X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=553f8c60d0ebefbe4042f4a6f55894164b1ea363;hp=f3d1928db9f73d5ff1ba9fb73be2d05e7f5cf56b;hb=50f1f7c38bae6100b15db1fdb263a1fb97b9266c;hpb=5bd05dba30fc83821637b6f3f080ca72da4bb157 diff --git a/server/sockets.js b/server/sockets.js index f3d1928d..553f8c60 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -12,116 +12,178 @@ function getJsonFromUrl(url) 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: 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 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): if (!!clients[sid]) return socket.send(JSON.stringify({code:"duplicate"})); - clients[sid] = socket; - // Notify room: - Object.keys(clients).forEach(k => { - if (k != sid) - clients[k].send(JSON.stringify({code:"connect",sid:sid})); - }); + 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 - //console.log(obj.code); 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)})); + 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].send( - JSON.stringify({code:"askidentity",from:sid})); + clients[obj.target].sock.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})); + 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].send( - JSON.stringify({code:"identity",user:obj.user})); - break; - case "challenge": - clients[obj.target].send( - JSON.stringify({code:"challenge", chall:obj.chall, from:sid})); - break; - case "acceptchallenge": - clients[obj.target].send( - JSON.stringify({code:"acceptchallenge", cid:obj.cid, from:sid})); - break; - case "withdrawchallenge": - clients[obj.target].send( - JSON.stringify({code:"withdrawchallenge", cid:obj.cid, from:sid})); + clients[obj.target].sock.send(JSON.stringify( + {code:"identity",user:obj.user})); break; case "refusechallenge": - clients[obj.target].send( - JSON.stringify({code:"refusechallenge", cid:obj.cid, from:sid})); + 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].send(JSON.stringify( + 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": - // TODO: relay (live) game to other player + 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": - clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg})); + notifyRoom(clients[sid].page, "newchat", {chat:obj.chat}); break; - // Transmit chats and moves to current room // TODO: WebRTC instead in this case (most demanding?) + // --> At least do a "notifyRoom" case "newmove": - 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})); + clients[obj.target].sock.send(JSON.stringify( + {code:"newmove", move:obj.move})); break; case "lastate": - const oppId = obj.target; - obj.oppid = sid; //I'm the opponent of my opponent(s) - clients[oppId].send(JSON.stringify(obj)); + clients[obj.target].sock.send(JSON.stringify( + {code:"lastate", state:obj.state})); break; - // TODO: moreover, here, game info should be sent (through challenge; not stored here) - // TODO: also other challenge events case "resign": - clients[obj.target].send(JSON.stringify({code:"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; - // 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", () => { + const page = clients[sid].page; delete clients[sid]; - // Notify every other connected client - Object.keys(clients).forEach( k => { - clients[k].send(JSON.stringify({code:"disconnect",sid:sid})); - }); + notifyRoom(page, "disconnect"); + if (page.indexOf("/game/") >= 0) + notifyRoom("/", "gdisconnect"); //notify main hall }); }); }