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, 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);
- // 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.people.push(this.st.user);
+ // Retrieve live challenge (not older than 30 minute) if any:
+ const chall = JSON.parse(localStorage.getItem("challenge") || "false");
+ if (!!chall)
+ {
+ if ((Date.now() - chall.added)/1000 <= 30*60)
+ this.challenges.push(chall);
+ else
+ localStorage.removeItem("challenge");
+ }
+ if (this.st.user.id > 0)
+ {
+ // Ask server for current corr games (all but mines)
+ ajax(
+ "/games",
+ "GET",
+ {uid: this.st.user.id, excluded: true},
+ response => {
+ this.games = this.games.concat(response.games);
+ }
+ );
+ // 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 ?
+ Array.prototype.push.apply(this.challenges, response.challenges);
+ }
+ );
+ }
+ // 0.1] Ask server for room composition:
+ const funcPollClients = () => {
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;
+ if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ funcPollClients();
+ else //socket not ready yet (initial loading)
+ this.st.conn.onopen = funcPollClients;
this.st.conn.onmessage = this.socketMessageListener;
- const oldOnclose = this.st.conn.onclose;
const socketCloseListener = () => {
- oldOnclose(); //reinitialize connexion (in store.js)
+ store.socketCloseListener(); //reinitialize connexion (in store.js)
this.st.conn.addEventListener('message', this.socketMessageListener);
this.st.conn.addEventListener('close', socketCloseListener);
};
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");
- },
- 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);
+ return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
},
- 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.$router.push("/" + game.id);
+ showGame: function(g) {
+ // NOTE: we are an observer, since only games I don't play are shown here
+ // ==> Moves sent by connected remote player(s) if live game
+ let url = "/game/" + g.id;
+ if (g.type == "live")
+ {
+ const remotes = g.players.filter(p => this.people.some(pl => pl.sid == p.sid));
+ const rIdx = (remotes.length == 1 ? 0 : Math.floor(Math.random()*2));
+ url += "?rid=" + remotes[rIdx].sid;
+ }
+ this.$router.push(url);
},
+ // TODO: ...filter(...)[0].name, one-line, just remove this function
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);
+ 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) => {
{target: sid}
)));
};
- else if (!!to[0])
+ if (!!to)
{
- 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);
- });
+ // Challenge with targeted players
+ const targetSid = this.getSid(to);
+ 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 => {
+ 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)
- this.oldOnmessage(msg);
const data = JSON.parse(msg.data);
switch (data.code)
{
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,
timeControl: c.timeControl
};
this.st.conn.send(JSON.stringify({code:"challenge",
- challenge:myChallenge, target:data.from}));
+ chall:myChallenge, target:data.from}));
}
break;
}
case "askgame":
{
- // TODO: Send my current live game (if any): variant, players, movesCount
+ // Send my current live game (if any)
+ GameStorage.getCurrent((game) => {
+ if (!!game)
+ {
+ const myGame =
+ {
+ // Minimal game informations:
+ id: game.id,
+ players: game.players.map(p => p.name),
+ vname: game.vname,
+ timeControl: game.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 = 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);
+ 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(); //TODO: this is reception timestamp, not creation
+ newChall.vname = this.getVname(newChall.vid); //TODO: just send vname?
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)
+ if (!this.games.some(g => g.id == data.game.id)) //ignore duplicates
+ {
+ let newGame = data.game;
+ newGame.type = this.classifyObject(data.game);
+ newGame.rid = data.from;
+ newGame.score = "*";
+ 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
- break;
- }
-// * - receive "accept/withdraw/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
- // 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++)
+ // New game just started: data contain all information
+ if (data.gameInfo.type == "live")
{
- if (!c.seats[sIdx])
- {
- c.seats[sIdx] = this.players[pIdx];
- break;
- }
+ this.startNewGame(data.gameInfo);
+ // TODO: redirect to game
}
- if (sIdx == c.seats.length - 1)
+ else
{
- // All seats are taken: game can start
- this.launchGame(c);
+ // TODO: notify with game link but do not redirect
}
break;
}
- case "withdrawchallenge":
- {
- const cIdx = this.challenges.findIndex(c => c.id == data.cid);
- let seats = this.challenges[cIdx].seats;
- const sIdx = seats.findIndex(s => s.sid == data.sid);
- seats[sIdx] = undefined;
- break;
- }
case "refusechallenge":
{
- // TODO: show "player XXX refused challenge", and
- // remove challenge from list.
+ alert(this.getPname(data.from) + " declined your challenge");
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
}
case "deletechallenge":
{
+ // NOTE: the challenge may be already removed
ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
}
- // TODO: distinguish hallConnect and gameConnect?
- // Or (better) 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);
+ ArrayFun.remove(this.people, 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
+ 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;
}
}
tryChallenge: function(player) {
if (player.id == 0)
return; //anonymous players cannot be challenged
- this.newchallenge.to[0] = player.name;
+ this.newchallenge.to = player.name;
doClick("modalNewgame");
},
newChallenge: async function() {
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,
- to: cto,
- timeControl: this.newchallenge.timeControl,
- vid: this.newchallenge.vid,
- };
- const finishAddChallenge = (cid) => {
+ let chall = Object.assign({}, this.newchallenge);
+ const finishAddChallenge = (cid,warnDisconnected) => {
chall.id = cid || "c" + getRandString();
- // Send challenge to peers
- this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected");
+ // Send challenge to peers (if connected)
+ this.sendSomethingTo(chall.to, "challenge", {chall:chall}, !!warnDisconnected);
chall.added = Date.now();
chall.type = ctype;
chall.vname = vname;
chall.from = this.st.user;
this.challenges.push(chall);
+ localStorage.setItem("challenge", JSON.stringify(chall));
document.getElementById("modalNewgame").checked = false;
};
const cIdx = this.challenges.findIndex(
if (ctype == "live")
{
// Live challenges have a random ID
- finishAddChallenge();
+ finishAddChallenge(null, "warnDisconnected");
}
else
{
);
}
},
-// * - 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
+ const myChallenge = (c.from.sid == this.st.user.sid //live
+ || (this.st.user.id > 0 && c.from.id == this.st.user.id)); //corr
+ if (!myChallenge)
{
c.accepted = true;
- if (!!c.to[0])
+ if (!!c.to) //c.to == this.st.user.name (connected)
{
// 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);
+ if (c.accepted)
+ {
+ c.seat = this.st.user;
+ this.launchGame(c);
+ }
+ else
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "refusechallenge",
+ cid: c.id, target: c.from.sid}));
+ }
+ }
+ else
+ localStorage.removeItem("challenge");
+ // In all cases, the challenge is consumed:
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ // NOTE: deletechallenge event might be redundant (but it's easier this way)
+ this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
}
},
- launchGame: function(c) {
- // Just assign colors and pass the message
+ // NOTE: when launching game, the challenge is already deleted
+ launchGame: async function(c) {
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 =
+ // Extract times (in [milli]seconds), set clocks
+ const tc = extractTime(c.timeControl);
+ // These game informations will be sent to other players
+ const gameInfo =
{
- cid: c.id, //required to remove challenge
+ gameId: getRandString(),
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},
+ players: shuffle([c.from, c.seat]), //white then black
vid: c.vid,
- timeControl: c.timeControl,
+ timeControl: tc.timeControl,
+ mainTime: tc.mainTime,
+ increment: tc.increment,
+ type: c.type,
};
- c.seats.forEach(s => {
- this.st.conn.send(JSON.stringify({code:"newgame",
- gameInfo:gameInfo, target:s.sid}));
- });
- this.newGame(gameInfo); //also!
+ this.st.conn.send(JSON.stringify({code:"newgame",
+ gameInfo:gameInfo, target:c.seat.sid}));
+ if (c.type == "live")
+ this.startNewGame(gameInfo);
+ else //corr: game only on server
+ {
+ ajax(
+ "/games",
+ "POST",
+ {gameInfo: gameInfo}
+ );
+ }
},
- 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 => {});
+ // NOTE: for live games only (corr games are launched on server)
+ startNewGame: function(gameInfo) {
+ const game = Object.assign(gameInfo, {
+ // More game infos: constant
+ vname: this.getVname(gameInfo.vid),
+ fenStart: gameInfo.fen,
+ mode: "live", //function for live games only
+ // Game state: will be updated
+ moves: [],
+ clocks: [tc.mainTime, tc.mainTime],
+ initime: [Date.now(), 0],
+ score: "*",
+ });
+ GameStorage.add(game);
+ if (this.st.settings.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ // TODO: redirect to game
},
},
};