'update'
[vchess.git] / server / sockets.js
index 1d2f940..553f8c6 100644 (file)
@@ -3,95 +3,187 @@ const url = require('url');
 // 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;
+  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;
 }
 
-// Removal in array of strings (socket IDs)
-function remInArray(arr, item)
-{
-       const idx = arr.indexOf(item);
-       if (idx >= 0)
-               arr.splice(idx, 1);
-}
-
-// 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" would be much simpler, essentially just tracking connect/disconnect
-// (everything else using WebRTC)
-// TODO: lorsque challenge accepté, seul le dernier joueur à accepter envoi message "please start game"
-// avec les coordonnées des participants. Le serveur renvoit alors les détails de la partie (couleurs, position)
-//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 = () => { };
-       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):
-               if (!!clients[sid])
-                       return socket.send(JSON.stringify({code:"duplicate"}));
-               clients[sid] = socket;
-               socket.on("message", objtxt => {
-                       let obj = JSON.parse(objtxt);
-      if (!!obj.oppid && !clients[oppid])
-        return; //receiver not connected, nothing we can do
-                       switch (obj.code)
-                       {
-                               // Transmit chats and moves to current room
-                               // TODO: WebRTC instead in this case (most demanding?)
-                               case "newchat":
-          clients[obj.oppid].send(JSON.stringify({code:"newchat",msg:obj.msg}), noop);
-                                       break;
-                               case "newmove":
-          clients[obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}), noop);
-                                       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);
-                                       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);
-                                       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.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
-        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}), noop);
+  let clients = {}; //associative array sid --> socket
+  wss.on("connection", (socket, req) => {
+    const query = getJsonFromUrl(req.url);
+    const sid = query["sid"];
+    if (!!clients[sid])
+      return socket.send(JSON.stringify({code:"duplicate"}));
+    clients[sid] = {sock: socket, page: query["page"]};
+    const notifyRoom = (page,code,obj={},excluded=[]) => {
+      Object.keys(clients).forEach(k => {
+        if (k in excluded)
+          return;
+        if (k != sid && clients[k].page == page)
+        {
+          clients[k].sock.send(JSON.stringify(Object.assign(
+            {code:code, from:sid}, obj)));
+        }
       });
-               });
-       });
+    };
+    // 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.
+    socket.on("message", objtxt => {
+      let obj = JSON.parse(objtxt);
+      if (!!obj.target && !clients[obj.target])
+        return; //receiver not connected, nothing we can do
+      switch (obj.code)
+      {
+        case "connect":
+          notifyRoom(query["page"], "connect"); //Hall or Game
+          if (query["page"].indexOf("/game/") >= 0)
+            notifyRoom("/", "gconnect"); //notify main hall
+          break;
+        case "pollclients":
+        {
+          const curPage = clients[sid].page;
+          socket.send(JSON.stringify({code:"pollclients",
+            sockIds: Object.keys(clients).filter(k =>
+              k != sid && clients[k].page == curPage
+            )}));
+          break;
+        }
+        case "pollgamers":
+          socket.send(JSON.stringify({code:"pollgamers",
+            sockIds: Object.keys(clients).filter(k =>
+              k != sid && clients[k].page.indexOf("/game/") >= 0
+            )}));
+          break;
+        case "pagechange":
+          // page change clients[sid].page --> obj.page
+console.log(sid + " : page change: " + clients[sid].page + " --> " + obj.page);
+          notifyRoom(clients[sid].page, "disconnect");
+          if (clients[sid].page.indexOf("/game/") >= 0)
+            notifyRoom("/", "gdisconnect");
+          clients[sid].page = obj.page;
+          notifyRoom(obj.page, "connect");
+          if (obj.page.indexOf("/game/") >= 0)
+            notifyRoom("/", "gconnect");
+          break;
+        case "askidentity":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"askidentity",from:sid}));
+          break;
+        case "askchallenge":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"askchallenge",from:sid}));
+          break;
+        case "askgames":
+        {
+          // Check all clients playing, and send them a "askgame" message
+          let gameSids = {}; //game ID --> [sid1, sid2]
+          const regexpGid = /\/[a-zA-Z0-9]+$/;
+          Object.keys(clients).forEach(k => {
+            if (k != sid && clients[k].page.indexOf("/game/") >= 0)
+            {
+              const gid = clients[k].page.match(regexpGid)[0];
+              if (!gameSids[gid])
+                gameSids[gid] = [k];
+              else
+                gameSids[gid].push(k);
+            }
+          });
+          // Request only one client out of 2 (TODO: this is a bit heavy)
+          // Alt: ask game to all, and filter later?
+          Object.keys(gameSids).forEach(gid => {
+            const L = gameSids[gid].length;
+            const idx = L > 1
+              ? Math.floor(Math.random() * Math.floor(L))
+              : 0;
+            const rid = gameSids[gid][idx];
+            clients[rid].sock.send(JSON.stringify(
+              {code:"askgame", from: sid}));
+          });
+          break;
+        }
+        case "askfullgame":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"askfullgame", from:sid}));
+          break;
+        case "fullgame":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"fullgame", game:obj.game}));
+          break;
+        case "identity":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"identity",user:obj.user}));
+          break;
+        case "refusechallenge":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"refusechallenge", cid:obj.cid, from:sid}));
+          break;
+        case "deletechallenge":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"deletechallenge", cid:obj.cid, from:sid}));
+          break;
+        case "newgame":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid}));
+          break;
+        case "challenge":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"challenge", chall:obj.chall, from:sid}));
+          break;
+        case "game":
+          if (!!obj.target)
+          {
+            clients[obj.target].sock.send(JSON.stringify(
+              {code:"game", game:obj.game, from:sid}));
+          }
+          else
+          {
+            // Notify all room except opponent and me:
+            notifyRoom("/", "game", {game:obj.game}, [obj.oppsid]);
+          }
+          break;
+        case "newchat":
+          notifyRoom(clients[sid].page, "newchat", {chat:obj.chat});
+          break;
+        // TODO: WebRTC instead in this case (most demanding?)
+        // --> At least do a "notifyRoom"
+        case "newmove":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"newmove", move:obj.move}));
+          break;
+        case "lastate":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"lastate", state:obj.state}));
+          break;
+        case "resign":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"resign", side:obj.side}));
+          break;
+        case "abort":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"abort"}));
+          break;
+        case "drawoffer":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"drawoffer"}));
+          break;
+        case "draw":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"draw", message:obj.message}));
+          break;
+      }
+    });
+    socket.on("close", () => {
+      const page = clients[sid].page;
+      delete clients[sid];
+      notifyRoom(page, "disconnect");
+      if (page.indexOf("/game/") >= 0)
+        notifyRoom("/", "gdisconnect"); //notify main hall
+    });
+  });
 }