- 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: ""};
-
-// 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);
-// });
-// });
- });
+ let clients = {}; //associative array sid --> socket
+ wss.on("connection", (socket, req) => {
+ const query = getJsonFromUrl(req.url);
+ const sid = query["sid"];
+ // TODO: later, allow duplicate connections (shouldn't be much more complicated)
+ 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);
+ if (!!obj.target && !clients[obj.target])
+ return; //receiver not connected, nothing we can do
+ switch (obj.code)
+ {
+ case "pollclients":
+ socket.send(JSON.stringify({code:"pollclients",
+ sockIds:Object.keys(clients).filter(k => k != sid)}));
+ break;
+ case "askidentity":
+ clients[obj.target].send(
+ JSON.stringify({code:"askidentity",from:sid}));
+ break;
+ case "askchallenge":
+ clients[obj.target].send(
+ JSON.stringify({code:"askchallenge",from:sid}));
+ break;
+ case "askgame":
+ clients[obj.target].send(
+ JSON.stringify({code:"askgame",from:sid}));
+ break;
+ case "identity":
+ clients[obj.target].send(
+ JSON.stringify({code:"identity",user:obj.user}));
+ 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, cid:obj.cid}));
+ break;
+ case "challenge":
+ clients[obj.target].send(JSON.stringify(
+ {code:"challenge", chall:obj.chall, from:sid}));
+ break;
+ case "game":
+ clients[obj.target].send(JSON.stringify(
+ {code:"game", game:obj.game, from:sid}));
+ break;
+ case "newchat":
+ clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg}));
+ break;
+ // TODO: WebRTC instead in this case (most demanding?)
+ case "newmove":
+ clients[obj.target].send(JSON.stringify({code:"newmove",move:obj.move}));
+ break;
+ case "ping":
+ // If this code is reached, then obj.target is connected
+ socket.send(JSON.stringify({code:"pong"}));
+ 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;
+ case "resign":
+ clients[obj.target].send(JSON.stringify({code:"resign"}));
+ break;
+ case "abort":
+ clients[obj.target].send(JSON.stringify({code:"abort",msg:obj.msg}));
+ break;
+ case "drawoffer":
+ clients[obj.target].send(JSON.stringify({code:"drawoffer"}));
+ break;
+ case "draw":
+ clients[obj.target].send(JSON.stringify({code:"draw"}));
+ 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}));
+ });
+ });
+ });