const express = require('express'); const http = require('http'); const { Server } = require('socket.io'); const { Chess } = require('chess.js'); const { v4: uuidv4 } = require('uuid'); const app = express(); const path = require('path'); const server = http.createServer(app); const io = new Server(server, { cors: { origin: '*' } }); app.use(express.json()); app.use(express.static('public')); // Serve provided assets (piece sets, boards, etc.) under /assets app.use('/assets', express.static(path.join(__dirname, 'assets'))); // In-memory rooms store. For production replace with persistent store. // room = { id, chess: Chess, players: [{id, socketId, color}], status } const rooms = new Map(); app.post('/rooms', (req, res) => { const id = uuidv4().slice(0, 8); // allow optional board size in request body (default 8) const size = (req.body && parseInt(req.body.size, 10)) || 8; // For standard 8x8 chess we use chess.js. For other sizes we keep a placeholder state const chess = size === 8 ? new Chess() : null; // hostId will be set when the first player joins rooms.set(id, { id, chess, players: [], status: 'waiting', hostId: null, size, cards: {}, playedCards: [] }); res.json({ roomId: id, size }); }); app.get('/rooms/:id', (req, res) => { const room = rooms.get(req.params.id); if (!room) return res.status(404).json({ error: 'room not found' }); const fen = room.chess ? room.chess.fen() : null; res.json({ id: room.id, fen, size: room.size, players: room.players.map(p => ({ id: p.id, color: p.color })), status: room.status, hostId: room.hostId, cards: Object.keys(room.cards || {}) }); }); io.on('connection', (socket) => { console.log('socket connected', socket.id); socket.on('room:join', ({ roomId, playerId }, cb) => { const room = rooms.get(roomId); if (!room) return cb && cb({ error: 'room not found' }); if (room.players.length >= 2) return cb && cb({ error: 'room full' }); const assignedId = playerId || uuidv4(); const color = room.players.length === 0 ? 'white' : 'black'; room.players.push({ id: assignedId, socketId: socket.id, color }); socket.join(roomId); socket.data.roomId = roomId; socket.data.playerId = assignedId; // set hostId when first player joins if (!room.hostId) room.hostId = assignedId; io.to(roomId).emit('room:update', { fen: room.chess ? room.chess.fen() : null, players: room.players.map(p => ({ id: p.id, color: p.color })), status: room.status, hostId: room.hostId, size: room.size, cards: Object.keys(room.cards || {}) }); cb && cb({ ok: true, color, roomId, playerId: assignedId, hostId: room.hostId }); }); socket.on('game:move', ({ roomId, from, to, promotion }, cb) => { const room = rooms.get(roomId); if (!room) return cb && cb({ error: 'room not found' }); const chess = room.chess; // If we have a chess.js instance (standard 8x8) use it for validation if (!chess) return cb && cb({ error: 'custom board sizes not yet supported for moves' }); // Validate move const move = chess.move({ from, to, promotion }); if (!move) return cb && cb({ error: 'invalid move' }); io.to(roomId).emit('move:moved', { move, fen: chess.fen() }); if (chess.isGameOver()) { room.status = 'finished'; let result = 'draw'; if (chess.isCheckmate()) result = 'checkmate'; else if (chess.isStalemate()) result = 'stalemate'; io.to(roomId).emit('game:over', { result, fen: chess.fen() }); } cb && cb({ ok: true, move, fen: chess.fen() }); }); // Host can start the game explicitly socket.on('game:start', ({ roomId }, cb) => { const room = rooms.get(roomId); if (!room) return cb && cb({ error: 'room not found' }); // verify sender is the host (first player) const senderId = socket.data.playerId; if (!senderId) return cb && cb({ error: 'not joined' }); if (room.players.length < 2) return cb && cb({ error: 'need 2 players to start' }); // verify sender is the host (explicit hostId) if (!room.hostId || room.hostId !== senderId) return cb && cb({ error: 'only host can start' }); room.status = 'playing'; io.to(roomId).emit('game:started', { roomId, fen: room.chess.fen() }); io.to(roomId).emit('room:update', { fen: room.chess ? room.chess.fen() : null, players: room.players.map(p => ({ id: p.id, color: p.color })), status: room.status, hostId: room.hostId, size: room.size, cards: Object.keys(room.cards || {}) }); cb && cb({ ok: true }); }); socket.on('disconnect', () => { const roomId = socket.data.roomId; if (!roomId) return; const room = rooms.get(roomId); if (!room) return; room.players = room.players.filter(p => p.socketId !== socket.id); if (room.players.length < 2 && room.status === 'playing') room.status = 'waiting'; // if the host left, promote the next player to host (or null) if (room.hostId && !room.players.find(p => p.id === room.hostId)) { room.hostId = room.players[0] ? room.players[0].id : null; } io.to(roomId).emit('room:update', { fen: room.chess ? room.chess.fen() : null, players: room.players.map(p => ({ id: p.id, color: p.color })), status: room.status, hostId: room.hostId, size: room.size, cards: Object.keys(room.cards || {}) }); }); // Provide legal moves for a given square (for standard 8x8 via chess.js) socket.on('game:legalMoves', ({ roomId, square }, cb) => { const room = rooms.get(roomId); if (!room) return cb && cb({ error: 'room not found' }); if (!room.chess) return cb && cb({ error: 'legal moves not supported for custom board sizes yet', moves: [] }); try{ const moves = room.chess.moves({ square, verbose: true }) || []; return cb && cb({ ok: true, moves }); }catch(e){ return cb && cb({ error: 'invalid square', moves: [] }); } }); // Simple cards API via sockets: list/play socket.on('card:list', ({ roomId }, cb) => { const room = rooms.get(roomId); if(!room) return cb && cb({ error: 'room not found' }); // return available card types (placeholder) const available = [ { id: 'invert', name: 'Invert Turn', description: 'Swap movement directions for one move' }, { id: 'teleport', name: 'Teleport', description: 'Move one piece to any empty square' } ]; cb && cb({ ok: true, cards: available }); }); socket.on('card:play', ({ roomId, playerId, cardId, payload }, cb) => { const room = rooms.get(roomId); if(!room) return cb && cb({ error: 'room not found' }); // store played card (placeholder behaviour) and broadcast const played = { id: uuidv4().slice(0,8), playerId, cardId, payload, ts: Date.now() }; room.playedCards = room.playedCards || []; room.playedCards.push(played); io.to(roomId).emit('card:played', played); cb && cb({ ok: true, played }); }); }); const PORT = process.env.PORT || 3000; server.listen(PORT, () => { console.log(`ChessNut server listening on port ${PORT}`); });