
|
||||||
|
const {id, result, type} = message;
|
||||||
|
const request = this.pendingRequests.get(id);
|
||||||
|
if (!request)
|
||||||
|
return;
|
||||||
|
switch (type) {
|
||||||
|
case MESSAGE_TYPES.RESULT:
|
||||||
|
request.resolve(result);
|
||||||
|
break;
|
||||||
|
case MESSAGE_TYPES.EXCEPTION:
|
||||||
|
request.reject(new errors.SocketlibRemoteException(`An exception occured during remote execution of handler '${request.handlerName}'. Please see ${game.users.get(message.userId).name}'s error console for details.`));
|
||||||
|
break;
|
||||||
|
case MESSAGE_TYPES.UNREGISTERED:
|
||||||
|
request.reject(new errors.SocketlibUnregisteredHandlerError(`Executing the handler '${request.handlerName}' has been refused by ${game.users.get(message.userId).name}'s client, because this handler hasn't been registered on that client.`));
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
request.reject(new errors.SocketlibInternalError(`Unknown result type '${type}' for handler '${request.handlerName}'. This should never happen. If you see this message, please open an issue in the bug tracker of the socketlib repository.`));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
this.pendingRequests.delete(id);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function isResponsibleGM() {
|
||||||
|
const connectedGMs = game.users.filter(user => user.isGM && user.active);
|
||||||
|
if (!game.user.isGM)
|
||||||
|
return false;
|
||||||
|
return !connectedGMs.some(other => strIsSmallerThan(other.data._id, game.user.data._id));
|
||||||
|
}
|
||||||
|
|
||||||
|
function strIsSmallerThan(small, big) {
|
||||||
|
let shortestLength = Math.min(small.length, big.length);
|
||||||
|
for (let i = 0;i < shortestLength;i++) {
|
||||||
|
const smallCode = small.charCodeAt(i);
|
||||||
|
const bigCode = big.charCodeAt(i);
|
||||||
|
if (smallCode < bigCode)
|
||||||
|
return true;
|
||||||
|
if (bigCode < smallCode)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return small.length < shortestLength;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user