| 1 | const params = require("./parameters.js"); |
| 2 | const WebSocket = require('ws'); |
| 3 | const wss = new WebSocket.Server( |
| 4 | {port: params.socket_port, path: params.socket_path}); |
| 5 | |
| 6 | let challenges = {}; //variantName --> socketId, name |
| 7 | let games = {}; //gameId --> gameInfo (vname, fen, players, options) |
| 8 | let sockets = {}; //socketId --> socket |
| 9 | const variants = require("./variants.js"); |
| 10 | |
| 11 | const send = (sid, code, data) => { |
| 12 | const socket = sockets[sid]; |
| 13 | // If a player delete local infos and then try to resume a game, |
| 14 | // sockets[oppSid] will probably not exist anymore: |
| 15 | if (socket) socket.send(JSON.stringify(Object.assign({ code: code }, data))); |
| 16 | } |
| 17 | |
| 18 | const Crypto = require('crypto') |
| 19 | function randomString(size = 8) { |
| 20 | return Crypto.randomBytes(size).toString('hex').slice(0, size); |
| 21 | } |
| 22 | |
| 23 | wss.on('connection', function connection(socket, req) { |
| 24 | const sid = req.url.split("=")[1]; //...?sid=... |
| 25 | sockets[sid] = socket; |
| 26 | socket.isAlive = true; |
| 27 | socket.on('pong', () => socket.isAlive = true); |
| 28 | |
| 29 | function launchGame(vname, players, options) { |
| 30 | const gid = randomString(8); |
| 31 | games[gid] = { |
| 32 | vname: vname, |
| 33 | players: players.map(p => { |
| 34 | return (!p ? null : {sid: p.sid, name: p.name}); |
| 35 | }), |
| 36 | options: options |
| 37 | }; |
| 38 | if (players.every(p => p)) { |
| 39 | const gameInfo = Object.assign( |
| 40 | // Provide seed so that both players initialize with same FEN |
| 41 | {seed: Math.floor(Math.random() * 1984), gid: gid}, |
| 42 | games[gid]); |
| 43 | for (let i of [0, 1]) { |
| 44 | send(players[i].sid, "gamestart", |
| 45 | Object.assign({randvar: players[i].randvar}, gameInfo)); |
| 46 | } |
| 47 | } |
| 48 | else { |
| 49 | // Incomplete players array: do not start game yet |
| 50 | send(sid, "gamecreated", {gid: gid}); |
| 51 | // If nobody joins within a minute, delete game |
| 52 | setTimeout( |
| 53 | () => { |
| 54 | if (games[gid] && games[gid].players.some(p => !p)) |
| 55 | delete games[gid]; |
| 56 | }, |
| 57 | 60000 |
| 58 | ); |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | socket.on('message', (msg) => { |
| 63 | const obj = JSON.parse(msg); |
| 64 | switch (obj.code) { |
| 65 | // Send challenge (may trigger game creation) |
| 66 | case "seekgame": { |
| 67 | // Only one challenge per player: |
| 68 | if (Object.keys(challenges).some(k => challenges[k].sid == sid)) |
| 69 | return; |
| 70 | let opponent = undefined, |
| 71 | choice = undefined; |
| 72 | const vname = obj.vname, |
| 73 | randvar = (obj.vname == "_random"); |
| 74 | if (vname == "_random") { |
| 75 | // Pick any current challenge if any |
| 76 | const currentChalls = Object.keys(challenges); |
| 77 | if (currentChalls.length >= 1) { |
| 78 | choice = |
| 79 | currentChalls[Math.floor(Math.random() * currentChalls.length)]; |
| 80 | opponent = challenges[choice]; |
| 81 | } |
| 82 | } |
| 83 | else if (challenges[vname]) { |
| 84 | opponent = challenges[vname]; |
| 85 | choice = vname; |
| 86 | } |
| 87 | if (opponent) { |
| 88 | delete challenges[choice]; |
| 89 | if (choice == "_random") { |
| 90 | // Pick a variant at random in the list |
| 91 | const index = Math.floor(Math.random() * variants.length); |
| 92 | choice = variants[index].name; |
| 93 | } |
| 94 | // Launch game |
| 95 | let players = [ |
| 96 | {sid: sid, name: obj.name, randvar: randvar}, |
| 97 | opponent |
| 98 | ]; |
| 99 | if (Math.random() < 0.5) players = players.reverse(); |
| 100 | launchGame(choice, players, {}); //empty options => default |
| 101 | } |
| 102 | else |
| 103 | // Place challenge and wait. 'randvar' indicate if we play anything |
| 104 | challenges[vname] = {sid: sid, name: obj.name, randvar: randvar}; |
| 105 | break; |
| 106 | } |
| 107 | // Set FEN after game was created |
| 108 | case "setfen": |
| 109 | games[obj.gid].fen = obj.fen; |
| 110 | break; |
| 111 | // Send back game informations |
| 112 | case "getgame": { |
| 113 | if (!games[obj.gid]) send(sid, "nogame"); |
| 114 | else send(sid, "gameinfo", games[obj.gid]); |
| 115 | break; |
| 116 | } |
| 117 | // Cancel challenge |
| 118 | case "cancelseek": |
| 119 | delete challenges[obj.vname]; |
| 120 | break; |
| 121 | // Receive rematch |
| 122 | case "rematch": { |
| 123 | if (!games[obj.gid]) send(sid, "closerematch"); |
| 124 | else { |
| 125 | const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1); |
| 126 | if (!games[obj.gid].rematch) games[obj.gid].rematch = [false, false]; |
| 127 | games[obj.gid].rematch[myIndex] = true; |
| 128 | if (games[obj.gid].rematch[1-myIndex]) { |
| 129 | // Launch new game, colors reversed |
| 130 | launchGame(games[obj.gid].vname, |
| 131 | games[obj.gid].players.reverse(), |
| 132 | games[obj.gid].options); |
| 133 | } |
| 134 | } |
| 135 | break; |
| 136 | } |
| 137 | // Rematch cancellation |
| 138 | case "norematch": { |
| 139 | if (games[obj.gid]) { |
| 140 | const myIndex = (games[obj.gid].players[0].sid == sid ? 0 : 1); |
| 141 | send(games[obj.gid].players[1-myIndex].sid, "closerematch"); |
| 142 | } |
| 143 | break; |
| 144 | } |
| 145 | // Create game vs. friend |
| 146 | case "creategame": |
| 147 | let players = [ |
| 148 | { sid: obj.player.sid, name: obj.player.name }, |
| 149 | undefined |
| 150 | ]; |
| 151 | if ( |
| 152 | obj.player.color == 'b' || |
| 153 | (obj.player.color == '' && Math.random() < 0.5) |
| 154 | ) { |
| 155 | players = players.reverse(); |
| 156 | } |
| 157 | launchGame(obj.vname, players, obj.options); |
| 158 | break; |
| 159 | // Join game vs. friend |
| 160 | case "joingame": { |
| 161 | if (!games[obj.gid]) send(sid, "jointoolate"); |
| 162 | else { |
| 163 | // Join a game (started by some other player) |
| 164 | const emptySlot = games[obj.gid].players.findIndex(p => !p); |
| 165 | if (emptySlot < 0) send(sid, "jointoolate"); |
| 166 | games[obj.gid].players[emptySlot] = {sid: sid, name: obj.name}; |
| 167 | const gameInfo = Object.assign( |
| 168 | // Provide seed so that both players initialize with same FEN |
| 169 | {seed: Math.floor(Math.random()*1984), gid: obj.gid}, |
| 170 | games[obj.gid]); |
| 171 | for (let i of [0, 1]) |
| 172 | send(games[obj.gid].players[i].sid, "gamestart", gameInfo); |
| 173 | } |
| 174 | break; |
| 175 | } |
| 176 | // Relay a move + update games object |
| 177 | case "newmove": { |
| 178 | // TODO?: "pingback" strategy to ensure that move was transmitted |
| 179 | games[obj.gid].fen = obj.fen; |
| 180 | const playingWhite = (games[obj.gid].players[0].sid == sid); |
| 181 | const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid; |
| 182 | send(oppSid, "newmove", { moves: obj.moves }); |
| 183 | break; |
| 184 | } |
| 185 | // Relay "game ends" message |
| 186 | case "gameover": { |
| 187 | const playingWhite = (games[obj.gid].players[0].sid == sid); |
| 188 | const oppSid = games[obj.gid].players[playingWhite ? 1 : 0].sid; |
| 189 | if (obj.relay) send(oppSid, "gameover", { gid: obj.gid }); |
| 190 | games[obj.gid].over = true; |
| 191 | setTimeout( () => delete games[obj.gid], 60000 ); |
| 192 | break; |
| 193 | } |
| 194 | } |
| 195 | }); |
| 196 | socket.on("close", () => { |
| 197 | delete sockets[sid]; |
| 198 | for (const [key, value] of Object.entries(challenges)) { |
| 199 | if (value.sid == sid) { |
| 200 | delete challenges[key]; |
| 201 | break; //only one challenge per player |
| 202 | } |
| 203 | } |
| 204 | }); |
| 205 | }); |
| 206 | |
| 207 | const interval = setInterval(() => { |
| 208 | wss.clients.forEach((ws) => { |
| 209 | if (ws.isAlive === false) return ws.terminate(); |
| 210 | ws.isAlive = false; |
| 211 | ws.ping(); |
| 212 | }); |
| 213 | }, 30000); |
| 214 | wss.on('close', () => clearInterval(interval)); |