clients[obj.target].send(
JSON.stringify({code:"identity",user:obj.user}));
break;
- case "challenge":
- clients[obj.target].send(
- JSON.stringify({code:"challenge", chall:obj.chall, from:sid}));
- break;
- case "acceptchallenge":
- clients[obj.target].send(
- JSON.stringify({code:"acceptchallenge", cid:obj.cid, from:sid}));
- break;
- case "withdrawchallenge":
- clients[obj.target].send(
- JSON.stringify({code:"withdrawchallenge", cid:obj.cid, from:sid}));
- break;
case "refusechallenge":
clients[obj.target].send(
JSON.stringify({code:"refusechallenge", cid:obj.cid, from:sid}));
clients[obj.target].send(JSON.stringify(
{code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid}));
break;
+ case "challenge":
+ clients[obj.target].send(JSON.stringify(
+ {code:"challenge", chall:obj.chall, from:sid}));
+ break;
case "game":
- // TODO: relay (live) game to other player
+ clients[obj.target].send(JSON.stringify(
+ {code:"game", game:obj.game, from:sid}));
break;
case "newchat":
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.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}));
+ // If this code is reached, then obj.target is connected
+ socket.send(JSON.stringify({code:"pong"}));
break;
case "lastate":
const oppId = obj.target;
case "abort":
clients[obj.target].send(JSON.stringify({code:"abort",msg:obj.msg}));
break;
+ case "drawoffer":
+ clients[obj.target].send(JSON.stringify({code:"drawoffer"}));
+ break;
+ case "draw":
+ clients[obj.target].send(JSON.stringify({code:"draw"}));
+ break;
}
});
socket.on("close", () => {