X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=a3f4649a923138f081e879c9953fee6d61569ab6;hp=f3d1928db9f73d5ff1ba9fb73be2d05e7f5cf56b;hb=a36a09c039d2abaa130c7daddd865009f1456bf7;hpb=5bd05dba30fc83821637b6f3f080ca72da4bb157 diff --git a/server/sockets.js b/server/sockets.js index f3d1928d..a3f4649a 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -12,26 +12,12 @@ 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): + // TODO: later, allow duplicate connections (shouldn't be much more complicated) if (!!clients[sid]) return socket.send(JSON.stringify({code:"duplicate"})); clients[sid] = socket; @@ -83,6 +69,10 @@ module.exports = function(wss) { clients[obj.target].send( JSON.stringify({code:"refusechallenge", cid:obj.cid, from:sid})); break; + case "deletechallenge": + clients[obj.target].send( + JSON.stringify({code:"deletechallenge", cid:obj.cid, from:sid})); + break; case "newgame": clients[obj.target].send(JSON.stringify( {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid})); @@ -93,27 +83,25 @@ module.exports = function(wss) { case "newchat": 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.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})); + // If this code is reached, then obj.target is connected + socket.send(JSON.stringify({code:"pong"})); break; case "lastate": 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) - // TODO: also other challenge events case "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 + case "abort": + clients[obj.target].send(JSON.stringify({code:"abort",msg:obj.msg})); + break; } }); socket.on("close", () => {