Browse Source

new BERT API

Maxim Sokhatsky 11 years ago
parent
commit
32cb4eaf11
2 changed files with 43 additions and 43 deletions
  1. 19 19
      apps/face/priv/static/doc/js_proto.htm
  2. 24 24
      apps/face/priv/static/doc/n2o_proto.htm

+ 19 - 19
apps/face/priv/static/doc/js_proto.htm

@@ -18,10 +18,10 @@
 <p>Session Attach is the first message that should be
 sent from JavaScript client using Authorization token. For test purposes you can use following token:</p>
 
-<code>ws.send(bert.encodebuf(bert.tuple(
-    bert.atom('client'),
-    bert.tuple(
-        bert.atom('session_attach'),
+<code>ws.send(enc(tuple(
+    atom('client'),
+    tuple(
+        atom('session_attach'),
         'EBAs6dg2Xw6XuCdg8qiPmlBLgYJ6N4Ti0P+oGpWgY'+
         'z4NW4nBBUzTe/wAuLYtPnjFpsjCExxSpV78fipmsP'+
         'xcf+NGy+QKIM6rmVJhpnIlKf0bpFNuGaAPjZAWthh'+
@@ -33,9 +33,9 @@ sent from JavaScript client using Authorization token. For test purposes you can
 <p>After session established you can join the game table.
 You should specify existed ID of game table. 1000001 is permanent lobby game ID:</p>
 
-<code>ws.send(bert.encodebuf(bert.tuple(
-    bert.atom('client'),
-    bert.tuple(bert.atom('join_game'),1000001))));
+<code>ws.send(enc(tuple(
+    atom('client'),
+    tuple(atom('join_game'),1000001))));
 </code>
 
 <h2><a name="p1.1">Game Events</a></h2>
@@ -44,7 +44,7 @@ You should specify existed ID of game table. 1000001 is permanent lobby game ID:
 All messages from server to client are encoded as game events.
 You can make BERT huamn readable with:</P>
 
-<code>String(bert.decodebuf(raw))</code>
+<code>String(dec(raw))</code>
 
 <h3><a name="p1.1">Game Info</a></h3>
 
@@ -141,23 +141,23 @@ will mirror from server as DATA BERT event also.</P>
 
 <h3><a name="p1.1">Take</a></h3>
 
-<code>ws.send(bert.encodebuf(bert.tuple(
-    bert.atom('client'),
-    bert.tuple(
-        bert.atom('game_action'),
+<code>ws.send(enc(tuple(
+    atom('client'),
+    tuple(
+        atom('game_action'),
         1000001,
-        bert.atom('okey_take'),
+        atom('okey_take'),
         {'pile':0})))); </code>
 
 <h3><a name="p1.1">Discard</a></h3>
 
-<code>ws.send(bert.encodebuf(bert.tuple(
-    bert.atom('client'),
-    bert.tuple(
-        bert.atom('game_action'),
+<code>ws.send(enc(tuple(
+    atom('client'),
+    tuple(
+        atom('game_action'),
         1000001,
-        bert.atom('okey_discard'),
-        {'tile':bert.tuple(bert.atom('OkeyPiece'),1,9)}))));</code>
+        atom('okey_discard'),
+        {'tile':tuple(atom('OkeyPiece'),1,9)}))));</code>
 
 </div>
 

+ 24 - 24
apps/face/priv/static/doc/n2o_proto.htm

@@ -22,12 +22,12 @@ channel and want to hide the content of the message,
 that was generated on server. You can use BASE64 pickling mechanisms
 with optional AES/RIPEMD160 encrypting.
 
-<code>ws.send(bert.encodebuf(
-    bert.tuple(bert.atom('pickle'),
-    bert.binary('ddtake'),
-    bert.binary('g2gCaAVkAAJldmQABWluZGV4ZAAEdGFrZWsABH'+
+<code>ws.send(enc(
+    tuple(atom('pickle'),
+    binary('ddtake'),
+    binary('g2gCaAVkAAJldmQABWluZGV4ZAAEdGFrZWsABH'+
                  Rha2VkAAVldmVudGgDYgAABXViAAQKXmIAC3cK'),
-    [bert.tuple(bert.atom('ddtake'),'0')])));</code>
+    [tuple(atom('ddtake'),'0')])));</code>
 
 Where Base64 represents the N2O EVENT:
 
@@ -40,10 +40,10 @@ This request will return JSON with EVAL field only.</p>
 
 Client messages usually originated at client and represent the Client API Requests:
 
-<code>ws.send(bert.encodebuf(
-    bert.tuple(
-        bert.atom('client'),
-        bert.tuple(bert.atom('join_game'),1000001))));</code>
+<code>ws.send(enc(
+    tuple(
+        atom('client'),
+        tuple(atom('join_game'),1000001))));</code>
 
 <p>NOTE: This request may return JSON with EVAL and DATA fields.</p>
 
@@ -52,10 +52,10 @@ Client messages usually originated at client and represent the Client API Reques
 <p>When you want to receive BERT messages on client you usually ask the
 server by sending:</p>
 
-<code>ws.send(bert.encodebuf(
-    bert.tuple(
-        bert.atom('bert'),
-        bert.binary('API Request'));</code>
+<code>ws.send(enc(
+    tuple(
+        atom('bert'),
+        binary('API Request'));</code>
 
 <p>This messages could be handled as this:</p>
 
@@ -70,10 +70,10 @@ server by sending:</p>
 <p>When you need raw binary Blob on client side,
 for images or other raw data you can ask server like this:</p>
 
-<code>ws.send(bert.encodebuf(
-    bert.tuple(
-        bert.atom('binary'),
-        bert.binary('API Request'));</code>
+<code>ws.send(enc(
+    tuple(
+        atom('binary'),
+        binary('API Request'));</code>
 
 <p>And handle also in binary clause:</p>
 
@@ -96,10 +96,10 @@ server by sending <b>info</b> notifications directly to Web Socket process:
 
 <p>You can also send server messages from client relays:</p>
 
-<code>ws.send(bert.encodebuf(
-    bert.tuple(
-        bert.atom('server'),
-        bert.binary('Binary Message'));</code>
+<code>ws.send(enc(
+    tuple(
+        atom('server'),
+        binary('Binary Message'));</code>
 
 
 <p>NOTE: This request may return JSON with EVAL and DATA fields.</p>
@@ -125,18 +125,18 @@ to handle_web_socket(data) function if exists.</p>
 <h2><a name="p1.1">JSON enveloped BERT</a></h2>
 
 <p>Usually in DATA come <a href="http://bert-rpc.org">BERT</a> messages (Binary Erlang Term Format).
-<a href="https://github.com/synrc/n2o_scripts/blob/master/n2o/bert.js">BERT.js</a>
+<a href="https://github.com/synrc/n2o_scripts/blob/master/n2o/js">js</a>
 is used to decode Game Protocol message.</p>
 
 <code>function handle_web_socket(body) {
-    console.log(String(bert.decodebuf(body))); } </code>
+    console.log(String(dec(body))); } </code>
 
 <code style="background-color:white;margin-bottom:-5px;">E> Received: {message,"Hello"} </code>
 
 <h2><a name="">BERT binary</a></h2>
 
 <code>function handle_web_socket(body) {
-    console.log(String(bert.decodebuf(body))); } </code>
+    console.log(String(dec(body))); } </code>
 
 <h2><a name="p1.1">RAW binary</a></h2>