1 const url
= require('url');
3 // Node version in Ubuntu 16.04 does not know about URL class
4 function getJsonFromUrl(url
)
6 const query
= url
.substr(2); //starts with "/?"
8 query
.split("&").forEach((part
) => {
9 const item
= part
.split("=");
10 result
[item
[0]] = decodeURIComponent(item
[1]);
15 // Removal in array of strings (socket IDs)
16 function remInArray(arr
, item
)
18 const idx
= arr
.indexOf(item
);
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
25 // TODO: this file "in the end" would be much simpler, essentially just tracking connect/disconnect
26 // (everything else using WebRTC)
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
31 module
.exports = function(wss
) {
32 let clients
= {}; //associative array sid --> socket
33 wss
.on("connection", (socket
, req
) => {
34 const query
= getJsonFromUrl(req
.url
);
35 const sid
= query
["sid"];
36 // Ignore duplicate connections (on the same live game that we play):
38 return socket
.send(JSON
.stringify({code:"duplicate"}));
39 clients
[sid
] = socket
;
41 Object
.keys(clients
).forEach(k
=> {
43 clients
[k
].send(JSON
.stringify({code:"connect",sid:sid
}));
45 socket
.on("message", objtxt
=> {
46 let obj
= JSON
.parse(objtxt
);
47 if (!!obj
.target
&& !clients
[obj
.target
])
48 return; //receiver not connected, nothing we can do
49 //console.log(obj.code);
53 socket
.send(JSON
.stringify({code:"pollclients",
54 sockIds:Object
.keys(clients
).filter(k
=> k
!= sid
)}));
57 clients
[obj
.target
].send(
58 JSON
.stringify({code:"askidentity",from:sid
}));
61 clients
[obj
.target
].send(
62 JSON
.stringify({code:"askchallenge",from:sid
}));
65 clients
[obj
.target
].send(
66 JSON
.stringify({code:"askgame",from:sid
}));
69 clients
[obj
.target
].send(
70 JSON
.stringify({code:"identity",user:obj
.user
}));
73 // Relay challenge to other player
76 // Relay (live) game to other player
79 clients
[obj
.target
].send(JSON
.stringify({code:"newchallenge",chall:obj
.chall
}));
81 clients
[obj
.target
].send(JSON
.stringify({code:"newchat",msg:obj
.msg
}));
83 // Transmit chats and moves to current room
84 // TODO: WebRTC instead in this case (most demanding?)
86 clients
[obj
.target
].send(JSON
.stringify({code:"newmove",move:obj
.move}));
88 // TODO: generalize that for several opponents
90 socket
.send(JSON
.stringify({code:"pong",gameId:obj
.gameId
}));
93 const oppId
= obj
.target
;
94 obj
.oppid
= sid
; //I'm the opponent of my opponent(s)
95 clients
[oppId
].send(JSON
.stringify(obj
));
97 // TODO: moreover, here, game info should be sent (through challenge; not stored here)
99 clients
[obj
.target
].send(JSON
.stringify({code:"newgame", game:obj
.game
}));
101 case "cancelnewgame": //if a user cancel his seek
102 // TODO: just transmit event
103 //delete games[page];
105 // TODO: also other challenge events
107 clients
[obj
.target
].send(JSON
.stringify({code:"resign"}));
109 // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all
110 // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections
112 console
.log("challenge received");
113 console
.log(obj
.sender
);
118 socket
.on("close", () => {
120 // Notify every other connected client
121 Object
.keys(clients
).forEach( k
=> {
122 clients
[k
].send(JSON
.stringify({code:"disconnect",sid:sid
}));