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)
-{
- 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"];
- // 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:
- Object.keys(clients).forEach(k => {
- if (k != sid)
- clients[k].send(JSON.stringify({code:"connect",sid:sid}));
- });
+ let clients = {}; //associative array sid --> socket
+ wss.on("connection", (socket, req) => {
+ const query = getJsonFromUrl(req.url);
+ const sid = query["sid"];
+ if (!!clients[sid])
+ {
+ // Dummy messages listener: just send "duplicate" event on anything
+ // ('connect' events for Hall and Game, 'askfullgame' for observers)
+ return socket.on("message", objtxt => {
+ if (["connect","askfullgame"].includes(JSON.parse(objtxt).code))
+ socket.send(JSON.stringify({code:"duplicate"}));
+ });
+ }
+ clients[sid] = {sock: socket, page: query["page"]};
+ const notifyRoom = (page,code,obj={},excluded=[]) => {
+ Object.keys(clients).forEach(k => {
+ if (k in excluded)
+ return;
+ if (k != sid && clients[k].page == page)
+ {
+ clients[k].sock.send(JSON.stringify(Object.assign(
+ {code:code, from:sid}, obj)));
+ }
+ });
+ };
+ // 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.
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)
- {
- case "askclients":
- socket.send(JSON.stringify({code:"clients", sockIds:Object.keys(clients).filter(k => k != sid)}));
+ switch (obj.code)
+ {
+ case "connect":
+ {
+ const curPage = clients[sid].page;
+ notifyRoom(curPage, "connect"); //Hall or Game
+ if (curPage.indexOf("/game/") >= 0)
+ notifyRoom("/", "gconnect"); //notify main hall
+ break;
+ }
+ case "pollclients":
+ {
+ const curPage = clients[sid].page;
+ socket.send(JSON.stringify({code:"pollclients",
+ sockIds: Object.keys(clients).filter(k =>
+ k != sid && clients[k].page == curPage
+ )}));
+ break;
+ }
+ case "pollgamers":
+ socket.send(JSON.stringify({code:"pollgamers",
+ sockIds: Object.keys(clients).filter(k =>
+ k != sid && clients[k].page.indexOf("/game/") >= 0
+ )}));
+ break;
+ case "pagechange":
+ // page change clients[sid].page --> obj.page
+ // TODO: some offline rooms don't need to receive disconnect event
+ notifyRoom(clients[sid].page, "disconnect");
+ if (clients[sid].page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gdisconnect");
+ clients[sid].page = obj.page;
+ // No need to notify connection: it's self-sent in .vue file
+ //notifyRoom(obj.page, "connect");
+ if (obj.page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gconnect");
break;
case "askidentity":
- clients[obj.target].send(JSON.stringify({code:"identify",from:sid}));
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"askidentity",from:sid}));
break;
- case "identity":
- clients[obj.target].send(JSON.stringify({code:"identity",user:obj.user}));
+ case "asklastate":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"asklastate",from:sid}));
break;
- case "askchallenges":
- // TODO: ask directly to people (webRTC)
- // TODO... + clarify socket system
+ case "askchallenge":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"askchallenge",from:sid}));
break;
- case "newchallenge":
- clients[obj.target].send(JSON.stringify({code:"newchallenge",chall:obj.chall}));
case "askgames":
- // TODO: ask directly to people (webRTC)
- break;
- 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":
- 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":
- 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)
- case "newgame":
- clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game}));
- break;
- case "cancelnewgame": //if a user cancel his seek
- // TODO: just transmit event
- //delete games[page];
- break;
- // TODO: also other challenge events
- 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
- case "newchallenge":
- console.log("challenge received");
- console.log(obj.sender);
- console.log(obj);
- 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}));
- });
- });
- });
+ {
+ // Check all clients playing, and send them a "askgame" message
+ let gameSids = {}; //game ID --> [sid1, sid2]
+ const regexpGid = /\/[a-zA-Z0-9]+$/;
+ Object.keys(clients).forEach(k => {
+ if (k != sid && clients[k].page.indexOf("/game/") >= 0)
+ {
+ const gid = clients[k].page.match(regexpGid)[0];
+ if (!gameSids[gid])
+ gameSids[gid] = [k];
+ else
+ gameSids[gid].push(k);
+ }
+ });
+ // Request only one client out of 2 (TODO: this is a bit heavy)
+ // Alt: ask game to all, and filter later?
+ Object.keys(gameSids).forEach(gid => {
+ const L = gameSids[gid].length;
+ const idx = L > 1
+ ? Math.floor(Math.random() * Math.floor(L))
+ : 0;
+ const rid = gameSids[gid][idx];
+ clients[rid].sock.send(JSON.stringify(
+ {code:"askgame", from: sid}));
+ });
+ break;
+ }
+ case "askgame":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"askgame", from:sid}));
+ break;
+ case "askfullgame":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"askfullgame", from:sid}));
+ break;
+ case "fullgame":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"fullgame", game:obj.game}));
+ break;
+ case "identity":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"identity",user:obj.user}));
+ break;
+ case "refusechallenge":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"refusechallenge", cid:obj.cid, from:sid}));
+ break;
+ case "deletechallenge":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"deletechallenge", cid:obj.cid, from:sid}));
+ break;
+ case "newgame":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid}));
+ break;
+ case "challenge":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"challenge", chall:obj.chall, from:sid}));
+ break;
+ case "game":
+ if (!!obj.target)
+ {
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"game", game:obj.game, from:sid}));
+ }
+ else
+ {
+ // Notify all room except opponent and me:
+ notifyRoom("/", "game", {game:obj.game}, [obj.oppsid]);
+ }
+ break;
+ case "newchat":
+ notifyRoom(clients[sid].page, "newchat", {chat:obj.chat});
+ break;
+ // TODO: WebRTC instead in this case (most demanding?)
+ // --> Or else: at least do a "notifyRoom" (also for draw, resign...)
+ case "newmove":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"newmove", move:obj.move}));
+ break;
+ case "lastate":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"lastate", state:obj.state}));
+ break;
+ case "resign":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"resign", side:obj.side}));
+ break;
+ case "abort":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"abort"}));
+ break;
+ case "drawoffer":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"drawoffer"}));
+ break;
+ case "draw":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"draw", message:obj.message}));
+ break;
+ }
+ });
+ socket.on("close", () => {
+ const page = clients[sid].page;
+ delete clients[sid];
+ notifyRoom(page, "disconnect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gdisconnect"); //notify main hall
+ });
+ });
}