您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Allows custom brush sizes, colors, and even importing images into Jackbox's drawing games!
当前为
// ==UserScript== // @name JackboxDrawer // @description Allows custom brush sizes, colors, and even importing images into Jackbox's drawing games! // @namespace ipodtouch0218/JackboxDrawer // @version 1.0.1 // @include *://jackbox.tv/* // ==/UserScript== //Catch outgoing messages and replace drawing data. //Has to be done through eval to break through GreaseMonkey's sandboxing. //Luckily, every single time data is sent, a message is logged. We override console.log and wait until //the message "[Blobcast Client] send" is passed through, and then we can modify args[2], which contains //the JSON data of the message we're about to upload to jackbox's servers. window.eval(` oldConsoleLog = console.log; console.log = function(...args) { oldConsoleLog(args.join(' ')); //Send data to the existing console.log. We don't wanna lose out on any debug info. if (typeof(tempvar) == 'undefined' || tempvar === null) { //No custom code ready, most likely a vanilla subimssion. Ignore this one. return; } if (args[0] == '[Blobcast Client] send') { //Perform the switch-a-roo. //The specifics of the code that's ran depends on the game, and that's //all handled from the Java-app side of things. Check the source //code there for specifics. eval(tempvar); tempvar = null; } } `); //Handle games and their differences. var games = { "drawful_1": { submitDrawing: function() { document.getElementById("drawful-submitdrawing").click(); }, isInDrawingMode: function() { return !document.getElementsByClassName("state-draw")[0].getAttribute("class").includes("pt-page-off"); }, getSketchpad: function() { return document.getElementsByClassName("sketchpad")[0]; } }, "drawful_2": { submitDrawing: function() { document.getElementById("drawful-submitdrawing").click(); }, isInDrawingMode: function() { return !document.getElementsByClassName("state-draw")[0].getAttribute("class").includes("pt-page-off"); }, getSketchpad: function() { return document.getElementsByClassName("sketchpad")[0]; } }, "bidiots": { submitDrawing: function() { document.getElementById("auction-submitdrawing").click(); }, isInDrawingMode: function() { return !document.getElementById("state-draw").getAttribute("class").includes("pt-page-off"); }, getSketchpad: function() { return document.getElementById("auction-sketchpad"); } }, "tee_ko": { submitDrawing: function() { document.getElementById("awshirt-submitdrawing").click(); }, isInDrawingMode: function() { return !document.getElementById("state-draw").getAttribute("class").includes("pt-page-off"); }, getSketchpad: function() { return document.getElementsByClassName("awshirt-sketchpad")[0]; } }, "push_the_button": { submitDrawing: function() { document.getElementById("submitdrawing").click(); }, isInDrawingMode: function() { return document.getElementsByClassName("Draw")[0] === null; }, getSketchpad: function() { return document.getElementById("fullLayer"); } }, "trivia_murder_party_1": { submitDrawing: function() { document.getElementById("enter-single-drawing-submit").click(); }, isInDrawingMode: function() { return !document.getElementById("state-enter-single-drawing").getAttribute("class").includes("pt-page-off"); }, getSketchpad: function() { return document.getElementById("sketchpad"); } } } //Keeps track of the game we're currently playing. var gameID = null; function updateGame(id) { gameID = id; if (typeof(socket) !== 'undefined' && socket !== null) { //Update the drawing app on what game we're playing. socket.send("updategame:" + id); } } //Is ran every time the document changes. Useful for finding which game we're currently playing. var callback = function(mutationsList, observer) { if (document.getElementById("page-drawful") !== null) { //Drawful 1 and 2 actually share the same ID, but have different graphcis modes. //Luckily, the drawing div has "drawful2-page" as a class in Drawful 2. if (document.getElementsByClassName("state-draw")[0].getAttribute("class").includes("drawful2-page")) { updateGame("drawful_2"); } else { updateGame("drawful_1"); } } else if (document.getElementById("page-auction") !== null) { updateGame("bidiots"); } else if (document.getElementById("page-awshirt") !== null) { //Fun fact. Tee KO is actually internally called "awshirt" both on the website and in the game files. updateGame("tee_ko"); } else if (document.getElementsByClassName("Push The Button")[0] != null) { //Yes, the class name has spaces. updateGame("push_the_button"); } else if (document.getElementById("page-triviadeath") !== null) { updateGame("trivia_murder_party_1"); } }; //Initiate the DOM observer to run "callback" every time it changes. var observer = new MutationObserver(callback); var targetNode = document.getElementById('content-region'); var config = { attributes: false, childList: true, subtree: true }; observer.observe(targetNode, config); //Info related to communicating with the Java app. var socket = null; var open = false; var firsttry = false; //We want to automatically attempt reconnects if the connection is dropped, use setInterval with some //checks to make sure we don't make multiple connections. setInterval(function() { if (open || socket !== null) { return; } socket = new WebSocket("ws://127.0.0.1:2460"); socket.onopen = function(e) { alert("Connection established with JackboxDrawer program."); open = true; callback(null,null); }; socket.onmessage = function(event) { //Check for the proper version. if (event.data.startsWith("version")) { var version = event.data.split(":")[1]; if (version > 101) { alert("Please update the JackboxDrawer Greasemonkey script!"); } else if (version < 101) { alert("Please update the JackboxDrawer Java program!\nThe download can be found here: https://github.com/ipodtouch0218/JackboxDrawer/releases"); } return; } //Save incoming code from the websocket in "tempvar". Needs to be eval'd to get through Greasemonkey's sandboxing. //We could also use window.wrappedJSObject but this is what I thought of first. Either way, potental security breach right here. window.eval("var tempvar = `" + event.data + "`"); //Check to make sure we can actually DRAW right now. //If not, even attempting to submit a drawing can easily crash our webpage. var currentGame = games[gameID]; if (typeof (currentGame) === 'undefined' || currentGame === null) { alert("Game not supported!"); return; } if (!currentGame.isInDrawingMode()) { alert("Cannot submit drawing: Not in drawing mode!"); window.eval("var tempvar = null;"); return; } //Find the current sketchpad. We need it for later... var sketchpad = currentGame.getSketchpad(); if (sketchpad === null) { //Couldn't find it, we're probably can't draw right now. Somehow, the previous checks failed. return; } //Simulate drawing on the sketchpad with mouse events. We can't access the sketchpad's info directly //as it's kept track of internally, and the game never attempts to send any data if it's blank. var rect = sketchpad.getBoundingClientRect(); var mouseEvent = document.createEvent('MouseEvents'); mouseEvent.clientX = rect.x + rect.width / 2; mouseEvent.clientY = rect.y + rect.height / 2; mouseEvent.initEvent("mousedown", true, false); sketchpad.dispatchEvent(mouseEvent); mouseEvent.clientX += 2; mouseEvent.initEvent("mousemove", true, false); sketchpad.dispatchEvent(mouseEvent); mouseEvent.initEvent("mouseup", true, false); sketchpad.dispatchEvent(mouseEvent); //Submit drawing and get ready to switch-a-roo. currentGame.submitDrawing(); }; //Socket died, my dude. socket.onclose = function(event) { if (!open) return; alert("Connection lost with JackboxDrawer program. Retrying..."); open = false; socket = null; }; //Socket died PAINFULLY, my dude. socket.onerror = function(error) { if (!firsttry) { alert("Failed to connect to JackboxDrawer. \nI will attempt to reconnect in the background..."); firsttry = true; } socket = null; } }, 1000);