- switch (obj.code)
- {
- // Transmit chats and moves to current room
- // TODO: WebRTC instead in this case (most demanding?)
- case "newchat":
- clients[obj.oppid].send(JSON.stringify({code:"newchat",msg:obj.msg}), noop);
- break;
- case "newmove":
- clients[obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}), noop);
- break;
- // TODO: generalize that for several opponents
- case "ping":
- socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
- break;
- case "lastate":
- const oppId = obj.oppid;
- obj.oppid = sid; //I'm oppid for my opponent
- clients[oppId].send(JSON.stringify(obj), noop);
- break;
- // TODO: moreover, here, game info should be sent (through challenge; not stored here)
- case "newgame":
- clients[oppId].send(
- JSON.stringify(
- {code:"newgame",fen:fen,oppid:sid,color:"w",gameid:"TODO"}),
- noop);
- 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.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
- case "newchallenge":
- console.log("challenge received");
- console.log(obj.sender);
- console.log(obj);
- break;
- }
- });
- socket.on("close", () => {
- delete clients[sid];
+ 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];