}
if (this.st.user.id > 0)
{
- // Ask server for current corr games (all but mines)
-// ajax(
-// "/games",
-// "GET",
-// {excluded: this.st.user.id},
-// response => {
-// this.games = this.games.concat(response.games);
-// }
-// );
- // Also ask for corr challenges (open + sent to me)
+ // 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",
);
}
// 0.1] Ask server for room composition:
- const socketOpenListener = () => {
+ 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);
};
}
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;
},
// 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 "newgame":
{
- // New game just started: data contain all informations
- this.startNewGame(data.gameInfo);
- // TODO: if live, redirect to game
- // if corr, notify with link but do not redirect
+ // New game just started: data contain all information
+ if (data.gameInfo.type == "live")
+ {
+ this.startNewGame(data.gameInfo);
+ // TODO: redirect to game
+ }
+ else
+ {
+ // TODO: notify with game link but do not redirect
+ }
break;
}
case "refusechallenge":
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() {
return alert(error);
const ctype = this.classifyObject(this.newchallenge);
// NOTE: "from" information is not required here
- let chall =
- {
- fen: this.newchallenge.fen,
- to: this.newchallenge.to,
- timeControl: this.newchallenge.timeControl,
- vid: this.newchallenge.vid,
- };
+ let chall = Object.assign({}, this.newchallenge);
const finishAddChallenge = (cid,warnDisconnected) => {
chall.id = cid || "c" + getRandString();
// Send challenge to peers (if connected)
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)
const vname = this.getVname(c.vid);
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
- let players = [c.from, c.seat];
+ // Extract times (in [milli]seconds), set clocks
+ const tc = extractTime(c.timeControl);
// 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).
- players: shuffle(players.map(p => { return {name:p.name, 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,
};
this.st.conn.send(JSON.stringify({code:"newgame",
gameInfo:gameInfo, target:c.seat.sid}));
},
// NOTE: for live games only (corr games are launched on server)
startNewGame: 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,
+ const game = Object.assign(gameInfo, {
+ // More game infos: constant
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,
+ 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 => {});