X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=server%2Fsockets.js;h=3854ca2f533ccc764d90bd6a25e17e0f52af66f7;hb=1611a25f25911da6a95fc0095b31c4b096a6638e;hp=04422f4646597e3629f509604685834ffd0103a8;hpb=8c564f462f5406fcd311d4733f851daf6ada665d;p=vchess.git diff --git a/server/sockets.js b/server/sockets.js index 04422f46..3854ca2f 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -1,8 +1,8 @@ const url = require('url'); // Node version in Ubuntu 16.04 does not know about URL class -function getJsonFromUrl(url) -{ +// NOTE: url is already transformed, without ?xxx=yyy... parts +function getJsonFromUrl(url) { const query = url.substr(2); //starts with "/?" let result = {}; query.split("&").forEach((part) => { @@ -12,102 +12,235 @@ function getJsonFromUrl(url) return result; } +// Helper to safe-send some message through a (web-)socket: +function send(socket, message) { + if (socket && socket.readyState == 1) + socket.send(JSON.stringify(message)); +} + module.exports = function(wss) { - let clients = {}; //associative array sid --> socket + // Associative array page --> sid --> tmpId --> socket + // "page" is either "/" for hall or "/game/some_gid" for Game, + // tmpId is required if a same user (browser) has different tabs + let clients = {}; 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 => { + const tmpId = query["tmpId"]; + const page = query["page"]; + const notifyRoom = (page,code,obj={}) => { + if (!clients[page]) return; + Object.keys(clients[page]).forEach(k => { + Object.keys(clients[page][k]).forEach(x => { + if (k == sid && x == tmpId) return; + send( + clients[page][k][x], + Object.assign({code: code, from: sid}, obj) + ); + }); + }); + }; + const deleteConnexion = () => { + if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId]) + return; //job already done + delete clients[page][sid][tmpId]; + if (Object.keys(clients[page][sid]).length == 0) { + delete clients[page][sid]; + if (Object.keys(clients[page]).length == 0) + delete clients[page]; + } + }; + + const doDisconnect = () => { + deleteConnexion(); + if (!clients[page] || !clients[page][sid]) { + // I effectively disconnected from this page: + notifyRoom(page, "disconnect"); + if (page.indexOf("/game/") >= 0) + notifyRoom("/", "gdisconnect", {page:page}); + } + }; + const messageListener = (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; + switch (obj.code) { + // 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. + case "connect": { + notifyRoom(page, "connect"); + if (page.indexOf("/game/") >= 0) + notifyRoom("/", "gconnect", {page:page}); + break; + } + case "disconnect": + // When page changes: + doDisconnect(); + break; + case "killme": { + // Self multi-connect: manual removal + disconnect + const doKill = (pg) => { + Object.keys(clients[pg][obj.sid]).forEach(x => { + send(clients[pg][obj.sid][x], {code: "killed"}); + }); + delete clients[pg][obj.sid]; + }; + const disconnectFromOtherConnexion = (pg,code,o={}) => { + Object.keys(clients[pg]).forEach(k => { + if (k != obj.sid) { + Object.keys(clients[pg][k]).forEach(x => { + send( + clients[pg][k][x], + Object.assign({code: code, from: obj.sid}, o) + ); + }); + } + }); + }; + Object.keys(clients).forEach(pg => { + if (clients[pg][obj.sid]) { + doKill(pg); + disconnectFromOtherConnexion(pg, "disconnect"); + if (pg.indexOf("/game/") >= 0 && clients["/"]) + disconnectFromOtherConnexion("/", "gdisconnect", {page: pg}); + } + }); + break; + } + case "pollclients": { + // From Hall or Game + let sockIds = []; + Object.keys(clients[page]).forEach(k => { + // Avoid polling myself: no new information to get + if (k != sid) sockIds.push(k); + }); + send(socket, {code: "pollclients", sockIds: sockIds}); + break; + } + case "pollclientsandgamers": { + // From Hall + let sockIds = []; + Object.keys(clients["/"]).forEach(k => { + // Avoid polling myself: no new information to get + if (k != sid) sockIds.push({sid:k}); + }); + // NOTE: a "gamer" could also just be an observer + Object.keys(clients).forEach(p => { + if (p != "/") { + Object.keys(clients[p]).forEach(k => { + // 'page' indicator is needed for gamers + if (k != sid) sockIds.push({sid:k, page:p}); + }); + } + }); + send(socket, {code: "pollclientsandgamers", sockIds: sockIds}); + break; + } + + // Asking something: from is fully identified, + // but the requested resource can be from any tmpId (except current!) case "askidentity": - clients[obj.target].send( - JSON.stringify({code:"askidentity",from:sid})); - break; + case "asklastate": 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 "askfullgame": { + const pg = obj.page || page; //required for askidentity and askgame + // In cas askfullgame to wrong SID for example, would crash: + if (clients[pg] && clients[pg][obj.target]) { + const tmpIds = Object.keys(clients[pg][obj.target]); + if (obj.target == sid) { + // Targetting myself + const idx_myTmpid = tmpIds.findIndex(x => x == tmpId); + if (idx_myTmpid >= 0) tmpIds.splice(idx_myTmpid, 1); + } + const tmpId_idx = Math.floor(Math.random() * tmpIds.length); + send( + clients[pg][obj.target][tmpIds[tmpId_idx]], + {code: obj.code, from: [sid,tmpId,page]} + ); + } + break; + } + + // Some Hall events: target all tmpId's (except mine), 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})); + case "startgame": + Object.keys(clients[page][obj.target]).forEach(x => { + if (obj.target != sid || x != tmpId) + send( + clients[page][obj.target][x], + {code: obj.code, data: obj.data} + ); + }); break; + + // Notify all room: mostly game events case "newchat": - clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg})); - break; - // TODO: WebRTC instead in this case (most demanding?) + case "newchallenge": + case "newgame": + case "deletechallenge": 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"})); + notifyRoom(page, obj.code, {data: obj.data}); break; + + case "result": + // Special case: notify all, 'transroom': Game --> Hall + notifyRoom("/", "result", {gid: obj.gid, score: obj.score}); + break; + + case "mconnect": + // Special case: notify some game rooms that + // I'm watching game state from MyGames + // TODO: this code is ignored for now + obj.gids.forEach(gid => { + const pg = "/game/" + gid; + Object.keys(clients[pg]).forEach(s => { + Object.keys(clients[pg][s]).forEach(x => { + send( + clients[pg][s][x], + {code: "mconnect", data: obj.data} + ); + }); + }); + }); + break; + case "mdisconnect": + // TODO + // Also TODO: pass newgame to MyGames, and gameover (result) + break; + + // Passing, relaying something: from isn't needed, + // but target is fully identified (sid + tmpId) + case "challenge": + case "fullgame": + case "game": + case "identity": + case "lastate": + { + const pg = obj.target[2] || page; //required for identity and game + // NOTE: if in game we ask identity to opponent still in Hall, + // but leaving Hall, clients[pg] or clients[pg][target] could be ndefined + if (clients[pg] && clients[pg][obj.target[0]]) + send(clients[pg][obj.target[0]][obj.target[1]], {code:obj.code, data:obj.data}); + 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})); - }); - }); + }; + const closeListener = () => { + // For browser or tab closing (including page reload): + doDisconnect(); + }; + // Update clients object: add new connexion + if (!clients[page]) + clients[page] = {[sid]: {[tmpId]: socket}}; + else if (!clients[page][sid]) + clients[page][sid] = {[tmpId]: socket}; + else + clients[page][sid][tmpId] = socket; + socket.on("message", messageListener); + socket.on("close", closeListener); }); }