-const url = require('url');
-
// Node version in Ubuntu 16.04 does not know about URL class
-function getJsonFromUrl(url)
-{
- const query = url.substr(2); //starts with "/?"
- let result = {};
- query.split("&").forEach((part) => {
- const item = part.split("=");
- result[item[0]] = decodeURIComponent(item[1]);
- });
- return result;
+function getJsonFromUrl(url) {
+ const query = url.substr(2); //starts with "/?"
+ let result = {};
+ query.split("&").forEach((part) => {
+ const item = part.split("=");
+ result[item[0]] = decodeURIComponent(item[1]);
+ });
+ 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);
+// Helper to safe-send some message through a (web-)socket:
+function send(socket, message) {
+ if (!!socket && socket.readyState == 1)
+ socket.send(JSON.stringify(message));
}
-// 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" 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) {
- 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: ""};
+ // Associative array page --> sid --> tmpId --> socket
+ // "page" is either "/" for hall or "/game/some_gid" for Game,
+ // or "/mygames" for Mygames page (simpler: no 'people' array).
+ // tmpId is required if a same user (browser) has different tabs
+ let clients = {};
+ // NOTE: only purpose of sidToPages = know when to delete keys in idToSid
+ let sidToPages = {};
+ let idToSid = {};
+ wss.on("connection", (socket, req) => {
+ const query = getJsonFromUrl(req.url);
+ const sid = query["sid"];
+ const id = query["id"];
+ const tmpId = query["tmpId"];
+ const page = query["page"];
+ const notifyRoom = (page, code, obj={}, except) => {
+ if (!clients[page]) return;
+ except = except || [];
+ Object.keys(clients[page]).forEach(k => {
+ if (except.includes(k)) return;
+ Object.keys(clients[page][k]).forEach(x => {
+ if (k == sid && x == tmpId) return;
+ send(
+ clients[page][k][x].socket,
+ Object.assign({ code: code, from: [sid, tmpId] }, obj)
+ );
+ });
+ });
+ };
+ const deleteConnexion = () => {
+ if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
+ return; //job already done
+ delete clients[page][sid][tmpId];
+ if (Object.keys(clients[page][sid]).length == 0) {
+ delete clients[page][sid];
+ const pgIndex = sidToPages[sid].findIndex(pg => pg == page);
+ sidToPages[sid].splice(pgIndex, 1);
+ if (Object.keys(clients[page]).length == 0)
+ delete clients[page];
+ // Am I totally offline?
+ if (sidToPages[sid].length == 0) {
+ delete sidToPages[sid];
+ delete idToSid[id];
+ }
+ }
+ };
+
+ const doDisconnect = () => {
+ deleteConnexion();
+ // Nothing to notify when disconnecting from MyGames page:
+ if (page != "/mygames") {
+ notifyRoom(page, "disconnect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gdisconnect", { page: page });
+ }
+ };
+ const messageListener = (objtxt) => {
+ let obj = JSON.parse(objtxt);
+ switch (obj.code) {
+ // Wait for "connect" message to notify connection to the room,
+ // because if game loading is slow the message listener might
+ // not be ready too early.
+ case "connect": {
+ notifyRoom(page, "connect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gconnect", { page: page });
+ break;
+ }
+ case "disconnect":
+ // When page changes:
+ doDisconnect();
+ break;
+ case "pollclients": {
+ // From Game
+ let sockIds = {};
+ Object.keys(clients[page]).forEach(k => {
+ sockIds[k] = {};
+ Object.keys(clients[page][k]).forEach(x => {
+ // Avoid polling my tmpId: no information to get
+ if (k != sid || x != tmpId)
+ sockIds[k][x] = { focus: clients[page][k][x].focus };
+ });
+ });
+ send(socket, { code: "pollclients", sockIds: sockIds });
+ break;
+ }
+ case "pollclientsandgamers": {
+ // From Hall
+ let sockIds = {};
+ Object.keys(clients["/"]).forEach(k => {
+ sockIds[k] = {};
+ Object.keys(clients[page][k]).forEach(x => {
+ // Avoid polling my tmpId: no information to get
+ if (k != sid || x != tmpId) {
+ sockIds[k][x] = {
+ page: "/",
+ focus: clients[page][k][x].focus
+ };
+ }
+ });
+ });
+ // NOTE: a "gamer" could also just be an observer
+ Object.keys(clients).forEach(p => {
+ if (p.indexOf("/game/") >= 0) {
+ Object.keys(clients[p]).forEach(k => {
+ if (!sockIds[k]) sockIds[k] = {};
+ Object.keys(clients[p][k]).forEach(x => {
+ if (k != sid || x != tmpId) {
+ sockIds[k][x] = {
+ page: p,
+ focus: clients[p][k][x].focus
+ };
+ }
+ });
+ });
+ }
+ });
+ send(socket, { code: "pollclientsandgamers", sockIds: sockIds });
+ break;
+ }
+
+ // Asking something: from is fully identified,
+ // but the requested resource can be from any tmpId (except current!)
+ case "askidentity":
+ case "asklastate":
+ case "askchallenges":
+ case "askgame": {
+ const pg = obj.page || page; //required for askidentity and askgame
+ if (!!clients[pg] && !!clients[pg][obj.target]) {
+ let tmpIds = Object.keys(clients[pg][obj.target]);
+ if (obj.target == sid) {
+ // Targetting myself
+ const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
+ if (idx_myTmpid >= 0) tmpIds.splice(idx_myTmpid, 1);
+ }
+ if (tmpIds.length > 0) {
+ const ttmpId = tmpIds[Math.floor(Math.random() * tmpIds.length)];
+ send(
+ clients[pg][obj.target][ttmpId].socket,
+ { code: obj.code, from: [sid,tmpId,page] }
+ );
+ }
+ }
+ break;
+ }
+
+ // Special situation of the previous "case":
+ // Full game can be asked to any observer.
+ case "askfullgame": {
+ if (!!clients[page]) {
+ let sids = Object.keys(clients[page]).filter(k => k != sid);
+ if (sids.length > 0) {
+ // Pick a SID at random in this set, and ask full game:
+ const rid = sids[Math.floor(Math.random() * sids.length)];
+ // ..to a random tmpId:
+ const tmpIds = Object.keys(clients[page][rid]);
+ const rtmpId = tmpIds[Math.floor(Math.random() * tmpIds.length)];
+ send(
+ clients[page][rid][rtmpId].socket,
+ { code: "askfullgame", from: [sid,tmpId] }
+ );
+ } else {
+ // I'm the only person who have the game for the moment:
+ send(socket, { code: "fullgame", data: { empty: true } });
+ }
+ }
+ break;
+ }
+
+ // Some Hall events: target all tmpId's (except mine),
+ case "refusechallenge":
+ case "startgame":
+ Object.keys(clients[page][obj.target]).forEach(x => {
+ if (obj.target != sid || x != tmpId)
+ send(
+ clients[page][obj.target][x].socket,
+ { code: obj.code, data: obj.data }
+ );
+ });
+ break;
+
+ // Notify all room: mostly game events
+ case "newchat":
+ case "newchallenge":
+ case "deletechallenge_s":
+ case "newgame":
+ case "resign":
+ case "abort":
+ case "drawoffer":
+ case "rematchoffer":
+ case "draw":
+ // "newgame" message can provide a page (corr Game --> Hall)
+ notifyRoom(
+ obj.page || page, obj.code, {data: obj.data}, obj.excluded);
+ break;
+
+ case "rnewgame":
+ // A rematch game started:
+ notifyRoom(page, "newgame", {data: obj.data});
+ // Explicitely notify Hall if gametype == corr.
+ // Live games will be polled from Hall after gconnect event.
+ if (obj.data.cadence.indexOf('d') >= 0)
+ notifyRoom("/", "newgame", {data: obj.data});
+ break;
+
+ case "newmove": {
+ const dataWithFrom = { from: [sid,tmpId], data: obj.data };
+ // Special case re-send newmove only to opponent:
+ if (!!obj.target && !!clients[page][obj.target]) {
+ Object.keys(clients[page][obj.target]).forEach(x => {
+ send(
+ clients[page][obj.target][x].socket,
+ Object.assign({ code: "newmove" }, dataWithFrom)
+ );
+ });
+ } else {
+ // NOTE: data.from is useful only to opponent
+ notifyRoom(page, "newmove", dataWithFrom);
+ }
+ break;
+ }
+ case "gotmove":
+ if (
+ !!clients[page][obj.target[0]] &&
+ !!clients[page][obj.target[0]][obj.target[1]]
+ ) {
+ send(
+ clients[page][obj.target[0]][obj.target[1]].socket,
+ { code: "gotmove" }
+ );
+ }
+ break;
+
+ case "result":
+ // Special case: notify all, 'transroom': Game --> Hall
+ notifyRoom("/", "result", { gid: obj.gid, score: obj.score });
+ break;
+
+ case "mabort": {
+ const gamePg = "/game/" + obj.gid;
+ if (!!clients[gamePg] && !!clients[gamePg][obj.target]) {
+ Object.keys(clients[gamePg][obj.target]).forEach(x => {
+ send(
+ clients[gamePg][obj.target][x].socket,
+ { code: "abort" }
+ );
+ });
+ }
+ break;
+ }
+
+ case "notifyscore":
+ case "notifyturn":
+ case "notifynewgame":
+ if (!!clients["/mygames"]) {
+ obj.targets.forEach(t => {
+ const k = t.sid || idToSid[t.id];
+ if (!!clients["/mygames"][k]) {
+ Object.keys(clients["/mygames"][k]).forEach(x => {
+ send(
+ clients["/mygames"][k][x].socket,
+ { code: obj.code, data: obj.data }
+ );
+ });
+ }
+ });
+ }
+ break;
+
+ case "getfocus":
+ case "losefocus":
+ if (
+ !!clients[page] &&
+ !!clients[page][sid] &&
+ !!clients[page][sid][tmpId]
+ ) {
+ clients[page][sid][tmpId].focus = (obj.code == "getfocus");
+ }
+ if (page == "/") notifyRoom("/", obj.code, { page: "/" }, [sid]);
+ else {
+ // Notify game room + Hall:
+ notifyRoom(page, obj.code, {}, [sid]);
+ notifyRoom("/", obj.code, { page: page }, [sid]);
+ }
+ break;
-// socket.on("message", objtxt => {
-// let obj = JSON.parse(objtxt);
-// switch (obj.code)
-// {
-// 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
-// }
-// });
-// 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:"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);
-// });
-// });
- });
+ // Passing, relaying something: from isn't needed,
+ // but target is fully identified (sid + tmpId)
+ case "challenges":
+ case "fullgame":
+ case "game":
+ case "identity":
+ case "lastate":
+ {
+ const pg = obj.target[2] || page; //required for identity and game
+ // NOTE: if in game we ask identity to opponent still in Hall, but
+ // leaving Hall, clients[pg] or clients[pg][target] could be undef.
+ if (!!clients[pg] && !!clients[pg][obj.target[0]]) {
+ send(
+ clients[pg][obj.target[0]][obj.target[1]].socket,
+ { code:obj.code, data:obj.data }
+ );
+ }
+ break;
+ }
+ }
+ };
+ const closeListener = () => {
+ // For browser or tab closing (including page reload):
+ doDisconnect();
+ };
+ // Update clients object: add new connexion
+ const newElt = { socket: socket, focus: true };
+ if (!clients[page])
+ clients[page] = { [sid]: {[tmpId]: newElt } };
+ else if (!clients[page][sid])
+ clients[page][sid] = { [tmpId]: newElt };
+ else
+ clients[page][sid][tmpId] = newElt;
+ // Also update helper correspondances
+ if (!idToSid[id]) idToSid[id] = sid;
+ if (!sidToPages[sid]) sidToPages[sid] = [];
+ const pgIndex = sidToPages[sid].findIndex(pg => pg == page);
+ if (pgIndex === -1) sidToPages[sid].push(page);
+ socket.on("message", messageListener);
+ socket.on("close", closeListener);
+ });
}