if (!!this.game.oppid)
{
// Send ping to server (answer pong if players[s] are connected)
- this.st.conn.send(JSON.stringify({code:"ping",
- target:this.game.oppid, gameId:this.gameRef.id}));
+ this.st.conn.send(JSON.stringify({code:"ping", target:this.game.oppid}));
}
};
if (!!game)
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;