+ GameList,
+ ChallengeList,
+ },
+ data: function () {
+ return {
+ st: store.state,
+ cpdisplay: "challenges",
+ gdisplay: "live",
+ liveGames: [],
+ corrGames: [],
+ challenges: [],
+ players: [], //online players
+ newchallenge: {
+ fen: "",
+ vid: 0,
+ nbPlayers: 0,
+ // NOTE: id (server DB) and sid (socket ID).
+ // Anonymous players just have a socket ID.
+ to: [
+ {id:0, sid:"", name:""},
+ {id:0, sid:"", name:""},
+ {id:0, sid:"", name:""}
+ ],
+ timeControl: "",
+ },
+ };
+ },
+ computed: {
+ uniquePlayers: function() {
+ // Show e.g. "5 @nonymous", and do nothing on click on anonymous
+ let playerList = [{id:0, name:"@nonymous", count:0}];
+ this.players.forEach(p => {
+ if (p.id > 0)
+ playerList.push(p);
+ else
+ playerList[0].count++;
+ });
+ return playerList;
+ },
+ },
+ // TODO: this looks ugly... (use VueX ?!)
+ watch: {
+ "st.conn": function() {
+ this.st.conn.onmessage = this.socketMessageListener;
+ this.st.conn.onclose = this.socketCloseListener;
+ },
+ },
+ created: function() {
+ // TODO: ask server for current corr games (all but mines: names, ID, time control)
+ // also ask for corr challenges
+ // TODO: add myself to players
+ // --> when sending something, send to all players but NOT me !
+ if (!!this.st.conn)
+ {
+ this.st.conn.onmessage = this.socketMessageListener;
+ this.st.conn.onclose = this.socketCloseListener;
+ }
+ this.players.push(this.st.user);
+ },
+ methods: {
+ socketMessageListener: function(msg) {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+// * - 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 "playergame": a live game by some connected player (NO corr)
+ case "playergame":
+ // TODO: receive live game summary (update, count moves)
+ // (just players names, time control, and ID + player ID)
+ break;
+// * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
+ case "playerchallenges":
+ // TODO: receive challenge + challenge updates
+ break;
+ case "newmove": //live or corr
+ // TODO: name conflict ? (game "newmove" event)
+ break;
+// * - receive new challenge: if targeted, replace our name with sender name
+ case "newchallenge":
+ // receive live or corr challenge
+ break;
+// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
+ case "acceptchallenge":
+ if (true) //TODO: if challenge is full
+ this.newGame(data.challenge, data.user); //user.id et user.name
+ break;
+ case "withdrawchallenge":
+ 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:""});
+ break;
+ case "cancelchallenge":
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ break;
+// NOTE: finally only one connect / disconnect couple of events
+// (because on server side we wouldn't know which to choose)
+ case "connect":
+// * - receive "player connect": send all our current challenges (to him or global)
+// * Also send all our games (live - max 1 - and corr) [in web worker ?]
+// * + all our sent challenges.
+ this.players.push({name:data.name, id:data.uid});
+ // TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
+ // envoyer aussi nos défis
+ break;
+// * - receive "player disconnect": remove from players list
+ case "disconnect":
+ ArrayFun.remove(this.players, p => p.id == data.uid);
+ // TODO: also remove all challenges sent by this player,
+ // and all live games where he plays and no other opponent is online
+ break;
+ }
+ },
+ socketCloseListener: function() {
+ // connexion is reinitialized in store.js
+ this.st.conn.addEventListener('message', this.socketMessageListener);
+ this.st.conn.addEventListener('close', this.socketCloseListener);
+ },
+ 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)
+ },
+ tryChallenge: function(player) {
+ if (player.id == 0)
+ return; //anonymous players cannot be challenged
+ this.newchallenge.players[0] = {
+ name: player.name,
+ id: player.id,
+ sid: player.sid,
+ };
+ 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) {
+ const index = this.challenges.findIndex(c => c.id == challenge.id);
+ const toIdx = challenge.to.findIndex(p => p.id == user.id);
+ const me = {name:user.name,id:user.id};
+ if (toIdx >= 0)
+ {
+ // It's a multiplayer challenge I accepted: withdraw
+ this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
+ cid:challenge.id, user:me}));
+ 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)
+ },
+ // 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() {
+ const idxInVariants =
+ this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
+ const vname = this.st.variants[idxInVariants].name;
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
+ const error = checkChallenge(this.newchallenge);
+ if (!!error)
+ return alert(error);
+ // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
+ const liveGame =
+ this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
+ // Check that the players (if any indicated) are online
+ for (let p of this.newchallenge.to)
+ {
+ if (p.name != "")
+ {
+ const pIdx = this.players.findIndex(pl => pl.name == p.name);
+ if (pIdx === -1)
+ return alert(p.name + " is not connected");
+ p.id = this.players[pIdx].id;
+ p.sid = this.players[pIdx].sid;
+ }
+ }
+ // TODO: clarify challenge format (too many fields for now :/ )
+ const finishAddChallenge = (cid) => {
+ const chall = Object.assign(
+ {},
+ this.newchallenge,
+ {
+ id: cid,
+ from: this.st.user,
+ added: Date.now(),
+ vname: vname,
+ }
+ );
+ this.challenges.push(chall);
+ // Send challenge to peers
+ const chall = JSON.stringify({
+ code: "newchallenge",
+ sender: {name:this.st.user.name, id:this.st.user.id, sid:this.st.user.sid},
+ });
+ if (this.newchallenge.to[0].id > 0)
+ {
+ // Challenge with targeted players
+ this.newchallenge.to.forEach(p => {
+ if (p.id > 0)
+ this.st.conn.send(Object.assign({}, chall, {receiver: p.sid}));
+ });
+ }
+ else
+ {
+ // Open challenge: send to all connected players
+ this.players.forEach(p => { this.st.conn.send(chall); });
+ }
+ document.getElementById("modalNewgame").checked = false;
+ };
+ if (liveGame)
+ {
+ // Live challenges have cid = 0
+ finishAddChallenge(0);
+ }
+ else
+ {
+ // Correspondance game: send challenge to server
+ ajax(
+ "/challenges/" + this.newchallenge.vid,
+ "POST",
+ this.newchallenge,
+ response => { finishAddChallenge(cid); }
+ );
+ }
+ },
+ 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);
+ },
+ },