// Helper to safe-send some message through a (web-)socket:
function send(socket, message) {
- if (socket && socket.readyState == 1)
+ if (!!socket && socket.readyState == 1)
socket.send(JSON.stringify(message));
}
case "askfullgame": {
const pg = obj.page || page; //required for askidentity and askgame
// In cas askfullgame to wrong SID for example, would crash:
- if (clients[pg] && clients[pg][obj.target]) {
+ if (!!clients[pg] && !!clients[pg][obj.target]) {
const tmpIds = Object.keys(clients[pg][obj.target]);
if (obj.target == sid) {
// Targetting myself
case "abort":
case "drawoffer":
case "draw":
- notifyRoom(page, obj.code, {data: obj.data});
+ // TODO: if newmove, change "from" field to fully specified sid + tmpId
+ // ==> allow "gotmove" messages to be fully targetted
+ // Special case re-send newmove only to opponent:
+ if (!!obj.target) {
+ Object.keys(clients[page][obj.target]).forEach(x => {
+ send(
+ clients[page][obj.target][x],
+ {code: "newmove", data: obj.data}
+ );
+ });
+ }
+ else notifyRoom(page, obj.code, {data: obj.data});
+ break;
+
+ case "gotmove":
+ // TODO: should fully specify the target and be included in the last case below
+ if (!!clients[page][obj.target]) {
+ Object.keys(clients[page][obj.target]).forEach(x => {
+ send(
+ clients[pg][obj.target][x],
+ {code: "gotmove", data: obj.data}
+ );
+ });
+ }
break;
case "result":
{
const pg = obj.target[2] || page; //required for identity and game
// NOTE: if in game we ask identity to opponent still in Hall,
- // but leaving Hall, clients[pg] or clients[pg][target] could be ndefined
- if (clients[pg] && clients[pg][obj.target[0]])
+ // but leaving Hall, clients[pg] or clients[pg][target] could be undefined
+ if (!!clients[pg] && !!clients[pg][obj.target[0]])
send(clients[pg][obj.target[0]][obj.target[1]], {code:obj.code, data:obj.data});
break;
}