/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this file, * You can obtain one at http://mozilla.org/MPL/2.0/. */ /* global loop:true */ var loop = loop || {}; loop.store = loop.store || {}; loop.store.ActiveRoomStore = (function() { "use strict"; var sharedActions = loop.shared.actions; var FAILURE_REASONS = loop.shared.utils.FAILURE_REASONS; // Error numbers taken from // https://github.com/mozilla-services/loop-server/blob/master/loop/errno.json var SERVER_CODES = loop.store.SERVER_CODES = { INVALID_TOKEN: 105, EXPIRED: 111, ROOM_FULL: 202 }; var ROOM_STATES = loop.store.ROOM_STATES = { // The initial state of the room INIT: "room-init", // The store is gathering the room data GATHER: "room-gather", // The store has got the room data READY: "room-ready", // Obtaining media from the user MEDIA_WAIT: "room-media-wait", // The room is known to be joined on the loop-server JOINED: "room-joined", // The room is connected to the sdk server. SESSION_CONNECTED: "room-session-connected", // There are participants in the room. HAS_PARTICIPANTS: "room-has-participants", // There was an issue with the room FAILED: "room-failed", // The room is full FULL: "room-full", // The room conversation has ended ENDED: "room-ended" }; /** * Active room store. * * @param {loop.Dispatcher} dispatcher The dispatcher for dispatching actions * and registering to consume actions. * @param {Object} options Options object: * - {mozLoop} mozLoop The MozLoop API object. * - {OTSdkDriver} sdkDriver The SDK driver instance. */ var ActiveRoomStore = loop.store.createStore({ /** * The time factor to adjust the expires time to ensure that we send a refresh * before the expiry. Currently set as 90%. */ expiresTimeFactor: 0.9, // XXX Further actions are registered in setupWindowData and // fetchServerData when we know what window type this is. At some stage, // we might want to consider store mixins or some alternative which // means the stores would only be created when we want them. actions: [ "setupWindowData", "fetchServerData" ], initialize: function(options) { if (!options.mozLoop) { throw new Error("Missing option mozLoop"); } this._mozLoop = options.mozLoop; if (!options.sdkDriver) { throw new Error("Missing option sdkDriver"); } this._sdkDriver = options.sdkDriver; }, /** * Returns initial state data for this active room. */ getInitialStoreState: function() { return { roomState: ROOM_STATES.INIT, audioMuted: false, videoMuted: false, failureReason: undefined }; }, /** * Handles a room failure. * * @param {sharedActions.RoomFailure} actionData */ roomFailure: function(actionData) { function getReason(serverCode) { switch (serverCode) { case SERVER_CODES.INVALID_TOKEN: case SERVER_CODES.EXPIRED: return FAILURE_REASONS.EXPIRED_OR_INVALID; default: return FAILURE_REASONS.UNKNOWN; } } console.error("Error in state `" + this._storeState.roomState + "`:", actionData.error); this.setStoreState({ error: actionData.error, failureReason: getReason(actionData.error.errno) }); this._leaveRoom(actionData.error.errno === SERVER_CODES.ROOM_FULL ? ROOM_STATES.FULL : ROOM_STATES.FAILED); }, /** * Registers the actions with the dispatcher that this store is interested * in after the initial setup has been performed. */ _registerPostSetupActions: function() { this.dispatcher.register(this, [ "roomFailure", "setupRoomInfo", "updateRoomInfo", "gotMediaPermission", "joinRoom", "joinedRoom", "connectedToSdkServers", "connectionFailure", "setMute", "remotePeerDisconnected", "remotePeerConnected", "windowUnload", "leaveRoom", "feedbackComplete" ]); }, /** * Execute setupWindowData event action from the dispatcher. This gets * the room data from the mozLoop api, and dispatches an UpdateRoomInfo event. * It also dispatches JoinRoom as this action is only applicable to the desktop * client, and needs to auto-join. * * @param {sharedActions.SetupWindowData} actionData */ setupWindowData: function(actionData) { if (actionData.type !== "room") { // Nothing for us to do here, leave it to other stores. return; } this._registerPostSetupActions(); this.setStoreState({ roomState: ROOM_STATES.GATHER, windowId: actionData.windowId }); // Get the window data from the mozLoop api. this._mozLoop.rooms.get(actionData.roomToken, function(error, roomData) { if (error) { this.dispatchAction(new sharedActions.RoomFailure({error: error})); return; } this.dispatchAction(new sharedActions.SetupRoomInfo({ roomToken: actionData.roomToken, roomName: roomData.roomName, roomOwner: roomData.roomOwner, roomUrl: roomData.roomUrl })); // For the conversation window, we need to automatically // join the room. this.dispatchAction(new sharedActions.JoinRoom()); }.bind(this)); }, /** * Execute fetchServerData event action from the dispatcher. Although * this is to fetch the server data - for rooms on the standalone client, * we don't actually need to get any data. Therefore we just save the * data that is given to us for when the user chooses to join the room. * * @param {sharedActions.FetchServerData} actionData */ fetchServerData: function(actionData) { if (actionData.windowType !== "room") { // Nothing for us to do here, leave it to other stores. return; } this._registerPostSetupActions(); this.setStoreState({ roomToken: actionData.token, roomState: ROOM_STATES.READY }); this._mozLoop.rooms.on("update:" + actionData.roomToken, this._handleRoomUpdate.bind(this)); }, /** * Handles the setupRoomInfo action. Sets up the initial room data and * sets the state to `READY`. * * @param {sharedActions.SetupRoomInfo} actionData */ setupRoomInfo: function(actionData) { this.setStoreState({ roomName: actionData.roomName, roomOwner: actionData.roomOwner, roomState: ROOM_STATES.READY, roomToken: actionData.roomToken, roomUrl: actionData.roomUrl }); this._mozLoop.rooms.on("update:" + actionData.roomToken, this._handleRoomUpdate.bind(this)); }, /** * Handles the updateRoomInfo action. Updates the room data. * * @param {sharedActions.UpdateRoomInfo} actionData */ updateRoomInfo: function(actionData) { this.setStoreState({ roomName: actionData.roomName, roomOwner: actionData.roomOwner, roomUrl: actionData.roomUrl }); }, /** * Handles room updates notified by the mozLoop rooms API. * * @param {String} eventName The name of the event * @param {Object} roomData The new roomData. */ _handleRoomUpdate: function(eventName, roomData) { this.dispatchAction(new sharedActions.UpdateRoomInfo({ roomName: roomData.roomName, roomOwner: roomData.roomOwner, roomUrl: roomData.roomUrl })); }, /** * Handles the action to join to a room. */ joinRoom: function() { // Reset the failure reason if necessary. if (this.getStoreState().failureReason) { this.setStoreState({failureReason: undefined}); } this.setStoreState({roomState: ROOM_STATES.MEDIA_WAIT}); }, /** * Handles the action that signifies when media permission has been * granted and starts joining the room. */ gotMediaPermission: function() { this._mozLoop.rooms.join(this._storeState.roomToken, function(error, responseData) { if (error) { this.dispatchAction(new sharedActions.RoomFailure({error: error})); return; } this.dispatchAction(new sharedActions.JoinedRoom({ apiKey: responseData.apiKey, sessionToken: responseData.sessionToken, sessionId: responseData.sessionId, expires: responseData.expires })); }.bind(this)); }, /** * Handles the data received from joining a room. It stores the relevant * data, and sets up the refresh timeout for ensuring membership of the room * is refreshed regularly. * * @param {sharedActions.JoinedRoom} actionData */ joinedRoom: function(actionData) { this.setStoreState({ apiKey: actionData.apiKey, sessionToken: actionData.sessionToken, sessionId: actionData.sessionId, roomState: ROOM_STATES.JOINED }); this._setRefreshTimeout(actionData.expires); this._sdkDriver.connectSession(actionData); this._mozLoop.addConversationContext(this._storeState.windowId, actionData.sessionId, ""); // If we haven't got a room name yet, go and get one. We typically // need to do this in the case of the standalone window. // XXX When bug 1103331 lands this can be moved to earlier. if (!this._storeState.roomName) { this._mozLoop.rooms.get(this._storeState.roomToken, function(err, result) { if (err) { console.error("Failed to get room data:", err); return; } this.dispatcher.dispatch(new sharedActions.UpdateRoomInfo(result)); }.bind(this)); } }, /** * Handles recording when the sdk has connected to the servers. */ connectedToSdkServers: function() { this.setStoreState({ roomState: ROOM_STATES.SESSION_CONNECTED }); }, /** * Handles disconnection of this local client from the sdk servers. * * @param {sharedActions.ConnectionFailure} actionData */ connectionFailure: function(actionData) { // Treat all reasons as something failed. In theory, clientDisconnected // could be a success case, but there's no way we should be intentionally // sending that and still have the window open. this.setStoreState({ failureReason: actionData.reason }); this._leaveRoom(ROOM_STATES.FAILED); }, /** * Records the mute state for the stream. * * @param {sharedActions.setMute} actionData The mute state for the stream type. */ setMute: function(actionData) { var muteState = {}; muteState[actionData.type + "Muted"] = !actionData.enabled; this.setStoreState(muteState); }, /** * Handles recording when a remote peer has connected to the servers. */ remotePeerConnected: function() { this.setStoreState({roomState: ROOM_STATES.HAS_PARTICIPANTS}); // We've connected with a third-party, therefore stop displaying the ToS etc. this._mozLoop.setLoopPref("seenToS", "seen"); }, /** * Handles a remote peer disconnecting from the session. As we currently only * support 2 participants, we declare the room as SESSION_CONNECTED as soon as * one participantleaves. */ remotePeerDisconnected: function() { this.setStoreState({roomState: ROOM_STATES.SESSION_CONNECTED}); }, /** * Handles the window being unloaded. Ensures the room is left. */ windowUnload: function() { this._leaveRoom(); // If we're closing the window, we can stop listening to updates. this._mozLoop.rooms.off("update:" + this.getStoreState().roomToken, this._handleRoomUpdate.bind(this)); }, /** * Handles a room being left. */ leaveRoom: function() { this._leaveRoom(); }, /** * Handles setting of the refresh timeout callback. * * @param {Integer} expireTime The time until expiry (in seconds). */ _setRefreshTimeout: function(expireTime) { this._timeout = setTimeout(this._refreshMembership.bind(this), expireTime * this.expiresTimeFactor * 1000); }, /** * Refreshes the membership of the room with the server, and then * sets up the refresh for the next cycle. */ _refreshMembership: function() { this._mozLoop.rooms.refreshMembership(this._storeState.roomToken, this._storeState.sessionToken, function(error, responseData) { if (error) { this.dispatchAction(new sharedActions.RoomFailure({error: error})); return; } this._setRefreshTimeout(responseData.expires); }.bind(this)); }, /** * Handles leaving a room. Clears any membership timeouts, then * signals to the server the leave of the room. * * @param {ROOM_STATES} nextState Optional; the next state to switch to. * Switches to READY if undefined. */ _leaveRoom: function(nextState) { if (loop.standaloneMedia) { loop.standaloneMedia.multiplexGum.reset(); } this._sdkDriver.disconnectSession(); if (this._timeout) { clearTimeout(this._timeout); delete this._timeout; } if (this._storeState.roomState === ROOM_STATES.JOINED || this._storeState.roomState === ROOM_STATES.SESSION_CONNECTED || this._storeState.roomState === ROOM_STATES.HAS_PARTICIPANTS) { this._mozLoop.rooms.leave(this._storeState.roomToken, this._storeState.sessionToken); } this.setStoreState({roomState: nextState || ROOM_STATES.ENDED}); }, /** * When feedback is complete, we reset the room to the initial state. */ feedbackComplete: function() { // Note, that we want some values, such as the windowId, so we don't // do a full reset here. this.setStoreState(this.getInitialStoreState()); } }); return ActiveRoomStore; })();