// ==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);