use log instead of console
This commit is contained in:
@@ -12,9 +12,7 @@ myblob.write_bit(0)
|
||||
myblob.__proto__.toString = function() {
|
||||
return `[${this.length} bit blob]`
|
||||
}
|
||||
console.log(myblob.toString())
|
||||
console.log(myblob)
|
||||
console.log(myblob.length)
|
||||
log.console(myblob.toString(), myblob, myblob.length)
|
||||
|
||||
var input = use('input')
|
||||
|
||||
@@ -63,7 +61,7 @@ function updateTitle() {
|
||||
break;
|
||||
}
|
||||
|
||||
console.log(title)
|
||||
log.console(title)
|
||||
}
|
||||
|
||||
// Initialize title
|
||||
@@ -125,16 +123,16 @@ function handleMouseButtonUp(e) {
|
||||
}
|
||||
|
||||
if (mover.tryMove(grid.at(selectPos)[0], c)) {
|
||||
console.log("Made move from", selectPos, "to", c);
|
||||
log.console("Made move from", selectPos, "to", c);
|
||||
// Send move to opponent
|
||||
console.log("Sending move to opponent:", opponent);
|
||||
log.console("Sending move to opponent:", opponent);
|
||||
send(opponent, {
|
||||
type: 'move',
|
||||
from: selectPos,
|
||||
to: c
|
||||
});
|
||||
isMyTurn = false; // It's now opponent's turn
|
||||
console.log("Move sent, now opponent's turn");
|
||||
log.console("Move sent, now opponent's turn");
|
||||
selectPos = null;
|
||||
updateTitle();
|
||||
}
|
||||
@@ -305,11 +303,11 @@ function startServer() {
|
||||
updateTitle();
|
||||
|
||||
$_.portal(e => {
|
||||
console.log("Portal received contact message");
|
||||
log.console("Portal received contact message");
|
||||
// Reply with this actor to establish connection
|
||||
console.log (json.encode($_))
|
||||
log.console (json.encode($_))
|
||||
send(e, $_);
|
||||
console.log("Portal replied with server actor");
|
||||
log.console("Portal replied with server actor");
|
||||
}, 5678);
|
||||
}
|
||||
|
||||
@@ -318,10 +316,10 @@ function joinServer() {
|
||||
updateTitle();
|
||||
|
||||
function contact_fn(actor, reason) {
|
||||
console.log("CONTACTED!", actor ? "SUCCESS" : "FAILED", reason);
|
||||
log.console("CONTACTED!", actor ? "SUCCESS" : "FAILED", reason);
|
||||
if (actor) {
|
||||
opponent = actor;
|
||||
console.log("Connection established with server, sending join request");
|
||||
log.console("Connection established with server, sending join request");
|
||||
|
||||
// Send a greet message with our actor object
|
||||
send(opponent, {
|
||||
@@ -329,7 +327,7 @@ function joinServer() {
|
||||
client_actor: $_
|
||||
});
|
||||
} else {
|
||||
console.log(`Failed to connect: ${json.encode(reason)}`);
|
||||
log.console(`Failed to connect: ${json.encode(reason)}`);
|
||||
gameState = 'waiting';
|
||||
updateTitle();
|
||||
}
|
||||
@@ -349,33 +347,33 @@ $_.receiver(e => {
|
||||
else if (e.kind == 'draw')
|
||||
send(e, draw())
|
||||
else if (e.type === 'game_start' || e.type === 'move' || e.type === 'greet')
|
||||
console.log("Receiver got message:", e.type, e);
|
||||
log.console("Receiver got message:", e.type, e);
|
||||
if (e.type === 'quit') os.exit()
|
||||
|
||||
if (e.type === 'greet') {
|
||||
console.log("Server received greet from client");
|
||||
log.console("Server received greet from client");
|
||||
// Store the client's actor object for ongoing communication
|
||||
opponent = e.client_actor;
|
||||
console.log("Stored client actor:", json.encode(opponent));
|
||||
log.console("Stored client actor:", json.encode(opponent));
|
||||
gameState = 'connected';
|
||||
updateTitle();
|
||||
|
||||
// Send game_start to the client
|
||||
console.log("Sending game_start to client");
|
||||
log.console("Sending game_start to client");
|
||||
send(opponent, {
|
||||
type: 'game_start',
|
||||
your_color: 'black'
|
||||
});
|
||||
console.log("game_start message sent to client");
|
||||
log.console("game_start message sent to client");
|
||||
}
|
||||
else if (e.type === 'game_start') {
|
||||
console.log("Game starting, I am:", e.your_color);
|
||||
log.console("Game starting, I am:", e.your_color);
|
||||
myColor = e.your_color;
|
||||
isMyTurn = (myColor === 'white');
|
||||
gameState = 'connected';
|
||||
updateTitle();
|
||||
} else if (e.type === 'move') {
|
||||
console.log("Received move from opponent:", e.from, "to", e.to);
|
||||
log.console("Received move from opponent:", e.from, "to", e.to);
|
||||
// Apply opponent's move
|
||||
var fromCell = grid.at(e.from);
|
||||
if (fromCell.length) {
|
||||
@@ -383,12 +381,12 @@ $_.receiver(e => {
|
||||
if (mover.tryMove(piece, e.to)) {
|
||||
isMyTurn = true; // It's now our turn
|
||||
updateTitle();
|
||||
console.log("Applied opponent move, now my turn");
|
||||
log.console("Applied opponent move, now my turn");
|
||||
} else {
|
||||
console.log("Failed to apply opponent move");
|
||||
log.console("Failed to apply opponent move");
|
||||
}
|
||||
} else {
|
||||
console.log("No piece found at from position");
|
||||
log.console("No piece found at from position");
|
||||
}
|
||||
} else if (e.type === 'mouse_move') {
|
||||
// Update opponent's mouse position
|
||||
|
||||
@@ -101,7 +101,7 @@ $_.receiver(function(msg) {
|
||||
break;
|
||||
|
||||
case 'status':
|
||||
console.log(`got status request. current is ${json.encode(get_status())}`)
|
||||
log.console(`got status request. current is ${json.encode(get_status())}`)
|
||||
send(msg, {
|
||||
type: 'status_response',
|
||||
...get_status()
|
||||
|
||||
@@ -8,13 +8,13 @@ var waiting_client = null;
|
||||
var match_id = 0;
|
||||
|
||||
$_.portal(e => {
|
||||
console.log("NAT server: received connection request");
|
||||
log.console("NAT server: received connection request");
|
||||
|
||||
if (!is_actor(e.actor))
|
||||
send(e, {reason: "Must provide the actor you want to connect."});
|
||||
|
||||
if (waiting_client) {
|
||||
console.log(`sending out messages! to ${json.encode(e.actor)} and ${json.encode(waiting_client.actor)}`)
|
||||
log.console(`sending out messages! to ${json.encode(e.actor)} and ${json.encode(waiting_client.actor)}`)
|
||||
send(waiting_client, e.actor)
|
||||
send(e, waiting_client.actor)
|
||||
|
||||
@@ -25,5 +25,5 @@ $_.portal(e => {
|
||||
|
||||
waiting_client = e
|
||||
|
||||
console.log(`actor ${json.encode(e.actor)} is waiting ...`)
|
||||
log.console(`actor ${json.encode(e.actor)} is waiting ...`)
|
||||
}, 4000);
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
console.log(`nat client starting`)
|
||||
log.console(`nat client starting`)
|
||||
|
||||
$_.contact((actor, reason) => {
|
||||
if (actor) {
|
||||
console.log(`trying to message ${json.encode(actor)}`)
|
||||
log.console(`trying to message ${json.encode(actor)}`)
|
||||
send(actor, {type:"greet"})
|
||||
} else {
|
||||
console.log(json.encode(reason))
|
||||
log.console(json.encode(reason))
|
||||
}
|
||||
}, {
|
||||
address: "108.210.60.32", // NAT server's public IP
|
||||
@@ -16,7 +16,7 @@ $_.contact((actor, reason) => {
|
||||
$_.receiver(e => {
|
||||
switch(e.type) {
|
||||
case 'greet':
|
||||
console.log(`hello!`)
|
||||
log.console(`hello!`)
|
||||
break
|
||||
}
|
||||
})
|
||||
@@ -23,23 +23,23 @@ var stats_loaded = false;
|
||||
// Initialize Steam
|
||||
function init_steam() {
|
||||
if (!steam) {
|
||||
console.log("Steam module not available");
|
||||
log.console("Steam module not available");
|
||||
return false;
|
||||
}
|
||||
|
||||
console.log("Initializing Steam...");
|
||||
log.console("Initializing Steam...");
|
||||
steam_available = steam.steam_init();
|
||||
|
||||
if (steam_available) {
|
||||
console.log("Steam initialized successfully");
|
||||
log.console("Steam initialized successfully");
|
||||
|
||||
// Request current stats/achievements
|
||||
if (steam.stats.stats_request()) {
|
||||
console.log("Stats requested");
|
||||
log.console("Stats requested");
|
||||
stats_loaded = true;
|
||||
}
|
||||
} else {
|
||||
console.log("Failed to initialize Steam");
|
||||
log.console("Failed to initialize Steam");
|
||||
}
|
||||
|
||||
return steam_available;
|
||||
@@ -59,13 +59,13 @@ function unlock_achievement(achievement_name) {
|
||||
// Check if already unlocked
|
||||
var unlocked = steam.achievement.achievement_get(achievement_name);
|
||||
if (unlocked) {
|
||||
console.log("Achievement already unlocked:", achievement_name);
|
||||
log.console("Achievement already unlocked:", achievement_name);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Unlock it
|
||||
if (steam.achievement.achievement_set(achievement_name)) {
|
||||
console.log("Achievement unlocked:", achievement_name);
|
||||
log.console("Achievement unlocked:", achievement_name);
|
||||
|
||||
// Store stats to make it permanent
|
||||
steam.stats.stats_store();
|
||||
@@ -87,7 +87,7 @@ function update_stat(stat_name, value, is_float) {
|
||||
}
|
||||
|
||||
if (success) {
|
||||
console.log("Stat updated:", stat_name, "=", value);
|
||||
log.console("Stat updated:", stat_name, "=", value);
|
||||
steam.stats.stats_store();
|
||||
}
|
||||
|
||||
@@ -115,7 +115,7 @@ function start_game() {
|
||||
total_score = get_stat(STATS.TOTAL_SCORE, false);
|
||||
current_score = 0;
|
||||
|
||||
console.log("Starting game #" + (games_played + 1));
|
||||
log.console("Starting game #" + (games_played + 1));
|
||||
}
|
||||
|
||||
function end_game(score) {
|
||||
@@ -167,7 +167,7 @@ function load_from_cloud() {
|
||||
function cleanup_steam() {
|
||||
if (steam_available) {
|
||||
steam.steam_shutdown();
|
||||
console.log("Steam shut down");
|
||||
log.console("Steam shut down");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user