- VariantModel.getAll((err,variants) => {
- let clients = { "index": {} };
- let games = {}; //pending games (player sid)
- for (const v of variants)
- clients[v.id] = {};
- // No-op function as a callback when sending messages
- const noop = () => { };
- wss.on("connection", (socket, req) => {
-// const params = new URL("http://localhost" + req.url).searchParams;
-// const sid = params.get("sid");
-// const page = params.get("page");
- var query = getJsonFromUrl(req.url);
- const sid = query["sid"];
- const page = query["page"];
- // Ignore duplicate connections:
- if (!!clients[page][sid])
- {
- socket.send(JSON.stringify({code:"duplicate"}));
- return;
- }
- clients[page][sid] = socket;
- if (page == "index")
- {
- // Send counting info
- const countings = {};
- for (const v of variants)
- countings[v.id] = Object.keys(clients[v.id]).length;
- socket.send(JSON.stringify({code:"counts",counts:countings}));
- }
- else
- {
- // 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:"increase",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:"connect",id:sid}), noop);
- });
- socket.on("message", objtxt => {
- let obj = JSON.parse(objtxt);
- switch (obj.code)
- {
- 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;
- case "ping":
- if (!!clients[page][obj.oppid])
- socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
- break;
- case "myname":
- // Reveal my username to opponent
- if (!!clients[page][obj.oppid])
- {
- clients[page][obj.oppid].send(JSON.stringify({
- code:"oppname", name:obj.name}));
- }
- 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;
- 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
- delete games[page];
- break;
- 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[page][sid];
- // Remove potential pending game
- if (!!games[page] && games[page]["id"] == sid)
- delete games[page];
- if (page != "index")
- {
- // 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"];
+ // 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}));
+ });
+ socket.on("message", 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 "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 "challenge":
+ clients[obj.target].send(
+ JSON.stringify({code:"challenge", chall:obj.chall, from:sid}));
+ break;
+ case "acceptchallenge":
+ clients[obj.target].send(
+ JSON.stringify({code:"acceptchallenge", cid:obj.cid, from:sid}));
+ break;
+ case "withdrawchallenge":
+ clients[obj.target].send(
+ JSON.stringify({code:"withdrawchallenge", cid:obj.cid, from:sid}));
+ 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 "game":
+ // TODO: relay (live) game to other player
+ 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;
+ case "resign":
+ clients[obj.target].send(JSON.stringify({code:"resign"}));
+ 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}));
+ });
+ });
+ });