Add Madrasi, fix Absorption, better pieces management
[xogo.git] / server.js
1 const params = require("./parameters.js");
2 const WebSocket = require("ws");
3 const wss = new WebSocket.Server({
4 port: params.socket_port,
5 path: params.socket_path
6 });
7
8 let challenges = {}; //variantName --> socketId, name
9 let games = {}; //gameId --> gameInfo (vname, fen, players, options, time)
10 let sockets = {}; //socketId --> socket
11 const variants = require("./variants.js");
12 const Crypto = require("crypto");
13 const randstrSize = 8;
14
15 function send(sid, code, data) {
16 const socket = sockets[sid];
17 // If a player deletes local infos and then tries to resume a game,
18 // sockets[oppSid] will probably not exist anymore:
19 if (socket)
20 socket.send(JSON.stringify(Object.assign({code: code}, data)));
21 }
22
23 function initializeGame(vname, players, options) {
24 const gid =
25 Crypto.randomBytes(randstrSize).toString("hex").slice(0, randstrSize);
26 games[gid] = {
27 vname: vname,
28 players: players,
29 options: options,
30 time: Date.now()
31 };
32 return gid;
33 }
34
35 // Provide seed in case of, so that both players initialize with same FEN
36 function launchGame(gid) {
37 const gameInfo = Object.assign(
38 {seed: Math.floor(Math.random() * 1984), gid: gid},
39 games[gid]
40 );
41 // players array is supposed to be full:
42 for (const p of games[gid].players) {
43 send(p.sid,
44 "gamestart",
45 Object.assign({randvar: p.randvar}, gameInfo));
46 }
47 }
48
49 function getRandomVariant() {
50 // Pick a variant at random in the list
51 const index = Math.floor(Math.random() * variants.length);
52 return variants[index].name;
53 }
54
55 wss.on("connection", (socket, req) => {
56 const sid = req.url.split("=")[1]; //...?sid=...
57 sockets[sid] = socket;
58 socket.isAlive = true;
59 socket.on("pong", () => socket.isAlive = true);
60
61 socket.on("message", (msg) => {
62 const obj = JSON.parse(msg);
63 switch (obj.code) {
64 // Send challenge (may trigger game creation)
65 case "seekgame": {
66 let oppIndex = undefined, //variant name
67 choice = undefined; //variant finally played
68 const vname = obj.vname, //variant requested
69 randvar = (obj.vname == "_random");
70 if (vname == "_random") {
71 // Pick any current challenge if possible
72 const currentChalls = Object.keys(challenges);
73 if (currentChalls.length >= 1) {
74 choice =
75 currentChalls[Math.floor(Math.random() * currentChalls.length)];
76 oppIndex = choice;
77 }
78 }
79 else if (challenges[vname]) {
80 // Anyone wanting to play the same variant ?
81 choice = vname;
82 oppIndex = vname;
83 }
84 else if (challenges["_random"]) {
85 // Anyone accepting any variant (including vname) ?
86 choice = vname;
87 oppIndex = "_random";
88 }
89 if (oppIndex) {
90 if (choice == "_random")
91 choice = getRandomVariant();
92 // Launch game
93 let players = [
94 {sid: sid, name: obj.name, randvar: randvar},
95 Object.assign({}, challenges[oppIndex])
96 ];
97 delete challenges[oppIndex];
98 if (Math.random() < 0.5)
99 players = players.reverse();
100 // Empty options = default
101 launchGame( initializeGame(choice, players, {}) );
102 }
103 else
104 // Place challenge and wait. 'randvar' indicate if we play anything
105 challenges[vname] = {sid: sid, name: obj.name, randvar: randvar};
106 break;
107 }
108 // Set FEN after game was created (received twice)
109 case "setfen":
110 games[obj.gid].fen = obj.fen;
111 break;
112 // Send back game informations
113 case "getgame":
114 if (!games[obj.gid])
115 send(sid, "nogame");
116 else
117 send(sid, "gameinfo", games[obj.gid]);
118 break;
119 // Cancel challenge
120 case "cancelseek":
121 delete challenges[obj.vname];
122 break;
123 // Receive rematch
124 case "rematch":
125 if (!games[obj.gid])
126 send(sid, "closerematch");
127 else {
128 const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1);
129 if (!games[obj.gid].rematch)
130 games[obj.gid].rematch = [0, 0];
131 games[obj.gid].rematch[myIndex] = !obj.random ? 1 : 2;
132 if (games[obj.gid].rematch[1-myIndex]) {
133 // Launch new game, colors reversed
134 let vname = games[obj.gid].vname;
135 const allrand = games[obj.gid].rematch.every(r => r == 2);
136 if (allrand)
137 vname = getRandomVariant();
138 games[obj.gid].players.forEach(p =>
139 p.randvar = allrand ? true : false);
140 const gid = initializeGame(vname,
141 games[obj.gid].players.reverse(),
142 games[obj.gid].options);
143 launchGame(gid);
144 }
145 }
146 break;
147 // Rematch cancellation
148 case "norematch":
149 if (games[obj.gid]) {
150 const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1);
151 send(games[obj.gid].players[1-myIndex].sid, "closerematch");
152 }
153 break;
154 // Create game vs. friend
155 case "creategame": {
156 let players = [
157 {sid: obj.player.sid, name: obj.player.name},
158 undefined
159 ];
160 if (
161 obj.player.color == 'b' ||
162 (obj.player.color == '' && Math.random() < 0.5)
163 ) {
164 players = players.reverse();
165 }
166 // Incomplete players array: do not start game yet
167 const gid = initializeGame(obj.vname, players, obj.options);
168 send(sid, "gamecreated", {gid: gid});
169 // If nobody joins within 3 minutes, delete game
170 setTimeout(
171 () => {
172 if (games[gid] && games[gid].players.some(p => !p))
173 delete games[gid];
174 },
175 3 * 60000
176 );
177 break;
178 }
179 // Join game vs. friend
180 case "joingame":
181 if (!games[obj.gid])
182 send(sid, "jointoolate");
183 else {
184 const emptySlot = games[obj.gid].players.findIndex(p => !p);
185 if (emptySlot < 0)
186 send(sid, "jointoolate");
187 else {
188 // Join a game (started by some other player)
189 games[obj.gid].players[emptySlot] = {sid: sid, name: obj.name};
190 launchGame(obj.gid);
191 }
192 }
193 break;
194 // Relay a move + update games object
195 case "newmove":
196 games[obj.gid].fen = obj.fen;
197 games[obj.gid].time = Date.now(); //update timestamp in case of
198 const playingWhite = (games[obj.gid].players[0].sid == sid);
199 const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid;
200 send(oppSid, "newmove", {moves: obj.moves});
201 break;
202 // Relay "game ends" message
203 case "gameover":
204 if (obj.relay) {
205 const playingWhite = (games[obj.gid].players[0].sid == sid);
206 const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid;
207 send(oppSid, "gameover", { gid: obj.gid });
208 }
209 // 2 minutes timeout for rematch:
210 setTimeout(() => delete games[obj.gid], 2 * 60000);
211 break;
212 }
213 });
214 socket.on("close", () => {
215 delete sockets[sid];
216 for (const [key, value] of Object.entries(challenges)) {
217 if (value.sid == sid) {
218 delete challenges[key];
219 break; //only one challenge per player
220 }
221 }
222 for (let g of Object.values(games)) {
223 const myIndex = g.players.findIndex(p => p && p.sid == sid);
224 if (myIndex >= 0) {
225 if (g.rematch && g.rematch[myIndex] > 0) g.rematch[myIndex] = 0;
226 break; //only one game per player
227 }
228 }
229 });
230 });
231
232 const heartbeat = setInterval(() => {
233 wss.clients.forEach((ws) => {
234 if (ws.isAlive === false)
235 return ws.terminate();
236 ws.isAlive = false;
237 ws.ping();
238 });
239 }, 30000);
240
241 // Every 24 hours, scan games and remove if last move older than 24h
242 const dayInMillisecs = 24 * 60 * 60 * 1000;
243 const killOldGames = setInterval(() => {
244 const now = Date.now();
245 Object.keys(games).forEach(gid => {
246 if (now - games[gid].time >= dayInMillisecs)
247 delete games[gid];
248 });
249 }, dayInMillisecs);
250
251 // TODO: useful code here?
252 wss.on("close", () => {
253 clearInterval(heartbeat);
254 clearInterval(killOldGames);
255 });