Separate timeControl logic into utils/timeControl
[vchess.git] / server / sockets.js
index 1d2f940..09b21ea 100644 (file)
@@ -29,45 +29,74 @@ function remInArray(arr, item)
 //TODO: programmatic re-navigation on current game if we receive a move and are not there
 
 module.exports = function(wss) {
-       let clients = {}; //associative array client sid --> socket
-       // No-op function as a callback when sending messages
-       const 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):
+    // Ignore duplicate connections (on the same live game that we play):
                if (!!clients[sid])
                        return socket.send(JSON.stringify({code:"duplicate"}));
                clients[sid] = socket;
-               socket.on("message", objtxt => {
+               // 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.oppid && !clients[oppid])
+      if (!!obj.target && !clients[obj.target])
         return; //receiver not connected, nothing we can do
+      //console.log(obj.code);
                        switch (obj.code)
                        {
-                               // Transmit chats and moves to current room
-                               // TODO: WebRTC instead in this case (most demanding?)
+        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":
+          // Relay challenge to other player
+          break;
+        case "game":
+          // Relay (live) game to other player
+          break;
+        case "newchallenge":
+          clients[obj.target].send(JSON.stringify({code:"newchallenge",chall:obj.chall}));
                                case "newchat":
-          clients[obj.oppid].send(JSON.stringify({code:"newchat",msg:obj.msg}), noop);
+          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.oppid].send(JSON.stringify({code:"newmove",move:obj.move}), noop);
+          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.oppid;
-          obj.oppid = sid; //I'm oppid for my opponent
-          clients[oppId].send(JSON.stringify(obj), noop);
+          const oppId = obj.target;
+          obj.oppid = sid; //I'm the opponent of my opponent(s)
+          clients[oppId].send(JSON.stringify(obj));
                                        break;
                                // TODO: moreover, here, game info should be sent (through challenge; not stored here)
                                case "newgame":
-          clients[oppId].send(
-            JSON.stringify(
-              {code:"newgame",fen:fen,oppid:sid,color:"w",gameid:"TODO"}),
-            noop);
+          clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game}));
                                        break;
                                case "cancelnewgame": //if a user cancel his seek
                                        // TODO: just transmit event
@@ -75,7 +104,7 @@ module.exports = function(wss) {
                                        break;
                                // TODO: also other challenge events
                                case "resign":
-          clients[obj.oppid].send(JSON.stringify({code:"resign"}), noop);
+          clients[obj.target].send(JSON.stringify({code:"resign"}));
                                        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
@@ -90,7 +119,7 @@ module.exports = function(wss) {
                        delete clients[sid];
       // Notify every other connected client
       Object.keys(clients).forEach( k => {
-        clients[k].send(JSON.stringify({code:"disconnect",sid:sid}), noop);
+        clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
       });
                });
        });