// I don't quite know where this should go yet, so putting it here // what will probably wind up happening is that minimal AXE logic added to end of gun.js // and then rest of AXE logic (here) will be moved back to gun/axe.js // but for now... I gotta rush this out! var Gun = (typeof window !== "undefined")? window.Gun : require('../gun'), u; Gun.on('opt', function(at){ start(at) ; this.to.next(at) }); // make sure to call the "next" middleware adapter. function start(root){ if(root.axe){ return } var opt = root.opt, peers = opt.peers; if(false === opt.axe){ return } if((typeof process !== "undefined") && 'false' === ''+(process.env||'').AXE){ return } console.log("AXE relay enabled!"); var axe = root.axe = {}, tmp, id; var mesh = opt.mesh = opt.mesh || Gun.Mesh(root); // DAM! var dup = root.dup; mesh.way = function(msg){ if(!msg){ return } if(msg.get){ return GET(msg) } if(msg.put){ return } // relaying handled by HAM aggregation, no message forwarding! fall(msg); } function GET(msg){ if(!msg){ return } var via = (msg._||'').via, soul, has, tmp, ref; if(!via || !via.id){ return fall(msg) } var sub = (via.sub || (via.sub = new Object.Map)); if('string' == typeof (soul = msg.get['#'])){ ref = root.$.get(soul) } if('string' == typeof (tmp = msg.get['.'])){ has = tmp } else { has = '' } ref && (sub.get(soul) || (sub.set(soul, tmp = new Object.Map) && tmp)).set(has, 1); // {soul: {'':1, has: 1}} if(!(ref = (ref||'')._)){ return fall(msg) } ref.asked = +new Date; (ref.route || (ref.route = new Object.Map)).set(via.id, via); // this approach is not gonna scale how I want it to, but try for now. GET.turn(msg, ref.route, 0); } GET.turn = function(msg, route, turn){ var tmp = msg['#'], tag = dup.s[tmp], next; if(!tmp){ return } // Ideas: Save a random seed that sorts the route, store it and the index. // Or indexing on lowest latency is probably better. clearTimeout(tag.lack); if(tag.ack && (tmp = tag['##']) && msg['##'] === tmp){ return } // hashes match, stop asking other peers! next = (Object.maps(route||opt.peers)).slice(turn = turn || 0); if(!next.length){ if(!route){ return } // asked all peers, stop asking! GET.turn(msg, u, 0); // asked all subs, now now ask any peers. (not always the best idea, but stays ) return; } setTimeout.each(next, function(id){ var peer = opt.peers[id]; turn++; if(!peer || !peer.wire){ route && route.delete(id); return } // bye! if(mesh.say(msg, peer) === false){ return } // was self if(0 == (turn % 3)){ return 1 } }, function(){ tag['##'] = msg['##']; // should probably set this in a more clever manner, do live `in` checks ++ --, etc. but being lazy for now. // TODO: Yes, see `in` TODO, currently this might match against only in-mem cause no other peers reply, which is "fine", but could cause a false positive. tag.lack = setTimeout(function(){ GET.turn(msg, route, turn) }, 25); }, 3); } function fall(msg){ mesh.say(msg, opt.peers) } root.on('in', function(msg){ var tmp; if((tmp = msg['@']) && (tmp = dup.s[tmp])){ tmp.ack = (tmp.ack || 0) + 1; // count remote ACKs to GET. // TODO: If mismatch, should trigger next asks. } this.to.next(msg); }); root.on('create', function(){ var Q = {}; root.on('put', function(msg){ var eve = this, at = eve.as, put = msg.put, soul = put['#'], has = put['.'], val = put[':'], state = put['>'], id = msg['#'], tmp; eve.to.next(msg); if(msg['@']){ return } // acks send existing data, not updates, so no need to resend to others. if(!soul || !has){ return } var ref = root.$.get(soul)._, route = (ref||'').route; if(!route){ return } if(Q[soul+has]){ return; } (Q[soul+has] = setTimeout(function(){ delete Q[soul+has]; // TODO: add debounce here!? hmm, scope would need sub. // Q is a quick hack! setTimeout.each(Object.maps(route), function(id){ var peer, tmp; if(!(peer = route.get(id))){ return } if(!peer.wire){ route.delete(id); return } // bye! var sub = (peer.sub || (peer.sub = new Object.Map)).get(soul); if(!sub){ return } if(!sub.get(has) && !sub.get('')){ return } var put = peer.put || (peer.put = {}); var node = root.graph[soul], tmp; if(node && u !== (tmp = node[has])){ state = state_is(node, has); val = tmp; } put[soul] = state_ify(put[soul], has, state, val, soul); if(peer.to){ return } peer.to = setTimeout(function(){ flush(peer) }, opt.gap); }); }, 9)); }); }); function flush(peer){ var msg = {put: peer.put}; peer.put = peer.to = null; mesh.say(msg, peer); } var state_ify = Gun.state.ify, state_is = Gun.state.is; } ;(function(){ var from = Array.from; Object.maps = function(o){ if(from && o instanceof Map){ return from(o.keys()) } if(o instanceof Object.Map){ o = o.s } return Object.keys(o); } if(from){ return Object.Map = Map } (Object.Map = function(){ this.s = {} }).prototype = {set:function(k,v){this.s[k]=v;return this},get:function(k){return this.s[k]},delete:function(k){delete this.s[k]}}; }());