+ // Helpers:
+ filterChallenges: function(type) {
+ return this.challenges.filter(c => c.type == type);
+ },
+ filterGames: function(type) {
+ return this.games.filter(g => g.type == type);
+ },
+ classifyObject: function(o) { //challenge or game
+ // Heuristic: should work for most cases... (TODO)
+ return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ },
+ 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.rid;
+ this.$router.push(url);
+ },
+ setDisplay: function(letter, type, e) {
+ this[letter + "display"] = type;
+ e.target.classList.add("active");
+ if (!!e.target.previousElementSibling)
+ e.target.previousElementSibling.classList.remove("active");
+ else
+ e.target.nextElementSibling.classList.remove("active");
+ },
+ getVname: function(vid) {
+ const variant = this.st.variants.find(v => v.id == vid);
+ // this.st.variants might be uninitialized (variant == null)
+ return (!!variant ? variant.name : "");
+ },
+ processChat: function(chat) {
+ // When received on server, this will trigger a "notifyRoom"
+ this.st.conn.send(JSON.stringify({code:"newchat", chat: chat}));
+ },
+ sendSomethingTo: function(to, code, obj, warnDisconnected) {
+ const doSend = (code, obj, sid) => {
+ this.st.conn.send(JSON.stringify(Object.assign(
+ {code: code},
+ obj,
+ {target: sid}
+ )));
+ };
+ if (!to || (!to.sid && !to.name))
+ {
+ // Open challenge: send to all connected players (me excepted)
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ doSend(code, obj, sid);
+ });
+ }
+ else
+ {
+ let targetSid = "";
+ if (!!to.sid)
+ targetSid = to.sid;
+ else
+ {
+ if (to.name == this.st.user.name)
+ return alert(this.st.tr["Cannot challenge self"]);
+ // Challenge with targeted players
+ targetSid =
+ Object.keys(this.people).find(sid => this.people[sid].name == to.name);
+ if (!targetSid)
+ {
+ if (!!warnDisconnected)
+ alert(this.st.tr["Warning: target is not connected"]);
+ return false;
+ }
+ }
+ doSend(code, obj, targetSid);
+ }
+ return true;
+ },
+ // Messaging center:
+ socketMessageListener: function(msg) {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ case "duplicate":
+ alert(this.st.tr["Warning: multi-tabs not supported"]);
+ break;
+ // 0.2] Receive clients list (just socket IDs)
+ case "pollclients":
+ data.sockIds.forEach(sid => {
+ this.$set(this.people, sid, {id:0, name:""});
+ // Ask identity and challenges
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
+ });
+ break;
+ case "pollgamers":
+ // NOTE: we could make a difference between people in hall
+ // and gamers, but is it necessary?
+ data.sockIds.forEach(sid => {
+ this.$set(this.people, sid, {id:0, name:"", gamer:true});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ });
+ // Also ask current games to all playing peers (TODO: some design issue)
+ this.st.conn.send(JSON.stringify({code:"askgames"}));
+ break;
+ case "askidentity":
+ {
+ // Request for identification: reply if I'm not anonymous
+ if (this.st.user.id > 0)
+ {
+ this.st.conn.send(JSON.stringify({code:"identity",
+ user: {
+ // NOTE: decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ },
+ target:data.from}));
+ }
+ break;
+ }
+ case "identity":
+ {
+ this.$set(this.people, data.user.sid,
+ {
+ id: data.user.id,
+ name: data.user.name,
+ gamer: this.people[data.user.sid].gamer,
+ });
+ break;
+ }
+ case "askchallenge":
+ {
+ // Send my current live challenge (if any)
+ const cIdx = this.challenges.findIndex(c =>
+ c.from.sid == this.st.user.sid && c.type == "live");
+ if (cIdx >= 0)
+ {
+ const c = this.challenges[cIdx];
+ if (!!c.to)
+ {
+ // Only share targeted challenges to the targets:
+ const toSid = Object.keys(this.people).find(k =>
+ this.people[k].name == c.to);
+ if (toSid != data.from)
+ return;
+ }
+ 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",
+ chall:myChallenge, target:data.from}));
+ }
+ break;
+ }
+ case "challenge":
+ {
+ // Receive challenge from some player (+sid)
+ let newChall = data.chall;
+ newChall.type = this.classifyObject(data.chall);
+ newChall.from =
+ Object.assign({sid:data.from}, this.people[data.from]);
+ newChall.added = Date.now(); //TODO: this is reception timestamp, not creation
+ newChall.vname = this.getVname(newChall.vid);
+ this.challenges.push(newChall);
+ break;
+ }
+ case "game":
+ {
+ // Receive game from some player (+sid)
+ // NOTE: it may be correspondance (if newgame while we are connected)
+ // If duplicate found: select rid (remote ID) at random
+ let game = this.games.find(g => g.id == data.game.id);
+ if (!!game && Math.random() < 0.5)
+ game.rid = data.from;
+ else
+ {
+ let newGame = data.game;
+ newGame.type = this.classifyObject(data.game);
+ newGame.vname = this.getVname(data.game.vid);
+ newGame.rid = data.from;
+ this.games.push(newGame);
+ }
+ break;
+ }
+ case "newgame":
+ {
+ // 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
+ {
+ this.infoMessage = "New game started: " +
+ "<a href='#/game/" + data.gameInfo.id + "'>" +
+ "#/game/" + data.gameInfo.id + "</a>";
+ let modalBox = document.getElementById("modalInfo");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 3000);
+ }
+ break;
+ }
+ case "newchat":
+ this.newChat = data.chat;
+ break;
+ case "refusechallenge":
+ {
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ localStorage.removeItem("challenge");
+ alert(this.st.tr["Challenge declined"]);
+ break;
+ }
+ case "deletechallenge":
+ {
+ // 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":
+ case "gconnect":
+ this.$set(this.people, data.from, {name:"", id:0, gamer:data.code[0]=='g'});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+ if (data.code == "connect")
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
+ else
+ this.st.conn.send(JSON.stringify({code:"askgame", target:data.from}));
+ break;
+ case "disconnect":
+ case "gdisconnect":
+ this.$delete(this.people, data.from);
+ if (data.code == "disconnect")
+ {
+ // Also remove all challenges sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+ }
+ else
+ {
+ // 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.from
+ || !this.people[p.sid])), "all");
+ }
+ break;
+ }
+ },
+ // Challenge lifecycle:
+ tryChallenge: function(sid) {
+ if (this.people[sid].id == 0)
+ return; //anonymous players cannot be challenged
+ // TODO: SID is available, so we could use it instead of searching from name
+ this.newchallenge.to = this.people[sid].name;
+ doClick("modalNewgame");
+ },
+ challOrWatch: function(sid, e) {
+ switch (e.target.innerHTML)