label(for="selectVariant") {{ st.tr["Variant"] }}
select#selectVariant(v-model="newchallenge.vid")
option(v-for="v in st.variants" :value="v.id") {{ v.name }}
- fieldset
- label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
- select#selectNbPlayers(v-model="newchallenge.nbPlayers")
- 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
label(for="timeControl") {{ st.tr["Time control"] }}
input#timeControl(type="text" v-model="newchallenge.timeControl"
placeholder="3m+2s, 1h+30s, 7d+1d ...")
fieldset(v-if="st.user.id > 0")
label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
- #selectPlayers
- input(type="text" v-model="newchallenge.to[0]")
- input(v-show="newchallenge.nbPlayers>=3" type="text"
- v-model="newchallenge.to[1]")
- input(v-show="newchallenge.nbPlayers==4" type="text"
- v-model="newchallenge.to[2]")
+ input#selectPlayers(type="text" v-model="newchallenge.to")
fieldset(v-if="st.user.id > 0")
label(for="inputFen") {{ st.tr["FEN (optional)"] }}
input#inputFen(type="text" v-model="newchallenge.fen")
<script>
import { store } from "@/store";
-import { NbPlayers } from "@/data/nbPlayers";
import { checkChallenge } from "@/data/challengeCheck";
import { ArrayFun } from "@/utils/array";
import { ajax } from "@/utils/ajax";
-import { getRandString } from "@/utils/alea";
+import { getRandString, shuffle } from "@/utils/alea";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
+import { GameStorage } from "@/utils/gameStorage";
+import { extractTime } from "@/utils/timeControl";
export default {
name: "my-hall",
components: {
gdisplay: "live",
games: [],
challenges: [],
- players: [], //online players (rename into "people" ?)
+ people: [], //(all) online players
newchallenge: {
fen: "",
vid: 0,
- nbPlayers: 0,
- to: ["", "", ""], //name of challenged players
+ to: "", //name of challenged player (if any)
timeControl: "", //"2m+2s" ...etc
},
};
// 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 => {
+ this.people.forEach(p => {
if (p.id > 0)
playerList.push(p);
else
},
created: function() {
// Always add myself to players' list
- this.players.push(this.st.user);
+ this.people.push(this.st.user);
+ if (this.st.user.id > 0)
+ {
// Ask server for current corr games (all but mines)
// ajax(
-// "",
-// "GET",
-// response => {
-//
-// }
-// );
-// // Also ask for corr challenges (all)
-// ajax(
-// "",
+// "/games",
// "GET",
+// {excluded: this.st.user.id},
// response => {
-//
+// this.games = this.games.concat(response.games);
// }
// );
- // 0.1] Ask server for for room composition:
+ // Also ask for corr challenges (open + sent to me)
+ ajax(
+ "/challenges",
+ "GET",
+ {uid: this.st.user.id},
+ response => {
+ console.log(response.challenges);
+ // TODO: post-treatment on challenges ?
+ this.challenges = this.challenges.concat(response.challenges);
+ }
+ );
+ }
+ // 0.1] Ask server for room composition:
const socketOpenListener = () => {
this.st.conn.send(JSON.stringify({code:"pollclients"}));
};
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) {
+ classifyObject: function(o) { //challenge or game
// Heuristic: should work for most cases... (TODO)
- return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ },
+ showGame: function(g) {
+ // NOTE: we are an observer, since only games I don't play are shown here
+ // ==> Moves sent by connected remote player(s) if live game
+
+// TODO: this doesn't work: choose a SID at random
+
+ let url = "/" + g.id;
+ if (g.type == "live")
+ {
+ const sids = g.players.map(p => p.sid).join(",");
+ url += "?sids=" + sids;
+ }
+ this.$router.push(url);
},
+ 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.people.findIndex(pl => pl.name == pname);
+ return (pIdx === -1 ? null : this.people[pIdx].sid);
+ },
+ getPname: function(sid) {
+ const pIdx = this.people.findIndex(pl => pl.sid == sid);
+ return (pIdx === -1 ? null : this.people[pIdx].name);
+ },
+ sendSomethingTo: function(to, code, obj, warnDisconnected) {
+ const doSend = (code, obj, sid) => {
+ this.st.conn.send(JSON.stringify(Object.assign(
+ {},
+ {code: code},
+ obj,
+ {target: sid}
+ )));
+ };
+ 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.people.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)
case "pollclients":
{
data.sockIds.forEach(sid => {
- this.players.push({sid:sid, id:0, name:""});
+ this.people.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:"askchallenge", target:sid}));
this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
});
break;
const myChallenge =
{
// Minimal challenge informations: (from not required)
+ id: c.id,
to: c.to,
fen: c.fen,
vid: c.vid,
}
case "askgame":
{
- // TODO: Send my current live game (if any): variant, players, movesCount
+ // Send my current live games (if any)
+ // TODO: from indexedDB, through GameStorage.
+// if (!!localStorage["gid"])
+// {
+// const myGame =
+// {
+// // Minimal game informations: (fen+clock not required)
+// id: localStorage["gid"],
+// players: JSON.parse(localStorage["players"]), //array sid+id+name
+// vname: localStorage["vname"],
+// timeControl: localStorage["timeControl"],
+// };
+// this.st.conn.send(JSON.stringify({code:"game",
+// game:myGame, target:data.from}));
+// }
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;
+ const pIdx = this.people.findIndex(p => p.sid == data.user.sid);
+ this.people[pIdx].id = data.user.id;
+ this.people[pIdx].name = data.user.name;
break;
}
case "challenge":
{
// Receive challenge from some player (+sid)
let newChall = data.chall;
- newChall.type = classifyChallenge(data.chall);
- const pIdx = this.players.findIndex(p => p.sid == data.sid);
- newChall.from = this.players[pIdx]; //may be anonymous
+ newChall.type = this.classifyObject(data.chall);
+ const pIdx = this.people.findIndex(p => p.sid == data.from);
+ newChall.from = this.people[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)
+ // TODO: ambiguous naming "newGame" ==> rename function ?
+ let newGame = data.game;
+ newGame.type = this.classifyObject(data.game);
+ newGame.vname = newGame.vname;
+ this.games.push(newGame);
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
+ // Delete corresponding challenge:
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ // New game just started: data contain all informations
+ this.newGame(data.gameInfo);
break;
}
-// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
+// * - receive "accept/cancel challenge": apply action to challenges list
+ // NOTE: challenge "socket" actions accept+withdraw only for live challenges
case "acceptchallenge":
{
- // Someone accept an open (or targeted) challenge,
- // of 3 or more players and empty slots remain.
+ // Someone accept an open (or targeted) challenge
const cIdx = this.challenges.findIndex(c => c.id == data.cid);
- let players = this.challenges[cIdx].to;
- const pIdx = this.players.fndIndex(p => p.sid == data.from);
- for (let i=0; i<players.length; i++)
- {
- if (!players[i])
- {
- players[i] = this.players[pIdx].name;
- break;
- }
- }
+ let c = this.challenges[cIdx];
+ const pIdx = this.people.findIndex(p => p.sid == data.from);
+ c.seat = this.people[pIdx];
+ this.launchGame(c);
break;
}
- case "withdrawchallenge":
+ case "refusechallenge":
{
- 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:""});
+ alert(this.getPname(data.from) + " refused your challenge");
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
}
case "deletechallenge":
ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
}
- // TODO: distinguish hallConnect and gameConnect ?
- // Or global variable players
- // + game variable: "observers"
case "connect":
-// * - receive "player connect": send our current challenge (to him or global)
-// * Also send all our games (live - max 1 - and corr) [in web worker ?]
{
- this.players.push({name:"", id:0, sid:data.sid});
+ this.people.push({name:"", id:0, sid:data.sid});
this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.sid}));
+ this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid}));
break;
}
-// * - receive "player disconnect": remove from players list
case "disconnect":
{
- ArrayFun.remove(this.players, p => p.sid == data.sid);
- // TODO: also remove all challenges sent by this player,
- // and all live games where he plays and no other opponent is online
+ ArrayFun.remove(this.people, p => p.sid == data.sid);
+ // Also remove all challenges sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.sid);
+ // And all live games where he plays and no other opponent is online
+ ArrayFun.remove(this.games, g =>
+ g.type == "live" && (g.players.every(p => p.sid == data.sid
+ || !this.people.some(pl => pl.sid == p.sid))), "all");
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.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) {
- // TODO: also correspondance case (send to server)
- const index = this.challenges.findIndex(c => c.id == challenge.id);
- const toIdx = challenge.to.findIndex(name => name == this.st.user.name);
- if (toIdx >= 0)
- {
- // It's a multiplayer challenge I accepted: withdraw
- this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
- cid:challenge.id, user:this.st.user.sid}));
- 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)
- //this.newGame(data.challenge, data.user); //user.id et user.name
- },
- // 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() {
- // TODO: put this "load variant" block elsewhere
- const vIdx = this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
- const vname = this.st.variants[vIdx].name;
+ const vname = this.getVname(this.newchallenge.vid);
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
const error = checkChallenge(this.newchallenge);
if (!!error)
return alert(error);
- const ctype = this.classifyChallenge(this.newchallenge);
- const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
+ const ctype = this.classifyObject(this.newchallenge);
+ // NOTE: "from" information is not required here
let chall =
{
- fen: this.newchallenge.fen || V.GenRandInitFen(),
- to: cto,
+ fen: this.newchallenge.fen,
+ to: this.newchallenge.to,
timeControl: this.newchallenge.timeControl,
- from: this.st.user.sid,
vid: this.newchallenge.vid,
};
- const sendSomethingTo = (to, code, obj) => {
- const doSend = (code, obj, sid) => {
- this.st.conn.send(JSON.stringify(Object.assign(
- {},
- {code: code},
- obj,
- {target: sid}
- )));
- };
- const getSid = (pname) => {
- const pIdx = this.players.findIndex(pl => pl.name == pname);
- if (ctype == "live" && pIdx === -1)
- alert("Warning: " + p.name + " is not connected");
- return this.players[pIdx].sid;
- };
- if (!!to[0])
- {
- // Challenge with targeted players
- to.forEach(pname => { doSend(code, obj, getSid(pname)); });
- }
- 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);
- });
- }
- };
- const finishAddChallenge = (cid) => {
+ const finishAddChallenge = (cid,warnDisconnected) => {
chall.id = cid || "c" + getRandString();
- // Send challenge to peers
- sendSomethingTo(cto, "challenge", chall);
+ // Send challenge to peers (if connected)
+ 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;
};
if (cIdx >= 0)
{
// Delete current challenge (will be replaced now)
- sendSomethingTo(this.challenges[cIdx].to,
+ this.sendSomethingTo(this.challenges[cIdx].to,
"deletechallenge", {cid:this.challenges[cIdx].id});
if (ctype == "corr")
{
if (ctype == "live")
{
// Live challenges have a random ID
- finishAddChallenge();
+ finishAddChallenge(null, "warnDisconnected");
}
else
{
);
}
},
- 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
+// * --> 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) {
+
+ console.log("click challenge");
+ console.log(c);
+
+ else if (c.from.sid == this.st.user.sid
+ || (this.st.user.id > 0 && c.from.id == this.st.user.id))
+ {
+ // It's my challenge: cancel it
+ this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].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.type == "corr" && c.accepted)
+ {
+ ajax(
+ "/challenges",
+ "PUT",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ if (!c.accepted)
+ {
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ }
+ }
+ },
+ // NOTE: for live games only (corr games are launched on server)
+ launchGame: async 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, c.seat];
+ // These game informations will be sent to other players
+ const gameInfo =
+ {
+ gameId: getRandString(),
+ fen: c.fen || V.GenRandInitFen(),
+ // Players' names may be required if game start when a player is offline
+ // Shuffle players order (white then black then other colors).
+ players: shuffle(players.map(p => { return {name:p.name, sid:p.sid} })),
+ vid: c.vid,
+ timeControl: c.timeControl,
+ };
+ // NOTE: cid required to remove challenge
+ this.st.conn.send(JSON.stringify({code:"newgame",
+ gameInfo:gameInfo, cid:c.id, target:c.seat.sid}));
+ // Delete corresponding challenge:
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ this.newGame(gameInfo); //also!
},
- newGame: function(cid) {
- // TODO: don't forget to send "deletechallenge" message to all concerned players
- // + setup colors and send game infos to players (message "newgame")
+ // NOTE: for live games only (corr games are launched on server)
+ newGame: function(gameInfo) {
+ // Extract times (in [milli]seconds), set clocks
+ const tc = extractTime(gameInfo.timeControl);
+ let initime = [...Array(gameInfo.players.length)];
+ initime[0] = Date.now();
+ const game =
+ {
+ // Game infos: constant
+ gameId: gameInfo.gameId,
+ vname: this.getVname(gameInfo.vid),
+ fenStart: gameInfo.fen,
+ players: gameInfo.players,
+ timeControl: gameInfo.timeControl,
+ increment: tc.increment,
+ mode: "live", //function for live games only
+ // Game state: will be updated
+ fen: gameInfo.fen,
+ moves: [],
+ clocks: [...Array(gameInfo.players.length)].fill(tc.mainTime),
+ initime: initime,
+ score: "*",
+ };
+ GameStorage.add(game);
+ if (this.st.settings.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ // TODO: redirect to game
},
},
};
<style lang="sass">
// TODO
</style>
+
+<!--
+// TODO:
+// Remove duplicates if several players of one game send their game info (Hall)
+// When click on it, assign a random rid among online players (max. 4).
+-->