+ };
+ // 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);
+ if (!!obj.target && !clients[obj.target])
+ return; //receiver not connected, nothing we can do
+ 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].sock.send(JSON.stringify(
+ {code:"askidentity",from:sid}));
+ break;
+ case "asklastate":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"asklastate",from:sid}));
+ break;
+ case "askchallenge":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"askchallenge",from:sid}));
+ break;
+ case "askgames":
+ {
+ // 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
+ });
+ });