<template lang="pug">
main
+ input#modalInfo.modal(type="checkbox")
+ div#infoDiv(role="dialog" data-checkbox="modalInfo" aria-labelledby="infoMessage")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalInfo")
+ h3#infoMessage.section
+ p(v-html="infoMessage")
input#modalNewgame.modal(type="checkbox")
- div(role="dialog" aria-labelledby="titleFenedit")
- .card.smallpad
+ div#newgameDiv(role="dialog" data-checkbox="modalNewgame"
+ aria-labelledby="titleFenedit")
+ .card.smallpad(@keyup.enter="newChallenge")
label#closeNewgame.modal-close(for="modalNewgame")
fieldset
- label(for="selectVariant") {{ st.tr["Variant"] }}
+ label(for="selectVariant") {{ st.tr["Variant"] }} *
select#selectVariant(v-model="newchallenge.vid")
- option(v-for="v in st.variants" :value="v.id") {{ v.name }}
+ option(v-for="v in st.variants" :value="v.id"
+ :selected="newchallenge.vid==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"] }}
+ label(for="timeControl") {{ st.tr["Cadence"] }} *
+ div#predefinedTimeControls
+ button 3+2
+ button 5+3
+ button 15+5
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]")
+ placeholder="5+0, 1h+30s, 7d+1d ...")
fieldset(v-if="st.user.id > 0")
- label(for="inputFen") {{ st.tr["FEN (optional)"] }}
+ 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"] }}
.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- button(onClick="doClick('modalNewgame')") New game
+ .col-sm-12
+ button#newGame(onClick="doClick('modalNewgame')") {{ st.tr["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}"
+ div
+ .button-group
+ button(@click="(e) => setDisplay('c','live',e)" class="active")
+ | {{ st.tr["Live challenges"] }}
+ button(@click="(e) => setDisplay('c','corr',e)")
+ | {{ 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")
+ #people
+ h3.text-center {{ st.tr["Who's there?"] }}
+ #players
+ p(v-for="sid in Object.keys(people)" v-if="!!people[sid].name")
+ span {{ people[sid].name }}
+ button.player-action(
+ v-if="people[sid].name != st.user.name"
+ @click="challOrWatch(sid, $event)"
)
- | {{ 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")
+ | {{ st.tr[!!people[sid].gamer ? 'Playing' : 'Available'] }}
+ p.anonymous @nonymous ({{ anonymousCount }})
+ #chat
+ Chat(:newChat="newChat" @mychat="processChat")
+ .clearer
+ div
+ .button-group
+ button(@click="(e) => setDisplay('g','live',e)" class="active")
+ | {{ st.tr["Live games"] }}
+ button(@click="(e) => setDisplay('g','corr',e)")
+ | {{ st.tr["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>
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 { 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,
},
gdisplay: "live",
games: [],
challenges: [],
- players: [], //online players (rename into "people" ?)
+ people: {}, //people in main hall
+ 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)
+ timeControl: localStorage.getItem("timeControl") || "",
},
+ newChat: "",
};
},
- 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.forEach(c => {
+ if (c.vname == "")
+ c.vname = this.getVname(c.vid);
+ });
+ this.games.forEach(g => {
+ if (g.vname == "")
+ g.vname = this.getVname(g.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});
// 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 = () => {
+ ajax(
+ "/games",
+ "GET",
+ {uid: this.st.user.id, excluded: true},
+ response => {
+ 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 => {
+ // 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 (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:
+ const funcPollClients = () => {
+ // Same strategy as in Game.vue: send connection
+ // after we're sure WebSocket is initialized
+ this.st.conn.send(JSON.stringify({code:"connect"}));
this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ this.st.conn.send(JSON.stringify({code:"pollgamers"}));
};
- this.st.conn.onopen = socketOpenListener;
- // TODO: is this required here?
- this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
+ if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ funcPollClients();
+ else //socket not ready yet (initial loading)
+ this.st.conn.onopen = funcPollClients;
this.st.conn.onmessage = this.socketMessageListener;
- const oldOnclose = this.st.conn.onclose;
const socketCloseListener = () => {
- oldOnclose(); //reinitialize connexion (in store.js)
+ store.socketCloseListener(); //reinitialize connexion (in store.js)
this.st.conn.addEventListener('message', this.socketMessageListener);
this.st.conn.addEventListener('close', socketCloseListener);
};
this.st.conn.onclose = socketCloseListener;
},
+ mounted: function() {
+ [document.getElementById("infoDiv"),document.getElementById("newgameDiv")]
+ .forEach(elt => elt.addEventListener("click", processModalClick));
+ document.querySelectorAll("#predefinedTimeControls > button").forEach(
+ (b) => { b.addEventListener("click",
+ () => { this.newchallenge.timeControl = b.innerHTML; }
+ )}
+ );
+ },
methods: {
+ // Helpers:
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.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");
},
- classifyChallenge: function(c) {
- // Heuristic: should work for most cases... (TODO)
- return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ 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) {
- // 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)
{
+ case "duplicate":
+ this.st.conn.send(JSON.stringify({code:"duplicate", page:"/"}));
+ this.st.conn.send = () => {};
+ 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.players.push({sid:sid, id:0, name:""});
- // Ask identity, challenges and game(s)
+ 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:"askchallenges", target:sid}));
- this.st.conn.send(JSON.stringify({code:"askgame", 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.$set(this.people, sid, {id:0, name:"", gamer:true});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ });
+ // Also ask current games to all playing peers (TODO: some design issue)
+ this.st.conn.send(JSON.stringify({code:"askgames"}));
+ break;
case "askidentity":
- {
// Request for identification: reply if I'm not anonymous
if (this.st.user.id > 0)
{
- this.st.conn.send(JSON.stringify(
- {code:"identity", user:this.st.user, target:data.from}));
+ this.st.conn.send(JSON.stringify({code:"identity",
+ user: {
+ // NOTE: decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ },
+ target:data.from}));
}
break;
- }
+ case "identity":
+ this.$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");
+ const cIdx = this.challenges.findIndex(c =>
+ c.from.sid == this.st.user.sid && c.type == "live");
if (cIdx >= 0)
{
const c = this.challenges[cIdx];
+ // 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)
+ id: c.id,
to: c.to,
fen: c.fen,
vid: c.vid,
- timeControl: c.timeControl
+ timeControl: c.timeControl,
+ added: c.added,
};
this.st.conn.send(JSON.stringify({code:"challenge",
- challenge:myChallenge, target:data.from}));
+ chall: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;
- 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
- newChall.added = Date.now();
- 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":
{
// 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)
+ // If duplicate found: select rid (remote ID) at random
+ let game = this.games.find(g => g.id == data.game.id);
+ 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;
+ if (!data.game.score)
+ newGame.score = "*";
+ 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":
- {
- // 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,
- // of 3 or more players and empty slots remain.
- const cIdx = this.challenges.findIndex(c => c.id == data.cid);
- let players = this.challenges[cIdx].to;
- const pIdx = this.players.fndIndex(p => p.sid == data.from);
- for (let i=0; i<players.length; i++)
+ // New game just started: data contain all information
+ if (this.classifyObject(data.gameInfo) == "live")
+ this.startNewGame(data.gameInfo);
+ else
{
- if (!players[i])
- {
- players[i] = this.players[pIdx].name;
- break;
- }
+ 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 "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:""});
+ case "newchat":
+ this.newChat = data.chat;
+ break;
+ case "refusechallenge":
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ 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);
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 "gconnect":
+ this.$set(this.people, data.from, {name:"", id:0, gamer:data.code[0]=='g'});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+ if (data.code == "connect")
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
+ else
+ this.st.conn.send(JSON.stringify({code:"askgame", target:data.from}));
break;
- }
-// * - receive "player disconnect": remove from players list
case "disconnect":
- {
- ArrayFun.remove(this.players, p => p.sid == data.sid);
- // TODO: also remove all challenges sent by this player,
- // and all live games where he plays and no other opponent is online
+ case "gdisconnect":
+ this.$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;
- }
}
},
- 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)
+ // Challenge lifecycle:
+ tryChallenge: function(sid) {
+ if (this.people[sid].id == 0)
return; //anonymous players cannot be challenged
- this.newchallenge.to[0] = player.name;
+ // TODO: SID is available, so we could use it instead of searching from name
+ this.newchallenge.to = this.people[sid].name;
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) {
- // 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)
+ challOrWatch: function(sid) {
+ if (!this.people[sid].gamer)
{
- // 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);
+ // Available, in Hall
+ this.tryChallenge(sid);
}
- 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
+ else
{
- this.st.conn.send(JSON.stringify({code:"acceptchallenge",
- cid:challenge.id, user:me}));
- this.challenges[index].to.push(me);
+ // Playing, in Game
+ this.showGame(this.games.find(
+ g => g.players.some(pl => pl.sid == sid || pl.uid == this.people[sid].id)));
}
- // 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)
- //this.newGame(data.challenge, data.user); //user.id et user.name
},
- // 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() {
- // TODO: put this "load variant" block elsewhere
- const vIdx = this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
- const vname = this.st.variants[vIdx].name;
+ 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;
+ if (!!this.newchallenge.timeControl.match(/^[0-9]+$/))
+ this.newchallenge.timeControl += "+0"; //assume minutes, no increment
const error = checkChallenge(this.newchallenge);
if (!!error)
return alert(error);
- const ctype = this.classifyChallenge(this.newchallenge);
- const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
- let chall =
- {
- fen: this.newchallenge.fen || V.GenRandInitFen(),
- to: cto,
- timeControl: this.newchallenge.timeControl,
- from: this.st.user.sid,
- vid: this.newchallenge.vid,
- };
- const sendSomethingTo = (to, code, obj) => {
- const doSend = (code, obj, sid) => {
- this.st.conn.send(JSON.stringify(Object.assign(
- {},
- {code: code},
- obj,
- {target: sid}
- )));
- };
- const getSid = (pname) => {
- const pIdx = this.players.findIndex(pl => pl.name == pname);
- if (ctype == "live" && pIdx === -1)
- alert("Warning: " + p.name + " is not connected");
- return this.players[pIdx].sid;
- };
- if (!!to[0])
- {
- // Challenge with targeted players
- to.forEach(pname => { doSend(code, obj, getSid(pname)); });
- }
- else
+ 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,warnDisconnected) => {
+ chall.id = cid || "c" + getRandString();
+ // Send challenge to peers (if connected)
+ const isSent = this.sendSomethingTo({name:chall.to}, "challenge",
+ {chall:chall}, !!warnDisconnected);
+ if (!isSent)
+ return;
+ // 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)
{
- // 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
- doSend(code, obj, p.sid);
- });
+ // Delete current challenge (will be replaced now)
+ this.sendSomethingTo({name: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);
}
- };
- const finishAddChallenge = (cid) => {
- chall.id = cid || "c" + getRandString();
- // Send challenge to peers
- sendSomethingTo(cto, "challenge", chall);
+ // Add new challenge:
chall.added = Date.now();
+ // NOTE: vname and type are redundant (can be deduced from timeControl + vid)
+ chall.type = ctype;
+ chall.vname = vname;
+ chall.from = { //decompose to avoid revealing email
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ name: this.st.user.name,
+ };
this.challenges.push(chall);
+ // Remember timeControl + vid for quicker further challenges:
+ localStorage.setItem("timeControl", chall.timeControl);
+ localStorage.setItem("vid", chall.vid);
document.getElementById("modalNewgame").checked = false;
};
- const cIdx = this.challenges.findIndex(
- c => c.from.sid == this.st.user.sid && c.type == ctype);
- if (cIdx >= 0)
+ if (ctype == "live")
+ {
+ // Live challenges have a random ID
+ finishAddChallenge(null, "warnDisconnected");
+ }
+ 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)
{
- // Delete current challenge (will be replaced now)
- sendSomethingTo(this.challenges[cIdx].to,
- "deletechallenge", {cid:this.challenges[cIdx].id});
- if (ctype == "corr")
+ 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)
+ {
+ // TODO: if special FEN, show diagram after loading variant
+ c.accepted = confirm("Accept challenge?");
+ }
+ if (c.accepted)
+ {
+ 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
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "refusechallenge",
+ cid: c.id, target: c.from.sid}));
+ }
+ this.sendSomethingTo(!!c.to ? {sid:c.from.sid} : null, "deletechallenge", {cid:c.id});
+ }
+ else //my challenge
+ {
+ if (c.type == "corr")
{
ajax(
"/challenges",
"DELETE",
- {id: this.challenges[cIdx].id}
+ {id: c.id}
);
}
- this.challenges.splice(cIdx, 1);
+ this.sendSomethingTo({name:c.to}, "deletechallenge", {cid:c.id});
}
- if (ctype == "live")
+ // 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 sent to other players
+ const gameInfo =
{
- // Live challenges have a random ID
- finishAddChallenge();
+ id: getRandString(),
+ fen: c.fen || V.GenRandInitFen(),
+ players: shuffle([c.from, c.seat]), //white then black
+ vid: c.vid,
+ vname: c.vname, //theoretically vid is enough, but much easier with vname
+ timeControl: c.timeControl,
+ };
+ let oppsid = c.from.sid; //may not be defined if corr + offline opp
+ if (!oppsid)
+ {
+ oppsid = Object.keys(this.people).find(sid =>
+ this.people[sid].id == c.from.id);
}
- else
+ const tryNotifyOpponent = () => {
+ if (!!oppsid) //opponent is online
+ {
+ this.st.conn.send(JSON.stringify({code:"newgame",
+ gameInfo:gameInfo, target:oppsid, cid:c.id}));
+ }
+ };
+ if (c.type == "live")
+ {
+ // NOTE: in this case we are sure opponent is online
+ tryNotifyOpponent();
+ this.startNewGame(gameInfo);
+ }
+ else //corr: game only on server
{
- // Correspondance game: send challenge to server
ajax(
- "/challenges",
+ "/games",
"POST",
- chall,
- response => { finishAddChallenge(response.cid); }
+ {gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
+ response => {
+ gameInfo.id = response.gameId;
+ tryNotifyOpponent();
+ this.$router.push("/game/" + response.gameId);
+ }
);
}
+ // Send game info to everyone except opponent (and me)
+ Object.keys(this.people).forEach(sid => {
+ if (![this.st.user.sid,oppsid].includes(sid))
+ {
+ this.st.conn.send(JSON.stringify({code:"game",
+ game: { //minimal game info:
+ id: gameInfo.id,
+ players: gameInfo.players,
+ vid: gameInfo.vid,
+ timeControl: gameInfo.timeControl,
+ },
+ target: sid}));
+ }
+ });
},
- possibleNbplayers: function(nbp) {
- if (this.newchallenge.vid == 0)
- return false;
- const variants = this.st.variants;
- const idxInVariants =
- variants.findIndex(v => v.id == this.newchallenge.vid);
- return NbPlayers[variants[idxInVariants].name].includes(nbp);
- },
- newGame: function(cid) {
- // TODO: don't forget to send "deletechallenge" message to all concerned players
- // + setup colors and send game infos to players (message "newgame")
+ // NOTE: for live games only (corr games start on the server)
+ startNewGame: function(gameInfo) {
+ const game = Object.assign({}, gameInfo, {
+ // (other) Game infos: constant
+ fenStart: gameInfo.fen,
+ added: Date.now(),
+ // Game state (including FEN): will be updated
+ moves: [],
+ clocks: [-1, -1], //-1 = unstarted
+ initime: [0, 0], //initialized later
+ score: "*",
+ });
+ GameStorage.add(game);
+ if (this.st.settings.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ this.$router.push("/game/" + gameInfo.id);
},
},
};
</script>
-<style lang="sass">
-// TODO
+<style lang="sass" scoped>
+.active
+ color: #42a983
+#newGame
+ display: block
+ margin: 10px auto 5px auto
+#people
+ 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>