const url = require('url');
// Node version in Ubuntu 16.04 does not know about URL class
+// NOTE: url is already transformed, without ?xxx=yyy... parts
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)
+// Helper to safe-send some message through a (web-)socket:
+function send(socket, message)
{
- const idx = arr.indexOf(item);
- if (idx >= 0)
- arr.splice(idx, 1);
+ if (!!socket && socket.readyState == 1)
+ socket.send(JSON.stringify(message));
}
-// 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 client sid --> {socket, curPath}
- let pages = {}; //associative array path --> array of client sid
- // No-op function as a callback when sending messages
- const noop = () => { };
- 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"}));
- // We don't know yet on which page the user will be
- clients[sid] = {socket: socket, path: ""};
+ // Associative array page --> sid --> tmpId --> socket
+ // "page" is either "/" for hall or "/game/some_gid" for Game,
+ // tmpId is required if a same user (browser) has different tabs
+ let clients = {};
+ wss.on("connection", (socket, req) => {
+ const query = getJsonFromUrl(req.url);
+ const sid = query["sid"];
+ const tmpId = query["tmpId"];
+ const page = query["page"];
+ const notifyRoom = (page,code,obj={}) => {
+ if (!clients[page])
+ return;
+ Object.keys(clients[page]).forEach(k => {
+ Object.keys(clients[page][k]).forEach(x => {
+ if (k == sid && x == tmpId)
+ return;
+ send(clients[page][k][x], Object.assign({code:code, from:sid}, obj));
+ });
+ });
+ };
+ const deleteConnexion = () => {
+ if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
+ return; //job already done
+ delete clients[page][sid][tmpId];
+ if (Object.keys(clients[page][sid]).length == 0)
+ {
+ delete clients[page][sid];
+ if (Object.keys(clients[page]) == 0)
+ delete clients[page];
+ }
+ };
+ const doDisconnect = () => {
+ deleteConnexion();
+ if (!clients[page] || !clients[page][sid])
+ {
+ // I effectively disconnected from this page:
+ notifyRoom(page, "disconnect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gdisconnect", {page:page});
+ }
+ };
+ const messageListener = (objtxt) => {
+ let obj = JSON.parse(objtxt);
+ switch (obj.code)
+ {
+ // Wait for "connect" message to notify connection to the room,
+ // because if game loading is slow the message listener might
+ // not be ready too early.
+ case "connect":
+ {
+ notifyRoom(page, "connect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gconnect", {page:page});
+ break;
+ }
+ case "disconnect":
+ // When page changes:
+ doDisconnect();
+ break;
+ case "killme":
+ {
+ // Self multi-connect: manual removal + disconnect
+ const doKill = (pg) => {
+ Object.keys(clients[pg][obj.sid]).forEach(x => {
+ send(clients[pg][obj.sid][x], {code: "killed"});
+ });
+ delete clients[pg][obj.sid];
+ };
+ const disconnectFromOtherConnexion = (pg,code,o={}) => {
+ Object.keys(clients[pg]).forEach(k => {
+ if (k != obj.sid)
+ {
+ Object.keys(clients[pg][k]).forEach(x => {
+ send(clients[pg][k][x], Object.assign({code:code, from:obj.sid}, o));
+ });
+ }
+ });
+ };
+ Object.keys(clients).forEach(pg => {
+ if (!!clients[pg][obj.sid])
+ {
+ doKill(pg);
+ disconnectFromOtherConnexion(pg, "disconnect");
+ if (pg.indexOf("/game/") >= 0 && !!clients["/"])
+ disconnectFromOtherConnexion("/", "gdisconnect", {page:pg});
+ }
+ });
+ break;
+ }
+ case "pollclients": //from Hall or Game
+ {
+ let sockIds = [];
+ Object.keys(clients[page]).forEach(k => {
+ // Avoid polling myself: no new information to get
+ if (k != sid)
+ sockIds.push(k);
+ });
+ send(socket, {code:"pollclients", sockIds:sockIds});
+ break;
+ }
+ case "pollclientsandgamers": //from Hall
+ {
+ let sockIds = [];
+ Object.keys(clients["/"]).forEach(k => {
+ // Avoid polling myself: no new information to get
+ if (k != sid)
+ sockIds.push({sid:k});
+ });
+ // NOTE: a "gamer" could also just be an observer
+ Object.keys(clients).forEach(p => {
+ if (p != "/")
+ {
+ Object.keys(clients[p]).forEach(k => {
+ if (k != sid)
+ sockIds.push({sid:k, page:p}); //page needed for gamers
+ });
+ }
+ });
+ send(socket, {code:"pollclientsandgamers", sockIds:sockIds});
+ break;
+ }
+
+ // Asking something: from is fully identified,
+ // but the requested resource can be from any tmpId (except current!)
+ case "askidentity":
+ case "asklastate":
+ case "askchallenge":
+ case "askgame":
+ case "askfullgame":
+ {
+ const pg = obj.page || page; //required for askidentity and askgame
+ // In cas askfullgame to wrong SID for example, would crash:
+ if (clients[pg] && clients[pg][obj.target])
+ {
+ const tmpIds = Object.keys(clients[pg][obj.target]);
+ if (obj.target == sid) //targetting myself
+ {
+ const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
+ if (idx_myTmpid >= 0)
+ tmpIds.splice(idx_myTmpid, 1);
+ }
+ const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
+ send(
+ clients[pg][obj.target][tmpIds[tmpId_idx]],
+ {code:obj.code, from:[sid,tmpId,page]}
+ );
+ }
+ break;
+ }
+
+ // Some Hall events: target all tmpId's (except mine),
+ case "refusechallenge":
+ case "startgame":
+ Object.keys(clients[page][obj.target]).forEach(x => {
+ if (obj.target != sid || x != tmpId)
+ send(clients[page][obj.target][x], {code:obj.code, data:obj.data});
+ });
+ break;
+
+ // Notify all room: mostly game events
+ case "newchat":
+ case "newchallenge":
+ case "newgame":
+ case "deletechallenge":
+ case "newmove":
+ case "resign":
+ case "abort":
+ case "drawoffer":
+ case "draw":
+ {
+ notifyRoom(page, obj.code, {data:obj.data});
+ const mygamesPg = "/mygames";
+ if (obj.code == "newmove" && clients[mygamesPg])
+ {
+ // Relay newmove info to myGames page
+ // NOTE: the move itself is not needed (for now at least)
+ const gid = page.split("/")[2]; //format is "/game/gid"
+ obj.data.players.forEach(pSid => {
+ if (clients[mygamesPg][pSid])
+ {
+ Object.keys(clients[mygamesPg][pSid]).forEach(x => {
+ send(
+ clients[mygamesPg][pSid][x],
+ {code:"newmove", gid:gid}
+ );
+ });
+ }
+ });
+ }
+ break;
+ }
+
+ case "result":
+ // Special case: notify all, 'transroom': Game --> Hall
+ notifyRoom("/", "result", {gid:obj.gid, score:obj.score});
+ break;
-// socket.on("message", objtxt => {
-// let obj = JSON.parse(objtxt);
-// switch (obj.code)
-// {
-// case "enter":
-// if (clients[sid].path.length > 0)
-// remInArray(pages[clients[sid].path], sid);
-// clients[sid].path = obj.path;
-// pages[obj.path].push(sid);
-// // TODO also: notify "old" sub-room that I left (if it was not index)
-// if (obj.path == "/")
-// {
-// // Send counting info
-// let countings = {};
-// Object.keys(pages).forEach(
-// path => { countings[path] = pages[path].length; });
-// socket.send(JSON.stringify({code:"counts",counts:countings}));
-// }
-// else
-// {
-// // Send to every client connected on index an update message for counts
-// pages["/"].forEach((id) => {
-// clients[id].socket.send(
-// JSON.stringify({code:"increase",path:obj.path}), noop);
-// });
-// // TODO: do not notify anything in rules and problems sections (no socket required)
-// // --> in fact only /Atomic (main hall) and inside a game: /Atomic/392f3ju
-// // Also notify the (sub-)room (including potential opponents):
-// Object.keys(clients[page]).forEach( k => {
-// clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop);
-// });
-// // Finally, receive (sub-)room composition
-// // TODO.
-// }
-//// NOTE: no "leave" counterpart (because it's always to enter somewhere else)
-//// case "leave":
-//// break;
-// // Transmit chats and moves to current room
-// // TODO: WebRTC instead in this case (most demanding?)
-// case "newchat":
-// if (!!clients[page][obj.oppid])
-// {
-// clients[page][obj.oppid].send(
-// JSON.stringify({code:"newchat",msg:obj.msg}), noop);
-// }
-// break;
-// case "newmove":
-// if (!!clients[page][obj.oppid])
-// {
-// clients[page][obj.oppid].send(
-// JSON.stringify({code:"newmove",move:obj.move}), noop);
-// }
-// break;
-//
-//
-// // TODO: generalize that for several opponents
-// case "ping":
-// if (!!clients[page][obj.oppid])
-// socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
-// break;
-// case "lastate":
-// if (!!clients[page][obj.oppid])
-// {
-// const oppId = obj.oppid;
-// obj.oppid = sid; //I'm oppid for my opponent
-// clients[page][oppId].send(JSON.stringify(obj), noop);
-// }
-// break;
-// // TODO: moreover, here, game info should be sent (through challenge; not stored here)
-// case "newgame":
-// if (!!games[page])
-// {
-// // Start a new game
-// const oppId = games[page]["id"];
-// const fen = games[page]["fen"];
-// const gameId = games[page]["gameid"];
-// delete games[page];
-// const mycolor = (Math.random() < 0.5 ? 'w' : 'b');
-// socket.send(JSON.stringify(
-// {code:"newgame",fen:fen,oppid:oppId,color:mycolor,gameid:gameId}));
-// if (!!clients[page][oppId])
-// {
-// clients[page][oppId].send(
-// JSON.stringify(
-// {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}),
-// noop);
-// }
-// }
-// else
-// games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent
-// break;
-// case "cancelnewgame": //if a user cancel his seek
-// // TODO: just transmit event
-// //delete games[page];
-// break;
-// // TODO: also other challenge events
-// case "resign":
-// if (!!clients[page][obj.oppid])
-// clients[page][obj.oppid].send(JSON.stringify({code:"resign"}), noop);
-// 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];
-// // TODO: carefully delete pages[.........]
-// // + adapt below:
-// if (page != "/")
-// {
-// // Send to every client connected on index an update message for counts
-// Object.keys(clients["index"]).forEach( k => {
-// clients["index"][k].send(
-// JSON.stringify({code:"decrease",vid:page}), noop);
-// });
-// }
-// // Also notify potential opponents:
-// // hit all clients which check if sid corresponds
-// Object.keys(clients[page]).forEach( k => {
-// clients[page][k].send(JSON.stringify({code:"disconnect",id:sid}), noop);
-// });
-// });
- });
+ // Passing, relaying something: from isn't needed,
+ // but target is fully identified (sid + tmpId)
+ case "challenge":
+ case "fullgame":
+ case "game":
+ case "identity":
+ case "lastate":
+ {
+ const pg = obj.target[2] || page; //required for identity and game
+ // NOTE: if in game we ask identity to opponent still in Hall,
+ // but leaving Hall, clients[pg] or clients[pg][target] could be ndefined
+ if (clients[pg] && clients[pg][obj.target[0]])
+ send(clients[pg][obj.target[0]][obj.target[1]], {code:obj.code, data:obj.data});
+ break;
+ }
+ }
+ };
+ const closeListener = () => {
+ // For browser or tab closing (including page reload):
+ doDisconnect();
+ };
+ // Update clients object: add new connexion
+ if (!clients[page])
+ clients[page] = {[sid]: {[tmpId]: socket}};
+ else if (!clients[page][sid])
+ clients[page][sid] = {[tmpId]: socket};
+ else
+ clients[page][sid][tmpId] = socket;
+ socket.on("message", messageListener);
+ socket.on("close", closeListener);
+ });
}