X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=553f8c60d0ebefbe4042f4a6f55894164b1ea363;hp=1d2f9400cf4fc95c10b1591a6982771a6bd5b76c;hb=50f1f7c38bae6100b15db1fdb263a1fb97b9266c;hpb=b4d619d12f3b983c188ca94826e101928016f013 diff --git a/server/sockets.js b/server/sockets.js index 1d2f9400..553f8c60 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -3,95 +3,187 @@ const url = require('url'); // Node version in Ubuntu 16.04 does not know about URL class 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; + 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" 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) { - let clients = {}; //associative array client sid --> socket - // No-op function as a callback when sending messages - const noop = () => { }; - 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; - 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); + let clients = {}; //associative array sid --> socket + wss.on("connection", (socket, req) => { + const query = getJsonFromUrl(req.url); + const sid = query["sid"]; + if (!!clients[sid]) + return socket.send(JSON.stringify({code:"duplicate"})); + clients[sid] = {sock: socket, page: query["page"]}; + const notifyRoom = (page,code,obj={},excluded=[]) => { + Object.keys(clients).forEach(k => { + if (k in excluded) + return; + if (k != sid && clients[k].page == page) + { + clients[k].sock.send(JSON.stringify(Object.assign( + {code:code, from:sid}, obj))); + } }); - }); - }); + }; + // Wait for "connect" message to notify connection to the room, + // because if game loading is slow the message listener might + // not be ready too early. + socket.on("message", objtxt => { + let obj = JSON.parse(objtxt); + if (!!obj.target && !clients[obj.target]) + return; //receiver not connected, nothing we can do + switch (obj.code) + { + case "connect": + notifyRoom(query["page"], "connect"); //Hall or Game + if (query["page"].indexOf("/game/") >= 0) + notifyRoom("/", "gconnect"); //notify main hall + break; + case "pollclients": + { + const curPage = clients[sid].page; + socket.send(JSON.stringify({code:"pollclients", + sockIds: Object.keys(clients).filter(k => + k != sid && clients[k].page == curPage + )})); + break; + } + case "pollgamers": + socket.send(JSON.stringify({code:"pollgamers", + sockIds: Object.keys(clients).filter(k => + k != sid && clients[k].page.indexOf("/game/") >= 0 + )})); + break; + case "pagechange": + // page change clients[sid].page --> obj.page +console.log(sid + " : page change: " + clients[sid].page + " --> " + obj.page); + notifyRoom(clients[sid].page, "disconnect"); + if (clients[sid].page.indexOf("/game/") >= 0) + notifyRoom("/", "gdisconnect"); + clients[sid].page = obj.page; + notifyRoom(obj.page, "connect"); + if (obj.page.indexOf("/game/") >= 0) + notifyRoom("/", "gconnect"); + break; + case "askidentity": + clients[obj.target].sock.send(JSON.stringify( + {code:"askidentity",from:sid})); + break; + case "askchallenge": + clients[obj.target].sock.send(JSON.stringify( + {code:"askchallenge",from:sid})); + break; + case "askgames": + { + // Check all clients playing, and send them a "askgame" message + let gameSids = {}; //game ID --> [sid1, sid2] + const regexpGid = /\/[a-zA-Z0-9]+$/; + Object.keys(clients).forEach(k => { + if (k != sid && clients[k].page.indexOf("/game/") >= 0) + { + const gid = clients[k].page.match(regexpGid)[0]; + if (!gameSids[gid]) + gameSids[gid] = [k]; + else + gameSids[gid].push(k); + } + }); + // Request only one client out of 2 (TODO: this is a bit heavy) + // Alt: ask game to all, and filter later? + Object.keys(gameSids).forEach(gid => { + const L = gameSids[gid].length; + const idx = L > 1 + ? Math.floor(Math.random() * Math.floor(L)) + : 0; + const rid = gameSids[gid][idx]; + clients[rid].sock.send(JSON.stringify( + {code:"askgame", from: sid})); + }); + break; + } + case "askfullgame": + clients[obj.target].sock.send(JSON.stringify( + {code:"askfullgame", from:sid})); + break; + case "fullgame": + clients[obj.target].sock.send(JSON.stringify( + {code:"fullgame", game:obj.game})); + break; + case "identity": + clients[obj.target].sock.send(JSON.stringify( + {code:"identity",user:obj.user})); + break; + case "refusechallenge": + clients[obj.target].sock.send(JSON.stringify( + {code:"refusechallenge", cid:obj.cid, from:sid})); + break; + case "deletechallenge": + clients[obj.target].sock.send(JSON.stringify( + {code:"deletechallenge", cid:obj.cid, from:sid})); + break; + case "newgame": + clients[obj.target].sock.send(JSON.stringify( + {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid})); + break; + case "challenge": + clients[obj.target].sock.send(JSON.stringify( + {code:"challenge", chall:obj.chall, from:sid})); + break; + case "game": + if (!!obj.target) + { + clients[obj.target].sock.send(JSON.stringify( + {code:"game", game:obj.game, from:sid})); + } + else + { + // Notify all room except opponent and me: + notifyRoom("/", "game", {game:obj.game}, [obj.oppsid]); + } + break; + case "newchat": + notifyRoom(clients[sid].page, "newchat", {chat:obj.chat}); + break; + // TODO: WebRTC instead in this case (most demanding?) + // --> At least do a "notifyRoom" + case "newmove": + clients[obj.target].sock.send(JSON.stringify( + {code:"newmove", move:obj.move})); + break; + case "lastate": + clients[obj.target].sock.send(JSON.stringify( + {code:"lastate", state:obj.state})); + break; + case "resign": + clients[obj.target].sock.send(JSON.stringify( + {code:"resign", side:obj.side})); + break; + case "abort": + clients[obj.target].sock.send(JSON.stringify( + {code:"abort"})); + break; + case "drawoffer": + clients[obj.target].sock.send(JSON.stringify( + {code:"drawoffer"})); + break; + case "draw": + clients[obj.target].sock.send(JSON.stringify( + {code:"draw", message:obj.message})); + break; + } + }); + socket.on("close", () => { + const page = clients[sid].page; + delete clients[sid]; + notifyRoom(page, "disconnect"); + if (page.indexOf("/game/") >= 0) + notifyRoom("/", "gdisconnect"); //notify main hall + }); + }); }