| 1 | const url = require('url'); |
| 2 | |
| 3 | // Node version in Ubuntu 16.04 does not know about URL class |
| 4 | function getJsonFromUrl(url) |
| 5 | { |
| 6 | const query = url.substr(2); //starts with "/?" |
| 7 | let result = {}; |
| 8 | query.split("&").forEach((part) => { |
| 9 | const item = part.split("="); |
| 10 | result[item[0]] = decodeURIComponent(item[1]); |
| 11 | }); |
| 12 | return result; |
| 13 | } |
| 14 | |
| 15 | // Removal in array of strings (socket IDs) |
| 16 | function remInArray(arr, item) |
| 17 | { |
| 18 | const idx = arr.indexOf(item); |
| 19 | if (idx >= 0) |
| 20 | arr.splice(idx, 1); |
| 21 | } |
| 22 | |
| 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 |
| 30 | |
| 31 | module.exports = function(wss) { |
| 32 | let clients = {}; //associative array client sid --> {socket, curPath} |
| 33 | let pages = {}; //associative array path --> array of client sid |
| 34 | // No-op function as a callback when sending messages |
| 35 | const noop = () => { }; |
| 36 | wss.on("connection", (socket, req) => { |
| 37 | const query = getJsonFromUrl(req.url); |
| 38 | const sid = query["sid"]; |
| 39 | // Ignore duplicate connections (on the same live game that we play): |
| 40 | if (!!clients[sid]) |
| 41 | return socket.send(JSON.stringify({code:"duplicate"})); |
| 42 | // We don't know yet on which page the user will be |
| 43 | clients[sid] = {socket: socket, path: ""}; |
| 44 | |
| 45 | // socket.on("message", objtxt => { |
| 46 | // let obj = JSON.parse(objtxt); |
| 47 | // switch (obj.code) |
| 48 | // { |
| 49 | // case "enter": |
| 50 | // if (clients[sid].path.length > 0) |
| 51 | // remInArray(pages[clients[sid].path], sid); |
| 52 | // clients[sid].path = obj.path; |
| 53 | // pages[obj.path].push(sid); |
| 54 | // // TODO also: notify "old" sub-room that I left (if it was not index) |
| 55 | // if (obj.path == "/") |
| 56 | // { |
| 57 | // // Send counting info |
| 58 | // let countings = {}; |
| 59 | // Object.keys(pages).forEach( |
| 60 | // path => { countings[path] = pages[path].length; }); |
| 61 | // socket.send(JSON.stringify({code:"counts",counts:countings})); |
| 62 | // } |
| 63 | // else |
| 64 | // { |
| 65 | // // Send to every client connected on index an update message for counts |
| 66 | // pages["/"].forEach((id) => { |
| 67 | // clients[id].socket.send( |
| 68 | // JSON.stringify({code:"increase",path:obj.path}), noop); |
| 69 | // }); |
| 70 | // // TODO: do not notify anything in rules and problems sections (no socket required) |
| 71 | // // --> in fact only /Atomic (main hall) and inside a game: /Atomic/392f3ju |
| 72 | // // Also notify the (sub-)room (including potential opponents): |
| 73 | // Object.keys(clients[page]).forEach( k => { |
| 74 | // clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop); |
| 75 | // }); |
| 76 | // // Finally, receive (sub-)room composition |
| 77 | // // TODO. |
| 78 | // } |
| 79 | //// NOTE: no "leave" counterpart (because it's always to enter somewhere else) |
| 80 | //// case "leave": |
| 81 | //// break; |
| 82 | // // Transmit chats and moves to current room |
| 83 | // // TODO: WebRTC instead in this case (most demanding?) |
| 84 | // case "newchat": |
| 85 | // if (!!clients[page][obj.oppid]) |
| 86 | // { |
| 87 | // clients[page][obj.oppid].send( |
| 88 | // JSON.stringify({code:"newchat",msg:obj.msg}), noop); |
| 89 | // } |
| 90 | // break; |
| 91 | // case "newmove": |
| 92 | // if (!!clients[page][obj.oppid]) |
| 93 | // { |
| 94 | // clients[page][obj.oppid].send( |
| 95 | // JSON.stringify({code:"newmove",move:obj.move}), noop); |
| 96 | // } |
| 97 | // break; |
| 98 | // |
| 99 | // |
| 100 | // // TODO: generalize that for several opponents |
| 101 | // case "ping": |
| 102 | // if (!!clients[page][obj.oppid]) |
| 103 | // socket.send(JSON.stringify({code:"pong",gameId:obj.gameId})); |
| 104 | // break; |
| 105 | // case "lastate": |
| 106 | // if (!!clients[page][obj.oppid]) |
| 107 | // { |
| 108 | // const oppId = obj.oppid; |
| 109 | // obj.oppid = sid; //I'm oppid for my opponent |
| 110 | // clients[page][oppId].send(JSON.stringify(obj), noop); |
| 111 | // } |
| 112 | // break; |
| 113 | // // TODO: moreover, here, game info should be sent (through challenge; not stored here) |
| 114 | // case "newgame": |
| 115 | // if (!!games[page]) |
| 116 | // { |
| 117 | // // Start a new game |
| 118 | // const oppId = games[page]["id"]; |
| 119 | // const fen = games[page]["fen"]; |
| 120 | // const gameId = games[page]["gameid"]; |
| 121 | // delete games[page]; |
| 122 | // const mycolor = (Math.random() < 0.5 ? 'w' : 'b'); |
| 123 | // socket.send(JSON.stringify( |
| 124 | // {code:"newgame",fen:fen,oppid:oppId,color:mycolor,gameid:gameId})); |
| 125 | // if (!!clients[page][oppId]) |
| 126 | // { |
| 127 | // clients[page][oppId].send( |
| 128 | // JSON.stringify( |
| 129 | // {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}), |
| 130 | // noop); |
| 131 | // } |
| 132 | // } |
| 133 | // else |
| 134 | // games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent |
| 135 | // break; |
| 136 | // case "cancelnewgame": //if a user cancel his seek |
| 137 | // // TODO: just transmit event |
| 138 | // //delete games[page]; |
| 139 | // break; |
| 140 | // // TODO: also other challenge events |
| 141 | // case "resign": |
| 142 | // if (!!clients[page][obj.oppid]) |
| 143 | // clients[page][obj.oppid].send(JSON.stringify({code:"resign"}), noop); |
| 144 | // break; |
| 145 | // // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all |
| 146 | // // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections |
| 147 | // } |
| 148 | // }); |
| 149 | // socket.on("close", () => { |
| 150 | // delete clients[sid]; |
| 151 | // // TODO: carefully delete pages[.........] |
| 152 | // // + adapt below: |
| 153 | // if (page != "/") |
| 154 | // { |
| 155 | // // Send to every client connected on index an update message for counts |
| 156 | // Object.keys(clients["index"]).forEach( k => { |
| 157 | // clients["index"][k].send( |
| 158 | // JSON.stringify({code:"decrease",vid:page}), noop); |
| 159 | // }); |
| 160 | // } |
| 161 | // // Also notify potential opponents: |
| 162 | // // hit all clients which check if sid corresponds |
| 163 | // Object.keys(clients[page]).forEach( k => { |
| 164 | // clients[page][k].send(JSON.stringify({code:"disconnect",id:sid}), noop); |
| 165 | // }); |
| 166 | // }); |
| 167 | }); |
| 168 | } |