const params = require("./parameters.js");
-const WebSocket = require('ws');
+const WebSocket = require("ws");
const wss = new WebSocket.Server(
{port: params.socket_port, path: params.socket_path});
let challenges = {}; //variantName --> socketId, name
-let games = {}; //gameId --> gameInfo (vname, fen, players, options)
+let games = {}; //gameId --> gameInfo (vname, fen, players, options, time)
let sockets = {}; //socketId --> socket
const variants = require("./variants.js");
+const Crypto = require("crypto");
+const randstrSize = 8;
const send = (sid, code, data) => {
const socket = sockets[sid];
- // If a player delete local infos and then try to resume a game,
+ // If a player deletes local infos and then tries to resume a game,
// sockets[oppSid] will probably not exist anymore:
if (socket) socket.send(JSON.stringify(Object.assign({ code: code }, data)));
-}
+};
-const Crypto = require('crypto')
-function randomString(size = 8) {
- return Crypto.randomBytes(size).toString('hex').slice(0, size);
-}
-
-wss.on('connection', function connection(socket, req) {
+wss.on("connection", function connection(socket, req) {
const sid = req.url.split("=")[1]; //...?sid=...
sockets[sid] = socket;
socket.isAlive = true;
- socket.on('pong', () => socket.isAlive = true);
+ socket.on("pong", () => socket.isAlive = true);
function launchGame(vname, players, options) {
- const gid = randomString(8);
+ const gid =
+ Crypto.randomBytes(randstrSize).toString("hex").slice(0, randstrSize);
games[gid] = {
vname: vname,
players: players.map(p => {
return (!p ? null : {sid: p.sid, name: p.name});
}),
- options: options
+ options: options,
+ time: Date.now()
};
if (players.every(p => p)) {
const gameInfo = Object.assign(
// Provide seed so that both players initialize with same FEN
{seed: Math.floor(Math.random() * 1984), gid: gid},
games[gid]);
- for (let i of [0, 1]) {
- send(players[i].sid, "gamestart",
- Object.assign({randvar: players[i].randvar}, gameInfo));
+ for (const p of players) {
+ send(p.sid,
+ "gamestart",
+ Object.assign({randvar: p.randvar}, gameInfo));
}
}
else {
// Incomplete players array: do not start game yet
send(sid, "gamecreated", {gid: gid});
- // If nobody joins within a minute, delete game
+ // If nobody joins within 5 minutes, delete game
setTimeout(
() => {
if (games[gid] && games[gid].players.some(p => !p))
delete games[gid];
},
- 60000
+ 5 * 60000
);
}
}
- socket.on('message', (msg) => {
+ socket.on("message", (msg) => {
const obj = JSON.parse(msg);
switch (obj.code) {
// Send challenge (may trigger game creation)
case "seekgame": {
- // Only one challenge per player:
- if (Object.keys(challenges).some(k => challenges[k].sid == sid))
- return;
let opponent = undefined,
choice = undefined;
const vname = obj.vname,
randvar = (obj.vname == "_random");
if (vname == "_random") {
- // Pick any current challenge if any
+ // Pick any current challenge if possible
const currentChalls = Object.keys(challenges);
if (currentChalls.length >= 1) {
choice =
challenges[vname] = {sid: sid, name: obj.name, randvar: randvar};
break;
}
- // Set FEN after game was created
+ // Set FEN after game was created (received twice)
case "setfen":
games[obj.gid].fen = obj.fen;
break;
delete challenges[obj.vname];
break;
// Receive rematch
- case "rematch": {
+ case "rematch":
if (!games[obj.gid]) send(sid, "closerematch");
else {
const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1);
}
}
break;
- }
- // Rematch cancellation
- case "norematch": {
+ // Rematch cancellation
+ case "norematch":
if (games[obj.gid]) {
const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1);
send(games[obj.gid].players[1-myIndex].sid, "closerematch");
}
break;
- }
// Create game vs. friend
- case "creategame":
+ case "creategame": {
let players = [
- { sid: obj.player.sid, name: obj.player.name },
+ {sid: obj.player.sid, name: obj.player.name},
undefined
];
if (
}
launchGame(obj.vname, players, obj.options);
break;
+ }
// Join game vs. friend
- case "joingame": {
+ case "joingame":
if (!games[obj.gid]) send(sid, "jointoolate");
else {
// Join a game (started by some other player)
// Provide seed so that both players initialize with same FEN
{seed: Math.floor(Math.random()*1984), gid: obj.gid},
games[obj.gid]);
- for (let i of [0, 1])
- send(games[obj.gid].players[i].sid, "gamestart", gameInfo);
+ for (const p of games[obj.gid].players)
+ send(p.sid, "gamestart", gameInfo);
}
break;
- }
// Relay a move + update games object
- case "newmove": {
- // TODO?: "pingback" strategy to ensure that move was transmitted
+ case "newmove":
games[obj.gid].fen = obj.fen;
+ games[obj.gid].time = Date.now(); //update timestamp in case of
const playingWhite = (games[obj.gid].players[0].sid == sid);
const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid;
- send(oppSid, "newmove", { moves: obj.moves });
+ send(oppSid, "newmove", {moves: obj.moves});
break;
- }
// Relay "game ends" message
- case "gameover": {
- const playingWhite = (games[obj.gid].players[0].sid == sid);
- const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid;
- if (obj.relay) send(oppSid, "gameover", { gid: obj.gid });
- games[obj.gid].over = true;
- setTimeout( () => delete games[obj.gid], 60000 );
+ case "gameover":
+ if (obj.relay) {
+ const playingWhite = (games[obj.gid].players[0].sid == sid);
+ const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid;
+ send(oppSid, "gameover", { gid: obj.gid });
+ }
+ // 2 minutes timeout for rematch:
+ setTimeout(() => delete games[obj.gid], 2 * 60000);
break;
- }
}
});
socket.on("close", () => {
});
});
-const interval = setInterval(() => {
+const heartbeat = setInterval(() => {
wss.clients.forEach((ws) => {
if (ws.isAlive === false) return ws.terminate();
ws.isAlive = false;
ws.ping();
});
}, 30000);
-wss.on('close', () => clearInterval(interval));
+
+// Every 24 hours, scan games and remove if last move older than 24h
+const dayInMillisecs = 24 * 60 * 60 * 1000;
+const killOldGames = setInterval(() => {
+ const now = Date.now();
+ Object.keys(games).forEach(gid => {
+ if (now - games[gid].time >= dayInMillisecs) delete games[gid];
+ });
+}, dayInMillisecs);
+
+// TODO: useful code here?
+wss.on("close", () => {
+ clearInterval(heartbeat);
+ clearInterval(killOldGames);
+});