Separate timeControl logic into utils/timeControl
[vchess.git] / server / sockets.js
index 4d15f33..09b21ea 100644 (file)
@@ -29,109 +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, curPath}
-       let pages = {}; //associative array path --> array of client sid
-       // 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"}));
-               // We don't know yet on which page the user will be
-               clients[sid] = {socket: socket, path: ""};
-
-               socket.on("message", objtxt => {
+               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 => {
                        let obj = JSON.parse(objtxt);
+      if (!!obj.target && !clients[obj.target])
+        return; //receiver not connected, nothing we can do
+      //console.log(obj.code);
                        switch (obj.code)
                        {
-                               case "enter":
-                                       if (clients[sid].path.length > 0)
-                                               remInArray(pages[clients[sid].path], sid);
-                                       clients[sid].path = obj.path;
-                                       pages[obj.path].push(sid);
-                                       // TODO also: notify "old" sub-room that I left (if it was not index)
-                                       if (obj.path == "/")
-                                       {
-                                               // Send counting info
-                                               let countings = {};
-                                               Object.keys(pages).forEach(
-                                                       path => { countings[path] = pages[path].length; });
-                                               socket.send(JSON.stringify({code:"counts",counts:countings}));
-                                       }
-                                       else
-                                       {
-                                               // Send to every client connected on index an update message for counts
-                                               pages["/"].forEach((id) => {
-                                                       clients[id].socket.send(
-                                                               JSON.stringify({code:"increase",path:obj.path}), noop);
-                                               });
-                                               // TODO: do not notify anything in rules and problems sections (no socket required)
-                                               // --> in fact only /Atomic (main hall) and inside a game: /Atomic/392f3ju
-                                               // Also notify the (sub-)room (including potential opponents):
-                                               Object.keys(clients[page]).forEach( k => {
-                                                       clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop);
-                                               });
-                                               // Finally, receive (sub-)room composition
-                                               // TODO.
-                                       }
-// NOTE: no "leave" counterpart (because it's always to enter somewhere else)
-//                             case "leave":
-//                                     break;
-                               // 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":
-                                       if (!!clients[page][obj.oppid])
-                                       {
-                                               clients[page][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":
-                                       if (!!clients[page][obj.oppid])
-                                       {
-                                               clients[page][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":
-                                       if (!!clients[page][obj.oppid])
-                                               socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
+                                       socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
                                        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);
-                                       }
+          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":
-                                       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
+          clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game}));
                                        break;
                                case "cancelnewgame": //if a user cancel his seek
                                        // TODO: just transmit event
@@ -139,30 +104,23 @@ module.exports = function(wss) {
                                        break;
                                // TODO: also other challenge events
                                case "resign":
-                                       if (!!clients[page][obj.oppid])
-                                               clients[page][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
+        case "newchallenge":
+          console.log("challenge received");
+          console.log(obj.sender);
+          console.log(obj);
+          break;
                        }
                });
                socket.on("close", () => {
                        delete clients[sid];
-                       // TODO: carefully delete pages[.........]
-                       // + adapt below:
-                       if (page != "/")
-                       {
-                               // 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);
-                       });
+      // Notify every other connected client
+      Object.keys(clients).forEach( k => {
+        clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
+      });
                });
        });
 }