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 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):
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: ""};
45 // socket.on("message", objtxt => {
46 // let obj = JSON.parse(objtxt);
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 == "/")
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}));
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);
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);
76 // // Finally, receive (sub-)room composition
79 //// NOTE: no "leave" counterpart (because it's always to enter somewhere else)
82 // // Transmit chats and moves to current room
83 // // TODO: WebRTC instead in this case (most demanding?)
85 // if (!!clients[page][obj.oppid])
87 // clients[page][obj.oppid].send(
88 // JSON.stringify({code:"newchat",msg:obj.msg}), noop);
92 // if (!!clients[page][obj.oppid])
94 // clients[page][obj.oppid].send(
95 // JSON.stringify({code:"newmove",move:obj.move}), noop);
100 // // TODO: generalize that for several opponents
102 // if (!!clients[page][obj.oppid])
103 // socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
106 // if (!!clients[page][obj.oppid])
108 // const oppId = obj.oppid;
109 // obj.oppid = sid; //I'm oppid for my opponent
110 // clients[page][oppId].send(JSON.stringify(obj), noop);
113 // // TODO: moreover, here, game info should be sent (through challenge; not stored here)
115 // if (!!games[page])
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])
127 // clients[page][oppId].send(
129 // {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}),
134 // games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent
136 // case "cancelnewgame": //if a user cancel his seek
137 // // TODO: just transmit event
138 // //delete games[page];
140 // // TODO: also other challenge events
142 // if (!!clients[page][obj.oppid])
143 // clients[page][obj.oppid].send(JSON.stringify({code:"resign"}), noop);
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
149 // socket.on("close", () => {
150 // delete clients[sid];
151 // // TODO: carefully delete pages[.........]
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);
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);