for (const v of Variants)
clients[v.name] = {};
+ // TODO: when relaying to opponent, check readyState, potential setTimeout()? + send opponent (re)disconnect
+ // (resign, newgame, newmove). See https://github.com/websockets/ws/blob/master/lib/websocket.js around line 313
+
wss.on("connection", (socket, req) => {
//const params = new URL("http://localhost" + req.url).searchParams;
var query = getJsonFromUrl(req.url);
switch (obj.code)
{
case "newmove":
- // TODO: adjust with readyState? (+ setTimeout()?) + send opponent (re)disconnect
- // https://github.com/websockets/ws/blob/master/lib/websocket.js line 313
- if (!!clients[page][obj.oppid])
- clients[page][obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}));
+ clients[page][obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}));
break;
case "ping":
if (!!clients[page][obj.oppid])
delete games[page];
const mycolor = Math.random() < 0.5 ? 'w' : 'b';
socket.send(JSON.stringify({code:"newgame",fen:fen,oppid:oppId,color:mycolor}));
- // TODO: check readyState, potential setTimeout()? + send opponent (re)disconnect
clients[page][oppId].send(JSON.stringify({code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w"}));
}
else