'update'
[vchess.git] / server / sockets.js
index f3d1928..553f8c6 100644 (file)
@@ -12,116 +12,178 @@ function getJsonFromUrl(url)
   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: 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 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):
     if (!!clients[sid])
       return socket.send(JSON.stringify({code:"duplicate"}));
-    clients[sid] = socket;
-    // Notify room:
-    Object.keys(clients).forEach(k => {
-      if (k != sid)
-        clients[k].send(JSON.stringify({code:"connect",sid:sid}));
-    });
+    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
-      //console.log(obj.code);
       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)}));
+            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].send(
-            JSON.stringify({code:"askidentity",from:sid}));
+          clients[obj.target].sock.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}));
+          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].send(
-            JSON.stringify({code:"identity",user:obj.user}));
-          break;
-        case "challenge":
-          clients[obj.target].send(
-            JSON.stringify({code:"challenge", chall:obj.chall, from:sid}));
-          break;
-        case "acceptchallenge":
-          clients[obj.target].send(
-            JSON.stringify({code:"acceptchallenge", cid:obj.cid, from:sid}));
-          break;
-        case "withdrawchallenge":
-          clients[obj.target].send(
-            JSON.stringify({code:"withdrawchallenge", cid:obj.cid, from:sid}));
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"identity",user:obj.user}));
           break;
         case "refusechallenge":
-          clients[obj.target].send(
-            JSON.stringify({code:"refusechallenge", cid:obj.cid, from:sid}));
+          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].send(JSON.stringify(
+          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":
-          // TODO: relay (live) game to other player
+          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":
-          clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg}));
+          notifyRoom(clients[sid].page, "newchat", {chat:obj.chat});
           break;
-        // Transmit chats and moves to current room
         // TODO: WebRTC instead in this case (most demanding?)
+        // --> At least do a "notifyRoom"
         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}));
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"newmove", move:obj.move}));
           break;
         case "lastate":
-          const oppId = obj.target;
-          obj.oppid = sid; //I'm the opponent of my opponent(s)
-          clients[oppId].send(JSON.stringify(obj));
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"lastate", state:obj.state}));
           break;
-        // TODO: moreover, here, game info should be sent (through challenge; not stored here)
-        // TODO: also other challenge events
         case "resign":
-          clients[obj.target].send(JSON.stringify({code:"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;
-        // 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", () => {
+      const page = clients[sid].page;
       delete clients[sid];
-      // Notify every other connected client
-      Object.keys(clients).forEach( k => {
-        clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
-      });
+      notifyRoom(page, "disconnect");
+      if (page.indexOf("/game/") >= 0)
+        notifyRoom("/", "gdisconnect"); //notify main hall
     });
   });
 }