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Socket.js
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207 lines (180 loc) · 7.41 KB
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const config = require('./Config')
const whitelist = [config.appURL]
if (process.env.APP_ENV === 'prod') whitelist.push(config.appURL2)
const axios = require('axios')
const socketServer = require('http').createServer()
const socketIo = require('socket.io')
const io = socketIo(socketServer, { cors: { origin: whitelist } })
// socket.io cheatsheet: https://socket.io/docs/v3/emit-cheatsheet/
const sockets = []
const rooms = [] // space, chat, post, or game + id: `space-58`
// old
const gameRooms = []
const socketsToRooms = []
io.on('connection', (socket) => {
sockets[socket.id] = { id: null, rooms: [] }
// account signals
socket.on('log-in', (user) => {
sockets[socket.id].rooms.forEach((roomId) => {
// signal to users in room so they can replace anon with user
io.in(roomId).emit('user-logged-in', user)
// replace anon with user in room in server state
const userIndex = rooms[roomId].findIndex((u) => u.socketId === socket.id)
rooms[roomId][userIndex] = user
})
// update socket data
sockets[socket.id] = { id: user.id, rooms: sockets[socket.id].rooms }
})
socket.on('log-out', () => {
sockets[socket.id].rooms.forEach((roomId) => {
// signal to users in room so they can replace anon with user
io.in(roomId).emit('user-logged-out', socket.id)
// replace anon with user in server state
const userIndex = rooms[roomId].findIndex((u) => u.socketId === socket.id)
rooms[roomId][userIndex] = { socketId: socket.id, id: null }
})
// update socket data
sockets[socket.id] = { id: null, rooms: sockets[socket.id].rooms }
})
socket.on('disconnect', () => {
// exit rooms
sockets[socket.id].rooms.forEach((roomId) => {
io.in(roomId).emit('user-exiting', socket.id)
rooms[roomId] = rooms[roomId].filter((u) => u.socketId !== socket.id)
})
// old game room (todo: remove when updated)
const roomId = socketsToRooms[socket.id]
if (gameRooms[roomId]) {
const user = gameRooms[roomId].find((users) => users.socketId === socket.id)
io.in(roomId).emit('incoming-user-left', user)
gameRooms[roomId] = gameRooms[roomId].filter((users) => users.socketId !== socket.id)
}
// delete record
delete sockets[socket.id]
})
// room signals
socket.on('enter-room', (data) => {
const { roomId, user } = data
// create room if not yet present
if (!rooms[roomId]) rooms[roomId] = []
// signal to other users in the room
socket.to(roomId).emit('user-entering', user)
// join the room
socket.join(roomId)
rooms[roomId].push(user)
// add room id to socket
sockets[socket.id].rooms.push(roomId)
// return users in room
socket.emit('room-entered', rooms[roomId])
})
socket.on('exit-room', (roomId) => {
// notify other users
socket.to(roomId).emit('user-exiting', socket.id)
// exit room
socket.leave(roomId)
// remove user from room in server state
if (rooms[roomId]) rooms[roomId] = rooms[roomId].filter((u) => u.socketId !== socket.id)
// remove room from socket data
sockets[socket.id].rooms = sockets[socket.id].rooms.filter((id) => id !== roomId)
})
// chats
socket.on('user-started-typing', (data) => {
const { roomId, user } = data
socket.to(roomId).emit('user-started-typing', user)
})
socket.on('user-stopped-typing', (data) => {
const { roomId, user } = data
socket.to(roomId).emit('user-stopped-typing', user)
})
// game room signals (old)
socket.on('outgoing-join-room', (data) => {
const { roomId, userData } = data
// create user object
const user = { socketId: socket.id, userData }
// if no room, create room
if (!gameRooms[roomId]) gameRooms[roomId] = []
// add user object to room
gameRooms[roomId].push(user)
// create socketToRoom record for use when user leaves room (is there a way to avoid this?)
socketsToRooms[socket.id] = roomId
// connect to room
socket.join(roomId)
// notify room of new user
socket.to(roomId).emit('incoming-user-joined', user)
// send room data back to new user
const usersInRoom = gameRooms[roomId].filter((user) => user.socketId !== socket.id)
socket.emit('incoming-room-joined', { socketId: socket.id, usersInRoom })
})
socket.on('outgoing-signal-request', (payload) => {
io.to(payload.userToSignal).emit('incoming-signal-request', {
signal: payload.signal,
userSignaling: payload.userSignaling,
})
})
socket.on('outgoing-signal', (payload) => {
io.to(payload.userToSignal).emit('incoming-signal', {
signal: payload.signal,
id: socket.id,
})
})
socket.on('outgoing-refresh-request', (payload) => {
io.to(payload.userToSignal).emit('incoming-refresh-request', {
signal: payload.signal,
id: socket.id,
})
})
socket.on('outgoing-comment', (data) => {
io.in(data.roomId).emit('incoming-comment', data)
})
socket.on('outgoing-start-game', (data) => {
const { userSignaling, roomId } = data
io.in(roomId).emit('incoming-start-game', data)
const comment = {
postId: roomId,
text: `${userSignaling.name} started the game`,
}
axios
.post(`${config.apiUrl}/glass-bead-game-comment`, comment)
.catch((error) => console.log('error: ', error))
})
socket.on('outgoing-stop-game', (data) => {
const { userSignaling, roomId, postId } = data
io.in(roomId).emit('incoming-stop-game', data)
const comment = { postId, text: `${userSignaling.name} stopped the game` }
axios
.post(`${config.apiUrl}/glass-bead-game-comment`, comment)
.catch((error) => console.log('error: ', error))
})
socket.on('outgoing-save-game', (data) => {
io.in(data.roomId).emit('incoming-save-game', data)
})
socket.on('outgoing-audio-bead', (data) => {
io.in(data.roomId).emit('incoming-audio-bead', data)
})
socket.on('outgoing-new-topic-text', (data) => {
io.in(data.roomId).emit('incoming-new-topic-text', data)
})
socket.on('outgoing-new-topic-image', (data) => {
io.in(data.roomId).emit('incoming-new-topic-image', data)
})
socket.on('outgoing-new-background', (data) => {
io.in(data.roomId).emit('incoming-new-background', data)
})
socket.on('outgoing-stream-disconnected', (data) => {
io.in(data.roomId).emit('incoming-stream-disconnected', data)
})
socket.on('disconnecting', () => {
// console.log('socket.rooms', socket.rooms)
})
// socket.on('disconnect', (data) => {
// // console.log(data)
// const roomId = socketsToRooms[socket.id]
// if (gameRooms[roomId]) {
// const user = gameRooms[roomId].find((users) => users.socketId === socket.id)
// io.in(roomId).emit('incoming-user-left', user)
// gameRooms[roomId] = gameRooms[roomId].filter((users) => users.socketId !== socket.id)
// }
// })
})
socketServer.listen(5001)
module.exports = io