- VariantModel.getAll((err,variants) => {
- let clients = { "index": {} };
- let games = {}; //pending games (player sid)
- for (const v of variants)
- clients[v.id] = {};
- // No-op function as a callback when sending messages
- const noop = () => { };
- wss.on("connection", (socket, req) => {
-// const params = new URL("http://localhost" + req.url).searchParams;
-// const sid = params.get("sid");
-// const page = params.get("page");
- var query = getJsonFromUrl(req.url);
- const sid = query["sid"];
- const page = query["page"];
- // Ignore duplicate connections:
- if (!!clients[page][sid])
- {
- socket.send(JSON.stringify({code:"duplicate"}));
- return;
- }
- clients[page][sid] = socket;
- if (page == "index")
- {
- // Send counting info
- const countings = {};
- for (const v of variants)
- countings[v.id] = Object.keys(clients[v.id]).length;
- socket.send(JSON.stringify({code:"counts",counts:countings}));
- }
- else
- {
- // Send to every client connected on index an update message for counts
- Object.keys(clients["index"]).forEach( k => {
- clients["index"][k].send(
- JSON.stringify({code:"increase",vid:page}), noop);
- });
- // Also notify potential opponents:
- // hit all clients which check if sid corresponds
- Object.keys(clients[page]).forEach( k => {
- clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop);
- });
- socket.on("message", objtxt => {
- let obj = JSON.parse(objtxt);
- switch (obj.code)
- {
- case "newchat":
- if (!!clients[page][obj.oppid])
- {
- clients[page][obj.oppid].send(
- JSON.stringify({code:"newchat",msg:obj.msg}), noop);
- }
- break;
- case "newmove":
- if (!!clients[page][obj.oppid])
- {
- clients[page][obj.oppid].send(
- JSON.stringify({code:"newmove",move:obj.move}), noop);
- }
- break;
- case "ping":
- if (!!clients[page][obj.oppid])
- socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
- break;
- case "myname":
- // Reveal my username to opponent
- if (!!clients[page][obj.oppid])
- {
- clients[page][obj.oppid].send(JSON.stringify({
- code:"oppname", name:obj.name}));
- }
- break;
- case "lastate":
- if (!!clients[page][obj.oppid])
- {
- const oppId = obj.oppid;
- obj.oppid = sid; //I'm oppid for my opponent
- clients[page][oppId].send(JSON.stringify(obj), noop);
- }
- break;
- case "newgame":
- if (!!games[page])
- {
- // Start a new game
- const oppId = games[page]["id"];
- const fen = games[page]["fen"];
- const gameId = games[page]["gameid"];
- delete games[page];
- const mycolor = (Math.random() < 0.5 ? 'w' : 'b');
- socket.send(JSON.stringify(
- {code:"newgame",fen:fen,oppid:oppId,color:mycolor,gameid:gameId}));
- if (!!clients[page][oppId])
- {
- clients[page][oppId].send(
- JSON.stringify(
- {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}),
- noop);
- }
- }
- else
- games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent
- break;
- case "cancelnewgame": //if a user cancel his seek
- delete games[page];
- break;
- case "resign":
- if (!!clients[page][obj.oppid])
- clients[page][obj.oppid].send(JSON.stringify({code:"resign"}), noop);
- 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
- }
- });
- }
- socket.on("close", () => {
- delete clients[page][sid];
- // Remove potential pending game
- if (!!games[page] && games[page]["id"] == sid)
- delete games[page];
- if (page != "index")
- {
- // Send to every client connected on index an update message for counts
- Object.keys(clients["index"]).forEach( k => {
- clients["index"][k].send(
- JSON.stringify({code:"decrease",vid:page}), noop);
- });
- }
- // Also notify potential opponents:
- // hit all clients which check if sid corresponds
- Object.keys(clients[page]).forEach( k => {
- clients[page][k].send(JSON.stringify({code:"disconnect",id:sid}), noop);
- });
- });
- });
- });
+ // Associative array page --> sid --> tmpId --> socket
+ // "page" is either "/" for hall or "/game/some_gid" for Game,
+ // tmpId is required if a same user (browser) has different tabs
+ let clients = {};
+ wss.on("connection", (socket, req) => {
+ const query = getJsonFromUrl(req.url);
+ const sid = query["sid"];
+ 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)
+ return;
+ send(clients[page][k][x], Object.assign({code:code, from:sid}, obj));
+ });
+ });
+ };
+ const deleteConnexion = () => {
+ if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
+ return; //job already done
+ delete clients[page][sid][tmpId];
+ if (Object.keys(clients[page][sid]).length == 0)
+ {
+ delete clients[page][sid];
+ if (Object.keys(clients[page]) == 0)
+ delete clients[page];
+ }
+ };
+ const doDisconnect = () => {
+ deleteConnexion();
+ if (!clients[page] || !clients[page][sid])
+ {
+ // I effectively disconnected from this page:
+ notifyRoom(page, "disconnect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gdisconnect", {page:page});
+ }
+ };
+ const messageListener = (objtxt) => {
+ let obj = JSON.parse(objtxt);
+ switch (obj.code)
+ {
+ // Wait for "connect" message to notify connection to the room,
+ // because if game loading is slow the message listener might
+ // not be ready too early.
+ case "connect":
+ {
+ notifyRoom(page, "connect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gconnect", {page:page});
+ break;
+ }
+ case "disconnect":
+ // When page changes:
+ doDisconnect();
+ break;
+ case "killme":
+ {
+ // Self multi-connect: manual removal + disconnect
+ const doKill = (pg) => {
+ Object.keys(clients[pg][obj.sid]).forEach(x => {
+ send(clients[pg][obj.sid][x], {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 => {
+ send(clients[pg][k][x], 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 && !!clients["/"])
+ disconnectFromOtherConnexion("/", "gdisconnect", {page:pg});
+ }
+ });
+ break;
+ }
+ case "pollclients": //from Hall or Game
+ {
+ let sockIds = [];
+ Object.keys(clients[page]).forEach(k => {
+ // Avoid polling myself: no new information to get
+ if (k != sid)
+ sockIds.push(k);
+ });
+ send(socket, {code:"pollclients", sockIds:sockIds});
+ break;
+ }
+ case "pollclientsandgamers": //from Hall
+ {
+ let sockIds = [];
+ Object.keys(clients["/"]).forEach(k => {
+ // Avoid polling myself: no new information to get
+ if (k != sid)
+ sockIds.push({sid:k});
+ });
+ // NOTE: a "gamer" could also just be an observer
+ Object.keys(clients).forEach(p => {
+ if (p != "/")
+ {
+ Object.keys(clients[p]).forEach(k => {
+ if (k != sid)
+ sockIds.push({sid:k, page:p}); //page needed for gamers
+ });
+ }
+ });
+ send(socket, {code:"pollclientsandgamers", sockIds:sockIds});
+ break;
+ }
+
+ // Asking something: from is fully identified,
+ // but the requested resource can be from any tmpId (except current!)
+ case "askidentity":
+ case "asklastate":
+ case "askchallenge":
+ case "askgame":
+ case "askfullgame":
+ {
+ const pg = obj.page || page; //required for askidentity and askgame
+ const tmpIds = Object.keys(clients[pg][obj.target]);
+ if (obj.target == sid) //targetting myself
+ {
+ const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
+ if (idx_myTmpid >= 0)
+ tmpIds.splice(idx_myTmpid, 1);
+ }
+ const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
+ send(clients[pg][obj.target][tmpIds[tmpId_idx]], {code:obj.code, from:[sid,tmpId,page]});
+ break;
+ }
+
+ // Some Hall events: target all tmpId's (except mine),
+ case "refusechallenge":
+ case "startgame":
+ Object.keys(clients[page][obj.target]).forEach(x => {
+ if (obj.target != sid || x != tmpId)
+ send(clients[page][obj.target][x], {code:obj.code, data:obj.data});
+ });
+ break;
+
+ // Notify all room: mostly game events
+ case "newchat":
+ case "newchallenge":
+ case "newgame":
+ case "deletechallenge":
+ case "newmove":
+ case "resign":
+ case "abort":
+ case "drawoffer":
+ case "draw":
+ notifyRoom(page, obj.code, {data:obj.data});
+ break;
+
+ // Passing, relaying something: from isn't needed,
+ // but target is fully identified (sid + tmpId)
+ case "challenge":
+ case "fullgame":
+ case "game":
+ case "identity":
+ case "lastate":
+ {
+ const pg = obj.target[2] || page; //required for identity and game
+ send(clients[pg][obj.target[0]][obj.target[1]], {code:obj.code, data:obj.data});
+ break;
+ }
+ }
+ };
+ const closeListener = () => {
+ // TODO: BUG: this is triggered twice when anonymous reloads page
+ // (+ registered users, everyone in Hall).
+ // For tab or browser closing:
+ doDisconnect();
+ };
+ // Update clients object: add new connexion
+ if (!clients[page])
+ clients[page] = {[sid]: {[tmpId]: socket}};
+ else if (!clients[page][sid])
+ clients[page][sid] = {[tmpId]: socket};
+ else
+ clients[page][sid][tmpId] = socket;
+ socket.on("message", messageListener);
+ socket.on("close", closeListener);
+ });