Saving state (hall+sockets)
[vchess.git] / server / sockets.js
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a29d9d6b 1const url = require('url');
1d184b4c 2
2807f530 3// Node version in Ubuntu 16.04 does not know about URL class
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4function getJsonFromUrl(url)
5{
6 const query = url.substr(2); //starts with "/?"
7 let result = {};
8 query.split("&").forEach((part) => {
9 const item = part.split("=");
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10 result[item[0]] = decodeURIComponent(item[1]);
11 });
12 return result;
13}
14
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15// Removal in array of strings (socket IDs)
16function remInArray(arr, item)
17{
18 const idx = arr.indexOf(item);
19 if (idx >= 0)
20 arr.splice(idx, 1);
21}
22
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23// TODO: empêcher multi-log du même user (envoyer le user ID + secret en même temps que name et...)
24// --> si secret ne matche pas celui trouvé en DB, stop
b644ef7f 25// TODO: this file "in the end" would be much simpler, essentially just tracking connect/disconnect
4608eed9 26// (everything else using WebRTC)
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27// TODO: lorsque challenge accepté, seul le dernier joueur à accepter envoi message "please start game"
28// avec les coordonnées des participants. Le serveur renvoit alors les détails de la partie (couleurs, position)
29//TODO: programmatic re-navigation on current game if we receive a move and are not there
4608eed9 30
1d184b4c 31module.exports = function(wss) {
4d64881e 32 let clients = {}; //associative array sid --> socket
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33 wss.on("connection", (socket, req) => {
34 const query = getJsonFromUrl(req.url);
35 const sid = query["sid"];
052d17ea 36 // Ignore duplicate connections (on the same live game that we play):
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37 if (!!clients[sid])
38 return socket.send(JSON.stringify({code:"duplicate"}));
b4d619d1 39 clients[sid] = socket;
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40 // Notify room:
41 Object.keys(clients).forEach(k => {
42 if (k != sid)
43 clients[k].send(JSON.stringify({code:"connect",sid:sid}));
44 });
45 socket.on("message", objtxt => {
b4d619d1 46 let obj = JSON.parse(objtxt);
5a3da968 47 if (!!obj.target && !clients[obj.target])
b4d619d1 48 return; //receiver not connected, nothing we can do
5a3da968 49 //console.log(obj.code);
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50 switch (obj.code)
51 {
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52 case "pollclients":
53 socket.send(JSON.stringify({code:"pollclients",
54 sockIds:Object.keys(clients).filter(k => k != sid)}));
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55 break;
56 case "askidentity":
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57 clients[obj.target].send(
58 JSON.stringify({code:"askidentity",from:sid}));
59 break;
60 case "askchallenges":
61 clients[obj.target].send(
62 JSON.stringify({code:"askchallenges",from:sid}));
63 break;
64 case "askgame":
65 clients[obj.target].send(
66 JSON.stringify({code:"askgame",from:sid}));
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67 break;
68 case "identity":
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69 clients[obj.target].send(
70 JSON.stringify({code:"identity",user:obj.user}));
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71 break;
72 case "askchallenges":
4d64881e 73 break;
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74 case "newchallenge":
75 clients[obj.target].send(JSON.stringify({code:"newchallenge",chall:obj.chall}));
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76 case "askgames":
77 // TODO: ask directly to people (webRTC)
78 break;
b4d619d1 79 case "newchat":
5a3da968 80 clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg}));
b4d619d1 81 break;
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82 // Transmit chats and moves to current room
83 // TODO: WebRTC instead in this case (most demanding?)
b4d619d1 84 case "newmove":
5a3da968 85 clients[obj.target].send(JSON.stringify({code:"newmove",move:obj.move}));
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86 break;
87 // TODO: generalize that for several opponents
88 case "ping":
89 socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
90 break;
91 case "lastate":
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92 const oppId = obj.target;
93 obj.oppid = sid; //I'm the opponent of my opponent(s)
4d64881e 94 clients[oppId].send(JSON.stringify(obj));
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95 break;
96 // TODO: moreover, here, game info should be sent (through challenge; not stored here)
97 case "newgame":
5a3da968 98 clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game}));
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99 break;
100 case "cancelnewgame": //if a user cancel his seek
101 // TODO: just transmit event
102 //delete games[page];
103 break;
104 // TODO: also other challenge events
105 case "resign":
5a3da968 106 clients[obj.target].send(JSON.stringify({code:"resign"}));
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107 break;
108 // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all
109 // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections
110 case "newchallenge":
111 console.log("challenge received");
112 console.log(obj.sender);
113 console.log(obj);
114 break;
115 }
116 });
117 socket.on("close", () => {
118 delete clients[sid];
119 // Notify every other connected client
120 Object.keys(clients).forEach( k => {
4d64881e 121 clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
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122 });
123 });
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124 });
125}