X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=04422f4646597e3629f509604685834ffd0103a8;hp=274d70ad43ec8aa50242aeeb04511df309f748ca;hb=cf742aaf8995ca8be8fc1f2751e4cf28de5d69b6;hpb=b988c726df078aa456bd47709f6eee0f73dc5abd diff --git a/server/sockets.js b/server/sockets.js index 274d70ad..04422f46 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -12,26 +12,12 @@ 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): + // TODO: later, allow duplicate connections (shouldn't be much more complicated) if (!!clients[sid]) return socket.send(JSON.stringify({code:"duplicate"})); clients[sid] = socket; @@ -44,7 +30,6 @@ module.exports = function(wss) { 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": @@ -67,18 +52,6 @@ module.exports = function(wss) { 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})); - break; case "refusechallenge": clients[obj.target].send( JSON.stringify({code:"refusechallenge", cid:obj.cid, from:sid})); @@ -91,20 +64,24 @@ module.exports = function(wss) { clients[obj.target].send(JSON.stringify( {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid})); break; + case "challenge": + clients[obj.target].send(JSON.stringify( + {code:"challenge", chall:obj.chall, from:sid})); + break; case "game": - // TODO: relay (live) game to other player + clients[obj.target].send(JSON.stringify( + {code:"game", game:obj.game, from:sid})); 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})); + // If this code is reached, then obj.target is connected + socket.send(JSON.stringify({code:"pong"})); break; case "lastate": const oppId = obj.target; @@ -117,6 +94,12 @@ module.exports = function(wss) { case "abort": clients[obj.target].send(JSON.stringify({code:"abort",msg:obj.msg})); break; + case "drawoffer": + clients[obj.target].send(JSON.stringify({code:"drawoffer"})); + break; + case "draw": + clients[obj.target].send(JSON.stringify({code:"draw"})); + break; } }); socket.on("close", () => {