X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=server%2Fsockets.js;h=a8e393e6515e3f1a6f942c493f3b0dfb945164e2;hp=1d2f9400cf4fc95c10b1591a6982771a6bd5b76c;hb=a6bddfc684bd3cc4defd7d49cc15bf59f2d9a9e9;hpb=b4d619d12f3b983c188ca94826e101928016f013 diff --git a/server/sockets.js b/server/sockets.js index 1d2f9400..a8e393e6 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -29,68 +29,97 @@ 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 - // No-op function as a callback when sending messages - const noop = () => { }; + 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): + // 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 => { + // Notify room: + Object.keys(clients).forEach(k => { + if (k != sid) + clients[k].send(JSON.stringify({code:"connect",sid:sid})); + }); + socket.on("message", objtxt => { let obj = JSON.parse(objtxt); - if (!!obj.oppid && !clients[oppid]) + if (!!obj.target && !clients[obj.target]) return; //receiver not connected, nothing we can do + //console.log(obj.code); switch (obj.code) { - // Transmit chats and moves to current room - // TODO: WebRTC instead in this case (most demanding?) + case "pollclients": + socket.send(JSON.stringify({code:"pollclients", + sockIds:Object.keys(clients).filter(k => k != sid)})); + break; + case "askidentity": + clients[obj.target].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})); + break; + case "identity": + clients[obj.target].send( + JSON.stringify({code:"identity",user:obj.user})); + break; + case "challenge": + // Relay challenge to other player + 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})); + break; + case "newgame": + clients[obj.target].send(JSON.stringify( + {code:"newgame", gameInfo:obj.gameInfo})); + break; + case "game": + // TODO: relay (live) game to other player + break; case "newchat": - clients[obj.oppid].send(JSON.stringify({code:"newchat",msg:obj.msg}), noop); + 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.oppid].send(JSON.stringify({code:"newmove",move:obj.move}), noop); + 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})); break; case "lastate": - const oppId = obj.oppid; - obj.oppid = sid; //I'm oppid for my opponent - clients[oppId].send(JSON.stringify(obj), noop); + 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) - 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); + 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 "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); + clients[k].send(JSON.stringify({code:"disconnect",sid:sid})); }); }); });