Experimental update: preview corr move + allow deletion of any game
[vchess.git] / server / sockets.js
1 const url = require('url');
2
3 // Node version in Ubuntu 16.04 does not know about URL class
4 // NOTE: url is already transformed, without ?xxx=yyy... parts
5 function getJsonFromUrl(url) {
6 const query = url.substr(2); //starts with "/?"
7 let result = {};
8 query.split("&").forEach((part) => {
9 const item = part.split("=");
10 result[item[0]] = decodeURIComponent(item[1]);
11 });
12 return result;
13 }
14
15 // Helper to safe-send some message through a (web-)socket:
16 function send(socket, message) {
17 if (!!socket && socket.readyState == 1)
18 socket.send(JSON.stringify(message));
19 }
20
21 module.exports = function(wss) {
22 // Associative array page --> sid --> tmpId --> socket
23 // "page" is either "/" for hall or "/game/some_gid" for Game,
24 // tmpId is required if a same user (browser) has different tabs
25 let clients = {};
26 wss.on("connection", (socket, req) => {
27 const query = getJsonFromUrl(req.url);
28 const sid = query["sid"];
29 const tmpId = query["tmpId"];
30 const page = query["page"];
31 const notifyRoom = (page,code,obj={}) => {
32 if (!clients[page]) return;
33 Object.keys(clients[page]).forEach(k => {
34 Object.keys(clients[page][k]).forEach(x => {
35 if (k == sid && x == tmpId) return;
36 send(
37 clients[page][k][x],
38 Object.assign({ code: code, from: sid }, obj)
39 );
40 });
41 });
42 };
43 const deleteConnexion = () => {
44 if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
45 return; //job already done
46 delete clients[page][sid][tmpId];
47 if (Object.keys(clients[page][sid]).length == 0) {
48 delete clients[page][sid];
49 if (Object.keys(clients[page]).length == 0)
50 delete clients[page];
51 }
52 };
53
54 const doDisconnect = () => {
55 deleteConnexion();
56 if (!clients[page] || !clients[page][sid]) {
57 // I effectively disconnected from this page:
58 notifyRoom(page, "disconnect");
59 if (page.indexOf("/game/") >= 0)
60 notifyRoom("/", "gdisconnect", { page:page });
61 }
62 };
63 const messageListener = (objtxt) => {
64 let obj = JSON.parse(objtxt);
65 switch (obj.code) {
66 // Wait for "connect" message to notify connection to the room,
67 // because if game loading is slow the message listener might
68 // not be ready too early.
69 case "connect": {
70 notifyRoom(page, "connect");
71 if (page.indexOf("/game/") >= 0)
72 notifyRoom("/", "gconnect", { page:page });
73 break;
74 }
75 case "disconnect":
76 // When page changes:
77 doDisconnect();
78 break;
79 case "killme": {
80 // Self multi-connect: manual removal + disconnect
81 const doKill = (pg) => {
82 Object.keys(clients[pg][obj.sid]).forEach(x => {
83 send(clients[pg][obj.sid][x], {code: "killed"});
84 });
85 delete clients[pg][obj.sid];
86 };
87 const disconnectFromOtherConnexion = (pg,code,o={}) => {
88 Object.keys(clients[pg]).forEach(k => {
89 if (k != obj.sid) {
90 Object.keys(clients[pg][k]).forEach(x => {
91 send(
92 clients[pg][k][x],
93 Object.assign({ code: code, from: obj.sid }, o)
94 );
95 });
96 }
97 });
98 };
99 Object.keys(clients).forEach(pg => {
100 if (clients[pg][obj.sid]) {
101 doKill(pg);
102 disconnectFromOtherConnexion(pg, "disconnect");
103 if (pg.indexOf("/game/") >= 0 && clients["/"])
104 disconnectFromOtherConnexion("/", "gdisconnect", { page: pg });
105 }
106 });
107 break;
108 }
109 case "pollclients": {
110 // From Hall or Game
111 let sockIds = [];
112 Object.keys(clients[page]).forEach(k => {
113 // Avoid polling myself: no new information to get
114 if (k != sid) sockIds.push(k);
115 });
116 send(socket, { code: "pollclients", sockIds: sockIds });
117 break;
118 }
119 case "pollclientsandgamers": {
120 // From Hall
121 let sockIds = [];
122 Object.keys(clients["/"]).forEach(k => {
123 // Avoid polling myself: no new information to get
124 if (k != sid) sockIds.push({sid:k});
125 });
126 // NOTE: a "gamer" could also just be an observer
127 Object.keys(clients).forEach(p => {
128 if (p != "/") {
129 Object.keys(clients[p]).forEach(k => {
130 // 'page' indicator is needed for gamers
131 if (k != sid) sockIds.push({ sid:k, page:p });
132 });
133 }
134 });
135 send(socket, { code: "pollclientsandgamers", sockIds: sockIds });
136 break;
137 }
138
139 // Asking something: from is fully identified,
140 // but the requested resource can be from any tmpId (except current!)
141 case "askidentity":
142 case "asklastate":
143 case "askchallenge":
144 case "askgame":
145 case "askfullgame": {
146 const pg = obj.page || page; //required for askidentity and askgame
147 // In cas askfullgame to wrong SID for example, would crash:
148 if (!!clients[pg] && !!clients[pg][obj.target]) {
149 const tmpIds = Object.keys(clients[pg][obj.target]);
150 if (obj.target == sid) {
151 // Targetting myself
152 const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
153 if (idx_myTmpid >= 0) tmpIds.splice(idx_myTmpid, 1);
154 }
155 const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
156 send(
157 clients[pg][obj.target][tmpIds[tmpId_idx]],
158 { code: obj.code, from: [sid,tmpId,page] }
159 );
160 }
161 break;
162 }
163
164 // Some Hall events: target all tmpId's (except mine),
165 case "refusechallenge":
166 case "startgame":
167 Object.keys(clients[page][obj.target]).forEach(x => {
168 if (obj.target != sid || x != tmpId)
169 send(
170 clients[page][obj.target][x],
171 { code: obj.code, data: obj.data }
172 );
173 });
174 break;
175
176 // Notify all room: mostly game events
177 case "newchat":
178 case "newchallenge":
179 case "newgame":
180 case "deletechallenge":
181 case "resign":
182 case "abort":
183 case "drawoffer":
184 case "draw":
185 notifyRoom(page, obj.code, {data: obj.data});
186 break;
187
188 case "newmove": {
189 const dataWithFrom = { from: [sid,tmpId], data: obj.data };
190 // Special case re-send newmove only to opponent:
191 if (!!obj.target && !!clients[page][obj.target]) {
192 Object.keys(clients[page][obj.target]).forEach(x => {
193 send(
194 clients[page][obj.target][x],
195 Object.assign({ code: "newmove" }, dataWithFrom)
196 );
197 });
198 } else {
199 // NOTE: data.from is useful only to opponent
200 notifyRoom(page, "newmove", dataWithFrom);
201 }
202 break;
203 }
204 case "gotmove":
205 if (
206 !!clients[page][obj.target[0]] &&
207 !!clients[page][obj.target[0]][obj.target[1]]
208 ) {
209 send(
210 clients[page][obj.target[0]][obj.target[1]],
211 { code: "gotmove", data: obj.data }
212 );
213 }
214 break;
215
216 case "result":
217 // Special case: notify all, 'transroom': Game --> Hall
218 notifyRoom("/", "result", { gid: obj.gid, score: obj.score });
219 break;
220
221 case "mconnect":
222 // Special case: notify some game rooms that
223 // I'm watching game state from MyGames
224 // TODO: this code is ignored for now
225 obj.gids.forEach(gid => {
226 const pg = "/game/" + gid;
227 Object.keys(clients[pg]).forEach(s => {
228 Object.keys(clients[pg][s]).forEach(x => {
229 send(
230 clients[pg][s][x],
231 { code: "mconnect", data: obj.data }
232 );
233 });
234 });
235 });
236 break;
237 case "mdisconnect":
238 // TODO
239 // Also TODO: pass newgame to MyGames, and gameover (result)
240 break;
241 case "mabort": {
242 const gamePg = "/game/" + obj.gid;
243 if (!!clients[gamePg] && !!clients[gamePg][obj.target]) {
244 Object.keys(clients[gamePg][target]).forEach(x => {
245 send(
246 clients[gamePg][obj.target][x],
247 { code: "abort" }
248 );
249 });
250 }
251 break;
252 }
253
254 // Passing, relaying something: from isn't needed,
255 // but target is fully identified (sid + tmpId)
256 case "challenge":
257 case "fullgame":
258 case "game":
259 case "identity":
260 case "lastate":
261 {
262 const pg = obj.target[2] || page; //required for identity and game
263 // NOTE: if in game we ask identity to opponent still in Hall,
264 // but leaving Hall, clients[pg] or clients[pg][target] could be undefined
265 if (!!clients[pg] && !!clients[pg][obj.target[0]]) {
266 send(
267 clients[pg][obj.target[0]][obj.target[1]],
268 { code:obj.code, data:obj.data }
269 );
270 }
271 break;
272 }
273 }
274 };
275 const closeListener = () => {
276 // For browser or tab closing (including page reload):
277 doDisconnect();
278 };
279 // Update clients object: add new connexion
280 if (!clients[page])
281 clients[page] = { [sid]: {[tmpId]: socket } };
282 else if (!clients[page][sid])
283 clients[page][sid] = { [tmpId]: socket };
284 else
285 clients[page][sid][tmpId] = socket;
286 socket.on("message", messageListener);
287 socket.on("close", closeListener);
288 });
289 }