Separate timeControl logic into utils/timeControl
[vchess.git] / server / sockets.js
index 80e4c44..09b21ea 100644 (file)
@@ -29,140 +29,98 @@ 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 => {
-//                     let obj = JSON.parse(objtxt);
-//                     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 "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;
-//
-//
-//                             // TODO: generalize that for several opponents
-//                             case "ping":
-//                                     if (!!clients[page][obj.oppid])
-//                                             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);
-//                                     }
-//                                     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
-//                                     break;
-//                             case "cancelnewgame": //if a user cancel his seek
-//                                     // TODO: just transmit event
-//                                     //delete games[page];
-//                                     break;
-//                             // TODO: also other challenge events
-//                             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[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);
-//                     });
-//             });
+               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 "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.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.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.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[obj.target].send(JSON.stringify({code:"newgame", game:obj.game}));
+                                       break;
+                               case "cancelnewgame": //if a user cancel his seek
+                                       // TODO: just transmit event
+                                       //delete games[page];
+                                       break;
+                               // TODO: also other challenge events
+                               case "resign":
+          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];
+      // Notify every other connected client
+      Object.keys(clients).forEach( k => {
+        clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
+      });
+               });
        });
 }