const params = require("./parameters.js");
const WebSocket = require("ws");
-const wss = new WebSocket.Server(
- {port: params.socket_port, path: params.socket_path});
+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, time)
const socket = sockets[sid];
// 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)));
+ if (socket)
+ socket.send(JSON.stringify(Object.assign({code: code}, data)));
}
-function launchGame(vname, players, options) {
+function initializeGame(vname, players, options) {
const gid =
Crypto.randomBytes(randstrSize).toString("hex").slice(0, randstrSize);
games[gid] = {
vname: vname,
players: players,
options: options,
- time: Date.now()
+ time: Date.now(),
+ moveHash: {} //set of moves hashes seen so far
};
- 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 (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 5 minutes, delete game
- setTimeout(
- () => {
- if (games[gid] && games[gid].players.some(p => !p))
- delete games[gid];
- },
- 5 * 60000
- );
- }
+ return gid;
+}
+
+// Provide seed in case of, so that both players initialize with same FEN
+function launchGame(gid) {
+ const gameInfo = Object.assign(
+ {seed: Math.floor(Math.random() * 19840), gid: gid},
+ games[gid]
+ );
+ // players array is supposed to be full:
+ for (const p of games[gid].players)
+ send(p.sid, "gamestart", gameInfo);
}
function getRandomVariant() {
sockets[sid] = socket;
socket.isAlive = true;
socket.on("pong", () => socket.isAlive = true);
-
+ if (params.dev == true) {
+ const chokidar = require("chokidar");
+ const watcher = chokidar.watch(
+ ["*.js", "*.css", "utils/", "variants/"],
+ {persistent: true});
+ watcher.on("change", path => send(sid, "filechange", {path: path}));
+ }
socket.on("message", (msg) => {
const obj = JSON.parse(msg);
switch (obj.code) {
// Send challenge (may trigger game creation)
case "seekgame": {
- let opponent = undefined,
- choice = undefined;
- const vname = obj.vname,
+ let oppIndex = undefined, //variant name
+ choice = undefined; //variant finally played
+ const vname = obj.vname, //variant requested
randvar = (obj.vname == "_random");
if (vname == "_random") {
// Pick any current challenge if possible
if (currentChalls.length >= 1) {
choice =
currentChalls[Math.floor(Math.random() * currentChalls.length)];
- opponent = challenges[choice];
+ oppIndex = choice;
}
}
else if (challenges[vname]) {
- opponent = challenges[vname];
+ // Anyone wanting to play the same variant ?
choice = vname;
+ oppIndex = vname;
}
- if (opponent) {
- delete challenges[choice];
- if (choice == "_random") choice = getRandomVariant();
+ else if (challenges["_random"]) {
+ // Anyone accepting any variant (including vname) ?
+ choice = vname;
+ oppIndex = "_random";
+ }
+ if (oppIndex) {
+ if (choice == "_random")
+ choice = getRandomVariant();
// Launch game
let players = [
{sid: sid, name: obj.name, randvar: randvar},
- opponent
+ Object.assign({}, challenges[oppIndex])
];
- if (Math.random() < 0.5) players = players.reverse();
- launchGame(choice, players, {}); //empty options => default
+ delete challenges[oppIndex];
+ if (Math.random() < 0.5)
+ players = players.reverse();
+ // Empty options = default
+ launchGame( initializeGame(choice, players, {}) );
}
else
// Place challenge and wait. 'randvar' indicate if we play anything
games[obj.gid].fen = obj.fen;
break;
// Send back game informations
- case "getgame": {
- if (!games[obj.gid]) send(sid, "nogame");
- else send(sid, "gameinfo", games[obj.gid]);
+ case "getgame":
+ if (!games[obj.gid])
+ send(sid, "nogame");
+ else
+ send(sid, "gameinfo", games[obj.gid]);
break;
- }
// Cancel challenge
case "cancelseek":
delete challenges[obj.vname];
break;
// Receive rematch
case "rematch":
- if (!games[obj.gid]) send(sid, "closerematch");
+ if (!games[obj.gid])
+ send(sid, "closerematch");
else {
const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1);
- if (!games[obj.gid].rematch) games[obj.gid].rematch = [0, 0];
+ if (!games[obj.gid].rematch)
+ games[obj.gid].rematch = [0, 0];
games[obj.gid].rematch[myIndex] = !obj.random ? 1 : 2;
if (games[obj.gid].rematch[1-myIndex]) {
// Launch new game, colors reversed
let vname = games[obj.gid].vname;
const allrand = games[obj.gid].rematch.every(r => r == 2);
- if (allrand) vname = getRandomVariant();
- games[obj.gid].players.forEach(p =>
- p.randvar = allrand ? true : false);
- launchGame(vname,
- games[obj.gid].players.reverse(),
- games[obj.gid].options);
+ if (allrand)
+ vname = getRandomVariant();
+ games[obj.gid].players.forEach(p => p.randvar = allrand);
+ const gid = initializeGame(vname,
+ games[obj.gid].players.reverse(),
+ games[obj.gid].options);
+ launchGame(gid);
}
}
break;
) {
players = players.reverse();
}
- launchGame(obj.vname, players, obj.options);
+ // Incomplete players array: do not start game yet
+ const gid = initializeGame(obj.vname, players, obj.options);
+ send(sid, "gamecreated", {gid: gid});
+ // If nobody joins within 3 minutes, delete game
+ setTimeout(
+ () => {
+ if (games[gid] && games[gid].players.some(p => !p))
+ delete games[gid];
+ },
+ 3 * 60000
+ );
break;
}
// Join game vs. friend
case "joingame":
- if (!games[obj.gid]) send(sid, "jointoolate");
+ if (!games[obj.gid])
+ send(sid, "jointoolate");
else {
- // Join a game (started by some other player)
const emptySlot = games[obj.gid].players.findIndex(p => !p);
- if (emptySlot < 0) send(sid, "jointoolate");
- games[obj.gid].players[emptySlot] = {sid: sid, name: obj.name};
- const gameInfo = Object.assign(
- // Provide seed so that both players initialize with same FEN
- {seed: Math.floor(Math.random()*1984), gid: obj.gid},
- games[obj.gid]);
- for (const p of games[obj.gid].players)
- send(p.sid, "gamestart", gameInfo);
+ if (emptySlot < 0)
+ send(sid, "jointoolate");
+ else {
+ // Join a game (started by some other player)
+ games[obj.gid].players[emptySlot] = {sid: sid, name: obj.name};
+ launchGame(obj.gid);
+ }
}
break;
// Relay a move + update games object
case "newmove":
+ // NOTE: still potential racing issues, but... fingers crossed
+ const hash = Crypto.createHash("md5")
+ .update(JSON.stringify(obj.fen))
+ .digest("hex");
+ if (games[obj.gid].moveHash[hash])
+ break;
+ games[obj.gid].moveHash[hash] = true;
games[obj.gid].fen = obj.fen;
- games[obj.gid].time = Date.now(); //update timestamp in case of
+ games[obj.gid].time = Date.now(); //update useful if verrry slow game
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});
break; //only one challenge per player
}
}
+ for (let g of Object.values(games)) {
+ const myIndex = g.players.findIndex(p => p && p.sid == sid);
+ if (myIndex >= 0) {
+ if (g.rematch && g.rematch[myIndex] > 0) g.rematch[myIndex] = 0;
+ break; //only one game per player
+ }
+ }
});
});
const heartbeat = setInterval(() => {
wss.clients.forEach((ws) => {
- if (ws.isAlive === false) return ws.terminate();
+ if (ws.isAlive === false)
+ return ws.terminate();
ws.isAlive = false;
ws.ping();
});
const killOldGames = setInterval(() => {
const now = Date.now();
Object.keys(games).forEach(gid => {
- if (now - games[gid].time >= dayInMillisecs) delete games[gid];
+ if (now - games[gid].time >= dayInMillisecs)
+ delete games[gid];
});
}, dayInMillisecs);