<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
+ div#infoDiv(role="dialog" data-checkbox="modalInfo")
+ .card.text-center
label.modal-close(for="modalInfo")
- h3#infoMessage.section
- p(v-html="infoMessage")
+ p(v-html="infoMessage")
input#modalNewgame.modal(type="checkbox")
- div#newgameDiv(role="dialog" data-checkbox="modalNewgame"
- aria-labelledby="titleFenedit")
- .card.smallpad(@keyup.enter="newChallenge")
+ 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"
- :selected="newchallenge.vid==v.id")
- | {{ v.name }}
- fieldset
- label(for="timeControl") {{ st.tr["Time control"] }} *
- div#predefinedTimeControls
- button 3+2
- button 5+3
- button 15+5
- input#timeControl(type="text" v-model="newchallenge.timeControl"
- 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"] }}
+ 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
- button#newGame(onClick="doClick('modalNewgame')") {{ st.tr["New game"] }}
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ .button-group
+ button#peopleBtn(onClick="doClick('modalPeople')") {{ st.tr["Social"] }}
+ button(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
div
.button-group
- button(@click="(e) => setDisplay('c','live',e)" class="active")
+ button#btnClive(@click="setDisplay('c','live',$event)" class="active")
| {{ st.tr["Live challenges"] }}
- button(@click="(e) => setDisplay('c','corr',e)")
+ button#btnCcorr(@click="setDisplay('c','corr',$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")
- #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, $event)"
- )
- | {{ st.tr[!!people[sid].gamer ? 'Playing' : 'Available'] }}
- p.anonymous @nonymous ({{ anonymousCount }})
- #chat
- Chat(:newChat="newChat" @mychat="processChat")
- .clearer
div
.button-group
- button(@click="(e) => setDisplay('g','live',e)" class="active")
+ button#btnGlive(@click="setDisplay('g','live',$event)" class="active")
| {{ st.tr["Live games"] }}
- button(@click="(e) => setDisplay('g','corr',e)")
+ button#btnGcorr(@click="setDisplay('g','corr',$event)")
| {{ st.tr["Correspondance games"] }}
GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
- @show-game="showGame")
+ :showBoth="true" @show-game="showGame")
GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
- @show-game="showGame")
+ :showBoth="true" @show-game="showGame")
</template>
<script>
import { checkChallenge } from "@/data/challengeCheck";
import { ArrayFun } from "@/utils/array";
import { ajax } from "@/utils/ajax";
+import params from "@/parameters";
import { getRandString, shuffle } from "@/utils/alea";
import Chat from "@/components/Chat.vue";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
import { GameStorage } from "@/utils/gameStorage";
import { processModalClick } from "@/utils/modalClick";
-
export default {
name: "my-hall",
components: {
return {
st: store.state,
cdisplay: "live", //or corr
- pdisplay: "players", //or chat
gdisplay: "live",
games: [],
challenges: [],
- people: {}, //people in main hall
+ people: {},
infoMessage: "",
newchallenge: {
fen: "",
vid: localStorage.getItem("vid") || "",
to: "", //name of challenged player (if any)
- timeControl: localStorage.getItem("timeControl") || "",
+ cadence: localStorage.getItem("cadence") || "",
},
newChat: "",
+ conn: null,
+ connexionString: "",
+ // Related to (killing of) self multi-connects:
+ newConnect: {},
+ killed: {},
};
},
watch: {
// st.variants changes only once, at loading from [] to [...]
"st.variants": function(variantArray) {
// Set potential challenges and games variant names:
- this.challenges.forEach(c => {
- if (c.vname == "")
- c.vname = this.getVname(c.vid);
- });
- this.games.forEach(g => {
- if (g.vname == "")
- g.vname = this.getVname(g.vid);
+ this.challenges.concat(this.games).forEach(o => {
+ if (o.vname == "")
+ o.vname = this.getVname(o.vid);
});
},
},
},
},
created: function() {
- // Always add myself to players' list
const my = this.st.user;
- this.$set(this.people, my.sid, {id:my.id, name:my.name});
- // Retrieve live challenge (not older than 30 minute) if any:
- const chall = JSON.parse(localStorage.getItem("challenge") || "false");
- if (!!chall)
- {
- // NOTE: a challenge survives 3 minutes, for potential connection issues
- if ((Date.now() - chall.added)/1000 <= 3*60)
- {
- chall.added = Date.now(); //update added time, for next disconnect...
- this.challenges.push(chall);
- localStorage.setItem("challenge", JSON.stringify(chall));
- }
- else
- localStorage.removeItem("challenge");
- }
+ this.$set(this.people, my.sid, {id:my.id, name:my.name, pages:["/"]});
// Ask server for current corr games (all but mines)
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);
"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 = {};
})
);
};
- if (names !== {})
+ if (Object.keys(names).length > 0)
{
ajax("/users",
"GET",
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"}));
- };
- 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 socketCloseListener = () => {
- store.socketCloseListener(); //reinitialize connexion (in store.js)
- this.st.conn.addEventListener('message', this.socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
+ 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() {
- [document.getElementById("infoDiv"),document.getElementById("newgameDiv")]
- .forEach(elt => elt.addEventListener("click", processModalClick));
- document.querySelectorAll("#predefinedTimeControls > button").forEach(
+ ["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.timeControl = b.innerHTML; }
+ () => { 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);
},
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);
+ return (o.cadence.indexOf('d') === -1 ? "live" : "corr");
},
setDisplay: function(letter, type, e) {
this[letter + "display"] = type;
- e.target.classList.add("active");
- if (!!e.target.previousElementSibling)
- e.target.previousElementSibling.classList.remove("active");
+ let elt = !!e
+ ? e.target
+ : document.getElementById("btn" + letter.toUpperCase() + type);
+ // WARNING: this method is called at created in a setTimeout:
+ // => the page could have changed and element no longer defined.
+ if (!elt)
+ return;
+ elt.classList.add("active");
+ if (!!elt.previousElementSibling)
+ elt.previousElementSibling.classList.remove("active");
else
- e.target.nextElementSibling.classList.remove("active");
+ elt.nextElementSibling.classList.remove("active");
},
- getVname: function(vid) {
- const variant = this.st.variants.find(v => v.id == vid);
- // this.st.variants might be uninitialized (variant == null)
- return (!!variant ? variant.name : "");
+ isGamer: function(sid) {
+ return this.people[sid].pages.some(p => p.indexOf("/game/") >= 0);
},
- processChat: function(chat) {
- // When received on server, this will trigger a "notifyRoom"
- this.st.conn.send(JSON.stringify({code:"newchat", chat: chat}));
+ getActionLabel: function(sid) {
+ return this.people[sid].pages.some(p => p == "/")
+ ? "Challenge"
+ : "Observe";
},
- 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))
+ challOrWatch: function(sid) {
+ if (this.people[sid].pages.some(p => p == "/"))
{
- // 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);
- });
+ // Available, in Hall
+ this.newchallenge.to = this.people[sid].name;
+ document.getElementById("modalPeople").checked = false;
+ doClick("modalNewgame");
}
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);
+ // 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));
}
- return true;
+ },
+ 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.$router.push(url);
+ },
+ resetChatColor: function() {
+ // TODO: this is called twice, once on opening an once on closing
+ document.getElementById("peopleBtn").style.backgroundColor = "#e2e2e2";
+ },
+ processChat: function(chat) {
+ this.send("newchat", {data:chat});
},
// Messaging center:
socketMessageListener: function(msg) {
+ if (!this.conn)
+ return;
const data = JSON.parse(msg.data);
switch (data.code)
{
- case "duplicate":
- alert(this.st.tr["Warning: multi-tabs not supported"]);
- break;
- // 0.2] Receive clients list (just socket IDs)
- case "pollclients":
- data.sockIds.forEach(sid => {
- this.$set(this.people, sid, {id:0, name:""});
- // Ask identity and challenges
- this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
- this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
- });
- break;
- case "pollgamers":
- // NOTE: we could make a difference between people in hall
- // and gamers, but is it necessary?
- data.sockIds.forEach(sid => {
- this.$set(this.people, sid, {id:0, name:"", gamer:true});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ case "pollclientsandgamers":
+ {
+ // Since people can be both in Hall and Game,
+ // need to track "askIdentity" requests:
+ let identityAsked = {};
+ data.sockIds.forEach(s => {
+ const page = s.page || "/";
+ if (s.sid != this.st.user.sid && !identityAsked[s.sid])
+ {
+ identityAsked[s.sid] = true;
+ this.send("askidentity", {target:s.sid, page:page});
+ }
+ if (!this.people[s.sid])
+ this.$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});
});
- // Also ask current games to all playing peers (TODO: some design issue)
- this.st.conn.send(JSON.stringify({code:"askgames"}));
break;
- case "askidentity":
+ }
+ case "connect":
+ case "gconnect":
{
- // Request for identification: reply if I'm not anonymous
- if (this.st.user.id > 0)
+ 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.$set(this.people, data.from, {name:"", id:0, pages:[page]});
+ if (data.code == "connect")
+ this.send("askchallenge", {target:data.from});
+ else
+ this.send("askgame", {target:data.from, page:page});
+ }
+ else
+ {
+ // append page if not already in list
+ if (this.people[data.from].pages.indexOf(page) < 0)
+ this.people[data.from].pages.push(page);
+ }
+ if (this.people[data.from].id == 0)
+ {
+ this.newConnect[data.from] = true; //for self multi-connects tests
+ this.send("askidentity", {target:data.from, page:page});
+ }
+ break;
+ }
+ case "disconnect":
+ case "gdisconnect":
+ // If the user reloads the page twice very quickly (experienced with Firefox),
+ // the first reload won't have time to connect but will trigger a "close" event anyway.
+ // ==> Next check is required.
+ if (!this.people[data.from])
+ return;
+ // Disconnect means no more tmpIds:
+ if (data.code == "disconnect")
{
- this.st.conn.send(JSON.stringify({code:"identity",
- user: {
- // NOTE: decompose to avoid revealing email
- name: this.st.user.name,
- sid: this.st.user.sid,
- id: this.st.user.id,
- },
- target:data.from}));
+ // Remove the live challenge sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+ }
+ else
+ {
+ // Remove the matching live game if now unreachable
+ const gid = data.page.match(/[a-zA-Z0-9]+$/)[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.$delete(this.people, data.from);
+ break;
+ case "killed":
+ // I logged in elsewhere:
+ alert(this.st.tr["New connexion detected: tab now offline"]);
+ // TODO: this fails. See https://github.com/websockets/ws/issues/489
+ //this.conn.removeEventListener("message", this.socketMessageListener);
+ //this.conn.removeEventListener("close", this.socketCloseListener);
+ //this.conn.close();
+ this.conn = null;
+ break;
+ case "askidentity":
+ {
+ // Request for identification (TODO: anonymous shouldn't need to reply)
+ const me = {
+ // Decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ };
+ this.send("identity", {data:me, target:data.from});
break;
}
case "identity":
{
- this.$set(this.people, data.user.sid,
+ const user = data.data;
+ if (!!user.name) //otherwise anonymous
+ {
+ // 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)
{
- id: data.user.id,
- name: data.user.name,
- gamer: this.people[data.user.sid].gamer,
- });
+ 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":
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;
-// }
+ // 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",
- chall:myChallenge, target:data.from}));
+ this.send("challenge", {data:myChallenge, target:data.from});
}
break;
}
- case "challenge":
+ case "challenge": //after "askchallenge"
+ case "newchallenge":
{
- // Receive challenge from some player (+sid)
// NOTE about next condition: see "askchallenge" case.
- if (!data.chall.to || data.chall.to == this.st.user.name)
+ 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 = data.chall;
- newChall.type = this.classifyObject(data.chall);
- newChall.from =
- Object.assign({sid:data.from}, this.people[data.from]);
+ 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 "game":
+ case "refusechallenge":
{
- // Receive game from some player (+sid)
- // NOTE: it may be correspondance (if newgame while we are connected)
- // If duplicate found: select rid (remote ID) at random
- let game = this.games.find(g => g.id == data.game.id);
- if (!!game)
+ const cid = data.data;
+ ArrayFun.remove(this.challenges, c => c.id == cid);
+ alert(this.st.tr["Challenge declined"]);
+ break;
+ }
+ case "deletechallenge":
+ {
+ // NOTE: the challenge may be already removed
+ const cid = data.data;
+ ArrayFun.remove(this.challenges, c => c.id == cid);
+ break;
+ }
+ case "game": //individual request
+ case "newgame":
+ {
+ // NOTE: it may be live or correspondance
+ const game = data.data;
+ let locGame = this.games.find(g => g.id == game.id);
+ if (!locGame)
{
- if (Math.random() < 0.5)
- game.rid = data.from;
+ 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
{
- 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);
+ // Append rid (if not already in list)
+ if (!locGame.rids.includes(game.rid))
+ locGame.rids.push(game.rid);
}
break;
}
- case "newgame":
+ case "result":
+ {
+ let g = this.games.find(g => g.id == data.gid);
+ if (!!g)
+ g.score = data.score;
+ break;
+ }
+ case "startgame":
{
// New game just started: data contain all information
- if (this.classifyObject(data.gameInfo) == "live")
- this.startNewGame(data.gameInfo);
+ const gameInfo = data.data;
+ if (this.classifyObject(gameInfo) == "live")
+ this.startNewGame(gameInfo);
else
{
- this.infoMessage = "New game started: " +
- "<a href='#/game/" + data.gameInfo.id + "'>" +
- "#/game/" + data.gameInfo.id + "</a>";
+ 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;
- setTimeout(() => { modalBox.checked = false; }, 3000);
}
break;
}
case "newchat":
- this.newChat = data.chat;
- break;
- case "refusechallenge":
- {
- ArrayFun.remove(this.challenges, c => c.id == data.cid);
- localStorage.removeItem("challenge");
- alert(this.st.tr["Challenge declined"]);
- break;
- }
- case "deletechallenge":
- {
- // NOTE: the challenge may be already removed
- ArrayFun.remove(this.challenges, c => c.id == data.cid);
- localStorage.removeItem("challenge"); //in case of
- break;
- }
- case "connect":
- case "gconnect":
- this.$set(this.people, data.from, {name:"", id:0, gamer:data.code[0]=='g'});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
- if (data.code == "connect")
- this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
- else
- this.st.conn.send(JSON.stringify({code:"askgame", target:data.from}));
- break;
- case "disconnect":
- case "gdisconnect":
- this.$delete(this.people, data.from);
- if (data.code == "disconnect")
- {
- // Also remove all challenges sent by this player:
- ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
- }
- else
- {
- // And all live games where he plays and no other opponent is online
- ArrayFun.remove(this.games, g =>
- g.type == "live" && (g.players.every(p => p.sid == data.from
- || !this.people[p.sid])), "all");
- }
+ this.newChat = data.data;
+ if (!document.getElementById("modalPeople").checked)
+ document.getElementById("peopleBtn").style.backgroundColor = "#c5fefe";
break;
}
},
- // Challenge lifecycle:
- tryChallenge: function(sid) {
- if (this.people[sid].id == 0)
- return; //anonymous players cannot be challenged
- // TODO: SID is available, so we could use it instead of searching from name
- this.newchallenge.to = this.people[sid].name;
- doClick("modalNewgame");
- },
- challOrWatch: function(sid, e) {
- switch (e.target.innerHTML)
- {
- case "Available":
- this.tryChallenge(sid);
- break;
- case "Playing":
- this.showGame(this.games.find(
- g => g.players.some(pl => pl.sid == sid || pl.uid == this.people[sid].id)));
- break;
- };
+ socketCloseListener: function() {
+ if (!this.conn)
+ return;
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener("message", this.socketMessageListener);
+ this.conn.addEventListener("close", this.socketCloseListener);
},
+ // Challenge lifecycle:
newChallenge: async function() {
if (this.newchallenge.vid == "")
return alert(this.st.tr["Please select a variant"]);
const vname = this.getVname(this.newchallenge.vid);
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
- if (!!this.newchallenge.timeControl.match(/^[0-9]+$/))
- this.newchallenge.timeControl += "+0"; //assume minutes, no increment
+ 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);
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) => {
+ const finishAddChallenge = (cid) => {
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)
{
// Delete current challenge (will be replaced now)
- this.sendSomethingTo({name:this.challenges[cIdx].to},
- "deletechallenge", {cid:this.challenges[cIdx].id});
+ this.send("deletechallenge", {data:this.challenges[cIdx].id});
if (ctype == "corr")
{
ajax(
}
this.challenges.splice(cIdx, 1);
}
+ this.send("newchallenge", {data:Object.assign({from:this.st.user.sid}, 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,
};
+ 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);
- if (ctype == "live")
- localStorage.setItem("challenge", JSON.stringify(chall));
- // Also remember timeControl + vid for quicker further challenges:
- localStorage.setItem("timeControl", chall.timeControl);
+ // Remember cadence + vid for quicker further challenges:
+ localStorage.setItem("cadence", chall.cadence);
localStorage.setItem("vid", chall.vid);
document.getElementById("modalNewgame").checked = false;
};
if (ctype == "live")
{
// Live challenges have a random ID
- finishAddChallenge(null, "warnDisconnected");
+ finishAddChallenge(null);
}
else
{
}
else
{
- this.st.conn.send(JSON.stringify({
- code: "refusechallenge",
- cid: c.id, target: c.from.sid}));
+ this.send("refusechallenge", {data:c.id, target:c.from.sid});
}
- this.sendSomethingTo(!!c.to ? {sid:c.from.sid} : null, "deletechallenge", {cid:c.id});
+ this.send("deletechallenge", {data:c.id});
}
else //my challenge
{
{id: c.id}
);
}
- else //live
- localStorage.removeItem("challenge");
- this.sendSomethingTo({name:c.to}, "deletechallenge", {cid:c.id});
+ this.send("deletechallenge", {data:c.id});
}
// In all cases, the challenge is consumed:
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
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 =
+ // 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,
- vname: c.vname, //theoretically vid is enough, but much easier with vname
- timeControl: c.timeControl,
+ cadence: c.cadence,
};
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);
}
- const tryNotifyOpponent = () => {
+ const notifyNewgame = () => {
if (!!oppsid) //opponent is online
- {
- this.st.conn.send(JSON.stringify({code:"newgame",
- gameInfo:gameInfo, target:oppsid, cid:c.id}));
- }
+ 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")
{
- // NOTE: in this case we are sure opponent is online
- tryNotifyOpponent();
+ notifyNewgame();
this.startNewGame(gameInfo);
}
else //corr: game only on server
{gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
response => {
gameInfo.id = response.gameId;
- tryNotifyOpponent();
+ notifyNewgame();
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}));
- }
- });
},
// 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(),
+ vname: this.getVname(gameInfo.vid),
+ created: Date.now(),
// Game state (including FEN): will be updated
moves: [],
clocks: [-1, -1], //-1 = unstarted
<style lang="sass" scoped>
.active
color: #42a983
-#newGame
- display: block
- margin: 10px auto 5px auto
-#people
- width: 100%
+
+#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