//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
- // No-op function as a callback when sending messages
- const noop = () => { };
+ let clients = {}; //associative array sid --> socket
wss.on("connection", (socket, req) => {
const query = getJsonFromUrl(req.url);
const sid = query["sid"];
if (!!clients[sid])
return socket.send(JSON.stringify({code:"duplicate"}));
clients[sid] = socket;
- socket.on("message", objtxt => {
+ // Notify room:
+ Object.keys(clients).forEach(k => {
+ if (k != sid)
+ clients[k].send(JSON.stringify({code:"connect",sid:sid}));
+ });
+ socket.on("message", objtxt => {
let obj = JSON.parse(objtxt);
- if (!!obj.oppid && !clients[oppid])
+ if (!!obj.target && !clients[obj.target])
return; //receiver not connected, nothing we can do
+ //console.log(obj.code);
switch (obj.code)
{
- // Transmit chats and moves to current room
- // TODO: WebRTC instead in this case (most demanding?)
+ case "askclients":
+ socket.send(JSON.stringify({code:"clients", sockIds:Object.keys(clients).filter(k => k != sid)}));
+ break;
+ case "askidentity":
+ clients[obj.target].send(JSON.stringify({code:"identify",from:sid}));
+ break;
+ case "identity":
+ clients[obj.target].send(JSON.stringify({code:"identity",user:obj.user}));
+ break;
+ case "askchallenges":
+ // TODO: ask directly to people (webRTC)
+ // TODO... + clarify socket system
+ break;
+ case "newchallenge":
+ clients[obj.target].send(JSON.stringify({code:"newchallenge",chall:obj.chall}));
+ case "askgames":
+ // TODO: ask directly to people (webRTC)
+ break;
case "newchat":
- clients[obj.oppid].send(JSON.stringify({code:"newchat",msg:obj.msg}), noop);
+ clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg}));
break;
+ // Transmit chats and moves to current room
+ // TODO: WebRTC instead in this case (most demanding?)
case "newmove":
- clients[obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}), noop);
+ clients[obj.target].send(JSON.stringify({code:"newmove",move:obj.move}));
break;
// TODO: generalize that for several opponents
case "ping":
socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
break;
case "lastate":
- const oppId = obj.oppid;
- obj.oppid = sid; //I'm oppid for my opponent
- clients[oppId].send(JSON.stringify(obj), noop);
+ const oppId = obj.target;
+ obj.oppid = sid; //I'm the opponent of my opponent(s)
+ clients[oppId].send(JSON.stringify(obj));
break;
// TODO: moreover, here, game info should be sent (through challenge; not stored here)
case "newgame":
- clients[oppId].send(
- JSON.stringify(
- {code:"newgame",fen:fen,oppid:sid,color:"w",gameid:"TODO"}),
- noop);
+ clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game}));
break;
case "cancelnewgame": //if a user cancel his seek
// TODO: just transmit event
break;
// TODO: also other challenge events
case "resign":
- clients[obj.oppid].send(JSON.stringify({code:"resign"}), noop);
+ clients[obj.target].send(JSON.stringify({code:"resign"}));
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
delete clients[sid];
// Notify every other connected client
Object.keys(clients).forEach( k => {
- clients[k].send(JSON.stringify({code:"disconnect",sid:sid}), noop);
+ clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
});
});
});