)
fieldset(v-if="st.user.id > 0")
label(for="selectPlayers") {{ st.tr["Play with"] }}
- select#selectPlayersInList(v-model="newchallenge.to")
+ select#selectPlayersInList(
+ v-model="newchallenge.to"
+ @change="changeChallTarget()"
+ )
option(value="")
option(
v-for="p in Object.values(people)"
+ v-if="!!p.name"
:value="p.name"
)
| {{ p.name }}
p.anonymous @nonymous ({{ anonymousCount() }})
#chat
Chat(
- :newChat="newChat"
+ ref="chatcomp"
@mychat="processChat"
:pastChats="[]"
)
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
.button-group
- button#peopleBtn(onClick="window.doClick('modalPeople')")
+ button#peopleBtn(@click="openModalPeople()")
| {{ st.tr["Who's there?"] }}
button(@click="showNewchallengeForm()")
| {{ st.tr["New game"] }}
)
button#loadMoreBtn(
v-if="hasMore"
- @click="loadMore()"
+ @click="loadMoreCorr()"
)
| {{ st.tr["Load more"] }}
</template>
tchallDiag: "",
curChallToAccept: {from: {}},
presetChalls: JSON.parse(localStorage.getItem("presetChalls") || "[]"),
- newChat: "",
conn: null,
connexionString: "",
// Related to (killing of) self multi-connects:
encodeURIComponent(this.$route.path);
this.conn = new WebSocket(this.connexionString);
this.conn.onopen = connectAndPoll;
- this.conn.onmessage = this.socketMessageListener;
- this.conn.onclose = this.socketCloseListener;
+ this.conn.addEventListener("message", this.socketMessageListener);
+ this.conn.addEventListener("close", this.socketCloseListener);
},
mounted: function() {
document.addEventListener('visibilitychange', this.visibilityChange);
this.setDisplay('c', showCtype);
this.setDisplay('g', showGtype);
// Ask server for current corr games (all but mines)
- ajax(
- "/observedgames",
- "GET",
- {
- data: {
- uid: this.st.user.id,
- cursor: this.cursor
- },
- success: (response) => {
- const L = response.games.length;
- if (L > 0) {
- this.cursor = response.games[L - 1].created;
- if (this.games.length == 0 && this.gdisplay == "live") {
- document
- .getElementById("btnGcorr")
- .classList.add("somethingnew");
- }
- }
- this.games = this.games.concat(
- response.games.map(g => {
- const vname = this.getVname(g.vid);
- return Object.assign(
- {},
- g,
- {
- type: "corr",
- vname: vname
- }
- );
- })
- );
- }
- }
- );
+ this.loadMoreCorr();
// Also ask for corr challenges (open + sent by/to me)
+ // List them all, because they are not supposed to be that many (TODO?)
ajax(
"/challenges",
"GET",
["random-" + pc.randomness]: true
};
},
+ openModalPeople: function() {
+ window.doClick("modalPeople");
+ document.getElementById("inputChat").focus();
+ },
anonymousCount: function() {
let count = 0;
Object.values(this.people).forEach(p => {
if (!!this.curChallToAccept.fen) return { "margin-top": "10px" };
return {};
},
+ changeChallTarget: function() {
+ if (!this.newchallenge.to) {
+ // Reset potential FEN + diagram
+ this.newchallenge.fen = "";
+ this.newchallenge.diag = "";
+ }
+ },
cadenceFocusIfOpened: function() {
if (event.target.checked)
document.getElementById("cadence").focus();
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
- let url = "/game/" + g.id;
- if (g.type == "live")
- url += "?rid=" + g.rids[Math.floor(Math.random() * g.rids.length)];
- this.$router.push(url);
+ this.$router.push("/game/" + g.id);
},
resetSocialColor: function() {
// TODO: this is called twice, once on opening an once on closing
// Since people can be both in Hall and Game,
// need to track "askIdentity" requests:
let identityAsked = {};
+ // TODO: shuffling and random filtering on server, if
+ // the room is really crowded.
data.sockIds.forEach(s => {
const page = s.page || "/";
if (s.sid != this.st.user.sid && !identityAsked[s.sid]) {
case "connect":
case "gconnect": {
const page = data.page || "/";
- // Only ask game / challenges if first connexion:
- if (!this.people[data.from]) {
- this.people[data.from] = { pages: [{ path: page, focus: true }] };
- if (data.code == "connect")
+ if (data.code == "connect") {
+ // Ask challenges only on first connexion:
+ if (!this.people[data.from])
this.send("askchallenges", { target: data.from });
- // Ask game only if live:
- else if (!page.match(/\/[0-9]+$/))
- this.send("askgame", { target: data.from, page: page });
- } else {
+ }
+ // Ask game only if live:
+ else if (!page.match(/\/[0-9]+$/))
+ this.send("askgame", { target: data.from, page: page });
+ if (!this.people[data.from])
+ this.people[data.from] = { pages: [{ path: page, focus: true }] };
+ else {
// Append page if not already in list
if (!(this.people[data.from].pages.find(p => p.path == page)))
this.people[data.from].pages.push({ path: page, focus: true });
// the first reload won't have time to connect but will trigger a "close" event anyway.
// ==> Next check is required.
if (!this.people[data.from]) return;
+ const page = data.page || "/";
+ ArrayFun.remove(this.people[data.from].pages, p => p.path == page);
+ if (this.people[data.from].pages.length == 0)
+ this.$delete(this.people, data.from);
// Disconnect means no more tmpIds:
if (data.code == "disconnect") {
// Remove the live challenges sent by this player:
);
} else {
// Remove the matching live game if now unreachable
- const gid = data.page.match(/[a-zA-Z0-9]+$/)[0];
+ const gid = page.match(/[a-zA-Z0-9]+$/)[0];
// Corr games are always reachable:
if (!gid.match(/^[0-9]+$/)) {
- const gidx = this.games.findIndex(g => g.id == gid);
- // NOTE: gidx should always be >= 0 (TODO?)
- if (gidx >= 0) {
- const game = this.games[gidx];
- ArrayFun.remove(game.rids, rid => rid == data.from);
- if (game.rids.length == 0) this.games.splice(gidx, 1);
+ // Live games are reachable as long as someone is on the game page
+ if (Object.values(this.people).every(p =>
+ p.pages.every(pg => pg.path != page))) {
+ ArrayFun.remove(this.games, g => g.id == gid);
}
}
}
- const page = data.page || "/";
- ArrayFun.remove(this.people[data.from].pages, p => p.path == page);
- if (this.people[data.from].pages.length == 0)
- this.$delete(this.people, data.from);
break;
}
case "getfocus":
break;
case "killed":
// I logged in elsewhere:
+ this.conn.removeEventListener("message", this.socketMessageListener);
+ this.conn.removeEventListener("close", this.socketCloseListener);
this.conn = null;
alert(this.st.tr["New connexion detected: tab now offline"]);
break;
case "game": // Individual request
case "newgame": {
const game = data.data;
- // Ignore games where I play (will go in MyGames page)
- if (game.players.every(p =>
- p.sid != this.st.user.sid && p.id != this.st.user.id))
- {
- let locGame = this.games.find(g => g.id == game.id);
- if (!locGame) {
- let newGame = game;
- newGame.type = this.classifyObject(game);
- newGame.vname = this.getVname(game.vid);
- if (!game.score)
- // New game from Hall
- newGame.score = "*";
- newGame.rids = [game.rid];
- delete newGame["rid"];
- this.games.push(newGame);
- if (
- (newGame.type == "live" && this.gdisplay == "corr") ||
- (newGame.type == "corr" && this.gdisplay == "live")
- ) {
- document
- .getElementById("btnG" + newGame.type)
- .classList.add("somethingnew");
- }
- } else {
- // Append rid (if not already in list)
- if (!locGame.rids.includes(game.rid)) locGame.rids.push(game.rid);
+ // Ignore games where I play (will go in MyGames page),
+ // and also games that I already received.
+ if (
+ game.players.every(p =>
+ p.sid != this.st.user.sid && p.id != this.st.user.id) &&
+ this.games.findIndex(g => g.id == game.id) == -1
+ ) {
+ let newGame = game;
+ newGame.type = this.classifyObject(game);
+ newGame.vname = this.getVname(game.vid);
+ if (!game.score)
+ // New game from Hall
+ newGame.score = "*";
+ this.games.push(newGame);
+ if (
+ (newGame.type == "live" && this.gdisplay == "corr") ||
+ (newGame.type == "corr" && this.gdisplay == "live")
+ ) {
+ document
+ .getElementById("btnG" + newGame.type)
+ .classList.add("somethingnew");
}
}
break;
break;
}
case "newchat":
- this.newChat = data.data;
+ this.$refs["chatcomp"].newChat(data.data);
if (!document.getElementById("modalPeople").checked)
document.getElementById("peopleBtn").classList.add("somethingnew");
break;
this.conn.addEventListener("message", this.socketMessageListener);
this.conn.addEventListener("close", this.socketCloseListener);
},
- loadMore: function() {
+ loadMoreCorr: function() {
ajax(
"/observedgames",
"GET",
success: (res) => {
const L = res.games.length;
if (L > 0) {
+ if (
+ this.cursor == Number.MAX_SAFE_INTEGER &&
+ this.games.length == 0 &&
+ this.gdisplay == "live"
+ ) {
+ // First loading: show indicators
+ document
+ .getElementById("btnGcorr")
+ .classList.add("somethingnew");
+ }
this.cursor = res.games[L - 1].created;
let moreGames = res.games.map(g => {
const vname = this.getVname(g.vid);
position: parsedFen.position,
orientation: parsedFen.turn
});
- }
+ } else this.newchallenge.diag = "";
},
newChallFromPreset(pchall) {
this.partialResetNewchallenge();
// Game state (including FEN): will be updated
moves: [],
clocks: [-1, -1], //-1 = unstarted
- initime: [0, 0], //initialized later
score: "*"
}
);