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: {
},
created: function() {
// Always add myself to players' list
- this.people.push(this.st.user);
+ const my = this.st.user;
+ this.people.push({sid:my.sid, id:my.id, name:my.name});
// Retrieve live challenge (not older than 30 minute) if any:
const chall = JSON.parse(localStorage.getItem("challenge") || "false");
if (!!chall)
}
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.map(g => {
+ const type = this.classifyObject(g);
+ const vname = this.getVname(g.vid);
+ return Object.assign({}, g, {type: type, vname: vname});
+ }));
+ }
+ );
+ // Also ask for corr challenges (open + sent to me)
ajax(
"/challenges",
"GET",
response => {
console.log(response.challenges);
// TODO: post-treatment on challenges ?
- this.challenges = this.challenges.concat(response.challenges);
+ Array.prototype.push.apply(this.challenges, response.challenges);
}
);
}
// 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);
};
return this.challenges.filter(c => c.type == type);
},
filterGames: function(type) {
- return this.games.filter(c => c.type == type);
+ return this.games.filter(g => g.type == type);
},
classifyObject: function(o) { //challenge or game
// Heuristic: should work for most cases... (TODO)
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
- // --> do we have players' names ?
-
- let url = "/" + g.id;
+ let url = "/game/" + g.id;
if (g.type == "live")
{
- const sids = g.players.map(p => p.sid).join(",");
- url += "?sids=" + sids;
+ 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;
},
// 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)
{
if (this.st.user.id > 0)
{
this.st.conn.send(JSON.stringify(
- {code:"identity", user:this.st.user, target:data.from}));
+ // people[0] instead of st.user to avoid sending email
+ {code:"identity", user:this.people[0], target:data.from}));
}
break;
}
// Minimal game informations:
id: game.id,
players: game.players.map(p => p.name),
- vname: game.vname,
+ vid: game.vid,
timeControl: game.timeControl,
};
this.st.conn.send(JSON.stringify({code:"game",
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?
+ newChall.vname = this.getVname(newChall.vid);
this.challenges.push(newChall);
break;
}
{
// Receive game from some player (+sid)
// NOTE: it may be correspondance (if newgame while we are connected)
- let newGame = data.game;
- newGame.type = this.classifyObject(data.game);
- newGame.rid = data.from;
- newGame.score = "*";
- this.games.push(newGame);
+ if (!this.games.some(g => g.id == data.game.id)) //ignore duplicates
+ {
+ let newGame = data.game;
+ newGame.type = this.classifyObject(data.game);
+ newGame.vname = this.getVname(data.game.vid);
+ 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":
{
- // Delete corresponding challenge:
- ArrayFun.remove(this.challenges, c => c.id == data.cid);
- // New game just started: data contain all informations
- this.startNewGame(data.gameInfo);
- break;
- }
-// * - 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
- const cIdx = this.challenges.findIndex(c => c.id == data.cid);
- let c = this.challenges[cIdx];
- const pIdx = this.people.findIndex(p => p.sid == data.from);
- c.seat = this.people[pIdx];
- this.launchGame(c);
+ // TODO: next line required ?!
+ //ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ // New game just started: data contain all information
+ if (this.classifyObject(data.gameInfo) == "live")
+ this.startNewGame(data.gameInfo);
+ else
+ {
+ // TODO: notify with game link but do not redirect
+ }
break;
}
case "refusechallenge":
{
- alert(this.getPname(data.from) + " refused your challenge");
+ alert(this.getPname(data.from) + " declined your challenge");
ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
}
{
// NOTE: the challenge may be already removed
ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ localStorage.removeItem("challenge"); //in case of
break;
}
case "connect":
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)
this.sendSomethingTo(chall.to, "challenge", {chall:chall}, !!warnDisconnected);
chall.added = Date.now();
+ // NOTE: vname and type are redundant (can be deduced from timeControl + vid)
chall.type = ctype;
chall.vname = vname;
- chall.from = this.st.user;
+ chall.from = this.people[0]; //avoid sending email
this.challenges.push(chall);
localStorage.setItem("challenge", JSON.stringify(chall));
document.getElementById("modalNewgame").checked = false;
);
}
},
-// * - 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);
-
- 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
+ // 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 ? c.from : null), "deletechallenge", {cid:c.id});
+ 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)
+ 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)
{
- if (c.type == "corr")
- {
- ajax(
- "/challenges",
- "PUT",
- {id: this.challenges[cIdx].id}
- );
- }
+ c.seat = this.people[0]; //avoid sending email
+ this.launchGame(c);
}
else
{
- ArrayFun.remove(this.challenges, ch => ch.id == c.id);
- if (!c.to) //TODO: send to everyone except me and opponent ?
- this.sendSomethingTo("", "deletechallenge", {cid: this.challenges[cIdx].id});
- if (c.type == "corr")
- {
- ajax(
- "/challenges",
- "DELETE",
- {id: this.challenges[cIdx].id}
- );
- }
+ this.st.conn.send(JSON.stringify({
+ code: "refusechallenge",
+ cid: c.id, target: c.from.sid}));
}
}
+ else
+ localStorage.removeItem("challenge");
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: c.id}
+ );
+ }
},
- // NOTE: for live games only (corr games are launched on server)
+ // NOTE: when launching game, the challenge is already deleted
launchGame: async function(c) {
- // Just assign colors and pass the message
- const vname = this.getVname(c.vid);
- const vModule = await import("@/variants/" + vname + ".js");
+ const vModule = await import("@/variants/" + c.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} })),
+ players: shuffle([c.from, c.seat]), //white then black
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.startNewGame(gameInfo); //also!
+ gameInfo:gameInfo, target:c.from.sid, cid:c.id}));
+ if (c.type == "live")
+ this.startNewGame(gameInfo);
+ else //corr: game only on server
+ {
+ ajax(
+ "/games",
+ "POST",
+ {gameInfo: gameInfo}
+ );
+ // TODO: redirection here
+ }
},
- // NOTE: for live games only (corr games are launched on server)
+ // NOTE: for live games only (corr games start on the 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,
- vname: this.getVname(gameInfo.vid),
+ const game = Object.assign({}, gameInfo, {
+ // (other) Game infos: constant
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,
+ // Game state (including FEN): will be updated
moves: [],
- clocks: [...Array(gameInfo.players.length)].fill(tc.mainTime),
- initime: initime,
+ clocks: [-1, -1], //-1 = unstarted
+ initime: [0, 0], //initialized later
score: "*",
- };
+ });
GameStorage.add(game);
if (this.st.settings.sound >= 1)
new Audio("/sounds/newgame.mp3").play().catch(err => {});
- // TODO: redirect to game
+ this.$router.push("/game/" + gameInfo.gameId);
},
},
};
<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).
--->