Work on main hall
[vchess.git] / server / sockets.js
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a29d9d6b 1const url = require('url');
1d184b4c 2
2807f530 3// Node version in Ubuntu 16.04 does not know about URL class
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4function getJsonFromUrl(url)
5{
6 const query = url.substr(2); //starts with "/?"
7 let result = {};
8 query.split("&").forEach((part) => {
9 const item = part.split("=");
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10 result[item[0]] = decodeURIComponent(item[1]);
11 });
12 return result;
13}
14
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15// Removal in array of strings (socket IDs)
16function remInArray(arr, item)
17{
18 const idx = arr.indexOf(item);
19 if (idx >= 0)
20 arr.splice(idx, 1);
21}
22
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23// TODO: empêcher multi-log du même user (envoyer le user ID + secret en même temps que name et...)
24// --> si secret ne matche pas celui trouvé en DB, stop
b644ef7f 25// TODO: this file "in the end" would be much simpler, essentially just tracking connect/disconnect
4608eed9 26// (everything else using WebRTC)
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27// TODO: lorsque challenge accepté, seul le dernier joueur à accepter envoi message "please start game"
28// avec les coordonnées des participants. Le serveur renvoit alors les détails de la partie (couleurs, position)
29//TODO: programmatic re-navigation on current game if we receive a move and are not there
4608eed9 30
1d184b4c 31module.exports = function(wss) {
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32 let clients = {}; //associative array client sid --> {socket, curPath}
33 let pages = {}; //associative array path --> array of client sid
34 // No-op function as a callback when sending messages
35 const noop = () => { };
36 wss.on("connection", (socket, req) => {
37 const query = getJsonFromUrl(req.url);
38 const sid = query["sid"];
39 // Ignore duplicate connections (on the same live game that we play):
40 if (!!clients[sid])
41 return socket.send(JSON.stringify({code:"duplicate"}));
42 // We don't know yet on which page the user will be
43 clients[sid] = {socket: socket, path: ""};
44
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45// socket.on("message", objtxt => {
46// let obj = JSON.parse(objtxt);
47// switch (obj.code)
48// {
49// case "enter":
50// if (clients[sid].path.length > 0)
51// remInArray(pages[clients[sid].path], sid);
52// clients[sid].path = obj.path;
53// pages[obj.path].push(sid);
54// // TODO also: notify "old" sub-room that I left (if it was not index)
55// if (obj.path == "/")
56// {
57// // Send counting info
58// let countings = {};
59// Object.keys(pages).forEach(
60// path => { countings[path] = pages[path].length; });
61// socket.send(JSON.stringify({code:"counts",counts:countings}));
62// }
63// else
64// {
65// // Send to every client connected on index an update message for counts
66// pages["/"].forEach((id) => {
67// clients[id].socket.send(
68// JSON.stringify({code:"increase",path:obj.path}), noop);
69// });
70// // TODO: do not notify anything in rules and problems sections (no socket required)
71// // --> in fact only /Atomic (main hall) and inside a game: /Atomic/392f3ju
72// // Also notify the (sub-)room (including potential opponents):
73// Object.keys(clients[page]).forEach( k => {
74// clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop);
75// });
76// // Finally, receive (sub-)room composition
77// // TODO.
78// }
79//// NOTE: no "leave" counterpart (because it's always to enter somewhere else)
80//// case "leave":
81//// break;
82// // Transmit chats and moves to current room
83// // TODO: WebRTC instead in this case (most demanding?)
84// case "newchat":
85// if (!!clients[page][obj.oppid])
86// {
87// clients[page][obj.oppid].send(
88// JSON.stringify({code:"newchat",msg:obj.msg}), noop);
89// }
b644ef7f 90// break;
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91// case "newmove":
92// if (!!clients[page][obj.oppid])
93// {
94// clients[page][obj.oppid].send(
95// JSON.stringify({code:"newmove",move:obj.move}), noop);
96// }
97// break;
98//
99//
100// // TODO: generalize that for several opponents
101// case "ping":
102// if (!!clients[page][obj.oppid])
103// socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
104// break;
105// case "lastate":
106// if (!!clients[page][obj.oppid])
107// {
108// const oppId = obj.oppid;
109// obj.oppid = sid; //I'm oppid for my opponent
110// clients[page][oppId].send(JSON.stringify(obj), noop);
111// }
112// break;
113// // TODO: moreover, here, game info should be sent (through challenge; not stored here)
114// case "newgame":
115// if (!!games[page])
116// {
117// // Start a new game
118// const oppId = games[page]["id"];
119// const fen = games[page]["fen"];
120// const gameId = games[page]["gameid"];
121// delete games[page];
122// const mycolor = (Math.random() < 0.5 ? 'w' : 'b');
123// socket.send(JSON.stringify(
124// {code:"newgame",fen:fen,oppid:oppId,color:mycolor,gameid:gameId}));
125// if (!!clients[page][oppId])
126// {
127// clients[page][oppId].send(
128// JSON.stringify(
129// {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}),
130// noop);
131// }
132// }
133// else
134// games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent
135// break;
136// case "cancelnewgame": //if a user cancel his seek
137// // TODO: just transmit event
138// //delete games[page];
139// break;
140// // TODO: also other challenge events
141// case "resign":
142// if (!!clients[page][obj.oppid])
143// clients[page][obj.oppid].send(JSON.stringify({code:"resign"}), noop);
144// break;
145// // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all
146// // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections
147// }
148// });
149// socket.on("close", () => {
150// delete clients[sid];
151// // TODO: carefully delete pages[.........]
152// // + adapt below:
153// if (page != "/")
154// {
155// // Send to every client connected on index an update message for counts
156// Object.keys(clients["index"]).forEach( k => {
157// clients["index"][k].send(
158// JSON.stringify({code:"decrease",vid:page}), noop);
159// });
160// }
161// // Also notify potential opponents:
162// // hit all clients which check if sid corresponds
163// Object.keys(clients[page]).forEach( k => {
164// clients[page][k].send(JSON.stringify({code:"disconnect",id:sid}), noop);
165// });
166// });
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167 });
168}