X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=09b21eaf1fd4eb5b69849e2d94197620ec23c448;hp=7db8ed51cd2a0e73d7e89faeb88ea5f2d90aaa75;hb=dd75774d31a140cabf80790bdade9a40048c38d5;hpb=4d64881e3b2dc55fe260a53195f9f3bc2e959fdf diff --git a/server/sockets.js b/server/sockets.js index 7db8ed51..09b21eaf 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -33,48 +33,70 @@ module.exports = function(wss) { 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"})); clients[sid] = socket; - socket.on("message", objtxt => { + // 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.oppid && !clients[oppid]) + if (!!obj.target && !clients[obj.target]) return; //receiver not connected, nothing we can do + //console.log(obj.code); switch (obj.code) { - case "askplayers": - socket.send(JSON.stringify({code:"room", players:clients})); + case "pollclients": + socket.send(JSON.stringify({code:"pollclients", + sockIds:Object.keys(clients).filter(k => k != sid)})); break; - case "askchallenges": - // TODO: ask directly to people (webRTC) + case "askidentity": + clients[obj.target].send( + JSON.stringify({code:"askidentity",from:sid})); break; - case "askgames": - // TODO: ask directly to people (webRTC) + 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.oppid].send(JSON.stringify({code:"newchat",msg:obj.msg})); + 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.oppid].send(JSON.stringify({code:"newmove",move:obj.move})); + 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.oppid; - obj.oppid = sid; //I'm oppid for my opponent + 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[oppId].send( - JSON.stringify( - {code:"newgame",fen:fen,oppid:sid,color:"w",gameid:"TODO"}), - noop); + clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game})); break; case "cancelnewgame": //if a user cancel his seek // TODO: just transmit event @@ -82,7 +104,7 @@ module.exports = function(wss) { break; // TODO: also other challenge events case "resign": - clients[obj.oppid].send(JSON.stringify({code:"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