X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=553f8c60d0ebefbe4042f4a6f55894164b1ea363;hp=80e4c442f310261782d84079988027975812dfc4;hb=50f1f7c38bae6100b15db1fdb263a1fb97b9266c;hpb=590b75f9860a539d11906521fd25cacad05ab0a8 diff --git a/server/sockets.js b/server/sockets.js index 80e4c442..553f8c60 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -3,166 +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, curPath} - let pages = {}; //associative array path --> array of client sid - // 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"})); - // 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); -// }); -// }); - }); + 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 + }); + }); }