<template lang="pug">
-div
+main
input#modalNewgame.modal(type="checkbox")
div(role="dialog" aria-labelledby="titleFenedit")
.card.smallpad
label#closeNewgame.modal-close(for="modalNewgame")
fieldset
label(for="selectVariant") {{ st.tr["Variant"] }}
- select#selectVariant(v-model="newgameInfo.vid")
+ select#selectVariant(v-model="newchallenge.vid")
option(v-for="v in st.variants" :value="v.id") {{ v.name }}
fieldset
- label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
- select#selectNbPlayers(v-model="newgameInfo.nbPlayers")
- option(v-show="possibleNbplayers(2)" value="2") 2
- option(v-show="possibleNbplayers(3)" value="3") 3
- option(v-show="possibleNbplayers(4)" value="4") 4
- fieldset
- label(for="timeControl") Time control (in days)
- #timeControl
- input(type="number" v-model="newgameInfo.mainTime"
- placeholder="Main time")
- input(type="number" v-model="newgameInfo.increment"
- placeholder="Increment")
- fieldset
- label(for="selectPlayers") {{ st.tr["Play with?"] }}
- #selectPlayers
- input(type="text" v-model="newgameInfo.players[0].name")
- input(v-show="newgameInfo.nbPlayers>=3" type="text"
- v-model="newgameInfo.players[1].name")
- input(v-show="newgameInfo.nbPlayers==4" type="text"
- v-model="newgameInfo.players[2].name")
- fieldset
- label(for="inputFen")
- | {{ st.tr["FEN (ignored if players fields are blank)"] }}
- input#inputFen(type="text" v-model="newgameInfo.fen")
- button(@click="newGame") Launch game
- p TODO: cadence, adversaire (pre-filled if click on name)
- p cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment
- p Note: leave FEN blank for random; FEN only for targeted challenge
- div
- ChallengeList(:challenges="challenges" @click-challenge="clickChallenge")
- div(style="border:1px solid black")
- h3 Online players
- div(v-for="p in players" @click="challenge(p)") {{ p.name }}
- button(onClick="doClick('modalNewgame')") New game
- div
- .button-group
- button(@click="gdisplay='live'") Live games
- button(@click="gdisplay='corr'") Correspondance games
- GameList(v-show="gdisplay=='live'" :games="liveGames"
- @show-game="showGame")
- GameList(v-show="gdisplay=='corr'" :games="corrGames"
- @show-game="showGame")
+ label(for="timeControl") {{ st.tr["Time control"] }}
+ input#timeControl(type="text" v-model="newchallenge.timeControl"
+ placeholder="3m+2s, 1h+30s, 7d+1d ...")
+ fieldset(v-if="st.user.id > 0")
+ label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
+ input#selectPlayers(type="text" v-model="newchallenge.to")
+ fieldset(v-if="st.user.id > 0")
+ label(for="inputFen") {{ st.tr["FEN (optional)"] }}
+ input#inputFen(type="text" v-model="newchallenge.fen")
+ button(@click="newChallenge") {{ st.tr["Send challenge"] }}
+ .row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ button(onClick="doClick('modalNewgame')") New game
+ .row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ .collapse
+ input#challengeSection(type="radio" checked aria-hidden="true" name="accordion")
+ label(for="challengeSection" aria-hidden="true") Challenges
+ div
+ .button-group
+ button(@click="cdisplay='live'") Live Challenges
+ button(@click="cdisplay='corr'") Correspondance challenges
+ ChallengeList(v-show="cdisplay=='live'"
+ :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
+ ChallengeList(v-show="cdisplay=='corr'"
+ :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
+ input#peopleSection(type="radio" aria-hidden="true" name="accordion")
+ label(for="peopleSection" aria-hidden="true") People
+ div
+ .button-group
+ button(@click="pdisplay='players'") Players
+ button(@click="pdisplay='chat'") Chat
+ #players(v-show="pdisplay=='players'")
+ h3 Online players
+ .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
+ :class="{anonymous: !!p.count}"
+ )
+ | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
+ #chat(v-show="pdisplay=='chat'")
+ h3 Chat (TODO)
+ input#gameSection(type="radio" aria-hidden="true" name="accordion")
+ label(for="gameSection" aria-hidden="true") Games
+ div
+ .button-group
+ button(@click="gdisplay='live'") Live games
+ button(@click="gdisplay='corr'") Correspondance games
+ GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
+ @show-game="showGame")
+ GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
+ @show-game="showGame")
</template>
<script>
-// main playing hall: online players + current challenges + button "new game"
-// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
-/*
-TODO: surligner si nouveau défi perso et pas affichage courant
-(cadences base + incrément, corr == incr >= 1jour ou base >= 7j)
---> correspondance: stocker sur serveur lastMove + uid + color + movesCount + gameId + variant + timeleft
-fin de partie corr: supprimer partie du serveur au bout de 7 jours (arbitraire)
-*/
-// TODO: au moins l'échange des coups en P2P ? et game chat ?
-// TODO: objet game, objet challenge ? et player ?
import { store } from "@/store";
-import { NbPlayers } from "@/data/nbPlayers";
+import { checkChallenge } from "@/data/challengeCheck";
+import { ArrayFun } from "@/utils/array";
+import { ajax } from "@/utils/ajax";
+import { getRandString, shuffle } from "@/utils/alea";
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: {
data: function () {
return {
st: store.state,
+ cdisplay: "live", //or corr
+ pdisplay: "players", //or chat
gdisplay: "live",
- liveGames: [],
- corrGames: [],
- players: [], //online players
- challenges: [], //live challenges
- willPlay: [], //IDs of challenges in which I decide to play (>= 3 players)
- newgameInfo: {
+ games: [],
+ challenges: [],
+ people: [], //(all) online players
+ newchallenge: {
fen: "",
vid: 0,
- nbPlayers: 0,
- players: [{id:0,name:""},{id:0,name:""},{id:0,name:""}],
- mainTime: 0,
- increment: 0,
+ to: "", //name of challenged player (if any)
+ timeControl: "", //"2m+2s" ...etc
},
};
},
- watch: {
- "st.conn": function() {
- // TODO: ask server for current corr games (all but mines: names, ID, time control)
- const socketMessageListener = msg => {
- const data = JSON.parse(msg.data);
- switch (data.code)
- {
- case "newgame":
- // TODO: new game just started: data contain all informations
- // (id, players, time control, fenStart ...)
- break;
- // TODO: also receive live games summaries (update)
- // (just players names, time control, and ID + player ID)
- case "acceptchallenge":
- // oppid: opponent socket ID (or DB id if registered)
- if (true) //TODO: if challenge is full
- this.newGame(data.challenge, data.user); //user.id et user.name
- break;
- case "withdrawchallenge":
- // TODO
- break;
- case "cancelchallenge":
- // TODO
- break;
- // TODO: distinguish these (dis)connect events from their analogs in game.js
- case "connect":
- this.players.push({name:data.name, id:data.uid});
- break;
- case "disconnect":
- const pIdx = this.players.findIndex(p => p.id == data.uid);
- this.players.splice(pIdx);
- break;
- }
- };
- const socketCloseListener = () => {
- this.st.conn.addEventListener('message', socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- };
- this.st.conn.onmessage = socketMessageListener;
- this.st.conn.onclose = socketCloseListener;
+ computed: {
+ uniquePlayers: function() {
+ // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
+ let anonymous = {id:0, name:"@nonymous", count:0};
+ let playerList = [];
+ this.people.forEach(p => {
+ if (p.id > 0)
+ playerList.push(p);
+ else
+ anonymous.count++;
+ });
+ if (anonymous.count > 0)
+ playerList.push(anonymous);
+ return playerList;
},
},
+ created: function() {
+ // Always add myself to players' list
+ this.people.push(this.st.user);
+ 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)
+ ajax(
+ "/challenges",
+ "GET",
+ {uid: this.st.user.id},
+ response => {
+ console.log(response.challenges);
+ // TODO: post-treatment on challenges ?
+ this.challenges = this.challenges.concat(response.challenges);
+ }
+ );
+ }
+ // 0.1] Ask server for room composition:
+ const socketOpenListener = () => {
+ 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;
+ this.st.conn.onmessage = this.socketMessageListener;
+ const oldOnclose = this.st.conn.onclose;
+ const socketCloseListener = () => {
+ oldOnclose(); //reinitialize connexion (in store.js)
+ this.st.conn.addEventListener('message', this.socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ };
+ this.st.conn.onclose = socketCloseListener;
+ },
methods: {
- showGame: function(game) {
- // NOTE: if we are an observer, the game will be found in main games list
- // (sent by connected remote players)
- this.$router.push("/" + game.id)
+ // Helpers:
+ filterChallenges: function(type) {
+ return this.challenges.filter(c => c.type == type);
+ },
+ filterGames: function(type) {
+ return this.games.filter(c => c.type == type);
},
- challenge: function(player) {
- this.st.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
- user:{name:this.st.user.name,id:this.st.user.id}}));
+ classifyObject: function(o) { //challenge or game
+ // Heuristic: should work for most cases... (TODO)
+ return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
},
- clickChallenge: function(challenge) {
- const index = this.challenges.findIndex(c => c.id == challenge.id);
- const toIdx = challenge.to.findIndex(p => p.id == user.id);
- const me = {name:user.name,id:user.id};
- if (toIdx >= 0)
+ showGame: function(g) {
+ // NOTE: we are an observer, since only games I don't play are shown here
+ // ==> Moves sent by connected remote player(s) if live game
+
+// TODO: this doesn't work: choose a SID at random
+
+ let url = "/" + g.id;
+ if (g.type == "live")
{
- // It's a multiplayer challenge I accepted: withdraw
- this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
- cid:challenge.id, user:me}));
- this.challenges.to.splice(toIdx, 1);
+ const sids = g.players.map(p => p.sid).join(",");
+ url += "?sids=" + sids;
}
- else if (challenge.from.id == user.id) //it's my challenge: cancel it
+ this.$router.push(url);
+ },
+ getVname: function(vid) {
+ const vIdx = this.st.variants.findIndex(v => v.id == vid);
+ return this.st.variants[vIdx].name;
+ },
+ getSid: function(pname) {
+ const pIdx = this.people.findIndex(pl => pl.name == pname);
+ return (pIdx === -1 ? null : this.people[pIdx].sid);
+ },
+ getPname: function(sid) {
+ const pIdx = this.people.findIndex(pl => pl.sid == sid);
+ return (pIdx === -1 ? null : this.people[pIdx].name);
+ },
+ 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[0])
{
- this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
- this.challenges.splice(index, 1);
+ to.forEach(pname => {
+ // Challenge with targeted players
+ const targetSid = this.getSid(pname);
+ if (!targetSid)
+ {
+ if (!!warnDisconnected)
+ alert("Warning: " + pname + " is not connected");
+ }
+ else
+ doSend(code, obj, targetSid);
+ });
}
- else //accept a challenge
+ else
{
- this.st.conn.send(JSON.stringify({code:"acceptchallenge",
- cid:challenge.id, user:me}));
- this.challenges[index].to.push(me);
+ // Open challenge: send to all connected players (except us)
+ this.people.forEach(p => {
+ if (p.sid != this.st.user.sid) //only sid is always set
+ doSend(code, obj, p.sid);
+ });
}
- // TODO: accepter un challenge peut lancer une partie, il
- // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
- // autres actions:
- // supprime mon défi
- // accepte un défi
- // annule l'acceptation d'un défi (si >= 3 joueurs)
- //
- // si pas le mien et FEN speciale :: (charger code variante et)
- // montrer diagramme + couleur (orienté)
},
- // user: last person to accept the challenge
- newGameLive: function(chall, user) {
- const fen = chall.fen || V.GenRandInitFen();
- const game = {}; //TODO: fen, players, time ...
- //setStorage(game); //TODO
- game.players.forEach(p => {
- 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 => {});
+ // 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)
+ {
+ // 0.2] Receive clients list (just socket IDs)
+ case "pollclients":
+ {
+ data.sockIds.forEach(sid => {
+ this.people.push({sid:sid, id:0, name:""});
+ // Ask identity, challenges and game(s)
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
+ });
+ 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:this.st.user, target:data.from}));
+ }
+ 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];
+ 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",
+ challenge:myChallenge, target:data.from}));
+ }
+ break;
+ }
+ case "askgame":
+ {
+ // Send my current live games (if any)
+ // TODO: from indexedDB, through GameStorage.
+// if (!!localStorage["gid"])
+// {
+// const myGame =
+// {
+// // Minimal game informations: (fen+clock not required)
+// id: localStorage["gid"],
+// players: JSON.parse(localStorage["players"]), //array sid+id+name
+// vname: localStorage["vname"],
+// timeControl: localStorage["timeControl"],
+// };
+// this.st.conn.send(JSON.stringify({code:"game",
+// game:myGame, target:data.from}));
+// }
+ break;
+ }
+ case "identity":
+ {
+ const pIdx = this.people.findIndex(p => p.sid == data.user.sid);
+ this.people[pIdx].id = data.user.id;
+ this.people[pIdx].name = data.user.name;
+ break;
+ }
+ case "challenge":
+ {
+ // Receive challenge from some player (+sid)
+ let newChall = data.chall;
+ newChall.type = this.classifyObject(data.chall);
+ const pIdx = this.people.findIndex(p => p.sid == data.from);
+ newChall.from = this.people[pIdx]; //may be anonymous
+ newChall.added = Date.now();
+ 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)
+ // TODO: ambiguous naming "newGame" ==> rename function ?
+ let newGame = data.game;
+ newGame.type = this.classifyObject(data.game);
+ newGame.vname = newGame.vname;
+ 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.newGame(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);
+ break;
+ }
+ case "refusechallenge":
+ {
+ alert(this.getPname(data.from) + " refused your challenge");
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ break;
+ }
+ case "deletechallenge":
+ {
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ break;
+ }
+ case "connect":
+ {
+ this.people.push({name:"", id:0, sid:data.sid});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.sid}));
+ this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid}));
+ break;
+ }
+ case "disconnect":
+ {
+ ArrayFun.remove(this.people, p => p.sid == data.sid);
+ // Also remove all challenges sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.sid);
+ // 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.sid
+ || !this.people.some(pl => pl.sid == p.sid))), "all");
+ break;
+ }
+ }
+ },
+ // Challenge lifecycle:
+ tryChallenge: function(player) {
+ if (player.id == 0)
+ return; //anonymous players cannot be challenged
+ this.newchallenge.to[0] = player.name;
+ doClick("modalNewgame");
},
- newGame: function() {
- const afterRulesAreLoaded = () => {
- // NOTE: side-effect = set FEN
- // TODO: (to avoid any cheating option) separate the GenRandInitFen() functions
- // in separate files, load on server and generate FEN on server.
- const error = checkChallenge(this.newgameInfo, vname);
- if (!!error)
- return alert(error);
- // Possible (server) error if filled player does not exist
+ newChallenge: async function() {
+ const vname = this.getVname(this.newchallenge.vid);
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ const error = checkChallenge(this.newchallenge);
+ if (!!error)
+ 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,
+ };
+ const finishAddChallenge = (cid,warnDisconnected) => {
+ chall.id = cid || "c" + getRandString();
+ // Send challenge to peers (if connected)
+ this.sendSomethingTo(cto, "challenge", {chall:chall}, !!warnDisconnected);
+ chall.added = Date.now();
+ chall.type = ctype;
+ chall.vname = vname;
+ chall.from = this.st.user;
+ this.challenges.push(chall);
+ document.getElementById("modalNewgame").checked = false;
+ };
+ const cIdx = this.challenges.findIndex(
+ c => c.from.sid == this.st.user.sid && c.type == ctype);
+ if (cIdx >= 0)
+ {
+ // Delete current challenge (will be replaced now)
+ this.sendSomethingTo(this.challenges[cIdx].to,
+ "deletechallenge", {cid:this.challenges[cIdx].id});
+ if (ctype == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ this.challenges.splice(cIdx, 1);
+ }
+ if (ctype == "live")
+ {
+ // Live challenges have a random ID
+ finishAddChallenge(null, "warnDisconnected");
+ }
+ else
+ {
+ // Correspondance game: send challenge to server
ajax(
- "/challenges/" + this.newgameInfo.vid,
+ "/challenges",
"POST",
- this.newgameInfo,
- response => {
- const chall = Object.assign({},
- this.newgameInfo,
- {
- id: response.cid,
- uid: user.id,
- added: Date.now(),
- vname: vname,
- });
- this.challenges.push(chall);
- }
+ chall,
+ response => { finishAddChallenge(response.cid); }
);
- // TODO: else, if live game: send infos (socket), and...
- };
- const idxInVariants =
- variantArray.findIndex(v => v.id == this.newgameInfo.vid);
- const vname = variantArray[idxInVariants].name;
- const scriptId = vname + "RulesScript";
- if (!document.getElementById(scriptId))
+ }
+ },
+// * - 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))
{
- // Load variant rules (only once)
- var script = document.createElement("script");
- script.id = scriptId;
- script.onload = afterRulesAreLoaded;
- //script.addEventListener ("load", afterRulesAreLoaded, false);
- script.src = "/javascripts/variants/" + vname + ".js";
- document.body.appendChild(script);
+ // 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
+ {
+ c.accepted = true;
+ if (!!c.to[0])
+ {
+ // 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.type == "corr" && c.accepted)
+ {
+ ajax(
+ "/challenges",
+ "PUT",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ if (!c.accepted)
+ {
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ }
}
- else
- afterRulesAreLoaded();
},
- possibleNbplayers: function(nbp) {
- if (this.newgameInfo.vid == 0)
- return false;
- const variants = this.st.variants;
- const idxInVariants =
- variants.findIndex(v => v.id == this.newgameInfo.vid);
- return NbPlayers[variants[idxInVariants].name].includes(nbp);
+ // NOTE: for live games only (corr games are launched on server)
+ launchGame: async function(c) {
+ // Just assign colors and pass the message
+ const vname = this.getVname(c.vid);
+ const vModule = await import("@/variants/" + 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} })),
+ 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.newGame(gameInfo); //also!
+ },
+ // NOTE: for live games only (corr games are launched on server)
+ newGame: 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),
+ 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,
+ score: "*",
+ };
+ GameStorage.add(game);
+ if (this.st.settings.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ // TODO: redirect to game
},
},
};
<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).
+-->