Some fixes
[vchess.git] / server / sockets.js
index 7db8ed5..b547c6a 100644 (file)
@@ -3,102 +3,146 @@ 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 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;
-               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)
-                       {
-        case "askplayers":
-          socket.send(JSON.stringify({code:"room", players:clients}));
-          break;
-        case "askchallenges":
-          // TODO: ask directly to people (webRTC)
-          break;
-        case "askgames":
-          // TODO: ask directly to people (webRTC)
-          break;
-                               case "newchat":
-          clients[obj.oppid].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.oppid].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.oppid;
-          obj.oppid = sid; //I'm oppid for my opponent
-          clients[oppId].send(JSON.stringify(obj));
-                                       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"}));
-                                       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}));
+  let clients = {}; //associative array sid --> socket
+  wss.on("connection", (socket, req) => {
+    const query = getJsonFromUrl(req.url);
+    const sid = query["sid"];
+    // TODO: later, allow duplicate connections (shouldn't be much more complicated)
+    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)));
+        }
       });
-               });
-       });
+    };
+    notifyRoom(query["page"], "connect"); //Hall or Game
+    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);
+console.log(clients);
+
+      switch (obj.code)
+      {
+        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 ||
+              // Consider that people playing are in Hall too:
+              (curPage == "/" && clients[k].page.indexOf("/game/") >= 0))
+            )}));
+          break;
+        case "pagechange":
+          notifyRoom(clients[sid].page, "disconnect");
+          clients[sid].page = obj.page;
+          notifyRoom(obj.page, "connect");
+          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 "askgame":
+          // Check all clients playing, and send them a "askgame" message
+          Object.keys(clients).forEach(k => {
+            if (k != sid && clients[k].page.indexOf("/game/") >= 0)
+            {
+              clients[k].sock.send(JSON.stringify(
+                {code:"askgame", from: sid}));
+            }
+          });
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"askgame",from:sid}));
+          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(query["page"], "newchat", {msg:obj.msg, name:obj.name});
+          break;
+        // TODO: WebRTC instead in this case (most demanding?)
+        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"}));
+          break;
+        case "abort":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"abort",msg:obj.msg}));
+          break;
+        case "drawoffer":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"drawoffer"}));
+          break;
+        case "draw":
+          clients[obj.target].sock.send(JSON.stringify(
+            {code:"draw"}));
+          break;
+      }
+    });
+    socket.on("close", () => {
+      const page = clients[sid].page;
+      delete clients[sid];
+      notifyRoom(page, "disconnect");
+    });
+  });
 }