- let clients = {}; //associative array client sid --> socket
- // No-op function as a callback when sending messages
- const noop = () => { };
- 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):
- if (!!clients[sid])
- return socket.send(JSON.stringify({code:"duplicate"}));
- clients[sid] = socket;
- socket.on("message", objtxt => {
- let obj = JSON.parse(objtxt);
- if (!!obj.oppid && !clients[oppid])
- return; //receiver not connected, nothing we can do
- switch (obj.code)
- {
- // Transmit chats and moves to current room
- // TODO: WebRTC instead in this case (most demanding?)
- case "newchat":
- clients[obj.oppid].send(JSON.stringify({code:"newchat",msg:obj.msg}), noop);
- break;
- case "newmove":
- clients[obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}), noop);
- break;
- // TODO: generalize that for several opponents
- case "ping":
- socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
- break;
- case "lastate":
- const oppId = obj.oppid;
- obj.oppid = sid; //I'm oppid for my opponent
- clients[oppId].send(JSON.stringify(obj), noop);
- break;
- // TODO: moreover, here, game info should be sent (through challenge; not stored here)
- case "newgame":
- clients[oppId].send(
- JSON.stringify(
- {code:"newgame",fen:fen,oppid:sid,color:"w",gameid:"TODO"}),
- noop);
- break;
- case "cancelnewgame": //if a user cancel his seek
- // TODO: just transmit event
- //delete games[page];
- break;
- // TODO: also other challenge events
- case "resign":
- clients[obj.oppid].send(JSON.stringify({code:"resign"}), noop);
- 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
+ // Associative array page --> sid --> tmpId --> socket
+ // "page" is either "/" for hall or "/game/some_gid" for Game,
+ // tmpId is required if a same user (browser) has different tabs
+ let clients = {};
+ wss.on("connection", (socket, req) => {
+ const query = getJsonFromUrl(req.url);
+ const sid = query["sid"];
+ const tmpId = query["tmpId"];
+ const page = query["page"];
+ const notifyRoom = (page,code,obj={}) => {
+ if (!clients[page]) return;
+ Object.keys(clients[page]).forEach(k => {
+ Object.keys(clients[page][k]).forEach(x => {
+ if (k == sid && x == tmpId) return;
+ send(
+ clients[page][k][x],
+ Object.assign({code: code, from: sid}, obj)
+ );
+ });
+ });
+ };
+ const deleteConnexion = () => {
+ if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
+ return; //job already done
+ delete clients[page][sid][tmpId];
+ if (Object.keys(clients[page][sid]).length == 0) {
+ delete clients[page][sid];
+ if (Object.keys(clients[page]).length == 0)
+ delete clients[page];
+ }
+ };
+
+ const doDisconnect = () => {
+ deleteConnexion();
+ if (!clients[page] || !clients[page][sid]) {
+ // I effectively disconnected from this page:
+ notifyRoom(page, "disconnect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gdisconnect", {page:page});
+ }
+ };
+ const messageListener = (objtxt) => {
+ let obj = JSON.parse(objtxt);
+ switch (obj.code) {
+ // Wait for "connect" message to notify connection to the room,
+ // because if game loading is slow the message listener might
+ // not be ready too early.
+ case "connect": {
+ notifyRoom(page, "connect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gconnect", {page:page});
+ break;
+ }
+ case "disconnect":
+ // When page changes:
+ doDisconnect();
+ break;
+ case "killme": {
+ // Self multi-connect: manual removal + disconnect
+ const doKill = (pg) => {
+ Object.keys(clients[pg][obj.sid]).forEach(x => {
+ send(clients[pg][obj.sid][x], {code: "killed"});
+ });
+ delete clients[pg][obj.sid];
+ };
+ const disconnectFromOtherConnexion = (pg,code,o={}) => {
+ Object.keys(clients[pg]).forEach(k => {
+ if (k != obj.sid) {
+ Object.keys(clients[pg][k]).forEach(x => {
+ send(
+ clients[pg][k][x],
+ Object.assign({code: code, from: obj.sid}, o)
+ );
+ });
+ }
+ });
+ };
+ Object.keys(clients).forEach(pg => {
+ if (clients[pg][obj.sid]) {
+ doKill(pg);
+ disconnectFromOtherConnexion(pg, "disconnect");
+ if (pg.indexOf("/game/") >= 0 && clients["/"])
+ disconnectFromOtherConnexion("/", "gdisconnect", {page: pg});
+ }
+ });
+ break;
+ }
+ case "pollclients": {
+ // From Hall or Game
+ let sockIds = [];
+ Object.keys(clients[page]).forEach(k => {
+ // Avoid polling myself: no new information to get
+ if (k != sid) sockIds.push(k);
+ });
+ send(socket, {code: "pollclients", sockIds: sockIds});
+ break;
+ }
+ case "pollclientsandgamers": {
+ // From Hall
+ let sockIds = [];
+ Object.keys(clients["/"]).forEach(k => {
+ // Avoid polling myself: no new information to get
+ if (k != sid) sockIds.push({sid:k});
+ });
+ // NOTE: a "gamer" could also just be an observer
+ Object.keys(clients).forEach(p => {
+ if (p != "/") {
+ Object.keys(clients[p]).forEach(k => {
+ // 'page' indicator is needed for gamers
+ if (k != sid) sockIds.push({sid:k, page:p});
+ });
+ }
+ });
+ send(socket, {code: "pollclientsandgamers", sockIds: sockIds});
+ break;
+ }
+
+ // Asking something: from is fully identified,
+ // but the requested resource can be from any tmpId (except current!)
+ case "askidentity":
+ case "asklastate":
+ case "askchallenge":
+ case "askgame":
+ 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]) {
+ const tmpIds = Object.keys(clients[pg][obj.target]);
+ if (obj.target == sid) {
+ // Targetting myself
+ const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
+ if (idx_myTmpid >= 0) tmpIds.splice(idx_myTmpid, 1);
+ }
+ const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
+ send(
+ clients[pg][obj.target][tmpIds[tmpId_idx]],
+ {code: obj.code, from: [sid,tmpId,page]}
+ );
+ }
+ break;
+ }
+
+ // Some Hall events: target all tmpId's (except mine),
+ case "refusechallenge":
+ case "startgame":
+ Object.keys(clients[page][obj.target]).forEach(x => {
+ if (obj.target != sid || x != tmpId)
+ send(
+ clients[page][obj.target][x],
+ {code: obj.code, data: obj.data}
+ );
+ });
+ break;
+
+ // Notify all room: mostly game events
+ case "newchat":