+ 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