// main playing hall: chat + online players + current challenges + button "new game"
// TODO: my-challenge-list, gérant clicks sur challenges, affichage, réception/émission des infos sur challenges ; de même, my-player-list
// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
/*
TODO: surligner si nouveau défi perso et pas affichage courant
(cadences base + incrément, corr == incr >= 1jour ou base >= 7j)
--> correspondance: stocker sur serveur lastMove + uid + color + movesCount + gameId + variant + timeleft
fin de partie corr: supprimer partie du serveur au bout de 7 jours (arbitraire)
main time should be positive (no 0+2 & cie...)
*/
// TODO: au moins l'échange des coups en P2P ?
// TODO: objet game, objet challenge ? et player ?
Vue.component('my-room', {
props: ["conn","settings"],
data: function () {
return {
gdisplay: "live",
user: user,
liveGames: [],
corrGames: [],
players: [], //online players
challenges: [], //live challenges
people: [], //people who connect to this room (or disconnect)
};
},
// Modal new game, and then sub-components
template: `
{{ translate("Game state (FEN):") }}
TODO: cadence, adversaire (pre-filled if click on name)
cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment
Note: leave FEN blank for random; FEN only for targeted challenge
Online players
{{ p.name }}
`,
created: function() {
// TODO: ask server for current corr games (all but mines: names, ID, time control)
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
switch (data.code)
{
case "newgame":
// TODO: new game just started: data contain all informations
// (id, players, time control, fenStart ...)
break;
// TODO: also receive live games summaries (update)
// (just players names, time control, and ID + player ID)
case "acceptchallenge":
// oppid: opponent socket ID (or DB id if registered)
if (true) //TODO: if challenge is full
this.newGame(data.challenge, data.user); //user.id et user.name
break;
case "withdrawchallenge":
// TODO
break;
case "cancelchallenge":
// TODO
break;
// TODO: distinguish these (dis)connect events from their analogs in game.js
case "connect":
this.players.push({name:data.name, id:data.uid});
break;
case "disconnect":
const pIdx = this.players.findIndex(p => p.id == data.uid);
this.players.splice(pIdx);
break;
}
};
const socketCloseListener = () => {
this.conn.addEventListener('message', socketMessageListener);
this.conn.addEventListener('close', socketCloseListener);
};
this.conn.onmessage = socketMessageListener;
this.conn.onclose = socketCloseListener;
},
methods: {
translate: translate,
showGame: function(game) {
let hash = "#game?id=" + game.id;
if (!!game.uid)
hash += "&uid=" + game.uid;
location.hash = hash;
},
challenge: function(player) {
this.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
user:{name:user.name,id:user.id}}));
},
clickChallenge: function(challenge) {
const index = this.challenges.findIndex(c => c.id == challenge.id);
const toIdx = challenge.to.findIndex(p => p.id == user.id);
const me = {name:user.name,id:user.id};
if (toIdx >= 0)
{
// It's a multiplayer challenge I accepted: withdraw
this.conn.send(JSON.stringify({code:"withdrawchallenge",
cid:challenge.id, user:me}));
this.challenges.to.splice(toIdx, 1);
}
else if (challenge.from.id == user.id) //it's my challenge: cancel it
{
this.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
this.challenges.splice(index, 1);
}
else //accept a challenge
{
this.conn.send(JSON.stringify({code:"acceptchallenge",
cid:challenge.id, user:me}));
this.challenges[index].to.push(me);
}
},
// user: last person to accept the challenge
newGame: function(chall, user) {
const fen = chall.fen || V.GenRandInitFen();
const game = {}; //TODO: fen, players, time ...
//setStorage(game); //TODO
game.players.forEach(p => {
this.conn.send(
JSON.stringify({code:"newgame", oppid:p.id, game:game}));
});
if (this.settings.sound >= 1)
new Audio("/sounds/newgame.mp3").play().catch(err => {});
},
},
});