X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=1d2f9400cf4fc95c10b1591a6982771a6bd5b76c;hp=80e4c442f310261782d84079988027975812dfc4;hb=b4d619d12f3b983c188ca94826e101928016f013;hpb=03608482744c433ad284f4b61e85b2e8cff4f5f3 diff --git a/server/sockets.js b/server/sockets.js index 80e4c442..1d2f9400 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -29,8 +29,7 @@ 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 + let clients = {}; //associative array client sid --> socket // No-op function as a callback when sending messages const noop = () => { }; wss.on("connection", (socket, req) => { @@ -39,130 +38,60 @@ module.exports = function(wss) { // 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 => { -// let obj = JSON.parse(objtxt); -// 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 "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; -// -// -// // TODO: generalize that for several opponents -// case "ping": -// if (!!clients[page][obj.oppid]) -// 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); -// } -// 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 -// break; -// case "cancelnewgame": //if a user cancel his seek -// // TODO: just transmit event -// //delete games[page]; -// break; -// // TODO: also other challenge events -// 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 -// } -// }); -// 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); -// }); -// }); + clients[sid] = socket; + socket.on("message", objtxt => { + let obj = JSON.parse(objtxt); + if (!!obj.oppid && !clients[oppid]) + return; //receiver not connected, nothing we can do + switch (obj.code) + { + // Transmit chats and moves to current room + // TODO: WebRTC instead in this case (most demanding?) + case "newchat": + clients[obj.oppid].send(JSON.stringify({code:"newchat",msg:obj.msg}), noop); + break; + case "newmove": + clients[obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}), noop); + 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 + clients[oppId].send(JSON.stringify(obj), noop); + 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); + 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.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 "newchallenge": + console.log("challenge received"); + console.log(obj.sender); + console.log(obj); + 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}), noop); + }); + }); }); }