Saving current state
[vchess.git] / server / sockets.js
index 8a0614b..80e4c44 100644 (file)
@@ -1,5 +1,4 @@
 const url = require('url');
-const VariantModel = require("./models/Variant");
 
 // Node version in Ubuntu 16.04 does not know about URL class
 function getJsonFromUrl(url)
@@ -13,145 +12,157 @@ 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: this file in the end will be much simpler, just tracking connect/disconnect
+// 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) {
-       VariantModel.getAll((err,variants) => {
-               let clients = { "index": {} };
-               let games = {}; //pending games (player sid)
-               for (const v of variants)
-                       clients[v.id] = {};
-               // No-op function as a callback when sending messages
-               const noop = () => { };
-               wss.on("connection", (socket, req) => {
-//                             const params = new URL("http://localhost" + req.url).searchParams;
-//                             const sid = params.get("sid");
-//                             const page = params.get("page");
-                       var query = getJsonFromUrl(req.url);
-                       const sid = query["sid"];
-                       const page = query["page"];
-                       // Ignore duplicate connections:
-                       if (!!clients[page][sid])
-                       {
-                               socket.send(JSON.stringify({code:"duplicate"}));
-                               return;
-                       }
-                       clients[page][sid] = socket;
-                       if (page == "index")
-                       {
-                               // Send counting info
-                               const countings = {};
-                               for (const v of variants)
-                                       countings[v.id] = Object.keys(clients[v.id]).length;
-                               socket.send(JSON.stringify({code:"counts",counts:countings}));
-                       }
-                       else
-                       {
-                               // 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:"increase",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:"connect",id:sid}), noop);
-                               });
-                               socket.on("message", objtxt => {
-                                       let obj = JSON.parse(objtxt);
-                                       switch (obj.code)
-                                       {
-                                               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;
-                                               case "ping":
-                                                       if (!!clients[page][obj.oppid])
-                                                               socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
-                                                       break;
-                                               case "myname":
-                                                       // Reveal my username to opponent
-                                                       if (!!clients[page][obj.oppid])
-                                                       {
-                                                               clients[page][obj.oppid].send(JSON.stringify({
-                                                                       code:"oppname", name:obj.name}));
-                                                       }
-                                                       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;
-                                               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
-                                                       delete games[page];
-                                                       break;
-                                               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[page][sid];
-                               // Remove potential pending game
-                               if (!!games[page] && games[page]["id"] == sid)
-                                       delete games[page];
-                               if (page != "index")
-                               {
-                                       // 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 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);
+//                     });
+//             });
        });
 }