'update'
[vchess.git] / server / sockets.js
index 80e4c44..553f8c6 100644 (file)
@@ -3,166 +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, curPath}
-       let pages = {}; //associative array path --> array of client sid
-       // 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"}));
-               // 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);
-//                     });
-//             });
-       });
+  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
+    });
+  });
 }