const url = require('url');
-const VariantModel = require("./models/Variant");
// Node version in Ubuntu 16.04 does not know about URL class
function getJsonFromUrl(url)
return result;
}
+// Removal in array of strings (socket IDs)
+function remInArray(arr, item)
+{
+ const idx = arr.indexOf(item);
+ if (idx >= 0)
+ arr.splice(idx, 1);
+}
+
// TODO: empêcher multi-log du même user (envoyer le user ID + secret en même temps que name et...)
// --> si secret ne matche pas celui trouvé en DB, stop
-
-// TODO: this file in the end will be much simpler, just tracking connect/disconnect
+// TODO: this file "in the end" would be much simpler, essentially just tracking connect/disconnect
// (everything else using WebRTC)
+// TODO: lorsque challenge accepté, seul le dernier joueur à accepter envoi message "please start game"
+// avec les coordonnées des participants. Le serveur renvoit alors les détails de la partie (couleurs, position)
+//TODO: programmatic re-navigation on current game if we receive a move and are not there
module.exports = function(wss) {
- 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);
- });
- });
- });
+ let clients = {}; //associative array client sid --> {socket, curPath}
+ let pages = {}; //associative array path --> array of client sid
+ // No-op function as a callback when sending messages
+ const noop = () => { };
+ wss.on("connection", (socket, req) => {
+ const query = getJsonFromUrl(req.url);
+ const sid = query["sid"];
+ // Ignore duplicate connections (on the same live game that we play):
+ if (!!clients[sid])
+ return socket.send(JSON.stringify({code:"duplicate"}));
+ // We don't know yet on which page the user will be
+ clients[sid] = {socket: socket, path: ""};
+
+// socket.on("message", objtxt => {
+// let obj = JSON.parse(objtxt);
+// switch (obj.code)
+// {
+// case "enter":
+// if (clients[sid].path.length > 0)
+// remInArray(pages[clients[sid].path], sid);
+// clients[sid].path = obj.path;
+// pages[obj.path].push(sid);
+// // TODO also: notify "old" sub-room that I left (if it was not index)
+// if (obj.path == "/")
+// {
+// // Send counting info
+// let countings = {};
+// Object.keys(pages).forEach(
+// path => { countings[path] = pages[path].length; });
+// socket.send(JSON.stringify({code:"counts",counts:countings}));
+// }
+// else
+// {
+// // Send to every client connected on index an update message for counts
+// pages["/"].forEach((id) => {
+// clients[id].socket.send(
+// JSON.stringify({code:"increase",path:obj.path}), noop);
+// });
+// // TODO: do not notify anything in rules and problems sections (no socket required)
+// // --> in fact only /Atomic (main hall) and inside a game: /Atomic/392f3ju
+// // Also notify the (sub-)room (including potential opponents):
+// Object.keys(clients[page]).forEach( k => {
+// clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop);
+// });
+// // Finally, receive (sub-)room composition
+// // TODO.
+// }
+//// NOTE: no "leave" counterpart (because it's always to enter somewhere else)
+//// case "leave":
+//// break;
+// // Transmit chats and moves to current room
+// // TODO: WebRTC instead in this case (most demanding?)
+// 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;
+//
+//
+// // TODO: generalize that for several opponents
+// case "ping":
+// if (!!clients[page][obj.oppid])
+// socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
+// 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;
+// // TODO: moreover, here, game info should be sent (through challenge; not stored here)
+// 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
+// // TODO: just transmit event
+// //delete games[page];
+// break;
+// // TODO: also other challenge events
+// 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[sid];
+// // TODO: carefully delete pages[.........]
+// // + adapt below:
+// if (page != "/")
+// {
+// // 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);
+// });
+// });
});
}