7db8ed51cd2a0e73d7e89faeb88ea5f2d90aaa75
1 const url
= require('url');
3 // Node version in Ubuntu 16.04 does not know about URL class
4 function getJsonFromUrl(url
)
6 const query
= url
.substr(2); //starts with "/?"
8 query
.split("&").forEach((part
) => {
9 const item
= part
.split("=");
10 result
[item
[0]] = decodeURIComponent(item
[1]);
15 // Removal in array of strings (socket IDs)
16 function remInArray(arr
, item
)
18 const idx
= arr
.indexOf(item
);
23 // TODO: empêcher multi-log du même user (envoyer le user ID + secret en même temps que name et...)
24 // --> si secret ne matche pas celui trouvé en DB, stop
25 // TODO: this file "in the end" would be much simpler, essentially just tracking connect/disconnect
26 // (everything else using WebRTC)
27 // TODO: lorsque challenge accepté, seul le dernier joueur à accepter envoi message "please start game"
28 // avec les coordonnées des participants. Le serveur renvoit alors les détails de la partie (couleurs, position)
29 //TODO: programmatic re-navigation on current game if we receive a move and are not there
31 module
.exports = function(wss
) {
32 let clients
= {}; //associative array sid --> socket
33 wss
.on("connection", (socket
, req
) => {
34 const query
= getJsonFromUrl(req
.url
);
35 const sid
= query
["sid"];
36 // Ignore duplicate connections (on the same live game that we play):
38 return socket
.send(JSON
.stringify({code:"duplicate"}));
39 clients
[sid
] = socket
;
40 socket
.on("message", objtxt
=> {
41 let obj
= JSON
.parse(objtxt
);
42 if (!!obj
.oppid
&& !clients
[oppid
])
43 return; //receiver not connected, nothing we can do
47 socket
.send(JSON
.stringify({code:"room", players:clients
}));
50 // TODO: ask directly to people (webRTC)
53 // TODO: ask directly to people (webRTC)
56 clients
[obj
.oppid
].send(JSON
.stringify({code:"newchat",msg:obj
.msg
}));
58 // Transmit chats and moves to current room
59 // TODO: WebRTC instead in this case (most demanding?)
61 clients
[obj
.oppid
].send(JSON
.stringify({code:"newmove",move:obj
.move}));
63 // TODO: generalize that for several opponents
65 socket
.send(JSON
.stringify({code:"pong",gameId:obj
.gameId
}));
68 const oppId
= obj
.oppid
;
69 obj
.oppid
= sid
; //I'm oppid for my opponent
70 clients
[oppId
].send(JSON
.stringify(obj
));
72 // TODO: moreover, here, game info should be sent (through challenge; not stored here)
76 {code:"newgame",fen:fen
,oppid:sid
,color:"w",gameid:"TODO"}),
79 case "cancelnewgame": //if a user cancel his seek
80 // TODO: just transmit event
83 // TODO: also other challenge events
85 clients
[obj
.oppid
].send(JSON
.stringify({code:"resign"}));
87 // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all
88 // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections
90 console
.log("challenge received");
91 console
.log(obj
.sender
);
96 socket
.on("close", () => {
98 // Notify every other connected client
99 Object
.keys(clients
).forEach( k
=> {
100 clients
[k
].send(JSON
.stringify({code:"disconnect",sid:sid
}));