Fixes
[vchess.git] / server / sockets.js
index 2a8e163..f1853b5 100644 (file)
 const url = require('url');
 
 // Node version in Ubuntu 16.04 does not know about URL class
+// NOTE: url is already transformed, without ?xxx=yyy... parts
 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;
-               // Notify room:
-    Object.keys(clients).forEach(k => {
-      if (k != sid)
-        clients[k].send(JSON.stringify({code:"connect",sid:sid}));
-    });
-    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 "pollclients":
-          socket.send(JSON.stringify({code:"pollclients",
-            sockIds:Object.keys(clients).filter(k => k != sid)}));
+  // Associative array page --> sid --> tmpId --> socket
+  // "page" is either "/" for hall or "/game/some_gid" for Game,
+  // tmpId is required if a same user (browser) has different tabs
+  let clients = {};
+  wss.on("connection", (socket, req) => {
+    const query = getJsonFromUrl(req.url);
+    const sid = query["sid"];
+    const tmpId = query["tmpId"];
+    const page = query["page"];
+    const notifyRoom = (page,code,obj={}) => {
+      if (!clients[page])
+        return;
+      Object.keys(clients[page]).forEach(k => {
+        Object.keys(clients[page][k]).forEach(x => {
+          if (k == sid && x == tmpId)
+            return;
+          clients[page][k][x].send(JSON.stringify(Object.assign(
+            {code:code, from:sid}, obj)));
+        });
+      });
+    };
+    const deleteConnexion = () => {
+      if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
+        return; //job already done
+      delete clients[page][sid][tmpId];
+      if (Object.keys(clients[page][sid]).length == 0)
+      {
+        delete clients[page][sid];
+        if (Object.keys(clients[page]) == 0)
+          delete clients[page];
+      }
+    };
+    const messageListener = (objtxt) => {
+      let obj = JSON.parse(objtxt);
+      if (!!obj.target)
+      {
+        // Check if receiver is connected, because there may be some lag
+        // between a client disconnects and another notice.
+        if (Array.isArray(obj.target))
+        {
+          if (!clients[page][obj.target[0]] ||
+            !clients[page][obj.target[0]][obj.target[1]])
+          {
+            return;
+          }
+        }
+        else if (!clients[page][obj.target])
+          return;
+      }
+      switch (obj.code)
+      {
+        // 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.
+        case "connect":
+        {
+          notifyRoom(page, "connect");
+          if (page.indexOf("/game/") >= 0)
+            notifyRoom("/", "gconnect", {page:page});
           break;
-        case "askidentity":
-          clients[obj.target].send(
-            JSON.stringify({code:"askidentity",from:sid}));
+        }
+        case "disconnect":
+          // When page changes:
+          deleteConnexion();
+          if (!clients[page] || !clients[page][sid])
+          {
+            // I effectively disconnected from this page:
+            notifyRoom(page, "disconnect");
+            if (page.indexOf("/game/") >= 0)
+              notifyRoom("/", "gdisconnect", {page:page});
+          }
           break;
-        case "askchallenge":
-          clients[obj.target].send(
-            JSON.stringify({code:"askchallenge",from:sid}));
+        case "killme":
+        {
+          // Self multi-connect: manual removal + disconnect
+          const doKill = (pg) => {
+            Object.keys(clients[pg][obj.sid]).forEach(x => {
+              clients[pg][obj.sid][x].send(JSON.stringify({code: "killed"}));
+            });
+            delete clients[pg][obj.sid];
+          };
+          const disconnectFromOtherConnexion = (pg,code,o={}) => {
+            Object.keys(clients[pg]).forEach(k => {
+              if (k != obj.sid)
+              {
+                Object.keys(clients[pg][k]).forEach(x => {
+                  clients[pg][k][x].send(JSON.stringify(Object.assign(
+                    {code:code, from:obj.sid}, o)));
+                });
+              }
+            });
+          };
+          Object.keys(clients).forEach(pg => {
+            if (!!clients[pg][obj.sid])
+            {
+              doKill(pg);
+              disconnectFromOtherConnexion(pg, "disconnect");
+              if (pg.indexOf("/game/") >= 0 && !!clients["/"])
+                disconnectFromOtherConnexion("/", "gdisconnect", {page:pg});
+            }
+          });
           break;
-        case "askgame":
-          clients[obj.target].send(
-            JSON.stringify({code:"askgame",from:sid}));
+        }
+        case "pollclients": //from Hall or Game
+        {
+          let sockIds = [];
+          Object.keys(clients[page]).forEach(k => {
+            // Avoid polling myself: no new information to get
+            if (k != sid)
+              sockIds.push(k);
+          });
+          socket.send(JSON.stringify({code:"pollclients", sockIds:sockIds}));
           break;
-        case "identity":
-          clients[obj.target].send(
-            JSON.stringify({code:"identity",user:obj.user}));
+        }
+        case "pollclientsandgamers": //from Hall
+        {
+          let sockIds = [];
+          Object.keys(clients["/"]).forEach(k => {
+            // Avoid polling myself: no new information to get
+            if (k != sid)
+              sockIds.push({sid:k});
+          });
+          // NOTE: a "gamer" could also just be an observer
+          Object.keys(clients).forEach(p => {
+            if (p != "/")
+            {
+              Object.keys(clients[p]).forEach(k => {
+                if (k != sid)
+                  sockIds.push({sid:k, page:p}); //page needed for gamers
+              });
+            }
+          });
+          socket.send(JSON.stringify({code:"pollclientsandgamers", sockIds:sockIds}));
           break;
-        case "challenge":
-          // Relay challenge to other player
-          clients[obj.target].send(
-            JSON.stringify({code:"challenge", chall:obj.challenge, from:sid}));
+        }
+
+        // Asking something: from is fully identified,
+        // but the requested resource can be from any tmpId (except current!)
+        case "askidentity":
+        case "asklastate":
+        case "askchallenge":
+        case "askgame":
+        case "askfullgame":
+        {
+          const tmpIds = Object.keys(clients[page][obj.target]);
+          if (obj.target == sid) //targetting myself
+          {
+            const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
+            if (idx_myTmpid >= 0)
+              tmpIds.splice(idx_myTmpid, 1);
+          }
+          const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
+          clients[page][obj.target][tmpIds[tmpId_idx]].send(
+            JSON.stringify({code:obj.code, from:[sid,tmpId]}));
           break;
-        case "game":
-          // Relay (live) game to other player
+        }
+
+        // Some Hall events: target all tmpId's (except mine),
+        case "refusechallenge":
+        case "startgame":
+          Object.keys(clients[page][obj.target]).forEach(x => {
+            if (obj.target != sid || x != tmpId)
+            {
+              clients[page][obj.target][x].send(JSON.stringify(
+                {code:obj.code, data:obj.data}));
+            }
+          });
           break;
-                               case "newchat":
-          clients[obj.target].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.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}));
-                                       break;
-                               case "lastate":
-          const oppId = obj.target;
-          obj.oppid = sid; //I'm the opponent of my opponent(s)
-          clients[oppId].send(JSON.stringify(obj));
-                                       break;
-                               // TODO: moreover, here, game info should be sent (through challenge; not stored here)
-                               case "newgame":
-          clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game}));
-                                       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.target].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
+
+        // Notify all room: mostly game events
+        case "newchat":
         case "newchallenge":
-          console.log("challenge received");
-          console.log(obj.sender);
-          console.log(obj);
+        case "newgame":
+        case "deletechallenge":
+        case "newmove":
+        case "resign":
+        case "abort":
+        case "drawoffer":
+        case "draw":
+          notifyRoom(page, obj.code, {data:obj.data});
           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}));
-      });
-               });
-       });
+
+        // Passing, relaying something: from isn't needed,
+        // but target is fully identified (sid + tmpId)
+        case "challenge":
+        case "fullgame":
+        case "game":
+        case "identity":
+        case "lastate":
+          clients[page][obj.target[0]][obj.target[1]].send(JSON.stringify(
+            {code:obj.code, data:obj.data}));
+          break;
+      }
+    };
+    const closeListener = () => {
+      // For tab or browser closing:
+      deleteConnexion();
+    };
+    // Update clients object: add new connexion
+    if (!clients[page])
+      clients[page] = {[sid]: {[tmpId]: socket}};
+    else if (!clients[page][sid])
+      clients[page][sid] = {[tmpId]: socket};
+    else
+      clients[page][sid][tmpId] = socket;
+    socket.on("message", messageListener);
+    socket.on("close", closeListener);
+  });
 }