- 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}));
+ });
+ });
+ });