Tiny changes...
[vchess.git] / server / sockets.js
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 }