X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=09b21eaf1fd4eb5b69849e2d94197620ec23c448;hp=1ebd521280375502cfbe6b2de4e8e8582d8d3164;hb=dd75774d31a140cabf80790bdade9a40048c38d5;hpb=625022fdcf750f0aff8fcd699f7e9b89730e1d10 diff --git a/server/sockets.js b/server/sockets.js index 1ebd5212..09b21eaf 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -1,156 +1,126 @@ const url = require('url'); -const VariantModel = require("./models/Variant"); // Node version in Ubuntu 16.04 does not know about URL class -function getJsonFromUrl(url) { - var query = url.substr(2); //starts with "/?" - var result = {}; - query.split("&").forEach(function(part) { - var item = part.split("="); +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; } +// 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 + 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) { - // 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 - } - }); + case "pollclients": + socket.send(JSON.stringify({code:"pollclients", + sockIds:Object.keys(clients).filter(k => k != sid)})); + break; + case "askidentity": + clients[obj.target].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})); + break; + case "identity": + clients[obj.target].send( + JSON.stringify({code:"identity",user:obj.user})); + break; + case "challenge": + // Relay challenge to other player + break; + case "game": + // Relay (live) game to other player + break; + case "newchallenge": + clients[obj.target].send(JSON.stringify({code:"newchallenge",chall:obj.chall})); + 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 + case "newchallenge": + console.log("challenge received"); + console.log(obj.sender); + console.log(obj); + break; } - 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); - }); - }); + }); + 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})); + }); }); }); }