-<!-- Main playing hall: online players + current challenges + button "new game" -->
-
<template lang="pug">
main
input#modalNewgame.modal(type="checkbox")
fieldset
label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
select#selectNbPlayers(v-model="newchallenge.nbPlayers")
- option(v-show="possibleNbplayers(2)" value="2") 2
+ option(v-show="possibleNbplayers(2)" value="2" selected) 2
option(v-show="possibleNbplayers(3)" value="3") 3
option(v-show="possibleNbplayers(4)" value="4") 4
fieldset
fieldset(v-if="st.user.id > 0")
label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
#selectPlayers
- input(type="text" v-model="newchallenge.to[0].name")
+ input(type="text" v-model="newchallenge.to[0]")
input(v-show="newchallenge.nbPlayers>=3" type="text"
- v-model="newchallenge.to[1].name")
+ v-model="newchallenge.to[1]")
input(v-show="newchallenge.nbPlayers==4" type="text"
- v-model="newchallenge.to[2].name")
+ v-model="newchallenge.to[2]")
fieldset(v-if="st.user.id > 0")
label(for="inputFen") {{ st.tr["FEN (optional)"] }}
input#inputFen(type="text" v-model="newchallenge.fen")
button(@click="newChallenge") {{ st.tr["Send challenge"] }}
- .row
- .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
- .button-group
- button(@click="cpdisplay='challenges'") Challenges
- button(@click="cpdisplay='players'") Players
- ChallengeList(v-show="cpdisplay=='challenges'"
- :challenges="challenges" @click-challenge="clickChallenge")
- #players(v-show="cpdisplay=='players'")
- h3 Online players
- div(v-for="p in uniquePlayers" @click="tryChallenge(p)")
- | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
button(onClick="doClick('modalNewgame')") New game
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- .button-group
- button(@click="gdisplay='live'") Live games
- button(@click="gdisplay='corr'") Correspondance games
- GameList(v-show="gdisplay=='live'" :games="liveGames"
- @show-game="showGame")
- GameList(v-show="gdisplay=='corr'" :games="corrGames"
- @show-game="showGame")
+ .collapse
+ input#challengeSection(type="radio" checked aria-hidden="true" name="accordion")
+ label(for="challengeSection" aria-hidden="true") Challenges
+ div
+ .button-group
+ button(@click="cdisplay='live'") Live Challenges
+ button(@click="cdisplay='corr'") Correspondance challenges
+ ChallengeList(v-show="cdisplay=='live'"
+ :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
+ ChallengeList(v-show="cdisplay=='corr'"
+ :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
+ input#peopleSection(type="radio" aria-hidden="true" name="accordion")
+ label(for="peopleSection" aria-hidden="true") People
+ div
+ .button-group
+ button(@click="pdisplay='players'") Players
+ button(@click="pdisplay='chat'") Chat
+ #players(v-show="pdisplay=='players'")
+ h3 Online players
+ .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
+ :class="{anonymous: !!p.count}"
+ )
+ | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
+ #chat(v-show="pdisplay=='chat'")
+ h3 Chat (TODO)
+ input#gameSection(type="radio" aria-hidden="true" name="accordion")
+ label(for="gameSection" aria-hidden="true") Games
+ div
+ .button-group
+ button(@click="gdisplay='live'") Live games
+ button(@click="gdisplay='corr'") Correspondance games
+ GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
+ @show-game="showGame")
+ GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
+ @show-game="showGame")
</template>
<script>
import { checkChallenge } from "@/data/challengeCheck";
import { ArrayFun } from "@/utils/array";
import { ajax } from "@/utils/ajax";
+import { getRandString, shuffle } from "@/utils/alea";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
export default {
data: function () {
return {
st: store.state,
- cpdisplay: "challenges",
+ cdisplay: "live", //or corr
+ pdisplay: "players", //or chat
gdisplay: "live",
- liveGames: [],
- corrGames: [],
+ games: [],
challenges: [],
- players: [], //online players
+ players: [], //online players (rename into "people" ?)
newchallenge: {
fen: "",
vid: 0,
},
computed: {
uniquePlayers: function() {
- // Show e.g. "5 @nonymous", and do nothing on click on anonymous
+ // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
let anonymous = {id:0, name:"@nonymous", count:0};
let playerList = [];
this.players.forEach(p => {
created: function() {
// Always add myself to players' list
this.players.push(this.st.user);
- // TODO: ask server for current corr games (all but mines: names, ID, time control)
- // also ask for corr challenges
- // Ask server for for room composition:
+ // Ask server for current corr games (all but mines)
+// ajax(
+// "",
+// "GET",
+// response => {
+//
+// }
+// );
+// // Also ask for corr challenges (all)
+// ajax(
+// "",
+// "GET",
+// response => {
+//
+// }
+// );
+ // 0.1] Ask server for for room composition:
const socketOpenListener = () => {
- this.st.conn.send(JSON.stringify({code:"askplayers"}));
+ this.st.conn.send(JSON.stringify({code:"pollclients"}));
};
this.st.conn.onopen = socketOpenListener;
+ // TODO: is this required here?
+ this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
this.st.conn.onmessage = this.socketMessageListener;
+ const oldOnclose = this.st.conn.onclose;
const socketCloseListener = () => {
- // connexion is reinitialized in store.js
+ oldOnclose(); //reinitialize connexion (in store.js)
this.st.conn.addEventListener('message', this.socketMessageListener);
this.st.conn.addEventListener('close', socketCloseListener);
};
this.st.conn.onclose = socketCloseListener;
},
methods: {
+ // Helpers:
+ filterChallenges: function(type) {
+ return this.challenges.filter(c => c.type == type);
+ },
+ filterGames: function(type) {
+ return this.games.filter(c => c.type == type);
+ },
+ classifyChallenge: function(c) {
+ // Heuristic: should work for most cases... (TODO)
+ return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ },
+ possibleNbplayers: function(nbp) {
+ if (this.newchallenge.vid == 0)
+ return false;
+ const idxInVariants =
+ this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
+ return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
+ },
+ showGame: function(game) {
+ // NOTE: if we are an observer, the game will be found in main games list
+ // (sent by connected remote players)
+ // TODO: game path ? /vname/gameId seems better
+ this.$router.push("/" + game.id);
+ },
+ getVname: function(vid) {
+ const vIdx = this.st.variants.findIndex(v => v.id == vid);
+ return this.st.variants[vIdx].name;
+ },
+ getSid: function(pname) {
+ const pIdx = this.players.findIndex(pl => pl.name == pname);
+ return (pIdx === -1 ? null : this.players[pIdx].sid);
+ },
+ sendSomethingTo: function(to, code, obj, warnDisconnected) {
+ const doSend = (code, obj, sid) => {
+ this.st.conn.send(JSON.stringify(Object.assign(
+ {},
+ {code: code},
+ obj,
+ {target: sid}
+ )));
+ };
+ else if (!!to[0])
+ {
+ to.forEach(pname => {
+ // Challenge with targeted players
+ const targetSid = this.getSid(pname);
+ if (!targetSid)
+ {
+ if (!!warnDisconnected)
+ alert("Warning: " + pname + " is not connected");
+ }
+ else
+ doSend(code, obj, targetSid);
+ });
+ }
+ else
+ {
+ // Open challenge: send to all connected players (except us)
+ this.players.forEach(p => {
+ if (p.sid != this.st.user.sid) //only sid is always set
+ doSend(code, obj, p.sid);
+ });
+ }
+ },
+ // Messaging center:
socketMessageListener: function(msg) {
+ // Save and call current st.conn.onmessage if one was already defined
+ // --> also needed in future Game.vue (also in Chat.vue component)
+ this.oldOnmessage(msg);
const data = JSON.parse(msg.data);
switch (data.code)
{
- case "room":
- // TODO: receive room composition (sids at least, id + names if registered)
- // TODO: also receive "askchallenges", "askgames"
+ // 0.2] Receive clients list (just socket IDs)
+ case "pollclients":
+ {
+ data.sockIds.forEach(sid => {
+ this.players.push({sid:sid, id:0, name:""});
+ // Ask identity, challenges and game(s)
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenges", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
+ });
+ break;
+ }
+ case "askidentity":
+ {
+ // Request for identification: reply if I'm not anonymous
+ if (this.st.user.id > 0)
+ {
+ this.st.conn.send(JSON.stringify(
+ {code:"identity", user:this.st.user, target:data.from}));
+ }
+ break;
+ }
+ case "askchallenge":
+ {
+ // Send my current live challenge (if any)
+ const cIdx = this.challenges
+ .findIndex(c => c.from.sid == this.st.user.sid && c.type == "live");
+ if (cIdx >= 0)
+ {
+ const c = this.challenges[cIdx];
+ const myChallenge =
+ {
+ // Minimal challenge informations: (from not required)
+ to: c.to,
+ fen: c.fen,
+ vid: c.vid,
+ timeControl: c.timeControl
+ };
+ this.st.conn.send(JSON.stringify({code:"challenge",
+ challenge:myChallenge, target:data.from}));
+ }
+ break;
+ }
+ case "askgame":
+ {
+ // TODO: Send my current live game (if any): variant, players, movesCount
+ break;
+ }
+ case "identity":
+ {
+ const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
+ this.players[pIdx].id = data.user.id;
+ this.players[pIdx].name = data.user.name;
+ break;
+ }
+ case "challenge":
+ {
+ // Receive challenge from some player (+sid)
+ let newChall = data.chall;
+ newChall.type = this.classifyChallenge(data.chall);
+ const pIdx = this.players.findIndex(p => p.sid == data.from);
+ newChall.from = this.players[pIdx]; //may be anonymous
+ newChall.added = Date.now();
+ newChall.vname = this.getVname(newChall.vid);
+ this.challenges.push(newChall);
+ break;
+ }
+ case "game":
+ {
+ // Receive game from some player (+sid)
+ // TODO: receive game summary (update, count moves)
+ // (just players names, time control, and ID + player ID)
+ // NOTE: it may be correspondance (if newgame while we are connected)
+ break;
+ }
// * - receive "new game": if live, store locally + redirect to game
// * If corr: notify "new game has started", give link, but do not redirect
case "newgame":
+ {
// TODO: new game just started: data contain all informations
// (id, players, time control, fenStart ...)
// + cid to remove challenge from list
break;
-// * - receive "playergame": a live game by some connected player (NO corr)
- case "playergame":
- // TODO: receive live game summary (update, count moves)
- // (just players names, time control, and ID + player ID)
- break;
-// * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
- case "playerchallenges":
- // TODO: receive challenge + challenge updates
- break;
- case "newmove": //live or corr
- // TODO: name conflict ? (game "newmove" event)
- break;
-// * - receive new challenge: if targeted, replace our name with sender name
- case "newchallenge":
- // receive live or corr challenge
- break;
+ }
// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
+ // NOTE: challenge "socket" actions accept+withdraw only for live challenges
case "acceptchallenge":
- if (true) //TODO: if challenge is full
- this.newGame(data.challenge, data.user); //user.id et user.name
+ {
+ // Someone accept an open (or targeted) challenge
+ // TODO: keep SIDs, since we need them to notify newgame after chall is complete
+ const cIdx = this.challenges.findIndex(c => c.id == data.cid);
+ let c = this.challenges[cIdx];
+ if (!c.seats)
+ c.seats = [...Array(c.to.length)];
+ const pIdx = this.players.findIndex(p => p.sid == data.from);
+ // Put this player in the first empty seat we find:
+ let sIdx = 0;
+ for (; sIdx<c.seats.length; sIdx++)
+ {
+ if (!c.seats[sIdx])
+ {
+ c.seats[sIdx] = this.players[pIdx];
+ break;
+ }
+ }
+ if (sIdx == c.seats.length - 1)
+ {
+ // All seats are taken: game can start
+ this.launchGame(c);
+ }
break;
+ }
case "withdrawchallenge":
+ {
const cIdx = this.challenges.findIndex(c => c.id == data.cid);
- let chall = this.challenges[cIdx]
- ArrayFun.remove(chall.players, p => p.id == data.uid);
- chall.players.push({id:0, name:""});
+ let seats = this.challenges[cIdx].seats;
+ const sIdx = seats.findIndex(s => s.sid == data.sid);
+ seats[sIdx] = undefined;
break;
- case "cancelchallenge":
+ }
+ case "refusechallenge":
+ {
+ // TODO: show "player XXX refused challenge", and
+ // remove challenge from list.
+ break;
+ }
+ case "deletechallenge":
+ {
ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
-// NOTE: finally only one connect / disconnect couple of events
-// (because on server side we wouldn't know which to choose)
+ }
+ // TODO: distinguish hallConnect and gameConnect?
+ // Or (better) global variable players + game variable: "observers"
case "connect":
-// * - receive "player connect": send all our current challenges (to him or global)
+// * - receive "player connect": send our current challenge (to him or global)
// * Also send all our games (live - max 1 - and corr) [in web worker ?]
-// * + all our sent challenges.
- this.players.push({name:data.name, id:data.uid});
- // TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
- // envoyer aussi nos défis
+ {
+ this.players.push({name:"", id:0, sid:data.sid});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
break;
+ }
// * - receive "player disconnect": remove from players list
case "disconnect":
- ArrayFun.remove(this.players, p => p.id == data.uid);
- // TODO: also remove all challenges sent by this player,
+ {
+ ArrayFun.remove(this.players, p => p.sid == data.sid);
+ // Also remove all challenges sent by this player:
+ for (let cIdx = this.challenges.length-1; cIdx >= 0; cIdx--)
+ {
+ if (this.challenges[cIdx].from.sid == data.sid)
+ this.challenges.splice(cIdx, 1);
+ }
// and all live games where he plays and no other opponent is online
+ // TODO
break;
+ }
}
},
- showGame: function(game) {
- // NOTE: if we are an observer, the game will be found in main games list
- // (sent by connected remote players)
- // TODO: game path ? /vname/gameId seems better
- this.$router.push("/" + game.id)
- },
+ // Challenge lifecycle:
tryChallenge: function(player) {
if (player.id == 0)
return; //anonymous players cannot be challenged
- this.newchallenge.players[0] = {
- name: player.name,
- id: player.id,
- sid: player.sid,
- };
+ this.newchallenge.to[0] = player.name;
doClick("modalNewgame");
},
-// * - accept challenge (corr or live) --> send info to all concerned players
-// * - cancel challenge (click on sent challenge) --> send info to all concerned players
-// * - withdraw from challenge (if >= 3 players and previously accepted)
-// * --> send info to all concerned players
-// * - refuse challenge (or receive refusal): send to all challenge players (from + to)
-// * except us ; graphics: modal again ? (inline ?)
-// * - prepare and start new game (if challenge is full after acceptation)
-// * --> include challenge ID (so that opponents can delete the challenge too)
-// * Also send to all connected players (only from me)
- 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.st.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.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
- this.challenges.splice(index, 1);
- }
- else //accept a challenge
- {
- this.st.conn.send(JSON.stringify({code:"acceptchallenge",
- cid:challenge.id, user:me}));
- this.challenges[index].to.push(me);
- }
- // TODO: accepter un challenge peut lancer une partie, il
- // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
- // si pas le mien et FEN speciale :: (charger code variante et)
- // montrer diagramme + couleur (orienté)
- },
- // user: last person to accept the challenge (TODO: revoir ça)
-// newGame: function(chall, user) {
-// const fen = chall.fen || V.GenRandInitFen();
-// const game = {}; //TODO: fen, players, time ...
-// //setStorage(game); //TODO
-// game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
-// 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 => {});
-// },
- // Send new challenge (corr or live, cf. time control), with button or click on player
newChallenge: async function() {
- if (this.challenges.some(c => c.from.sid == this.st.user.sid))
- {
- document.getElementById("modalNewgame").checked = false;
- return alert("You already have a pending challenge");
- }
- const idxInVariants =
- this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
- const vname = this.st.variants[idxInVariants].name;
+ const vname = this.getVname(this.newchallenge.vid);
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
- // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
const error = checkChallenge(this.newchallenge);
if (!!error)
return alert(error);
- // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
- const liveGame =
- this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
- // Check that the players (if any indicated) are online
+ const ctype = this.classifyChallenge(this.newchallenge);
+ const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
+ // NOTE: "from" information is not required here
let chall =
{
- id: 0, //unknown yet (no ID for live challenges)
- from: this.st.user,
- added: Date.now(),
fen: this.newchallenge.fen,
- variant: {id: this.newchallenge.vid, name: vname},
- nbPlayers: this.newchallenge.nbPlayers,
- to: [
- {id: 0, name: this.newchallenge.to[0], sid: ""},
- {id: 0, name: this.newchallenge.to[1], sid: ""},
- {id: 0, name: this.newchallenge.to[2], sid: ""},
- ],
+ to: cto,
timeControl: this.newchallenge.timeControl,
- mainTime: this.newchallenge.mainTime,
- increment: this.newchallenge.increment,
+ vid: this.newchallenge.vid,
+ };
+ const finishAddChallenge = (cid) => {
+ chall.id = cid || "c" + getRandString();
+ // Send challenge to peers
+ this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected");
+ chall.added = Date.now();
+ chall.type = ctype;
+ chall.vname = vname;
+ chall.from = this.st.user;
+ this.challenges.push(chall);
+ document.getElementById("modalNewgame").checked = false;
};
- for (let p of chall.to)
+ const cIdx = this.challenges.findIndex(
+ c => c.from.sid == this.st.user.sid && c.type == ctype);
+ if (cIdx >= 0)
{
- if (p.name != "")
+ // Delete current challenge (will be replaced now)
+ this.sendSomethingTo(this.challenges[cIdx].to,
+ "deletechallenge", {cid:this.challenges[cIdx].id});
+ if (ctype == "corr")
{
- const pIdx = this.players.findIndex(pl => pl.name == p.name);
- // NOTE: id (server DB) and sid (socket ID).
- // Anonymous players just have a socket ID.
- // NOTE: for correspondance play we don't require players to be online
- // (==> we don't have IDs, and no sid)
- if (liveGame && pIdx === -1)
- return alert(p.name + " is not connected");
- p.id = this.players[pIdx].id;
- p.sid = this.players[pIdx].sid;
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
}
+ this.challenges.splice(cIdx, 1);
}
- const finishAddChallenge = () => {
- this.challenges.push(chall);
- // Send challenge to peers
- const challSock =
- {
- code: "newchallenge",
- chall: chall,
- };
- if (chall.to[0].id > 0)
- {
- // Challenge with targeted players
- chall.to.forEach(p => {
- if (p.id > 0)
- {
- this.st.conn.send(JSON.stringify(Object.assign(
- {},
- challSock,
- {receiver: p.sid}
- )));
- }
- });
- }
- else
- {
- // Open challenge: send to all connected players (except us)
- const strChallSock = JSON.stringify(challSock);
- this.players.forEach(p => {
- if (p.sid != this.st.user.sid) //only sid is always set
- this.st.conn.send(strChallSock);
- });
- }
- document.getElementById("modalNewgame").checked = false;
- };
- if (liveGame)
+ if (ctype == "live")
{
- // Live challenges have cid = 0
+ // Live challenges have a random ID
finishAddChallenge();
}
else
{
// Correspondance game: send challenge to server
ajax(
- "/challenges/" + this.newchallenge.vid,
+ "/challenges",
"POST",
chall,
- response => {
- chall.id = response.cid;
- finishAddChallenge();
- }
+ response => { finishAddChallenge(response.cid); }
);
}
},
- possibleNbplayers: function(nbp) {
- if (this.newchallenge.vid == 0)
- return false;
- const variants = this.st.variants;
- const idxInVariants =
- variants.findIndex(v => v.id == this.newchallenge.vid);
- return NbPlayers[variants[idxInVariants].name].includes(nbp);
+// * - accept challenge (corr or live) --> send info to challenge creator
+// * - cancel challenge (click on sent challenge) --> send info to all concerned players
+// * - withdraw from challenge (if >= 3 players and previously accepted)
+// * --> send info to challenge creator
+// * - refuse challenge: send "refuse" to challenge sender, and "delete" to others
+// * - prepare and start new game (if challenge is full after acceptation)
+// * --> include challenge ID (so that opponents can delete the challenge too)
+ clickChallenge: function(c) {
+ // TODO: also correspondance case (send to server)
+ if (!!c.accepted)
+ {
+ // It's a multiplayer challenge I accepted: withdraw
+ this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
+ cid: c.id, target: c.from.sid}));
+ c.accepted = false;
+ }
+ else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
+ {
+ this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ }
+ else //accept (or refuse) a challenge
+ {
+ c.accepted = true;
+ if (!!c.to[0])
+ {
+ // TODO: if special FEN, show diagram after loading variant
+ c.accepted = confirm("Accept challenge?");
+ }
+ this.st.conn.send(JSON.stringify({
+ code: (c.accepted ? "accept" : "refuse") + "challenge",
+ cid: c.id, target: c.from.sid}));
+ if (!c.accepted)
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ }
+ },
+ launchGame: function(c) {
+ // Just assign colors and pass the message
+ const vname = this.getVname(c.vid);
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ let players = [c.from];
+ Array.prototype.push.apply(players, c.seats);
+ c.type == corr alors use id...sinon sid (figés)
+ let gameInfo =
+ {
+ cid: c.id, //required to remove challenge
+ fen: c.fen || V.GenRandInitFen(),
+ // Shuffle players order (white then black then other colors).
+ // Players' names are not required
+ players: shuffle(players).map(p => {id:p.id, sid:p.sid},
+ vid: c.vid,
+ timeControl: c.timeControl,
+ };
+ c.seats.forEach(s => {
+ this.st.conn.send(JSON.stringify({code:"newgame",
+ gameInfo:gameInfo, target:s.sid}));
+ });
+ this.newGame(gameInfo); //also!
+ },
+ newGame: function(gameInfo) {
+ // Extract times (in [milli?]seconds), set clocks,
+ // store in localStorage if live (on server otherwise)
+// const fen = chall.fen || V.GenRandInitFen();
+// const game = {}; //TODO: fen, players, time ...
+// //setStorage(game); //TODO
+// game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
+// 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 => {});
},
},
};