button.tabbtn#corrGames(@click="setDisplay('corr',$event)")
| {{ st.tr["Correspondance games"] }}
GameList(
+ ref="livegames"
v-show="display=='live'"
:games="liveGames"
@show-game="showGame"
@abortgame="abortGame"
)
- GameList(
- v-show="display=='corr'"
- :games="corrGames"
- @show-game="showGame"
- @abortgame="abortGame"
- )
+ div(v-show="display=='corr'")
+ GameList(
+ ref="corrgames"
+ :games="corrGames"
+ @show-game="showGame"
+ @abortgame="abortGame"
+ )
+ button#loadMoreBtn(
+ v-if="hasMore"
+ @click="loadMore()"
+ )
+ | {{ st.tr["Load more"] }}
</template>
<script>
display: "live",
liveGames: [],
corrGames: [],
+ // timestamp of last showed (oldest) corr game:
+ cursor: Number.MAX_SAFE_INTEGER,
+ // hasMore == TRUE: a priori there could be more games to load
+ hasMore: true,
conn: null,
connexionString: ""
};
},
created: function() {
- GameStorage.getAll(true, localGames => {
- localGames.forEach(g => g.type = "live");
- this.decorate(localGames);
- this.liveGames = localGames;
- });
- if (this.st.user.id > 0) {
- ajax(
- "/games",
- "GET",
- {
- data: { uid: this.st.user.id },
- success: (res) => {
- let serverGames = res.games.filter(g => {
- const mySide =
- g.players[0].uid == this.st.user.id
- ? "White"
- : "Black";
- return !g["deletedBy" + mySide];
- });
- serverGames.forEach(g => g.type = "corr");
- this.decorate(serverGames);
- this.corrGames = serverGames;
- }
- }
- );
- }
// Initialize connection
this.connexionString =
params.socketUrl +
this.conn.onclose = this.socketCloseListener;
},
mounted: function() {
- const showType = localStorage.getItem("type-myGames") || "live";
- this.setDisplay(showType);
+ const adjustAndSetDisplay = () => {
+ // showType is the last type viwed by the user (default)
+ let showType = localStorage.getItem("type-myGames") || "live";
+ // Live games, my turn: highest priority:
+ if (this.liveGames.some(g => !!g.myTurn)) showType = "live";
+ // Then corr games, my turn:
+ else if (this.corrGames.some(g => !!g.myTurn)) showType = "corr";
+ else {
+ // If a listing is empty, try showing the other (if non-empty)
+ const types = ["corr", "live"];
+ for (let i of [0,1]) {
+ if (
+ this[types[i] + "Games"].length > 0 &&
+ this[types[1-i] + "Games"].length == 0
+ ) {
+ showType = types[i];
+ }
+ }
+ }
+ this.setDisplay(showType);
+ };
+ GameStorage.getAll(localGames => {
+ localGames.forEach(g => g.type = "live");
+ this.decorate(localGames);
+ this.liveGames = localGames;
+ if (this.st.user.id > 0) {
+ // Ask running corr games first
+ ajax(
+ "/runninggames",
+ "GET",
+ {
+ credentials: true,
+ success: (res) => {
+ // These games are garanteed to not be deleted
+ this.corrGames = res.games;
+ this.corrGames.forEach(g => {
+ g.type = "corr";
+ g.score = "*";
+ });
+ this.decorate(this.corrGames);
+ // Now ask completed games (partial list)
+ ajax(
+ "/completedgames",
+ "GET",
+ {
+ credentials: true,
+ data: { cursor: this.cursor },
+ success: (res2) => {
+ const L = res2.games.length;
+ if (L > 0) {
+ this.cursor = res2.games[L - 1].created;
+ let completedGames = res2.games;
+ completedGames.forEach(g => g.type = "corr");
+ this.decorate(completedGames);
+ this.corrGames = this.corrGames.concat(completedGames);
+ adjustAndSetDisplay();
+ }
+ }
+ }
+ );
+ }
+ }
+ );
+ } else adjustAndSetDisplay();
+ });
},
beforeDestroy: function() {
this.conn.send(JSON.stringify({code: "disconnect"}));
.classList.add("somethingnew");
}
},
- // Called at loading to augment games with priority + myTurn infos
+ // Called at loading to augment games with myColor + myTurn infos
decorate: function(games) {
games.forEach(g => {
- g.priority = 0;
+ g.myColor =
+ (g.type == "corr" && g.players[0].id == this.st.user.id) ||
+ (g.type == "live" && g.players[0].sid == this.st.user.sid)
+ ? 'w'
+ : 'b';
+ // If game is over, myTurn doesn't exist:
if (g.score == "*") {
- g.priority++;
- const myColor =
- (g.type == "corr" && g.players[0].uid == this.st.user.id) ||
- (g.type == "live" && g.players[0].sid == this.st.user.sid)
- ? 'w'
- : 'b';
const rem = g.movesCount % 2;
- if ((rem == 0 && myColor == 'w') || (rem == 1 && myColor == 'b')) {
+ if ((rem == 0 && g.myColor == 'w') || (rem == 1 && g.myColor == 'b'))
g.myTurn = true;
- g.priority++;
- }
}
});
},
// "notifything" --> "thing":
const thing = data.code.substr(6);
game[thing] = info[thing];
- if (thing == "score") game.priority = 0;
- else {
- game.priority = 3 - game.priority; //toggle turn
+ if (thing == "turn") {
game.myTurn = !game.myTurn;
- }
- this.$forceUpdate();
- this.tryShowNewsIndicator(type);
+ if (game.myTurn) this.tryShowNewsIndicator(type);
+ } else game.myTurn = false;
+ // TODO: forcing refresh like that is ugly and wrong.
+ // How to do it cleanly?
+ this.$refs[type + "games"].$forceUpdate();
break;
}
case "notifynewgame": {
},
gameInfo
);
- // Compute priority:
- game.priority = 1; //at least: my running game
- if (
- (type == "corr" && game.players[0].uid == this.st.user.id) ||
- (type == "live" && game.players[0].sid == this.st.user.sid)
- ) {
- game.priority++;
- game.myTurn = true;
- }
+ game.myTurn =
+ (type == "corr" && game.players[0].id == this.st.user.id) ||
+ (type == "live" && game.players[0].sid == this.st.user.sid);
gamesArrays[type].push(game);
- this.$forceUpdate();
- this.tryShowNewsIndicator(type);
+ if (game.myTurn) this.tryShowNewsIndicator(type);
+ // TODO: cleaner refresh
+ this.$refs[type + "games"].$forceUpdate();
break;
}
}
}
);
}
+ },
+ loadMore: function() {
+ ajax(
+ "/completedgames",
+ "GET",
+ {
+ credentials: true,
+ data: { cursor: this.cursor },
+ success: (res) => {
+ const L = res.games.length;
+ if (L > 0) {
+ this.cursor = res.games[L - 1].created;
+ let moreGames = res.games;
+ moreGames.forEach(g => g.type = "corr");
+ this.decorate(moreGames);
+ this.corrGames = this.corrGames.concat(moreGames);
+ } else this.hasMore = false;
+ }
+ }
+ );
}
}
};
table.game-list
max-height: 100%
+button#loadMoreBtn
+ display: block
+ margin: 0 auto
+
.somethingnew
background-color: #c5fefe !important
</style>