X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=server%2Fsockets.js;h=d1489f71c394685ee45431d525c2c0d4dfb630fa;hb=584f81b93154313a3856112400b7df98e0eb2632;hp=8a0614b16d04fc4c233034af257a55123a528fe8;hpb=98db2082fd31e7a7bc0348e31ce119f39dbc31b3;p=vchess.git diff --git a/server/sockets.js b/server/sockets.js index 8a0614b1..d1489f71 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -1,157 +1,325 @@ const url = require('url'); -const VariantModel = require("./models/Variant"); // Node version in Ubuntu 16.04 does not know about URL class -function getJsonFromUrl(url) -{ - const query = url.substr(2); //starts with "/?" - let result = {}; - query.split("&").forEach((part) => { - const item = part.split("="); - result[item[0]] = decodeURIComponent(item[1]); - }); - return result; +// 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) => { + const item = part.split("="); + result[item[0]] = decodeURIComponent(item[1]); + }); + return result; } -// TODO: empêcher multi-log du même user (envoyer le user ID + secret en même temps que name et...) -// --> si secret ne matche pas celui trouvé en DB, stop - -// TODO: this file in the end will be much simpler, just tracking connect/disconnect -// (everything else using WebRTC) +// 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) { - 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); - }); - }); - }); - }); + // Associative array page --> sid --> tmpId --> socket + // "page" is either "/" for hall or "/game/some_gid" for Game, + // or "/mygames" for Mygames page (simpler: no 'people' array). + // 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"]; + 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].socket, + Object.assign({ code: code, from: sid }, obj) + ); + }); + }); + }; + // For focus events: no need to target self + const notifyAllBut = (page,code,obj={},except) => { + if (!clients[page]) return; + Object.keys(clients[page]).forEach(k => { + if (except.includes(k)) return; + Object.keys(clients[page][k]).forEach(x => { + send( + clients[page][k][x].socket, + 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); + 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].socket, { 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].socket, + 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": + case "asklastate": + case "askchallenge": + case "askgame": + 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]].socket, + { code: obj.code, from: [sid,tmpId,page] } + ); + } + break; + } + + // Some Hall events: target all tmpId's (except mine), + case "refusechallenge": + case "startgame": + Object.keys(clients[page][obj.target]).forEach(x => { + if (obj.target != sid || x != tmpId) + send( + clients[page][obj.target][x].socket, + { code: obj.code, data: obj.data } + ); + }); + break; + + // Notify all room: mostly game events + case "newchat": + case "newchallenge": + case "deletechallenge": + case "newgame": + case "resign": + case "abort": + case "drawoffer": + case "rematchoffer": + case "draw": + if (!!obj.oppsid) + // "newgame" message from Hall: do not target players + notifyAllBut(page, "newgame", {data: obj.data}, [sid, obj.oppsid]); + else notifyRoom(page, obj.code, {data: obj.data}); + break; + + case "rnewgame": + // A rematch game started: players are already informed + notifyAllBut(page, "newgame", {data: obj.data}, [sid]); + notifyAllBut("/", "newgame", {data: obj.data}, [sid, obj.oppsid]); + notifyRoom("/mygames", "newgame", {data: obj.data}); + break; + + case "newmove": { + const dataWithFrom = { from: [sid,tmpId], data: obj.data }; + // Special case re-send newmove only to opponent: + if (!!obj.target && !!clients[page][obj.target]) { + Object.keys(clients[page][obj.target]).forEach(x => { + send( + clients[page][obj.target][x].socket, + Object.assign({ code: "newmove" }, dataWithFrom) + ); + }); + } else { + // NOTE: data.from is useful only to opponent + notifyRoom(page, "newmove", dataWithFrom); + } + break; + } + case "gotmove": + if ( + !!clients[page][obj.target[0]] && + !!clients[page][obj.target[0]][obj.target[1]] + ) { + send( + clients[page][obj.target[0]][obj.target[1]].socket, + { code: "gotmove" } + ); + } + 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].socket, + { code: "mconnect", from: sid } + ); + }); + }); + }); + break; + case "mdisconnect": + // TODO + // Also TODO: pass newgame to MyGames, and gameover (result) + break; + case "mabort": { + const gamePg = "/game/" + obj.gid; + if (!!clients[gamePg] && !!clients[gamePg][obj.target]) { + Object.keys(clients[gamePg][obj.target]).forEach(x => { + send( + clients[gamePg][obj.target][x].socket, + { code: "abort" } + ); + }); + } + break; + } + + case "getfocus": + case "losefocus": + if (page == "/") notifyAllBut("/", obj.code, { page: "/" }, [sid]); + else { + // Notify game room + Hall: + notifyAllBut(page, obj.code, {}, [sid]); + notifyAllBut("/", obj.code, { page: page }, [sid]); + } + 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 undefined + if (!!clients[pg] && !!clients[pg][obj.target[0]]) { + send( + clients[pg][obj.target[0]][obj.target[1]].socket, + { code:obj.code, data:obj.data } + ); + } + break; + } + } + }; + const closeListener = () => { + // For browser or tab closing (including page reload): + doDisconnect(); + }; + // Update clients object: add new connexion + const newElt = { socket: socket, focus: true }; + if (!clients[page]) + clients[page] = { [sid]: {[tmpId]: newElt } }; + else if (!clients[page][sid]) + clients[page][sid] = { [tmpId]: newElt }; + else + clients[page][sid][tmpId] = newElt; + socket.on("message", messageListener); + socket.on("close", closeListener); + }); }