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;
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;
case "resign":
clients[obj.target].send(JSON.stringify({code:"resign"}));
break;
+ case "abort":
+ clients[obj.target].send(JSON.stringify({code:"abort",msg:obj.msg}));
+ break;
+ case "drawoffer":
+ clients[obj.target].send(JSON.stringify({code:"drawoffer"}));
+ break;
+ case "draw":
+ clients[obj.target].send(JSON.stringify({code:"draw"}));
+ break;
}
});
socket.on("close", () => {