// Initialisations
// https://stackoverflow.com/a/27747377/12660887
-function dec2hex (dec) { return dec.toString(16).padStart(2, "0") }
function generateId (len) {
- var arr = new Uint8Array((len || 40) / 2)
- window.crypto.getRandomValues(arr)
- return Array.from(arr, dec2hex).join('')
+ const dec2hex = (dec) => dec.toString(16).padStart(2, "0");
+ let arr = new Uint8Array(len / 2); //len/2 because 2 chars per hex value
+ window.crypto.getRandomValues(arr); //fill with random integers
+ return Array.from(arr, dec2hex).join('');
}
// Populate variants dropdown list
if (active) formField.classList.add("form-field--is-active");
else {
formField.classList.remove("form-field--is-active");
- inputName.value === "" ?
- formField.classList.remove("form-field--is-filled") :
- formField.classList.add("form-field--is-filled");
+ inputName.value == ''
+ ? formField.classList.remove("form-field--is-filled")
+ : formField.classList.add("form-field--is-filled");
}
};
+setActive(true);
inputName.onblur = () => setActive(false);
inputName.onfocus = () => setActive(true);
-inputName.focus();
/////////
// Utils
function setName() {
+ // 'onChange' event on name input text field [HTML]
localStorage.setItem("name", $.getElementById("myName").value);
}
// Turn a "tab" on, and "close" all others
function toggleVisible(element) {
- for (elt of document.querySelectorAll('main > div')) {
+ for (elt of document.querySelectorAll("main > div")) {
if (elt.id != element) elt.style.display = "none";
else elt.style.display = "block";
}
else {
document.querySelector("html").style.overflow = "visible";
document.body.style.overflow = "visible";
- if (element == "newGame") {
- // Workaround "superposed texts" effect
- inputName.focus();
- inputName.blur();
- }
+ // Workaround "superposed texts" effect:
+ if (element == "newGame") setActive(false);
}
}
let seek_vname;
function seekGame() {
seek_vname = $.getElementById("selectVariant").value;
- send("seekgame", {vname: seek_vname, name: localStorage.getItem("name")});
- toggleVisible("pendingSeek");
+ if (send("seekgame",
+ {vname: seek_vname, name: localStorage.getItem("name")})
+ ) {
+ toggleVisible("pendingSeek");
+ }
}
function cancelSeek() {
- send("cancelseek", {vname: seek_vname});
- toggleVisible("newGame");
+ if (send("cancelseek", {vname: seek_vname})) toggleVisible("newGame");
}
function sendRematch() {
- send("rematch", { gid: gid });
- toggleVisible("pendingRematch");
+ if (send("rematch", {gid: gid})) toggleVisible("pendingRematch");
}
function cancelRematch() {
- send("norematch", { gid: gid });
- toggleVisible("newGame");
+ if (send("norematch", {gid: gid})) toggleVisible("newGame");
}
// Play with a friend (or not ^^)
});
}
}
-function backToNormalSeek() { toggleVisible("newGame"); }
+function backToNormalSeek() {
+ toggleVisible("newGame");
+}
-function toggleStyle(e, word) {
+function toggleStyle(event, obj) {
+ const word = obj.innerHTML;
options[word] = !options[word];
- e.target.classList.toggle("highlight-word");
+ event.target.classList.toggle("highlight-word");
}
let options;
for (let j=i; j<i+4; j++) {
if (j == stylesLength) break;
const style = V.Options.styles[j];
- optHtml +=
- `<span onClick="toggleStyle(event, '${style}')">${style}</span>`;
+ optHtml += `<span onClick="toggleStyle(event, this)">${style}</span>`;
}
optHtml += "</div>";
i += 4;
}
send("creategame", {
vname: vname,
- player: { sid: sid, name: localStorage.getItem("name"), color: color },
+ player: {sid: sid, name: localStorage.getItem("name"), color: color},
options: options
});
}
-const fillGameInfos = (gameInfos, oppIndex) => {
+function fillGameInfos(gameInfos, oppIndex) {
fetch(`/variants/${gameInfos.vname}/rules.html`)
.then(res => res.text())
.then(txt => {
htmlContent +=
'<span class="option">' +
(opt[1] === true ? opt[0] : `${opt[0]}:${opt[1]}`) + " " +
- '</span>';
+ "</span>";
}
htmlContent += "</div>";
i += 4;
</div>`;
$.getElementById("gameInfos").innerHTML = htmlContent;
});
-};
+}
////////////////
// Communication
-let socket, gid, attempt = 0;
+let socket, gid, recoAttempt = 0;
const autoReconnectDelay = () => {
- return [100, 200, 500, 1000, 3000, 10000, 30000][Math.min(attempt, 6)];
+ return [100, 200, 500, 1000, 3000, 10000, 30000][Math.min(recoAttempt, 6)];
};
-function copyClipboard(msg) { navigator.clipboard.writeText(msg); }
+function send(code, data, opts) {
+ opts = opts || {};
+ const trySend = () => {
+ if (socket.readyState == 1) {
+ socket.send(JSON.stringify(Object.assign({code: code}, data)));
+ if (opts.success) opts.success();
+ return true;
+ }
+ return false;
+ };
+ const firstTry = trySend();
+ if (!firstTry) {
+ if (opts.retry) {
+ // Retry for a few seconds (sending move)
+ let sendAttempt = 1;
+ const retryLoop = setInterval(
+ () => {
+ if (trySend() || ++sendAttempt >= 3) clearInterval(retryLoop);
+ if (sendAttempt >= 3 && opts.error) opts.error();
+ },
+ 1000
+ );
+ }
+ else if (opt.error) opts.error();
+ }
+ return firstTry;
+}
+
+function copyClipboard(msg) {
+ navigator.clipboard.writeText(msg);
+}
function getWhatsApp(msg) {
return `https://api.whatsapp.com/send?text=${encodeURIComponent(msg)}`;
}
const tryResumeGame = () => {
- attempt = 0;
+ recoAttempt = 0;
// If a game is found, resume it:
if (localStorage.getItem("gid")) {
gid = localStorage.getItem("gid");
- send("getgame", { gid: gid });
+ send("getgame",
+ {gid: gid},
+ {
+ retry: true,
+ error: () => alert("Cannot load game: no connection")
+ });
}
else {
// If URL indicates "play with a friend", start game:
if (hashIdx >= 0) {
const urlParts = $.URL.split('#');
gid = urlParts[1];
- send("joingame", { gid: gid, name: localStorage.getItem("name") });
localStorage.setItem("gid", gid);
- history.replaceState(null, '', urlParts[0]);
+ history.replaceState(null, '', urlParts[0]); //hide game ID
+ send("joingame",
+ {gid: gid, name: localStorage.getItem("name")},
+ {
+ retry: true,
+ error: () => alert("Cannot load game: no connection")
+ });
}
}
};
<p>
<a href="${getWhatsApp(link)}">WhatsApp</a>
/
- <span onClick='copyClipboard("${link}")'>ToClipboard</span>
+ <span onClick="copyClipboard('${link}')">ToClipboard</span>
</p>
<p>${link}</p>
`;
break;
// Receive opponent's move:
case "newmove":
- send("gotmove", {fen: obj.fen, gid: gid});
- if (obj.fen == lastFen) break; //got this move already
- lastFen = obj.fen;
+ // Basic check: was it really opponent's turn?
+ if (vr.turn == playerColor) break;
if (document.hidden) notifyMe("move");
vr.playReceivedMove(obj.moves, () => {
if (vr.getCurrentScore(obj.moves[obj.moves.length-1]) != "*") {
else toggleTurnIndicator(true);
});
break;
- // The server notifies that it got our move:
- case "gotmove":
- if (obj.fen == lastFen) {
- curMoves = [];
- clearTimeout(timeout1);
- clearTimeout(timeout2);
- clearTimeout(timeout3);
- callbackAfterConfirmation();
- }
- break;
// Opponent stopped game (draw, abort, resign...)
case "gameover":
toggleVisible("gameStopped");
};
const handleError = (err) => {
- if (err.code === 'ECONNREFUSED') {
+ if (err.code === "ECONNREFUSED") {
removeAllListeners();
alert("Server refused connection. Please reload page later");
}
}, autoReconnectDelay());
};
-const removeAllListeners = () => {
+function removeAllListeners() {
socket.removeEventListener("open", tryResumeGame);
socket.removeEventListener("message", messageCenter);
socket.removeEventListener("error", handleError);
socket.removeEventListener("close", handleClose);
-};
+}
-const connectToWSS = () => {
+function connectToWSS() {
socket =
new WebSocket(`${Params.socket_server}${Params.socket_path}?sid=${sid}`);
socket.addEventListener("open", tryResumeGame);
socket.addEventListener("message", messageCenter);
socket.addEventListener("error", handleError);
socket.addEventListener("close", handleClose);
- attempt++;
-};
+ recoAttempt++;
+}
connectToWSS();
-const send = (code, data) => {
- socket.send(JSON.stringify(Object.assign({code: code}, data)));
-};
-
///////////
// Playing
new Notification("New " + code, { vibrate: [200, 100, 200] });
new Audio("/assets/new_" + code + ".mp3").play();
}
- if (Notification.permission === 'granted') doNotify();
- else if (Notification.permission !== 'denied') {
+ if (Notification.permission === "granted") doNotify();
+ else if (Notification.permission !== "denied") {
Notification.requestPermission().then(permission => {
- if (permission === 'granted') doNotify();
+ if (permission === "granted") doNotify();
});
}
}
let curMoves = [],
- lastFen, lastMove,
- timeout1, timeout2, timeout3;
-const callbackAfterConfirmation = () => {
- const result = vr.getCurrentScore(lastMove);
- if (result != "*") {
- setTimeout( () => {
- toggleVisible("gameStopped");
- send("gameover", { gid: gid });
- }, 2000);
- }
-};
+ lastFen;
const afterPlay = (move) => {
+ const callbackAfterSend = () => {
+ curMoves = [];
+ const result = vr.getCurrentScore(move);
+ if (result != "*") {
+ setTimeout(() => {
+ toggleVisible("gameStopped");
+ send("gameover", {gid: gid});
+ }, 2000);
+ }
+ };
// Pack into one moves array, then send
curMoves.push({
appear: move.appear,
start: move.start,
end: move.end
});
- lastMove = move;
if (vr.turn != playerColor) {
toggleTurnIndicator(false);
- lastFen = vr.getFen();
- const sendMove =
- () => send("newmove", {gid: gid, moves: curMoves, fen: lastFen});
- // Send move until we obtain confirmation or timeout, then callback
- sendMove();
- timeout1 = setTimeout(sendMove, 500);
- timeout2 = setTimeout(sendMove, 1500);
- timeout3 = setTimeout(
- () => alert("The move may be lost :( Please reload"),
- 3000);
- }
-};
-
-// Avoid loading twice the same stylesheet:
-const conditionalLoadCSS = (vname) => {
- const allIds = [].slice.call($.styleSheets).map(s => s.id);
- const newId = vname + "_css";
- if (!allIds.includes(newId)) {
- $.getElementsByTagName("head")[0].insertAdjacentHTML(
- "beforeend",
- `<link id="${newId}" rel="stylesheet"
- href="/variants/${vname}/style.css"/>`);
+ send("newmove",
+ {gid: gid, moves: curMoves, fen: vr.getFen()},
+ {
+ retry: true,
+ success: callbackAfterSend,
+ error: () => alert("Move not sent: reload page")
+ });
}
};
const options = obj.options || {};
import(`/variants/${obj.vname}/class.js`).then(module => {
window.V = module.default;
- conditionalLoadCSS(obj.vname);
+ // Load CSS. Avoid loading twice the same stylesheet:
+ const allIds = [].slice.call($.styleSheets).map(s => s.id);
+ const newId = obj.vname + "_css";
+ if (!allIds.includes(newId)) {
+ $.getElementsByTagName("head")[0].insertAdjacentHTML(
+ "beforeend",
+ `<link id="${newId}" rel="stylesheet"
+ href="/variants/${obj.vname}/style.css"/>`);
+ }
playerColor = (sid == obj.players[0].sid ? "w" : "b");
// Init + remove potential extra DOM elements from a previous game:
document.getElementById("boardContainer").innerHTML = `
options: options
});
if (!obj.fen) {
- // Game creation
- if (playerColor == "w") send("setfen", {gid: obj.gid, fen: vr.getFen()});
+ // Game creation: both players set FEN, in case of one is offline
+ send("setfen", {gid: obj.gid, fen: vr.getFen()});
localStorage.setItem("gid", obj.gid);
}
const select = $.getElementById("selectVariant");
}
function confirmStopGame() {
- if (confirm("Stop game?")) {
- send("gameover", { gid: gid, relay: true });
+ if (confirm("Stop game?") && send("gameover", {gid: gid, relay: true})) {
localStorage.removeItem("gid");
toggleVisible("gameStopped");
}
function toggleGameInfos() {
if ($.getElementById("gameInfos").style.display == "none")
toggleVisible("gameInfos");
- else {
- toggleVisible("boardContainer");
- // Quickfix for the "vanished piece" bug (move played while on game infos)
- vr.setupPieces(); //TODO: understand better
- }
+ else toggleVisible("boardContainer");
}
$.body.addEventListener("keydown", (e) => {
const params = require("./parameters.js");
-const WebSocket = require('ws');
+const WebSocket = require("ws");
const wss = new WebSocket.Server(
{port: params.socket_port, path: params.socket_path});
let challenges = {}; //variantName --> socketId, name
-let games = {}; //gameId --> gameInfo (vname, fen, players, options)
+let games = {}; //gameId --> gameInfo (vname, fen, players, options, time)
let sockets = {}; //socketId --> socket
-let sendmoveTimeout1 = {},
- sendmoveTimeout2 = {},
- sendmoveRetry = {},
- stopRetry = {};
const variants = require("./variants.js");
-
-const clearTrySendMove = (gid) => {
- clearTimeout(sendmoveTimeout1[gid]);
- clearTimeout(sendmoveTimeout2[gid]);
- clearInterval(sendmoveRetry[gid]);
- clearTimeout(stopRetry[gid]);
-};
+const Crypto = require("crypto");
+const randstrSize = 8;
const send = (sid, code, data) => {
const socket = sockets[sid];
- // If a player delete local infos and then try to resume a game,
+ // If a player deletes local infos and then tries to resume a game,
// sockets[oppSid] will probably not exist anymore:
if (socket) socket.send(JSON.stringify(Object.assign({ code: code }, data)));
-}
-
-const Crypto = require('crypto')
-function randomString(size = 8) {
- return Crypto.randomBytes(size).toString('hex').slice(0, size);
-}
+};
-wss.on('connection', function connection(socket, req) {
+wss.on("connection", function connection(socket, req) {
const sid = req.url.split("=")[1]; //...?sid=...
sockets[sid] = socket;
socket.isAlive = true;
- socket.on('pong', () => socket.isAlive = true);
+ socket.on("pong", () => socket.isAlive = true);
function launchGame(vname, players, options) {
- const gid = randomString(8);
+ const gid =
+ Crypto.randomBytes(randstrSize).toString("hex").slice(0, randstrSize);
games[gid] = {
vname: vname,
players: players.map(p => {
return (!p ? null : {sid: p.sid, name: p.name});
}),
- options: options
+ options: options,
+ time: Date.now()
};
if (players.every(p => p)) {
const gameInfo = Object.assign(
// Provide seed so that both players initialize with same FEN
{seed: Math.floor(Math.random() * 1984), gid: gid},
games[gid]);
- for (let i of [0, 1]) {
- send(players[i].sid, "gamestart",
- Object.assign({randvar: players[i].randvar}, gameInfo));
+ for (const p of players) {
+ send(p.sid,
+ "gamestart",
+ Object.assign({randvar: p.randvar}, gameInfo));
}
}
else {
// Incomplete players array: do not start game yet
send(sid, "gamecreated", {gid: gid});
- // If nobody joins within a minute, delete game
+ // If nobody joins within 5 minutes, delete game
setTimeout(
() => {
if (games[gid] && games[gid].players.some(p => !p))
delete games[gid];
},
- 60000
+ 5 * 60000
);
}
}
- socket.on('message', (msg) => {
+ socket.on("message", (msg) => {
const obj = JSON.parse(msg);
switch (obj.code) {
// Send challenge (may trigger game creation)
case "seekgame": {
- // Only one challenge per player:
- if (Object.keys(challenges).some(k => challenges[k].sid == sid))
- return;
let opponent = undefined,
choice = undefined;
const vname = obj.vname,
randvar = (obj.vname == "_random");
if (vname == "_random") {
- // Pick any current challenge if any
+ // Pick any current challenge if possible
const currentChalls = Object.keys(challenges);
if (currentChalls.length >= 1) {
choice =
challenges[vname] = {sid: sid, name: obj.name, randvar: randvar};
break;
}
- // Set FEN after game was created
+ // Set FEN after game was created (received twice)
case "setfen":
games[obj.gid].fen = obj.fen;
break;
// Create game vs. friend
case "creategame": {
let players = [
- { sid: obj.player.sid, name: obj.player.name },
+ {sid: obj.player.sid, name: obj.player.name},
undefined
];
if (
// Provide seed so that both players initialize with same FEN
{seed: Math.floor(Math.random()*1984), gid: obj.gid},
games[obj.gid]);
- for (let i of [0, 1])
- send(games[obj.gid].players[i].sid, "gamestart", gameInfo);
+ for (const p of games[obj.gid].players)
+ send(p.sid, "gamestart", gameInfo);
}
break;
// Relay a move + update games object
case "newmove":
- // If already received this move: skip
- if (games[obj.gid].fen == obj.fen) break;
- // Notify sender that the move is received:
- send(sid, "gotmove", {fen: obj.fen});
games[obj.gid].fen = obj.fen;
+ games[obj.gid].time = Date.now(); //update timestamp in case of
const playingWhite = (games[obj.gid].players[0].sid == sid);
const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid;
- const sendMove =
- // NOTE: sending FEN also, to check it in "gotmove" below
- () => send(oppSid, "newmove", {moves: obj.moves, fen: obj.fen});
- sendMove();
- sendmoveTimeout1[obj.gid] = setTimeout(sendMove, 500);
- sendmoveTimeout2[obj.gid] = setTimeout(sendMove, 1500);
- sendmoveRetry[obj.gid] = setInterval(sendMove, 5000);
- stopRetry[obj.gid] = setTimeout(clearTrySendMove, 31000);
- break;
- case "gotmove":
- if (games[obj.gid].fen == obj.fen) clearTrySendMove(obj.gid);
+ send(oppSid, "newmove", {moves: obj.moves});
break;
// Relay "game ends" message
- case "gameover": {
- const playingWhite = (games[obj.gid].players[0].sid == sid);
- const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid;
- if (obj.relay) send(oppSid, "gameover", { gid: obj.gid });
- games[obj.gid].over = true;
- setTimeout( () => delete games[obj.gid], 60000 );
+ case "gameover":
+ if (obj.relay) {
+ const playingWhite = (games[obj.gid].players[0].sid == sid);
+ const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid;
+ send(oppSid, "gameover", { gid: obj.gid });
+ }
+ // 2 minutes timeout for rematch:
+ setTimeout(() => delete games[obj.gid], 2 * 60000);
break;
- }
}
});
socket.on("close", () => {
});
});
-const interval = setInterval(() => {
+const heartbeat = setInterval(() => {
wss.clients.forEach((ws) => {
if (ws.isAlive === false) return ws.terminate();
ws.isAlive = false;
ws.ping();
});
}, 30000);
-wss.on('close', () => clearInterval(interval));
+
+// Every 24 hours, scan games and remove if last move older than 24h
+const dayInMillisecs = 24 * 60 * 60 * 1000;
+const killOldGames = setInterval(() => {
+ const now = Date.now();
+ Object.keys(games).forEach(gid => {
+ if (now - games[gid].time >= dayInMillisecs) delete games[gid];
+ });
+}, dayInMillisecs);
+
+// TODO: useful code here?
+wss.on("close", () => {
+ clearInterval(heartbeat);
+ clearInterval(killOldGames);
+});