X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=09b21eaf1fd4eb5b69849e2d94197620ec23c448;hp=4d15f331a71c0ad96fb9b005bea78691e9a021a9;hb=dd75774d31a140cabf80790bdade9a40048c38d5;hpb=b644ef7f0302dcb024e5214600d13883906faed0 diff --git a/server/sockets.js b/server/sockets.js index 4d15f331..09b21eaf 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -29,109 +29,74 @@ function remInArray(arr, item) //TODO: programmatic re-navigation on current game if we receive a move and are not there module.exports = function(wss) { - 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 = () => { }; + 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): + // 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 => { + 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 "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 "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": - if (!!clients[page][obj.oppid]) - { - clients[page][obj.oppid].send( - JSON.stringify({code:"newchat",msg:obj.msg}), noop); - } + 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": - if (!!clients[page][obj.oppid]) - { - clients[page][obj.oppid].send( - JSON.stringify({code:"newmove",move:obj.move}), noop); - } + clients[obj.target].send(JSON.stringify({code:"newmove",move:obj.move})); break; - - // TODO: generalize that for several opponents case "ping": - if (!!clients[page][obj.oppid]) - socket.send(JSON.stringify({code:"pong",gameId:obj.gameId})); + 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); - } + 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": - 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 + clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game})); break; case "cancelnewgame": //if a user cancel his seek // TODO: just transmit event @@ -139,30 +104,23 @@ module.exports = function(wss) { break; // TODO: also other challenge events case "resign": - if (!!clients[page][obj.oppid]) - clients[page][obj.oppid].send(JSON.stringify({code:"resign"}), noop); + 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[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); - }); + // Notify every other connected client + Object.keys(clients).forEach( k => { + clients[k].send(JSON.stringify({code:"disconnect",sid:sid})); + }); }); }); }