// Node version in Ubuntu 16.04 does not know about URL class
function getJsonFromUrl(url)
{
- const query = url.substr(2); //starts with "/?"
- let result = {};
- query.split("&").forEach((part) => {
- const item = part.split("=");
- result[item[0]] = decodeURIComponent(item[1]);
- });
- return result;
+ const query = url.substr(2); //starts with "/?"
+ let result = {};
+ query.split("&").forEach((part) => {
+ const item = part.split("=");
+ result[item[0]] = decodeURIComponent(item[1]);
+ });
+ return result;
}
// Removal in array of strings (socket IDs)
function remInArray(arr, item)
{
- const idx = arr.indexOf(item);
- if (idx >= 0)
- arr.splice(idx, 1);
+ const idx = arr.indexOf(item);
+ if (idx >= 0)
+ arr.splice(idx, 1);
}
// TODO: empêcher multi-log du même user (envoyer le user ID + secret en même temps que name et...)
// --> si secret ne matche pas celui trouvé en DB, stop
-// TODO: this file "in the end" would be much simpler, essentially just tracking connect/disconnect
-// (everything else using WebRTC)
// TODO: lorsque challenge accepté, seul le dernier joueur à accepter envoi message "please start game"
// avec les coordonnées des participants. Le serveur renvoit alors les détails de la partie (couleurs, position)
//TODO: programmatic re-navigation on current game if we receive a move and are not there
module.exports = function(wss) {
- let clients = {}; //associative array sid --> socket
- wss.on("connection", (socket, req) => {
- const query = getJsonFromUrl(req.url);
- const sid = query["sid"];
+ let clients = {}; //associative array sid --> socket
+ wss.on("connection", (socket, req) => {
+ const query = getJsonFromUrl(req.url);
+ const sid = query["sid"];
// Ignore duplicate connections (on the same live game that we play):
- if (!!clients[sid])
- return socket.send(JSON.stringify({code:"duplicate"}));
- clients[sid] = socket;
- // Notify room:
+ if (!!clients[sid])
+ return socket.send(JSON.stringify({code:"duplicate"}));
+ clients[sid] = socket;
+ // Notify room:
Object.keys(clients).forEach(k => {
if (k != sid)
clients[k].send(JSON.stringify({code:"connect",sid:sid}));
});
socket.on("message", objtxt => {
- let obj = JSON.parse(objtxt);
+ let obj = JSON.parse(objtxt);
if (!!obj.target && !clients[obj.target])
return; //receiver not connected, nothing we can do
//console.log(obj.code);
- switch (obj.code)
- {
+ switch (obj.code)
+ {
case "pollclients":
socket.send(JSON.stringify({code:"pollclients",
sockIds:Object.keys(clients).filter(k => k != sid)}));
JSON.stringify({code:"identity",user:obj.user}));
break;
case "challenge":
- // Relay challenge to other player
clients[obj.target].send(
JSON.stringify({code:"challenge", chall:obj.chall, from:sid}));
break;
clients[obj.target].send(
JSON.stringify({code:"withdrawchallenge", cid:obj.cid, from:sid}));
break;
+ case "refusechallenge":
+ clients[obj.target].send(
+ JSON.stringify({code:"refusechallenge", cid:obj.cid, from:sid}));
+ break;
+ case "deletechallenge":
+ clients[obj.target].send(
+ JSON.stringify({code:"deletechallenge", cid:obj.cid, from:sid}));
+ break;
case "newgame":
clients[obj.target].send(JSON.stringify(
- {code:"newgame", gameInfo:obj.gameInfo}));
+ {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid}));
break;
case "game":
// TODO: relay (live) game to other player
break;
- case "newchat":
+ case "newchat":
clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg}));
- break;
- // Transmit chats and moves to current room
- // TODO: WebRTC instead in this case (most demanding?)
- case "newmove":
+ break;
+ // Transmit chats and moves to current room
+ // TODO: WebRTC instead in this case (most demanding?)
+ case "newmove":
clients[obj.target].send(JSON.stringify({code:"newmove",move:obj.move}));
- break;
- // TODO: generalize that for several opponents
- case "ping":
- socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
- break;
- case "lastate":
+ break;
+ // TODO: generalize that for several opponents
+ case "ping":
+ socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
+ break;
+ case "lastate":
const oppId = obj.target;
obj.oppid = sid; //I'm the opponent of my opponent(s)
clients[oppId].send(JSON.stringify(obj));
- break;
- // TODO: moreover, here, game info should be sent (through challenge; not stored here)
- // TODO: also other challenge events
- case "resign":
+ break;
+ case "resign":
clients[obj.target].send(JSON.stringify({code:"resign"}));
- break;
- // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all
- // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections
- }
- });
- socket.on("close", () => {
- delete clients[sid];
+ break;
+ }
+ });
+ socket.on("close", () => {
+ delete clients[sid];
// Notify every other connected client
Object.keys(clients).forEach( k => {
clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
});
- });
- });
+ });
+ });
}