<template lang="pug">
main
+ input#modalInfo.modal(type="checkbox")
+ div#infoDiv(role="dialog" data-checkbox="modalInfo")
+ .card.text-center
+ label.modal-close(for="modalInfo")
+ p(v-html="infoMessage")
input#modalNewgame.modal(type="checkbox")
- div(role="dialog" aria-labelledby="titleFenedit")
- .card.smallpad
+ div#newgameDiv(role="dialog" data-checkbox="modalNewgame")
+ .card
label#closeNewgame.modal-close(for="modalNewgame")
- fieldset
- label(for="selectVariant") {{ st.tr["Variant"] }}
- 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="newchallenge.nbPlayers")
- option(v-show="possibleNbplayers(2)" value="2" selected) 2
- option(v-show="possibleNbplayers(3)" value="3") 3
- option(v-show="possibleNbplayers(4)" value="4") 4
- fieldset
- 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)"] }}
- #selectPlayers
- input(type="text" v-model="newchallenge.to[0]")
- input(v-show="newchallenge.nbPlayers>=3" type="text"
- v-model="newchallenge.to[1]")
- input(v-show="newchallenge.nbPlayers==4" type="text"
- v-model="newchallenge.to[2]")
- 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"] }}
+ form(@submit.prevent="newChallenge()" @keyup.enter="newChallenge()")
+ fieldset
+ label(for="selectVariant") {{ st.tr["Variant"] }} *
+ select#selectVariant(v-model="newchallenge.vid")
+ option(v-for="v in st.variants" :value="v.id"
+ :selected="newchallenge.vid==v.id")
+ | {{ v.name }}
+ fieldset
+ label(for="cadence") {{ st.tr["Cadence"] }} *
+ div#predefinedCadences
+ button 3+2
+ button 5+3
+ button 15+5
+ input#cadence(type="text" v-model="newchallenge.cadence"
+ placeholder="5+0, 1h+30s, 7d+1d ...")
+ fieldset(v-if="st.user.id > 0")
+ label(for="selectPlayers") {{ st.tr["Play with?"] }}
+ input#selectPlayers(type="text" v-model="newchallenge.to")
+ fieldset(v-if="st.user.id > 0 && newchallenge.to.length > 0")
+ label(for="inputFen") FEN
+ input#inputFen(type="text" v-model="newchallenge.fen")
+ button(@click="newChallenge()") {{ st.tr["Send challenge"] }}
+ input#modalPeople.modal(type="checkbox" @click="resetChatColor()")
+ div#peopleWrap(role="dialog" data-checkbox="modalPeople")
+ .card
+ label.modal-close(for="modalPeople")
+ #people
+ #players
+ p(v-for="sid in Object.keys(people)" v-if="!!people[sid].name")
+ span {{ people[sid].name }}
+ button.player-action(v-if="sid!=st.user.sid || isGamer(sid)" @click="challOrWatch(sid)")
+ | {{ getActionLabel(sid) }}
+ p.anonymous @nonymous ({{ anonymousCount }})
+ #chat
+ Chat(:newChat="newChat" @mychat="processChat" :pastChats="[]")
+ .clearer
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- button(onClick="doClick('modalNewgame')") New game
+ .button-group
+ button#peopleBtn(onClick="doClick('modalPeople')") {{ st.tr["Social"] }}
+ button(onClick="doClick('modalNewgame')") {{ st.tr["New game"] }}
.row
- .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.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" checked aria-hidden="true" name="accordion")
- label(for="peopleSection" aria-hidden="true") People
- div
- #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" checked 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")
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ div
+ .button-group
+ button#btnClive(@click="setDisplay('c','live',$event)" class="active")
+ | {{ st.tr["Live challenges"] }}
+ button#btnCcorr(@click="setDisplay('c','corr',$event)")
+ | {{ st.tr["Correspondance challenges"] }}
+ ChallengeList(v-show="cdisplay=='live'"
+ :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
+ ChallengeList(v-show="cdisplay=='corr'"
+ :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
+ div
+ .button-group
+ button#btnGlive(@click="setDisplay('g','live',$event)" class="active")
+ | {{ st.tr["Live games"] }}
+ button#btnGcorr(@click="setDisplay('g','corr',$event)")
+ | {{ st.tr["Correspondance games"] }}
+ GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
+ :showBoth="true" @show-game="showGame")
+ GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
+ :showBoth="true" @show-game="showGame")
</template>
<script>
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 } from "@/utils/alea";
+import params from "@/parameters";
+import { getRandString, shuffle } from "@/utils/alea";
+import Chat from "@/components/Chat.vue";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
+import { GameStorage } from "@/utils/gameStorage";
+import { processModalClick } from "@/utils/modalClick";
export default {
name: "my-hall",
components: {
+ Chat,
GameList,
ChallengeList,
},
return {
st: store.state,
cdisplay: "live", //or corr
- pdisplay: "players", //or chat
gdisplay: "live",
games: [],
challenges: [],
- players: [], //online players
+ people: {},
+ infoMessage: "",
newchallenge: {
fen: "",
- vid: 0,
- nbPlayers: 0,
- to: ["", "", ""], //name of challenged players
- timeControl: "", //"2m+2s" ...etc
+ vid: localStorage.getItem("vid") || "",
+ to: "", //name of challenged player (if any)
+ cadence: localStorage.getItem("cadence") || "",
},
+ newChat: "",
+ conn: null,
+ connexionString: "",
+ // Related to (killing of) self multi-connects:
+ newConnect: {},
+ killed: {},
};
},
- 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.players.forEach(p => {
- if (p.id > 0)
- playerList.push(p);
- else
- anonymous.count++;
+ watch: {
+ // st.variants changes only once, at loading from [] to [...]
+ "st.variants": function(variantArray) {
+ // Set potential challenges and games variant names:
+ this.challenges.concat(this.games).forEach(o => {
+ if (o.vname == "")
+ o.vname = this.getVname(o.vid);
});
- if (anonymous.count > 0)
- playerList.push(anonymous);
- return playerList;
+ },
+ },
+ computed: {
+ anonymousCount: function() {
+ let count = 0;
+ Object.values(this.people).forEach(p => { count += (!p.name ? 1 : 0); });
+ return count;
},
},
created: function() {
- // Always add myself to players' list
- this.players.push(this.st.user);
+ const my = this.st.user;
+ this.$set(this.people, my.sid, {id:my.id, name:my.name, pages:["/"]});
// Ask server for current corr games (all but mines)
-// ajax(
-// "",
-// "GET",
-// response => {
-//
-// }
-// );
-// // Also ask for corr challenges (all)
-// ajax(
-// "",
-// "GET",
-// response => {
-//
-// }
-// );
- // 0.1] Ask server for 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);
+ ajax(
+ "/games",
+ "GET",
+ {uid: this.st.user.id, excluded: true},
+ response => {
+ // Show corr tab with timeout, to let enough time for (socket) polling
+ setTimeout(
+ () => {
+ if (response.games.length > 0 &&
+ this.games.length == response.games.length)
+ {
+ this.setDisplay('g', "corr");
+ }
+ },
+ 1000
+ );
+ 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 by/to me)
+ ajax(
+ "/challenges",
+ "GET",
+ {uid: this.st.user.id},
+ response => {
+ setTimeout(
+ () => {
+ if (response.challenges.length > 0 &&
+ this.challenges.length == response.challenges.length)
+ {
+ this.setDisplay('c', "corr");
+ }
+ },
+ 1000
+ );
+ // Gather all senders names, and then retrieve full identity:
+ // (TODO [perf]: some might be online...)
+ 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 (Object.keys(names).length > 0)
+ {
+ ajax("/users",
+ "GET",
+ { ids: Object.keys(names).join(",") },
+ response2 => {
+ response2.users.forEach(u => {names[u.id] = u.name});
+ addChallenges();
+ }
+ );
+ }
+ else
+ addChallenges();
+ }
+ );
+ const connectAndPoll = () => {
+ this.send("connect");
+ this.send("pollclientsandgamers");
};
- this.st.conn.onclose = socketCloseListener;
+ // Initialize connection
+ this.connexionString = params.socketUrl +
+ "/?sid=" + this.st.user.sid +
+ "&tmpId=" + getRandString() +
+ "&page=" + encodeURIComponent(this.$route.path);
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.onopen = connectAndPoll;
+ this.conn.onmessage = this.socketMessageListener;
+ this.conn.onclose = this.socketCloseListener;
+ },
+ mounted: function() {
+ ["peopleWrap","infoDiv","newgameDiv"].forEach(eltName => {
+ let elt = document.getElementById(eltName);
+ elt.addEventListener("click", processModalClick);
+ });
+ document.querySelectorAll("#predefinedCadences > button").forEach(
+ (b) => { b.addEventListener("click",
+ () => { this.newchallenge.cadence = b.innerHTML; }
+ )}
+ );
+ },
+ beforeDestroy: function() {
+ this.send("disconnect");
},
methods: {
+ // Helpers:
+ send: function(code, obj) {
+ if (!!this.conn)
+ {
+ this.conn.send(JSON.stringify(
+ Object.assign(
+ {code: code},
+ obj,
+ )
+ ));
+ }
+ },
+ 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 : "");
+ },
filterChallenges: function(type) {
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
+ return (o.cadence.indexOf('d') === -1 ? "live" : "corr");
+ },
+ setDisplay: function(letter, type, e) {
+ this[letter + "display"] = type;
+ let elt = !!e
+ ? e.target
+ : document.getElementById("btn" + letter.toUpperCase() + type);
+ elt.classList.add("active");
+ if (!!elt.previousElementSibling)
+ elt.previousElementSibling.classList.remove("active");
+ else
+ elt.nextElementSibling.classList.remove("active");
+ },
+ isGamer: function(sid) {
+ return this.people[sid].pages.some(p => p.indexOf("/game/") >= 0);
+ },
+ getActionLabel: function(sid) {
+ return this.people[sid].pages.some(p => p == "/")
+ ? "Challenge"
+ : "Observe";
+ },
+ challOrWatch: function(sid) {
+ if (this.people[sid].pages.some(p => p == "/"))
+ {
+ // Available, in Hall
+ this.newchallenge.to = this.people[sid].name;
+ doClick("modalNewgame");
+ }
+ else
+ {
+ // In some game, maybe playing maybe not: show a random one
+ let gids = [];
+ this.people[sid].pages.forEach(p => {
+ const matchGid = p.match(/[a-zA-Z0-9]+$/);
+ if (!!matchGid)
+ gids.push(matchGid[0]);
+ });
+ const gid = gids[Math.floor(Math.random() * gids.length)];
+ this.showGame(this.games.find(g => g.id == gid));
+ }
+ },
+ showGame: function(g) {
+ // NOTE: we are an observer, since only games I don't play are shown here
+ // ==> Moves sent by connected remote player(s) if live game
+ let url = "/game/" + g.id;
+ if (g.type == "live")
+ url += "?rid=" + g.rids[Math.floor(Math.random() * g.rids.length)];
+ this.$router.push(url);
},
- classifyChallenge: function(c) {
- // Heuristic: should work for most cases... (TODO)
- return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ resetChatColor: function() {
+ // TODO: this is called twice, once on opening an once on closing
+ document.getElementById("peopleBtn").style.backgroundColor = "#e2e2e2";
},
+ processChat: function(chat) {
+ this.send("newchat", {data:chat});
+ },
+ // 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);
+ if (!this.conn)
+ return;
const data = JSON.parse(msg.data);
switch (data.code)
{
- // 0.2] Receive clients list (just socket IDs)
- case "pollclients":
- data.sockIds.forEach(sid => {
- this.players.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:"askchallenges", target:sid}));
- this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
+ case "pollclientsandgamers":
+ {
+ // Since people can be both in Hall and Game,
+ // need to track "askIdentity" requests:
+ let identityAsked = {};
+ data.sockIds.forEach(s => {
+ const page = s.page || "/";
+ if (s.sid != this.st.user.sid && !identityAsked[s.sid])
+ {
+ identityAsked[s.sid] = true;
+ this.send("askidentity", {target:s.sid, page:page});
+ }
+ if (!this.people[s.sid])
+ this.$set(this.people, s.sid, {id:0, name:"", pages:[page]});
+ else if (this.people[s.sid].pages.indexOf(page) < 0)
+ this.people[s.sid].pages.push(page);
+ if (!s.page) //peer is in Hall
+ this.send("askchallenge", {target:s.sid});
+ else //peer is in Game
+ this.send("askgame", {target:s.sid, page:page});
});
break;
+ }
+ case "connect":
+ case "gconnect":
+ {
+ const page = data.page || "/";
+ // NOTE: player could have been polled earlier, but might have logged in then
+ // So it's a good idea to ask identity if he was anonymous.
+ // But only ask game / challenge if currently disconnected.
+ if (!this.people[data.from])
+ {
+ this.$set(this.people, data.from, {name:"", id:0, pages:[page]});
+ if (data.code == "connect")
+ this.send("askchallenge", {target:data.from});
+ else
+ this.send("askgame", {target:data.from, page:page});
+ }
+ else
+ {
+ // append page if not already in list
+ if (this.people[data.from].pages.indexOf(page) < 0)
+ this.people[data.from].pages.push(page);
+ }
+ if (this.people[data.from].id == 0)
+ {
+ this.newConnect[data.from] = true; //for self multi-connects tests
+ this.send("askidentity", {target:data.from, page:page});
+ }
+ break;
+ }
+ case "disconnect":
+ case "gdisconnect":
+ // If the user reloads the page twice very quickly (experienced with Firefox),
+ // the first reload won't have time to connect but will trigger a "close" event anyway.
+ // ==> Next check is required.
+ if (!this.people[data.from])
+ return;
+ // Disconnect means no more tmpIds:
+ if (data.code == "disconnect")
+ {
+ // Remove the live challenge sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+ }
+ else
+ {
+ // Remove the matching live game if now unreachable
+ const gid = data.page.match(/[a-zA-Z0-9]+$/)[0];
+ const gidx = this.games.findIndex(g => g.id == gid);
+ if (gidx >= 0)
+ {
+ const game = this.games[gidx];
+ if (game.type == "live" &&
+ game.rids.length == 1 && game.rids[0] == data.from)
+ {
+ this.games.splice(gidx, 1);
+ }
+ }
+ }
+ const page = data.page || "/";
+ ArrayFun.remove(this.people[data.from].pages, p => p == page);
+ if (this.people[data.from].pages.length == 0)
+ this.$delete(this.people, data.from);
+ break;
+ case "killed":
+ // I logged in elsewhere:
+ alert(this.st.tr["New connexion detected: tab now offline"]);
+ // TODO: this fails. See https://github.com/websockets/ws/issues/489
+ //this.conn.removeEventListener("message", this.socketMessageListener);
+ //this.conn.removeEventListener("close", this.socketCloseListener);
+ //this.conn.close();
+ this.conn = null;
+ break;
case "askidentity":
- // Request for identification: reply if I'm not anonymous
- if (this.st.user.id > 0)
+ {
+ // Request for identification (TODO: anonymous shouldn't need to reply)
+ const me = {
+ // Decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ };
+ this.send("identity", {data:me, target:data.from});
+ break;
+ }
+ case "identity":
+ {
+ const user = data.data;
+ if (!!user.name) //otherwise anonymous
{
- this.st.conn.send(JSON.stringify(
- {code:"identity", user:this.st.user, target:data.from}));
+ // If I multi-connect, kill current connexion if no mark (I'm older)
+ if (this.newConnect[user.sid] && user.id > 0
+ && user.id == this.st.user.id && user.sid != this.st.user.sid)
+ {
+ if (!this.killed[this.st.user.sid])
+ {
+ this.send("killme", {sid:this.st.user.sid});
+ this.killed[this.st.user.sid] = true;
+ }
+ }
+ if (user.sid != this.st.user.sid) //I already know my identity...
+ {
+ this.$set(this.people, user.sid,
+ {
+ id: user.id,
+ name: user.name,
+ pages: this.people[user.sid].pages,
+ });
+ }
}
+ delete this.newConnect[user.sid];
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");
+ const cIdx = this.challenges.findIndex(c =>
+ c.from.sid == this.st.user.sid && c.type == "live");
if (cIdx >= 0)
{
const c = this.challenges[cIdx];
+ // NOTE: in principle, should only send targeted challenge to the target.
+ // But we may not know yet the identity of the target (just name),
+ // so cannot decide if data.from is the target or not.
const myChallenge =
{
- // Minimal challenge informations: (from not required)
+ id: c.id,
+ from: this.st.user.sid,
to: c.to,
fen: c.fen,
vid: c.vid,
- timeControl: c.timeControl
+ cadence: c.cadence,
+ added: c.added,
};
- this.st.conn.send(JSON.stringify({code:"challenge",
- challenge:myChallenge, target:data.from})
+ this.send("challenge", {data:myChallenge, target:data.from});
}
break;
- case "askgame":
- // TODO: Send my current live game (if any): variant, players, movesCount
- break;
- case "identity":
- const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
- this.players[pIdx].id = data.user.id;
- this.players[pIdx].name = data.user.name;
+ }
+ case "challenge": //after "askchallenge"
+ case "newchallenge":
+ {
+ // NOTE about next condition: see "askchallenge" case.
+ const chall = data.data;
+ if (!chall.to || (this.people[chall.from].id > 0 &&
+ (chall.from == this.st.user.sid || chall.to == this.st.user.name)))
+ {
+ let newChall = Object.assign({}, chall);
+ newChall.type = this.classifyObject(chall);
+ newChall.added = Date.now();
+ let fromValues = Object.assign({}, this.people[chall.from]);
+ delete fromValues["pages"]; //irrelevant in this context
+ newChall.from = Object.assign({sid:chall.from}, fromValues);
+ newChall.vname = this.getVname(newChall.vid);
+ this.challenges.push(newChall);
+ // Adjust visual:
+ if (newChall.type == "live" && this.cdisplay == "corr" && !this.challenges.some(c => c.type == "corr"))
+ this.setDisplay('c', "live");
+ else if (newChall.type == "corr" && this.cdisplay == "live" && !this.challenges.some(c => c.type == "live"))
+ this.setDisplay('c', "corr");
+ }
break;
- case "challenge":
- // Receive challenge from some player (+sid)
- let newChall = data.chall;
- newChall.type = classifyChallenge(data.chall);
- const pIdx = this.players.findIndex(p => p.sid == data.sid);
- newChall.from = this.players[pIdx]; //may be anonymous
- this.challenges.push(newChall);
+ }
+ case "refusechallenge":
+ {
+ const cid = data.data;
+ ArrayFun.remove(this.challenges, c => c.id == cid);
+ alert(this.st.tr["Challenge declined"]);
break;
- case "game":
- // Receive game from some player (+sid)
- // TODO: receive game summary (update, count moves)
- // (just players names, time control, and ID + player ID)
- // NOTE: it may be correspondance (if newgame while we are connected)
+ }
+ case "deletechallenge":
+ {
+ // NOTE: the challenge may be already removed
+ const cid = data.data;
+ ArrayFun.remove(this.challenges, c => c.id == cid);
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 "game": //individual request
case "newgame":
- // TODO: new game just started: data contain all informations
- // (id, players, time control, fenStart ...)
- // + cid to remove challenge from list
- break;
-// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
- case "acceptchallenge":
- // someone accept an open (or targeted) challenge
- // ==> if (open and) full and I don't play, delete from list
- // If I play: just add player. Then, if full send a "newgame"
- // and (if full) in any case, remove challenge from list.
- if (this.challenges.some(c => c.id == data.cid) //.............TODO
- 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:""});
+ {
+ // NOTE: it may be live or correspondance
+ const game = data.data;
+ let locGame = this.games.find(g => g.id == game.id);
+ if (!locGame)
+ {
+ let newGame = game;
+ newGame.type = this.classifyObject(game);
+ newGame.vname = this.getVname(game.vid);
+ if (!game.score) //if new game from Hall
+ newGame.score = "*";
+ newGame.rids = [game.rid];
+ delete newGame["rid"];
+ this.games.push(newGame);
+ // Adjust visual:
+ if (newGame.type == "live" && this.gdisplay == "corr" && !this.games.some(g => g.type == "corr"))
+ this.setDisplay('g', "live");
+ else if (newGame.type == "live" && this.gdisplay == "live" && !this.games.some(g => g.type == "live"))
+ this.setDisplay('g', "corr");
+ }
+ else
+ {
+ // Append rid (if not already in list)
+ if (!locGame.rids.includes(game.rid))
+ locGame.rids.push(game.rid);
+ }
break;
- case "cancelchallenge":
- ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ }
+ case "result":
+ {
+ let g = this.games.find(g => g.id == data.gid);
+ if (!!g)
+ g.score = data.score;
break;
- // TODO: distinguish hallConnect and gameConnect ?
- // Or global variable players
- // + game variable: "observers"
- case "connect":
-// * - receive "player connect": send our current challenge (to him or global)
-// * Also send all our games (live - max 1 - and corr) [in web worker ?]
- this.players.push({name:"", id:0, sid:data.sid});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+ }
+ case "startgame":
+ {
+ // New game just started: data contain all information
+ const gameInfo = data.data;
+ if (this.classifyObject(gameInfo) == "live")
+ this.startNewGame(gameInfo);
+ else
+ {
+ this.infoMessage = this.st.tr["New correspondance game:"] +
+ " <a href='#/game/" + gameInfo.id + "'>" +
+ "#/game/" + gameInfo.id + "</a>";
+ let modalBox = document.getElementById("modalInfo");
+ modalBox.checked = true;
+ }
break;
-// * - receive "player disconnect": remove from players list
- case "disconnect":
- ArrayFun.remove(this.players, p => p.sid == data.sid);
- // TODO: also remove all challenges sent by this player,
- // and all live games where he plays and no other opponent is online
+ }
+ case "newchat":
+ this.newChat = data.data;
+ if (!document.getElementById("modalPeople").checked)
+ document.getElementById("peopleBtn").style.backgroundColor = "#c5fefe";
break;
}
},
- 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.to[0] = player.name;
- doClick("modalNewgame");
+ socketCloseListener: function() {
+ if (!this.conn)
+ return;
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener("message", this.socketMessageListener);
+ this.conn.addEventListener("close", this.socketCloseListener);
},
-// * - 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) {
- // TODO: also correspondance case (send to server)
- const index = this.challenges.findIndex(c => c.id == challenge.id);
- const toIdx = challenge.to.findIndex(name => name == this.st.user.name);
- if (toIdx >= 0)
- {
- // It's a multiplayer challenge I accepted: withdraw
- this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
- cid:challenge.id, user:this.st.user.sid}));
- 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 => {});
-// },
- // Load a variant file (TODO: should probably be global)
- loadVariant: async function(vid, variantArray) {
- const idxInVariants = variantArray.findIndex(v => v.id == vid);
- const vname = variantArray[idxInVariants].name;
+ // Challenge lifecycle:
+ 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;
- return vname;
- },
- // Send new challenge (corr or live, cf. time control), with button or click on player
- newChallenge: async function() {
- // TODO: put this "load variant" block elsewhere
- const vname = this.loadVariant(this.newchallenge.vid, this.st.variants);
- // checkChallenge side-effect = , and mainTime + increment in seconds
- // TODO: should not be a side-effect but set here ; for received server challenges we do not have mainTime+increment
+ if (!!this.newchallenge.cadence.match(/^[0-9]+$/))
+ this.newchallenge.cadence += "+0"; //assume minutes, no increment
const error = checkChallenge(this.newchallenge);
if (!!error)
return alert(error);
- if (this.challenges.some(c => c.from.sid == this.st.user.sid && c.liveGame))
- {
- document.getElementById("modalNewgame").checked = false;
- return alert("You already have a pending live challenge");
- // TODO: better to just replace current challenge
- // --> also for corr challenges
- }
- // Check that the players (if any indicated) are online
- let chall = Object.Assign(
- {},
- this.newchallenge,
+ const ctype = this.classifyObject(this.newchallenge);
+ if (ctype == "corr" && this.st.user.id <= 0)
+ return alert(this.st.tr["Please log in to play correspondance games"]);
+ // NOTE: "from" information is not required here
+ let chall = Object.assign({}, this.newchallenge);
+ const finishAddChallenge = (cid) => {
+ chall.id = cid || "c" + getRandString();
+ // 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.from.id == this.st.user.id) && c.type == ctype);
+ if (cIdx >= 0)
{
- from: this.st.user,
- added: Date.now(),
- fen: this.newchallenge.fen || V.GenRandInitFen(),
- variant: {id: this.newchallenge.vid, name: vname},
- nbPlayers: this.newchallenge.nbPlayers,
- to: [
- {id: 0, name: this.newchallenge.to[0], sid: ""},
- {id: 0, name: this.newchallenge.to[1], sid: ""},
- {id: 0, name: this.newchallenge.to[2], sid: ""},
- ],
- timeControl: this.newchallenge.timeControl,
+ // Delete current challenge (will be replaced now)
+ this.send("deletechallenge", {data:this.challenges[cIdx].id});
+ if (ctype == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ this.challenges.splice(cIdx, 1);
+ }
+ this.send("newchallenge", {data:Object.assign({from:this.st.user.sid}, chall)});
+ // Add new challenge:
+ chall.from = { //decompose to avoid revealing email
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ name: this.st.user.name,
+ };
+ chall.added = Date.now();
+ // NOTE: vname and type are redundant (can be deduced from cadence + vid)
+ chall.type = ctype;
+ chall.vname = vname;
+ this.challenges.push(chall);
+ // Remember cadence + vid for quicker further challenges:
+ localStorage.setItem("cadence", chall.cadence);
+ localStorage.setItem("vid", chall.vid);
+ document.getElementById("modalNewgame").checked = false;
};
- for (let p of chall.to)
+ if (ctype == "live")
{
- if (p.name != "")
- {
- const pIdx = this.players.findIndex(pl => pl.name == p.name);
- // NOTE: id (server DB) and sid (socket ID).
- // Anonymous players just have a socket ID.
- // NOTE: for correspondance play we don't require players to be online
- // (==> we don't have IDs, and no sid)
- if (liveGame && pIdx === -1)
- return alert(p.name + " is not connected");
- p.id = this.players[pIdx].id;
- p.sid = this.players[pIdx].sid;
- }
+ // Live challenges have a random ID
+ finishAddChallenge(null);
}
- const finishAddChallenge = (cid) => {
- chall.id = cid || "c" + getRandString();
- this.challenges.push(chall);
- // Send challenge to peers
- let challSock =
+ else
+ {
+ // Correspondance game: send challenge to server
+ ajax(
+ "/challenges",
+ "POST",
+ { chall: chall },
+ response => { finishAddChallenge(response.cid); }
+ );
+ }
+ },
+ clickChallenge: function(c) {
+ 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)
+ {
+ if (c.type == "corr" && this.st.user.id <= 0)
+ return alert(this.st.tr["Please log in to accept corr challenges"]);
+ c.accepted = true;
+ if (!!c.to) //c.to == this.st.user.name (connected)
{
- code: "newchallenge",
- chall: chall,
- target: "",
- };
- const sendChallengeTo = (sid) => {
- challSock.target = sid;
- this.st.conn.send(JSON.stringify(challSock));
- };
- if (chall.to[0].id > 0)
+ // TODO: if special FEN, show diagram after loading variant
+ c.accepted = confirm("Accept challenge?");
+ }
+ if (c.accepted)
{
- // Challenge with targeted players
- chall.to.forEach(p => {
- if (p.id > 0)
- sendChallengeTo(p.sid);
- });
+ c.seat = { //again, avoid c.seat = st.user to not reveal email
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ name: this.st.user.name,
+ };
+ this.launchGame(c);
}
else
{
- // Open challenge: send to all connected players (except us)
- this.players.forEach(p => {
- if (p.sid != this.st.user.sid) //only sid is always set
- sendChallengeTo(p.sid);
- });
+ this.send("refusechallenge", {data:c.id, target:c.from.sid});
}
- document.getElementById("modalNewgame").checked = false;
+ this.send("deletechallenge", {data:c.id});
+ }
+ else //my challenge
+ {
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: c.id}
+ );
+ }
+ this.send("deletechallenge", {data:c.id});
+ }
+ // In all cases, the challenge is consumed:
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ },
+ // 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;
+ // These game informations will be shared
+ let gameInfo =
+ {
+ id: getRandString(),
+ fen: c.fen || V.GenRandInitFen(),
+ players: shuffle([c.from, c.seat]), //white then black
+ vid: c.vid,
+ cadence: c.cadence,
};
- if (this.newchallenge.liveGame)
+ let oppsid = c.from.sid; //may not be defined if corr + offline opp
+ if (!oppsid)
{
- // Live challenges have cid = 0
- finishAddChallenge();
+ oppsid = Object.keys(this.people).find(sid =>
+ this.people[sid].id == c.from.id);
}
- else
+ const notifyNewgame = () => {
+ if (!!oppsid) //opponent is online
+ this.send("startgame", {data:gameInfo, target:oppsid});
+ // Send game info (only if live) to everyone except me in this tab
+ this.send("newgame", {data:gameInfo});
+ };
+ if (c.type == "live")
+ {
+ notifyNewgame();
+ this.startNewGame(gameInfo);
+ }
+ else //corr: game only on server
{
- const chall = {
- uid: req.body["from"],
- vid: req.body["vid"],
- fen: req.body["fen"],
- timeControl: req.body["timeControl"],
- nbPlayers: req.body["nbPlayers"],
- to: req.body["to"], //array of IDs
- };
- // Correspondance game: send challenge to server
ajax(
- "/challenges/" + this.newchallenge.vid,
+ "/games",
"POST",
- chall,
+ {gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
response => {
- chall.id = response.cid;
- finishAddChallenge();
+ gameInfo.id = response.gameId;
+ notifyNewgame();
+ this.$router.push("/game/" + response.gameId);
}
);
}
},
- 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);
+ // NOTE: for live games only (corr games start on the server)
+ startNewGame: function(gameInfo) {
+ const game = Object.assign({}, gameInfo, {
+ // (other) Game infos: constant
+ fenStart: gameInfo.fen,
+ vname: this.getVname(gameInfo.vid),
+ created: Date.now(),
+ // Game state (including FEN): will be updated
+ moves: [],
+ 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 => {});
+ this.$router.push("/game/" + gameInfo.id);
},
},
};
</script>
-<style lang="sass">
-// TODO
+<style lang="sass" scoped>
+.active
+ color: #42a983
+
+#infoDiv > .card
+ padding: 15px 0
+ max-width: 430px
+
+#newgameDiv > .card
+ max-width: 767px
+ max-height: 100%
+
+div#peopleWrap > .card
+ max-height: 100%
+
+@media screen and (min-width: 1281px)
+ div#peopleWrap > .card
+ max-width: 66.67%
+
+@media screen and (max-width: 1280px)
+ div#peopleWrap > .card
+ max-width: 83.33%
+
+@media screen and (max-width: 767px)
+ div#peopleWrap > .card
+ max-width: 100%
+
+#players
+ width: 50%
+ position: relative
+ float: left
+#chat
+ width: 50%
+ float: left
+ position: relative
+@media screen and (max-width: 767px)
+ #players, #chats
+ width: 100%
+#chat > .card
+ max-width: 100%
+ margin: 0;
+ border: none;
+#players > p
+ margin-left: 5px
+.anonymous
+ font-style: italic
+button.player-action
+ margin-left: 32px
</style>