//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, curPath}
- let pages = {}; //associative array path --> array of client sid
- // 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"}));
- // We don't know yet on which page the user will be
- clients[sid] = {socket: socket, path: ""};
-
- socket.on("message", objtxt => {
+ clients[sid] = socket;
+ // 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.target && !clients[obj.target])
+ return; //receiver not connected, nothing we can do
+ //console.log(obj.code);
switch (obj.code)
{
- case "enter":
- if (clients[sid].path.length > 0)
- remInArray(pages[clients[sid].path], sid);
- clients[sid].path = obj.path;
- pages[obj.path].push(sid);
- // TODO also: notify "old" sub-room that I left (if it was not index)
- if (obj.path == "/")
- {
- // Send counting info
- let countings = {};
- Object.keys(pages).forEach(
- path => { countings[path] = pages[path].length; });
- socket.send(JSON.stringify({code:"counts",counts:countings}));
- }
- else
- {
- // Send to every client connected on index an update message for counts
- pages["/"].forEach((id) => {
- clients[id].socket.send(
- JSON.stringify({code:"increase",path:obj.path}), noop);
- });
- // TODO: do not notify anything in rules and problems sections (no socket required)
- // --> in fact only /Atomic (main hall) and inside a game: /Atomic/392f3ju
- // Also notify the (sub-)room (including potential opponents):
- Object.keys(clients[page]).forEach( k => {
- clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop);
- });
- // Finally, receive (sub-)room composition
- // TODO.
- }
-// NOTE: no "leave" counterpart (because it's always to enter somewhere else)
-// case "leave":
-// break;
- // Transmit chats and moves to current room
- // TODO: WebRTC instead in this case (most demanding?)
+ case "askclients":
+ socket.send(JSON.stringify({code:"clients", sockIds:Object.keys(clients).filter(k => k != sid)}));
+ break;
+ case "askidentity":
+ clients[obj.target].send(JSON.stringify({code:"identify",from:sid}));
+ break;
+ case "identity":
+ clients[obj.target].send(JSON.stringify({code:"identity",user:obj.user}));
+ break;
+ case "askchallenges":
+ // TODO: ask directly to people (webRTC)
+ // TODO... + clarify socket system
+ break;
+ case "newchallenge":
+ clients[obj.target].send(JSON.stringify({code:"newchallenge",chall:obj.chall}));
+ case "askgames":
+ // TODO: ask directly to people (webRTC)
+ break;
case "newchat":
- if (!!clients[page][obj.oppid])
- {
- clients[page][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":
- if (!!clients[page][obj.oppid])
- {
- clients[page][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":
- if (!!clients[page][obj.oppid])
- socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
+ socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
break;
case "lastate":
- if (!!clients[page][obj.oppid])
- {
- const oppId = obj.oppid;
- obj.oppid = sid; //I'm oppid for my opponent
- clients[page][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":
- if (!!games[page])
- {
- // Start a new game
- const oppId = games[page]["id"];
- const fen = games[page]["fen"];
- const gameId = games[page]["gameid"];
- delete games[page];
- const mycolor = (Math.random() < 0.5 ? 'w' : 'b');
- socket.send(JSON.stringify(
- {code:"newgame",fen:fen,oppid:oppId,color:mycolor,gameid:gameId}));
- if (!!clients[page][oppId])
- {
- clients[page][oppId].send(
- JSON.stringify(
- {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}),
- noop);
- }
- }
- else
- games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent
+ clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game}));
break;
case "cancelnewgame": //if a user cancel his seek
// TODO: just transmit event
break;
// TODO: also other challenge events
case "resign":
- if (!!clients[page][obj.oppid])
- clients[page][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];
- // TODO: carefully delete pages[.........]
- // + adapt below:
- if (page != "/")
- {
- // Send to every client connected on index an update message for counts
- Object.keys(clients["index"]).forEach( k => {
- clients["index"][k].send(
- JSON.stringify({code:"decrease",vid:page}), noop);
- });
- }
- // Also notify potential opponents:
- // hit all clients which check if sid corresponds
- Object.keys(clients[page]).forEach( k => {
- clients[page][k].send(JSON.stringify({code:"disconnect",id:sid}), noop);
- });
+ // Notify every other connected client
+ Object.keys(clients).forEach( k => {
+ clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
+ });
});
});
}