// also ask for corr challenges
// Ask server for for room composition:
const socketOpenListener = () => {
- this.st.conn.send(JSON.stringify({code:"askplayers"}));
+ this.st.conn.send(JSON.stringify({code:"askclients"}));
};
this.st.conn.onopen = socketOpenListener;
this.st.conn.onmessage = this.socketMessageListener;
const data = JSON.parse(msg.data);
switch (data.code)
{
- case "room":
- // TODO: receive room composition (sids at least, id + names if registered)
- // TODO: also receive "askchallenges", "askgames"
+ case "clients":
+ data.sockIds.forEach(sid => {
+ this.players.push({sid:sid, id:0, name:""});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ });
+ break;
+ // TODO: also receive "askchallenges", "askgames"
+ case "identify":
+ // Request for identification
+ this.st.conn.send(JSON.stringify({code:"identity", user:this.st.user, target:data.from}));
+ break;
+ case "identity":
+ if (data.user.id > 0)
+ {
+ const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
+ this.players[pIdx].id = data.user.id;
+ this.players[pIdx].name = data.user.name;
+ }
+ break;
// * - receive "new game": if live, store locally + redirect to game
// * If corr: notify "new game has started", give link, but do not redirect
case "newgame":
// * - receive new challenge: if targeted, replace our name with sender name
case "newchallenge":
// receive live or corr challenge
+ this.challenges.push(data.chall);
break;
// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
case "acceptchallenge":
// * - receive "player connect": send all our current challenges (to him or global)
// * Also send all our games (live - max 1 - and corr) [in web worker ?]
// * + all our sent challenges.
- this.players.push({name:data.name, id:data.uid});
+ this.players.push({name:"", id:0, sid:data.sid});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
// TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
// envoyer aussi nos défis
break;
// * - receive "player disconnect": remove from players list
case "disconnect":
- ArrayFun.remove(this.players, p => p.id == data.uid);
+ ArrayFun.remove(this.players, p => p.sid == data.sid);
// TODO: also remove all challenges sent by this player,
// and all live games where he plays and no other opponent is online
break;
const finishAddChallenge = () => {
this.challenges.push(chall);
// Send challenge to peers
- const challSock =
+ let challSock =
{
code: "newchallenge",
chall: chall,
+ target: "",
+ };
+ const sendChallengeTo = (sid) => {
+ challSock.target = sid;
+ this.st.conn.send(JSON.stringify(challSock));
};
if (chall.to[0].id > 0)
{
// Challenge with targeted players
chall.to.forEach(p => {
if (p.id > 0)
- {
- this.st.conn.send(JSON.stringify(Object.assign(
- {},
- challSock,
- {receiver: p.sid}
- )));
- }
+ sendChallengeTo(p.sid);
});
}
else
{
// Open challenge: send to all connected players (except us)
- const strChallSock = JSON.stringify(challSock);
this.players.forEach(p => {
if (p.sid != this.st.user.sid) //only sid is always set
- this.st.conn.send(strChallSock);
+ sendChallengeTo(p.sid);
});
}
document.getElementById("modalNewgame").checked = false;
if (!!clients[sid])
return socket.send(JSON.stringify({code:"duplicate"}));
clients[sid] = socket;
- socket.on("message", objtxt => {
+ // Notify room:
+ Object.keys(clients).forEach(k => {
+ if (k != sid)
+ clients[k].send(JSON.stringify({code:"connect",sid:sid}));
+ });
+ socket.on("message", objtxt => {
let obj = JSON.parse(objtxt);
- if (!!obj.oppid && !clients[oppid])
+ if (!!obj.target && !clients[obj.target])
return; //receiver not connected, nothing we can do
+ //console.log(obj.code);
switch (obj.code)
{
- case "askplayers":
- socket.send(JSON.stringify({code:"room", players:clients}));
+ case "askclients":
+ socket.send(JSON.stringify({code:"clients", sockIds:Object.keys(clients).filter(k => k != sid)}));
+ break;
+ case "askidentity":
+ clients[obj.target].send(JSON.stringify({code:"identify",from:sid}));
+ break;
+ case "identity":
+ clients[obj.target].send(JSON.stringify({code:"identity",user:obj.user}));
break;
case "askchallenges":
// TODO: ask directly to people (webRTC)
+ // TODO... + clarify socket system
break;
+ case "newchallenge":
+ clients[obj.target].send(JSON.stringify({code:"newchallenge",chall:obj.chall}));
case "askgames":
// TODO: ask directly to people (webRTC)
break;
case "newchat":
- clients[obj.oppid].send(JSON.stringify({code:"newchat",msg:obj.msg}));
+ clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg}));
break;
// Transmit chats and moves to current room
// TODO: WebRTC instead in this case (most demanding?)
case "newmove":
- clients[obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}));
+ clients[obj.target].send(JSON.stringify({code:"newmove",move:obj.move}));
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
+ const oppId = obj.target;
+ obj.oppid = sid; //I'm the opponent of my opponent(s)
clients[oppId].send(JSON.stringify(obj));
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);
+ clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game}));
break;
case "cancelnewgame": //if a user cancel his seek
// TODO: just transmit event
break;
// TODO: also other challenge events
case "resign":
- clients[obj.oppid].send(JSON.stringify({code:"resign"}));
+ clients[obj.target].send(JSON.stringify({code:"resign"}));
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