From: Benjamin Auder Date: Thu, 24 Jan 2019 13:43:12 +0000 (+0100) Subject: Arrange sockets.js (unimplemented yet) X-Git-Url: https://git.auder.net/doc/html/css/img/assets/current/git-logo.png?a=commitdiff_plain;h=b644ef7f0302dcb024e5214600d13883906faed0;p=vchess.git Arrange sockets.js (unimplemented yet) --- diff --git a/client/src/main.js b/client/src/main.js index da3e6022..1fe69b2b 100644 --- a/client/src/main.js +++ b/client/src/main.js @@ -35,6 +35,7 @@ new Vue({ Vue.prototype.$variants = res.variantArray; }); Vue.prototype.$tr = {}; //to avoid a compiler error + // TODO: if there is a socket ID in localStorage, it means a live game was interrupted (and should resume) const myid = localStorage["myid"] || util.getRandString(); // NOTE: in this version, we don't say on which page we are, yet // ==> we'll say "enter/leave" page XY (in fact juste "enter", seemingly) diff --git a/server/app.js b/server/app.js index b1aee52c..d4aef286 100644 --- a/server/app.js +++ b/server/app.js @@ -4,6 +4,7 @@ var path = require('path'); var cookieParser = require('cookie-parser'); var logger = require('morgan'); var favicon = require('serve-favicon'); +var params = require('./config/parameters'); var app = express(); diff --git a/server/config/parameters.js.dist b/server/config/parameters.js.dist index 0beabed0..2b0a6e7f 100644 --- a/server/config/parameters.js.dist +++ b/server/config/parameters.js.dist @@ -8,7 +8,7 @@ module.exports = // CORS: cross-origin resource sharing options cors: { - enable: Parameters.env === "development", + enable: true, allowedOrigin: "*", }, diff --git a/server/sockets.js b/server/sockets.js index 8a0614b1..4d15f331 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -1,5 +1,4 @@ const url = require('url'); -const VariantModel = require("./models/Variant"); // Node version in Ubuntu 16.04 does not know about URL class function getJsonFromUrl(url) @@ -13,144 +12,156 @@ function getJsonFromUrl(url) return result; } +// Removal in array of strings (socket IDs) +function remInArray(arr, item) +{ + const idx = arr.indexOf(item); + if (idx >= 0) + arr.splice(idx, 1); +} + // TODO: empêcher multi-log du même user (envoyer le user ID + secret en même temps que name et...) // --> si secret ne matche pas celui trouvé en DB, stop - -// TODO: this file in the end will be much simpler, just tracking connect/disconnect +// TODO: this file "in the end" would be much simpler, essentially just tracking connect/disconnect // (everything else using WebRTC) +// TODO: lorsque challenge accepté, seul le dernier joueur à accepter envoi message "please start game" +// avec les coordonnées des participants. Le serveur renvoit alors les détails de la partie (couleurs, position) +//TODO: programmatic re-navigation on current game if we receive a move and are not there module.exports = function(wss) { - VariantModel.getAll((err,variants) => { - let clients = { "index": {} }; - let games = {}; //pending games (player sid) - for (const v of variants) - clients[v.id] = {}; - // No-op function as a callback when sending messages - const noop = () => { }; - wss.on("connection", (socket, req) => { -// const params = new URL("http://localhost" + req.url).searchParams; -// const sid = params.get("sid"); -// const page = params.get("page"); - var query = getJsonFromUrl(req.url); - const sid = query["sid"]; - const page = query["page"]; - // Ignore duplicate connections: - if (!!clients[page][sid]) - { - socket.send(JSON.stringify({code:"duplicate"})); - return; - } - clients[page][sid] = socket; - if (page == "index") + let clients = {}; //associative array client sid --> {socket, curPath} + let pages = {}; //associative array path --> array of client sid + // 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"})); + // We don't know yet on which page the user will be + clients[sid] = {socket: socket, path: ""}; + + socket.on("message", objtxt => { + let obj = JSON.parse(objtxt); + switch (obj.code) { - // Send counting info - const countings = {}; - for (const v of variants) - countings[v.id] = Object.keys(clients[v.id]).length; - socket.send(JSON.stringify({code:"counts",counts:countings})); + case "enter": + if (clients[sid].path.length > 0) + remInArray(pages[clients[sid].path], sid); + clients[sid].path = obj.path; + pages[obj.path].push(sid); + // TODO also: notify "old" sub-room that I left (if it was not index) + if (obj.path == "/") + { + // Send counting info + let countings = {}; + Object.keys(pages).forEach( + path => { countings[path] = pages[path].length; }); + socket.send(JSON.stringify({code:"counts",counts:countings})); + } + else + { + // Send to every client connected on index an update message for counts + pages["/"].forEach((id) => { + clients[id].socket.send( + JSON.stringify({code:"increase",path:obj.path}), noop); + }); + // TODO: do not notify anything in rules and problems sections (no socket required) + // --> in fact only /Atomic (main hall) and inside a game: /Atomic/392f3ju + // Also notify the (sub-)room (including potential opponents): + Object.keys(clients[page]).forEach( k => { + clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop); + }); + // Finally, receive (sub-)room composition + // TODO. + } +// NOTE: no "leave" counterpart (because it's always to enter somewhere else) +// case "leave": +// break; + // Transmit chats and moves to current room + // TODO: WebRTC instead in this case (most demanding?) + case "newchat": + if (!!clients[page][obj.oppid]) + { + clients[page][obj.oppid].send( + JSON.stringify({code:"newchat",msg:obj.msg}), noop); + } + break; + case "newmove": + if (!!clients[page][obj.oppid]) + { + clients[page][obj.oppid].send( + JSON.stringify({code:"newmove",move:obj.move}), noop); + } + break; + + + // TODO: generalize that for several opponents + case "ping": + if (!!clients[page][obj.oppid]) + socket.send(JSON.stringify({code:"pong",gameId:obj.gameId})); + break; + case "lastate": + if (!!clients[page][obj.oppid]) + { + const oppId = obj.oppid; + obj.oppid = sid; //I'm oppid for my opponent + clients[page][oppId].send(JSON.stringify(obj), noop); + } + break; + // TODO: moreover, here, game info should be sent (through challenge; not stored here) + case "newgame": + if (!!games[page]) + { + // Start a new game + const oppId = games[page]["id"]; + const fen = games[page]["fen"]; + const gameId = games[page]["gameid"]; + delete games[page]; + const mycolor = (Math.random() < 0.5 ? 'w' : 'b'); + socket.send(JSON.stringify( + {code:"newgame",fen:fen,oppid:oppId,color:mycolor,gameid:gameId})); + if (!!clients[page][oppId]) + { + clients[page][oppId].send( + JSON.stringify( + {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}), + noop); + } + } + else + games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent + break; + case "cancelnewgame": //if a user cancel his seek + // TODO: just transmit event + //delete games[page]; + break; + // TODO: also other challenge events + case "resign": + if (!!clients[page][obj.oppid]) + clients[page][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 } - else + }); + socket.on("close", () => { + delete clients[sid]; + // TODO: carefully delete pages[.........] + // + adapt below: + if (page != "/") { // Send to every client connected on index an update message for counts Object.keys(clients["index"]).forEach( k => { clients["index"][k].send( - JSON.stringify({code:"increase",vid:page}), noop); - }); - // Also notify potential opponents: - // hit all clients which check if sid corresponds - Object.keys(clients[page]).forEach( k => { - clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop); - }); - socket.on("message", objtxt => { - let obj = JSON.parse(objtxt); - switch (obj.code) - { - case "newchat": - if (!!clients[page][obj.oppid]) - { - clients[page][obj.oppid].send( - JSON.stringify({code:"newchat",msg:obj.msg}), noop); - } - break; - case "newmove": - if (!!clients[page][obj.oppid]) - { - clients[page][obj.oppid].send( - JSON.stringify({code:"newmove",move:obj.move}), noop); - } - break; - case "ping": - if (!!clients[page][obj.oppid]) - socket.send(JSON.stringify({code:"pong",gameId:obj.gameId})); - break; - case "myname": - // Reveal my username to opponent - if (!!clients[page][obj.oppid]) - { - clients[page][obj.oppid].send(JSON.stringify({ - code:"oppname", name:obj.name})); - } - break; - case "lastate": - if (!!clients[page][obj.oppid]) - { - const oppId = obj.oppid; - obj.oppid = sid; //I'm oppid for my opponent - clients[page][oppId].send(JSON.stringify(obj), noop); - } - break; - case "newgame": - if (!!games[page]) - { - // Start a new game - const oppId = games[page]["id"]; - const fen = games[page]["fen"]; - const gameId = games[page]["gameid"]; - delete games[page]; - const mycolor = (Math.random() < 0.5 ? 'w' : 'b'); - socket.send(JSON.stringify( - {code:"newgame",fen:fen,oppid:oppId,color:mycolor,gameid:gameId})); - if (!!clients[page][oppId]) - { - clients[page][oppId].send( - JSON.stringify( - {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}), - noop); - } - } - else - games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent - break; - case "cancelnewgame": //if a user cancel his seek - delete games[page]; - break; - case "resign": - if (!!clients[page][obj.oppid]) - clients[page][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 - } + JSON.stringify({code:"decrease",vid:page}), noop); }); } - socket.on("close", () => { - delete clients[page][sid]; - // Remove potential pending game - if (!!games[page] && games[page]["id"] == sid) - delete games[page]; - if (page != "index") - { - // Send to every client connected on index an update message for counts - Object.keys(clients["index"]).forEach( k => { - clients["index"][k].send( - JSON.stringify({code:"decrease",vid:page}), noop); - }); - } - // Also notify potential opponents: - // hit all clients which check if sid corresponds - Object.keys(clients[page]).forEach( k => { - clients[page][k].send(JSON.stringify({code:"disconnect",id:sid}), noop); - }); + // Also notify potential opponents: + // hit all clients which check if sid corresponds + Object.keys(clients[page]).forEach( k => { + clients[page][k].send(JSON.stringify({code:"disconnect",id:sid}), noop); }); }); });