Detect self multi-connect, some bug fixes
authorBenjamin Auder <benjamin.auder@somewhere>
Wed, 12 Feb 2020 12:31:48 +0000 (13:31 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Wed, 12 Feb 2020 12:31:48 +0000 (13:31 +0100)
client/src/translations/en.js
client/src/translations/es.js
client/src/translations/fr.js
client/src/views/Game.vue
client/src/views/Hall.vue
server/sockets.js

index e59723e..66a4b9e 100644 (file)
@@ -52,6 +52,7 @@ export const translations =
   "My games": "My games",
   "Name": "Name",
   "Name or Email": "Name or Email",
+  "New connexion detected: tab now offline": "New connexion detected: tab now offline",
   "New correspondance game:": "New correspondance game:",
   "New game": "New game",
   "No subject. Send anyway?": "No subject. Send anyway?",
index a2232eb..d103124 100644 (file)
@@ -52,6 +52,7 @@ export const translations =
   "My games": "Mis partidas",
   "Name": "Nombre",
   "Name or Email": "Nombre o Email",
+  "New connexion detected: tab now offline": "Nueva conexión detectada : pestaña ahora desconectada",
   "New correspondance game:": "Nueva partida por correspondencia :",
   "New game": "Nueva partida",
   "No subject. Send anyway?": "Sin asunto. ¿ Enviar sin embargo ?",
index 7fedc13..77a6a33 100644 (file)
@@ -52,6 +52,7 @@ export const translations =
   "My games": "Mes parties",
   "Name": "Nom",
   "Name or Email": "Nom ou Email",
+  "New connexion detected: tab now offline": "Nouvelle connexion détectée : onglet désormais hors ligne",
   "New correspondance game:": "Nouvelle partie par corespondance :",
   "New game": "Nouvelle partie",
   "No subject. Send anyway?": "Pas de sujet. Envoyer quand-même ??",
index a7d26d7..a61655a 100644 (file)
@@ -41,6 +41,7 @@ import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
 import { ppt } from "@/utils/datetime";
 import { extractTime } from "@/utils/timeControl";
+import { getRandString } from "@/utils/alea";
 import { ArrayFun } from "@/utils/array";
 import { processModalClick } from "@/utils/modalClick";
 import { getScoreMessage } from "@/utils/scoring";
@@ -71,6 +72,10 @@ export default {
       repeat: {}, //detect position repetition
       newChat: "",
       conn: null,
+      connexionString: "",
+      // Related to (killing of) self multi-connects:
+      newConnect: {},
+      killed: {},
     };
   },
   watch: {
@@ -116,18 +121,13 @@ export default {
     this.gameRef.id = this.$route.params["id"];
     this.gameRef.rid = this.$route.query["rid"]; //may be undefined
     // Initialize connection
-    const connexionString = params.socketUrl +
+    this.connexionString = params.socketUrl +
       "/?sid=" + this.st.user.sid +
       "&tmpId=" + getRandString() +
       "&page=" + encodeURIComponent(this.$route.path);
-    this.conn = new WebSocket(connexionString);
+    this.conn = new WebSocket(this.connexionString);
     this.conn.onmessage = this.socketMessageListener;
-    const socketCloseListener = () => {
-      this.conn = new WebSocket(connexionString);
-      this.conn.addEventListener('message', this.socketMessageListener);
-      this.conn.addEventListener('close', socketCloseListener);
-    };
-    this.conn.onclose = socketCloseListener;
+    this.conn.onclose = this.socketCloseListener;
     // Socket init required before loading remote game:
     const socketInit = (callback) => {
       if (!!this.conn && this.conn.readyState == 1) //1 == OPEN state
@@ -160,12 +160,15 @@ export default {
       this.send("pollclients");
     },
     send: function(code, obj) {
-      this.conn.send(JSON.stringify(
-        Object.assign(
-          {code: code},
-          obj,
-        )
-      ));
+      if (!!this.conn)
+      {
+        this.conn.send(JSON.stringify(
+          Object.assign(
+            {code: code},
+            obj,
+          )
+        ));
+      }
     },
     isConnected: function(index) {
       const player = this.game.players[index];
@@ -177,6 +180,8 @@ export default {
         Object.values(this.people).some(p => p.id == player.uid);
     },
     socketMessageListener: function(msg) {
+      if (!this.conn)
+        return;
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
@@ -184,40 +189,76 @@ export default {
           data.sockIds.forEach(sid => {
             this.$set(this.people, sid, {id:0, name:""});
             if (sid != this.st.user.sid)
+            {
               this.send("askidentity", {target:sid});
+              // Ask potentially missed last state, if opponent and I play
+              if (!!this.game.mycolor
+                && this.game.type == "live" && this.game.score == "*"
+                && this.game.players.some(p => p.sid == sid))
+              {
+                this.send("asklastate", {target:sid});
+              }
+            }
           });
           break;
         case "connect":
-          this.$set(this.people, data.from, {name:"", id:0});
-          this.send("askidentity", {target:data.from});
+          if (!this.people[data.from])
+            this.$set(this.people, data.from, {name:"", id:0});
+          if (!this.people[data.from].name)
+          {
+            this.newConnect[data.from] = true; //for self multi-connects tests
+            this.send("askidentity", {target:data.from});
+          }
           break;
         case "disconnect":
           this.$delete(this.people, data.from);
           break;
+        case "killed":
+          // I logged in elsewhere:
+          alert(this.st.tr["New connexion detected: tab now offline"]);
+          // TODO: this fails. See https://github.com/websockets/ws/issues/489
+          //this.conn.removeEventListener("message", this.socketMessageListener);
+          //this.conn.removeEventListener("close", this.socketCloseListener);
+          //this.conn.close();
+          this.conn = null;
+          break;
         case "askidentity":
-          // Request for identification: reply if I'm not anonymous
-          if (this.st.user.id > 0)
-          {
-            const me = {
-              // NOTE: decompose to avoid revealing email
-              name: this.st.user.name,
-              sid: this.st.user.sid,
-              id: this.st.user.id,
-            };
-            this.send("identity", {data:me, target:data.from});
-          }
+        {
+          // Request for identification (TODO: anonymous shouldn't need to reply)
+          const me = {
+            // Decompose to avoid revealing email
+            name: this.st.user.name,
+            sid: this.st.user.sid,
+            id: this.st.user.id,
+          };
+          this.send("identity", {data:me, target:data.from});
           break;
+        }
         case "identity":
         {
           const user = data.data;
-          this.$set(this.people, user.sid, {id: user.id, name: user.name});
-          // Ask potentially missed last state, if opponent and I play
-          if (!!this.game.mycolor
-            && this.game.type == "live" && this.game.score == "*"
-            && this.game.players.some(p => p.sid == user.sid))
+          if (!!user.name) //otherwise anonymous
           {
-            this.send("asklastate", {target:user.sid});
+            // If I multi-connect, kill current connexion if no mark (I'm older)
+            if (this.newConnect[user.sid] && user.id > 0
+              && user.id == this.st.user.id && user.sid != this.st.user.sid)
+            {
+              if (!this.killed[this.st.user.sid])
+              {
+                this.send("killme", {sid:this.st.user.sid});
+                this.killed[this.st.user.sid] = true;
+              }
+            }
+            if (user.sid != this.st.user.sid) //I already know my identity...
+            {
+              this.$set(this.people, user.sid,
+                {
+                  id: user.id,
+                  name: user.name,
+                });
+            }
           }
+          delete this.newConnect[user.sid];
           break;
         }
         case "askgame":
@@ -232,6 +273,7 @@ export default {
               vid: this.game.vid,
               cadence: this.game.cadence,
               score: this.game.score,
+              rid: this.st.user.sid, //useful in Hall if I'm an observer
             };
             this.send("game", {data:myGame, target:data.from});
           }
@@ -306,6 +348,11 @@ export default {
         }
       }
     },
+    socketCloseListener: function() {
+      this.conn = new WebSocket(this.connexionString);
+      this.conn.addEventListener('message', this.socketMessageListener);
+      this.conn.addEventListener('close', this.socketCloseListener);
+    },
     // lastate was received, but maybe game wasn't ready yet:
     processLastate: function() {
       const data = this.lastate;
index ab92925..9c06c4b 100644 (file)
@@ -110,6 +110,10 @@ export default {
       },
       newChat: "",
       conn: null,
+      connexionString: "",
+      // Related to (killing of) self multi-connects:
+      newConnect: {},
+      killed: {},
     };
   },
   watch: {
@@ -198,19 +202,14 @@ export default {
       this.send("pollclientsandgamers");
     };
     // Initialize connection
-    const connexionString = params.socketUrl +
+    this.connexionString = params.socketUrl +
       "/?sid=" + this.st.user.sid +
       "&tmpId=" + getRandString() +
       "&page=" + encodeURIComponent(this.$route.path);
-    this.conn = new WebSocket(connexionString);
+    this.conn = new WebSocket(this.connexionString);
     this.conn.onopen = connectAndPoll;
     this.conn.onmessage = this.socketMessageListener;
-    const socketCloseListener = () => {
-      this.conn = new WebSocket(connexionString);
-      this.conn.addEventListener('message', this.socketMessageListener);
-      this.conn.addEventListener('close', socketCloseListener);
-    };
-    this.conn.onclose = socketCloseListener;
+    this.conn.onclose = this.socketCloseListener;
   },
   mounted: function() {
     [document.getElementById("infoDiv"),document.getElementById("newgameDiv")]
@@ -227,12 +226,15 @@ export default {
   methods: {
     // Helpers:
     send: function(code, obj) {
-      this.conn.send(JSON.stringify(
-        Object.assign(
-          {code: code},
-          obj,
-        )
-      ));
+      if (!!this.conn)
+      {
+        this.conn.send(JSON.stringify(
+          Object.assign(
+            {code: code},
+            obj,
+          )
+        ));
+      }
     },
     getVname: function(vid) {
       const variant = this.st.variants.find(v => v.id == vid);
@@ -272,26 +274,15 @@ export default {
       {
         // In some game, maybe playing maybe not
         const gid = this.people[sid].page.match(/[a-zA-Z0-9]+$/)[0];
-        this.showGame(this.games.find(g => g.id == gid)), sid;
+        this.showGame(this.games.find(g => g.id == gid));
       }
     },
-    showGame: function(g, obsId) {
+    showGame: function(g) {
       // NOTE: we are an observer, since only games I don't play are shown here
       // ==> Moves sent by connected remote player(s) if live game
       let url = "/game/" + g.id;
       if (g.type == "live")
-      {
-        let rids = [];
-        for (let i of [0,1])
-        {
-          if (this.people[g.players[i].sid].pages.indexOf(url) >= 0)
-            rids.push(g.players[i].sid);
-        }
-        if (!!obsId)
-          rids.push(obsId); //observer can provide game too
-        const ridIdx = Math.floor(Math.random() * rids.length);
-        url += "?rid=" + rids[ridIdx];
-      }
+        url += "?rid=" + g.rids[Math.floor(Math.random() * g.rids.length)];
       this.$router.push(url);
     },
     processChat: function(chat) {
@@ -299,11 +290,15 @@ export default {
     },
     // Messaging center:
     socketMessageListener: function(msg) {
+      if (!this.conn)
+        return;
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
         case "pollclientsandgamers":
         {
+          // Since people can be both in Hall and Game,
+          // need to track "askIdentity" requests:
           let identityAsked = {};
           data.sockIds.forEach(s => {
             if (s.sid != this.st.user.sid && !identityAsked[s.sid])
@@ -315,9 +310,9 @@ export default {
               this.$set(this.people, s.sid, {id:0, name:"", pages:[s.page || "/"]});
             else if (!!s.page && this.people[s.sid].pages.indexOf(s.page) < 0)
               this.people[s.sid].pages.push(s.page);
-            if (!s.page)
+            if (!s.page) //peer is in Hall
               this.send("askchallenge", {target:s.sid});
-            else
+            else //peer is in Game
               this.send("askgame", {target:s.sid});
           });
           break;
@@ -342,62 +337,86 @@ export default {
               this.people[data.from].pages.push(data.page);
           }
           if (this.people[data.from].id == 0)
+          {
+            this.newConnect[data.from] = true; //for self multi-connects tests
             this.send("askidentity", {target:data.from});
+          }
           break;
         case "disconnect":
         case "gdisconnect":
           // Disconnect means no more tmpIds:
           if (data.code == "disconnect")
           {
-            this.$delete(this.people, data.from);
-            // Also remove all challenges sent by this player:
+            // Remove the live challenge sent by this player:
             ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
           }
           else
           {
-            const pidx = this.people[data.from].pages.indexOf(data.page);
-            this.people[data.from].pages.splice(pageIdx, 1);
-            if (this.people[data.from].pages.length == 0)
+            // Remove the matching live game if now unreachable
+            const gid = data.page.match(/[a-zA-Z0-9]+$/)[0];
+            const gidx = this.games.findIndex(g => g.id == gid);
+            if (gidx >= 0)
             {
-              this.$delete(this.people, data.from);
-              // And all live games where he plays and no other opponent is online
-              ArrayFun.remove(this.games, g =>
-                g.type == "live" && (g.players.every(p => p.sid == data.from
-                  || !this.people[p.sid])), "all");
+              const game = this.games[gidx];
+              if (game.type == "live" &&
+                game.rids.length == 1 && game.rids[0] == data.from)
+              {
+                this.games.splice(gidx, 1);
+              }
             }
           }
+          const page = data.page || "/";
+          ArrayFun.remove(this.people[data.from].pages, p => p == page);
+          if (this.people[data.from].pages.length == 0)
+            this.$delete(this.people, data.from);
+          break;
+        case "killed":
+          // I logged in elsewhere:
+          alert(this.st.tr["New connexion detected: tab now offline"]);
+          // TODO: this fails. See https://github.com/websockets/ws/issues/489
+          //this.conn.removeEventListener("message", this.socketMessageListener);
+          //this.conn.removeEventListener("close", this.socketCloseListener);
+          //this.conn.close();
+          this.conn = null;
           break;
         case "askidentity":
-          // Request for identification: reply if I'm not anonymous
-          if (this.st.user.id > 0)
-          {
-            const me = {
-              // NOTE: decompose to avoid revealing email
-              name: this.st.user.name,
-              sid: this.st.user.sid,
-              id: this.st.user.id,
-            };
-            this.send("identity", {data:me, target:data.from});
-          }
+        {
+          // Request for identification (TODO: anonymous shouldn't need to reply)
+          const me = {
+            // Decompose to avoid revealing email
+            name: this.st.user.name,
+            sid: this.st.user.sid,
+            id: this.st.user.id,
+          };
+          this.send("identity", {data:me, target:data.from});
           break;
+        }
         case "identity":
         {
           const user = data.data;
-          this.$set(this.people, user.sid,
+          if (!!user.name) //otherwise anonymous
+          {
+            // If I multi-connect, kill current connexion if no mark (I'm older)
+            if (this.newConnect[user.sid] && user.id > 0
+              && user.id == this.st.user.id && user.sid != this.st.user.sid)
             {
-              id: user.id,
-              name: user.name,
-              pages: this.people[user.sid].pages,
-            });
-
-//          // TODO: smarter, if multi-connect, send to all instances... (several sid's)
-//          // Or better: just prevent multi-connect.
-//          // Fix anomaly: if registered player multi-connect, should be left only one
-//          const anomalies = Object.keys(this.people).filter(sid => this.people[sid].id == user.id);
-//          if (anomalies.length == 2)
-//            this.$delete(this.people, anomalies[0]);
-//          // --> this isn't good, some sid's are just forgetted
-
+              if (!this.killed[this.st.user.sid])
+              {
+                this.send("killme", {sid:this.st.user.sid});
+                this.killed[this.st.user.sid] = true;
+              }
+            }
+            if (user.sid != this.st.user.sid) //I already know my identity...
+            {
+              this.$set(this.people, user.sid,
+                {
+                  id: user.id,
+                  name: user.name,
+                  pages: this.people[user.sid].pages,
+                });
+            }
+          }
+          delete this.newConnect[user.sid];
           break;
         }
         case "askchallenge":
@@ -463,7 +482,8 @@ export default {
         {
           // NOTE: it may be live or correspondance
           const game = data.data;
-          if (this.games.findIndex(g => g.id == game.id) < 0)
+          let locGame = this.games.find(g => g.id == game.id);
+          if (!locGame)
           {
             let newGame = game;
             newGame.type = this.classifyObject(game);
@@ -472,6 +492,12 @@ export default {
               newGame.score = "*";
             this.games.push(newGame);
           }
+          else
+          {
+            // Append rid (if not already in list)
+            if (!locGame.rids.includes(game.rid))
+              locGame.rids.push(game.rid);
+          }
           break;
         }
         case "startgame":
@@ -496,6 +522,13 @@ export default {
           break;
       }
     },
+    socketCloseListener: function() {
+      if (!this.conn)
+        return;
+      this.conn = new WebSocket(this.connexionString);
+      this.conn.addEventListener("message", this.socketMessageListener);
+      this.conn.addEventListener("close", this.socketCloseListener);
+    },
     // Challenge lifecycle:
     newChallenge: async function() {
       if (this.newchallenge.vid == "")
index fea0f49..9d118b0 100644 (file)
@@ -24,6 +24,8 @@ module.exports = function(wss) {
     const tmpId = query["tmpId"];
     const page = query["page"];
     const notifyRoom = (page,code,obj={}) => {
+      if (!clients[page])
+        return;
       Object.keys(clients[page]).forEach(k => {
         Object.keys(clients[page][k]).forEach(x => {
           if (k == sid && x == tmpId)
@@ -76,7 +78,7 @@ module.exports = function(wss) {
         case "disconnect":
           // When page changes:
           deleteConnexion();
-          if (!clients[page][sid])
+          if (!clients[page] || !clients[page][sid])
           {
             // I effectively disconnected from this page:
             notifyRoom(page, "disconnect");
@@ -84,12 +86,43 @@ module.exports = function(wss) {
               notifyRoom("/", "gdisconnect", {page:page});
           }
           break;
+        case "killme":
+        {
+          // Self multi-connect: manual removal + disconnect
+          const doKill = (pg) => {
+            Object.keys(clients[pg][obj.sid]).forEach(x => {
+              clients[pg][obj.sid][x].send(JSON.stringify({code: "killed"}));
+            });
+            delete clients[pg][obj.sid];
+          };
+          const disconnectFromOtherConnexion = (pg,code,o={}) => {
+            Object.keys(clients[pg]).forEach(k => {
+              if (k != obj.sid)
+              {
+                Object.keys(clients[pg][k]).forEach(x => {
+                  clients[pg][k][x].send(JSON.stringify(Object.assign(
+                    {code:code, from:obj.sid}, o)));
+                });
+              }
+            });
+          };
+          Object.keys(clients).forEach(pg => {
+            if (!!clients[pg][obj.sid])
+            {
+              doKill(pg);
+              disconnectFromOtherConnexion(pg, "disconnect");
+              if (pg.indexOf("/game/") >= 0)
+                disconnectFromOtherConnexion("/", "gdisconnect", {page:pg});
+            }
+          });
+          break;
+        }
         case "pollclients": //from Hall or Game
         {
           let sockIds = [];
           Object.keys(clients[page]).forEach(k => {
-            // Poll myself if I'm on at least another tab (same page)
-            if (k != sid || Object.keys(clients["/"][k]).length >= 2)
+            // Avoid polling myself: no new information to get
+            if (k != sid)
               sockIds.push(k);
           });
           socket.send(JSON.stringify({code:"pollclients", sockIds:sockIds}));
@@ -99,8 +132,8 @@ module.exports = function(wss) {
         {
           let sockIds = [];
           Object.keys(clients["/"]).forEach(k => {
-            // Poll myself if I'm on at least another tab (same page)
-            if (k != sid || Object.keys(clients["/"][k]).length >= 2)
+            // Avoid polling myself: no new information to get
+            if (k != sid)
               sockIds.push({sid:k});
           });
           // NOTE: a "gamer" could also just be an observer