| 1 | const params = require("./parameters.js"); |
| 2 | const WebSocket = require("ws"); |
| 3 | const wss = new WebSocket.Server({ |
| 4 | port: params.socket_port, |
| 5 | path: params.socket_path |
| 6 | }); |
| 7 | |
| 8 | let challenges = {}; //variantName --> socketId, name |
| 9 | let games = {}; //gameId --> gameInfo (vname, fen, players, options, time) |
| 10 | let sockets = {}; //socketId --> socket |
| 11 | const variants = require("./variants.js"); |
| 12 | const Crypto = require("crypto"); |
| 13 | const randstrSize = 8; |
| 14 | |
| 15 | function send(sid, code, data) { |
| 16 | const socket = sockets[sid]; |
| 17 | // If a player deletes local infos and then tries to resume a game, |
| 18 | // sockets[oppSid] will probably not exist anymore: |
| 19 | if (socket) |
| 20 | socket.send(JSON.stringify(Object.assign({code: code}, data))); |
| 21 | } |
| 22 | |
| 23 | function initializeGame(vname, players, options) { |
| 24 | const gid = |
| 25 | Crypto.randomBytes(randstrSize).toString("hex").slice(0, randstrSize); |
| 26 | games[gid] = { |
| 27 | vname: vname, |
| 28 | players: players, |
| 29 | options: options, |
| 30 | time: Date.now(), |
| 31 | moveHash: {} //set of moves hashes seen so far |
| 32 | }; |
| 33 | return gid; |
| 34 | } |
| 35 | |
| 36 | // Provide seed in case of, so that both players initialize with same FEN |
| 37 | function launchGame(gid) { |
| 38 | const gameInfo = Object.assign( |
| 39 | {seed: Math.floor(Math.random() * 19840), gid: gid}, |
| 40 | games[gid] |
| 41 | ); |
| 42 | // players array is supposed to be full: |
| 43 | for (const p of games[gid].players) |
| 44 | send(p.sid, "gamestart", gameInfo); |
| 45 | } |
| 46 | |
| 47 | function getRandomVariant() { |
| 48 | // Pick a variant at random in the list |
| 49 | const index = Math.floor(Math.random() * variants.length); |
| 50 | return variants[index].name; |
| 51 | } |
| 52 | |
| 53 | wss.on("connection", (socket, req) => { |
| 54 | const sid = req.url.split("=")[1]; //...?sid=... |
| 55 | sockets[sid] = socket; |
| 56 | socket.isAlive = true; |
| 57 | socket.on("pong", () => socket.isAlive = true); |
| 58 | |
| 59 | socket.on("message", (msg) => { |
| 60 | const obj = JSON.parse(msg); |
| 61 | switch (obj.code) { |
| 62 | // Send challenge (may trigger game creation) |
| 63 | case "seekgame": { |
| 64 | let oppIndex = undefined, //variant name |
| 65 | choice = undefined; //variant finally played |
| 66 | const vname = obj.vname, //variant requested |
| 67 | randvar = (obj.vname == "_random"); |
| 68 | if (vname == "_random") { |
| 69 | // Pick any current challenge if possible |
| 70 | const currentChalls = Object.keys(challenges); |
| 71 | if (currentChalls.length >= 1) { |
| 72 | choice = |
| 73 | currentChalls[Math.floor(Math.random() * currentChalls.length)]; |
| 74 | oppIndex = choice; |
| 75 | } |
| 76 | } |
| 77 | else if (challenges[vname]) { |
| 78 | // Anyone wanting to play the same variant ? |
| 79 | choice = vname; |
| 80 | oppIndex = vname; |
| 81 | } |
| 82 | else if (challenges["_random"]) { |
| 83 | // Anyone accepting any variant (including vname) ? |
| 84 | choice = vname; |
| 85 | oppIndex = "_random"; |
| 86 | } |
| 87 | if (oppIndex) { |
| 88 | if (choice == "_random") |
| 89 | choice = getRandomVariant(); |
| 90 | // Launch game |
| 91 | let players = [ |
| 92 | {sid: sid, name: obj.name, randvar: randvar}, |
| 93 | Object.assign({}, challenges[oppIndex]) |
| 94 | ]; |
| 95 | delete challenges[oppIndex]; |
| 96 | if (Math.random() < 0.5) |
| 97 | players = players.reverse(); |
| 98 | // Empty options = default |
| 99 | launchGame( initializeGame(choice, players, {}) ); |
| 100 | } |
| 101 | else |
| 102 | // Place challenge and wait. 'randvar' indicate if we play anything |
| 103 | challenges[vname] = {sid: sid, name: obj.name, randvar: randvar}; |
| 104 | break; |
| 105 | } |
| 106 | // Set FEN after game was created (received twice) |
| 107 | case "setfen": |
| 108 | games[obj.gid].fen = obj.fen; |
| 109 | break; |
| 110 | // Send back game informations |
| 111 | case "getgame": |
| 112 | if (!games[obj.gid]) |
| 113 | send(sid, "nogame"); |
| 114 | else |
| 115 | send(sid, "gameinfo", games[obj.gid]); |
| 116 | break; |
| 117 | // Cancel challenge |
| 118 | case "cancelseek": |
| 119 | delete challenges[obj.vname]; |
| 120 | break; |
| 121 | // Receive rematch |
| 122 | case "rematch": |
| 123 | if (!games[obj.gid]) |
| 124 | send(sid, "closerematch"); |
| 125 | else { |
| 126 | const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1); |
| 127 | if (!games[obj.gid].rematch) |
| 128 | games[obj.gid].rematch = [0, 0]; |
| 129 | games[obj.gid].rematch[myIndex] = !obj.random ? 1 : 2; |
| 130 | if (games[obj.gid].rematch[1-myIndex]) { |
| 131 | // Launch new game, colors reversed |
| 132 | let vname = games[obj.gid].vname; |
| 133 | const allrand = games[obj.gid].rematch.every(r => r == 2); |
| 134 | if (allrand) |
| 135 | vname = getRandomVariant(); |
| 136 | games[obj.gid].players.forEach(p => p.randvar = allrand); |
| 137 | const gid = initializeGame(vname, |
| 138 | games[obj.gid].players.reverse(), |
| 139 | games[obj.gid].options); |
| 140 | launchGame(gid); |
| 141 | } |
| 142 | } |
| 143 | break; |
| 144 | // Rematch cancellation |
| 145 | case "norematch": |
| 146 | if (games[obj.gid]) { |
| 147 | const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1); |
| 148 | send(games[obj.gid].players[1-myIndex].sid, "closerematch"); |
| 149 | } |
| 150 | break; |
| 151 | // Create game vs. friend |
| 152 | case "creategame": { |
| 153 | let players = [ |
| 154 | {sid: obj.player.sid, name: obj.player.name}, |
| 155 | undefined |
| 156 | ]; |
| 157 | if ( |
| 158 | obj.player.color == 'b' || |
| 159 | (obj.player.color == '' && Math.random() < 0.5) |
| 160 | ) { |
| 161 | players = players.reverse(); |
| 162 | } |
| 163 | // Incomplete players array: do not start game yet |
| 164 | const gid = initializeGame(obj.vname, players, obj.options); |
| 165 | send(sid, "gamecreated", {gid: gid}); |
| 166 | // If nobody joins within 3 minutes, delete game |
| 167 | setTimeout( |
| 168 | () => { |
| 169 | if (games[gid] && games[gid].players.some(p => !p)) |
| 170 | delete games[gid]; |
| 171 | }, |
| 172 | 3 * 60000 |
| 173 | ); |
| 174 | break; |
| 175 | } |
| 176 | // Join game vs. friend |
| 177 | case "joingame": |
| 178 | if (!games[obj.gid]) |
| 179 | send(sid, "jointoolate"); |
| 180 | else { |
| 181 | const emptySlot = games[obj.gid].players.findIndex(p => !p); |
| 182 | if (emptySlot < 0) |
| 183 | send(sid, "jointoolate"); |
| 184 | else { |
| 185 | // Join a game (started by some other player) |
| 186 | games[obj.gid].players[emptySlot] = {sid: sid, name: obj.name}; |
| 187 | launchGame(obj.gid); |
| 188 | } |
| 189 | } |
| 190 | break; |
| 191 | // Relay a move + update games object |
| 192 | case "newmove": |
| 193 | // NOTE: still potential racing issues, but... fingers crossed |
| 194 | const hash = Crypto.createHash("md5") |
| 195 | .update(JSON.stringify(obj.fen)) |
| 196 | .digest("hex"); |
| 197 | if (games[obj.gid].moveHash[hash]) |
| 198 | break; |
| 199 | games[obj.gid].moveHash[hash] = true; |
| 200 | games[obj.gid].fen = obj.fen; |
| 201 | games[obj.gid].time = Date.now(); //update useful if verrry slow game |
| 202 | const playingWhite = (games[obj.gid].players[0].sid == sid); |
| 203 | const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid; |
| 204 | send(oppSid, "newmove", {moves: obj.moves}); |
| 205 | break; |
| 206 | // Relay "game ends" message |
| 207 | case "gameover": |
| 208 | if (obj.relay) { |
| 209 | const playingWhite = (games[obj.gid].players[0].sid == sid); |
| 210 | const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid; |
| 211 | send(oppSid, "gameover", { gid: obj.gid }); |
| 212 | } |
| 213 | // 2 minutes timeout for rematch: |
| 214 | setTimeout(() => delete games[obj.gid], 2 * 60000); |
| 215 | break; |
| 216 | } |
| 217 | }); |
| 218 | socket.on("close", () => { |
| 219 | delete sockets[sid]; |
| 220 | for (const [key, value] of Object.entries(challenges)) { |
| 221 | if (value.sid == sid) { |
| 222 | delete challenges[key]; |
| 223 | break; //only one challenge per player |
| 224 | } |
| 225 | } |
| 226 | for (let g of Object.values(games)) { |
| 227 | const myIndex = g.players.findIndex(p => p && p.sid == sid); |
| 228 | if (myIndex >= 0) { |
| 229 | if (g.rematch && g.rematch[myIndex] > 0) g.rematch[myIndex] = 0; |
| 230 | break; //only one game per player |
| 231 | } |
| 232 | } |
| 233 | }); |
| 234 | }); |
| 235 | |
| 236 | const heartbeat = setInterval(() => { |
| 237 | wss.clients.forEach((ws) => { |
| 238 | if (ws.isAlive === false) |
| 239 | return ws.terminate(); |
| 240 | ws.isAlive = false; |
| 241 | ws.ping(); |
| 242 | }); |
| 243 | }, 30000); |
| 244 | |
| 245 | // Every 24 hours, scan games and remove if last move older than 24h |
| 246 | const dayInMillisecs = 24 * 60 * 60 * 1000; |
| 247 | const killOldGames = setInterval(() => { |
| 248 | const now = Date.now(); |
| 249 | Object.keys(games).forEach(gid => { |
| 250 | if (now - games[gid].time >= dayInMillisecs) |
| 251 | delete games[gid]; |
| 252 | }); |
| 253 | }, dayInMillisecs); |
| 254 | |
| 255 | // TODO: useful code here? |
| 256 | wss.on("close", () => { |
| 257 | clearInterval(heartbeat); |
| 258 | clearInterval(killOldGames); |
| 259 | }); |