}));
}
);
- // Also ask for corr challenges (open + sent to me)
+ // Also ask for corr challenges (open + sent by/to me)
ajax(
"/challenges",
"GET",
response => {
// Gather all senders names, and then retrieve full identity:
// (TODO [perf]: some might be online...)
- const uids = response.challenges.map(c => { return c.uid });
- ajax("/users",
- "GET",
- { ids: uids.join(",") },
- response2 => {
- let names = {};
- response2.users.forEach(u => {names[u.id] = u.name});
- this.challenges = this.challenges.concat(
- response.challenges.map(c => {
- // (just players names in fact)
- const from = {name: names[c.uid], id: c.uid};
- const type = this.classifyObject(c);
- const vname = this.getVname(c.vid);
- return Object.assign({}, c, {type: type, vname: vname, from: from});
- })
- )
- }
- );
+ let names = {};
+ response.challenges.forEach(c => {
+ if (c.uid != this.st.user.id)
+ names[c.uid] = ""; //unknwon for now
+ else if (!!c.target && c.target != this.st.user.id)
+ names[c.target] = "";
+ });
+ const addChallenges = (newChalls) => {
+ names[this.st.user.id] = this.st.user.name; //in case of
+ this.challenges = this.challenges.concat(
+ response.challenges.map(c => {
+ const from = {name: names[c.uid], id: c.uid}; //or just name
+ const type = this.classifyObject(c);
+ const vname = this.getVname(c.vid);
+ return Object.assign({},
+ {
+ type: type,
+ vname: vname,
+ from: from,
+ to: (!!c.target ? names[c.target] : ""),
+ },
+ c);
+ })
+ );
+ };
+ if (names !== {})
+ {
+ ajax("/users",
+ "GET",
+ { ids: Object.keys(names).join(",") },
+ response2 => {
+ response2.users.forEach(u => {names[u.id] = u.name});
+ addChallenges();
+ }
+ );
+ }
+ else
+ addChallenges();
}
);
// 0.1] Ask server for room composition:
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) {
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;
- }
+ // TODO: code below requires "c.to" to have given his identity,
+ // but it can happen that the identity arrives later, which
+ // prevent him from receiving the challenge.
+ // ==> Filter later (when receiving challenge)
+// 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)
fen: c.fen,
vid: c.vid,
timeControl: c.timeControl,
+ added: c.added,
};
this.st.conn.send(JSON.stringify({code:"challenge",
chall:myChallenge, target:data.from}));
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);
+ // NOTE about next condition: see "askchallenge" case.
+ if (!data.chall.to || data.chall.to == this.st.user.name)
+ {
+ let newChall = data.chall;
+ newChall.type = this.classifyObject(data.chall);
+ newChall.from =
+ Object.assign({sid:data.from}, this.people[data.from]);
+ newChall.vname = this.getVname(newChall.vid);
+ this.challenges.push(newChall);
+ }
break;
}
case "game":
// 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;
+ if (!!game)
+ {
+ if (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;
- newGame.score = "*";
+ if (!data.game.score)
+ newGame.score = "*";
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);
this.st.conn.send(JSON.stringify({code:"askgame", target:data.from}));
break;
case "disconnect":
- case "pdisconnect":
+ case "gdisconnect":
this.$delete(this.people, data.from);
if (data.code == "disconnect")
{
newChallenge: async function() {
if (this.newchallenge.vid == "")
return alert(this.st.tr["Please select a variant"]);
+ if (!!this.newchallenge.to && this.newchallenge.to == this.st.user.name)
+ return alert(this.st.tr["Self-challenge is forbidden"]);
const vname = this.getVname(this.newchallenge.vid);
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
{chall:chall}, !!warnDisconnected);
if (!isSent)
return;
- // Remove old challenge if any (only one at a time):
+ // Remove old challenge if any (only one at a time of a given type):
const cIdx = this.challenges.findIndex(c =>
- c.from.sid == this.st.user.sid && c.type == ctype);
+ (c.from.sid == this.st.user.sid || c.from.id == this.st.user.id) && c.type == ctype);
if (cIdx >= 0)
{
// Delete current challenge (will be replaced now)
// In all cases, the challenge is consumed:
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
},
- // NOTE: when launching game, the challenge is already deleted
+ // NOTE: when launching game, the challenge is already being deleted
launchGame: async function(c) {
const vModule = await import("@/variants/" + c.vname + ".js");
window.V = vModule.VariantRules;