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.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.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 myColor + myTurn infos
+ decorate: function(games) {
+ games.forEach(g => {
+ 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 == "*") {
+ const rem = g.movesCount % 2;
+ if ((rem == 0 && g.myColor == 'w') || (rem == 1 && g.myColor == 'b'))
+ g.myTurn = true;
+ }
+ });
+ },
socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
+ let gamesArrays = {
+ "corr": this.corrGames,
+ "live": this.liveGames
+ };
switch (data.code) {
- // NOTE: no need to increment movesCount: unused if turn is provided
case "notifyturn":
case "notifyscore": {
const info = data.data;
- let games =
- !!parseInt(info.gid)
- ? this.corrGames
- : this.liveGames;
- let g = games.find(g => g.id == info.gid);
+ const type = (!!parseInt(info.gid) ? "corr" : "live");
+ let game = gamesArrays[type].find(g => g.id == info.gid);
// "notifything" --> "thing":
const thing = data.code.substr(6);
- this.$set(g, thing, info[thing]);
- this.tryShowNewsIndicator(g.type);
+ game[thing] = info[thing];
+ if (thing == "turn") {
+ game.myTurn = !game.myTurn;
+ 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": {
// if unlucky and newgame right after connect:
const v = this.st.variants.find(v => v.id == gameInfo.vid);
const vname = !!v ? v.name : "";
- const type = gameInfo.cadence.indexOf('d') >= 0 ? "corr": "live";
- const game = Object.assign(
+ const type = (gameInfo.cadence.indexOf('d') >= 0 ? "corr": "live");
+ let game = Object.assign(
{
vname: vname,
type: type,
score: "*",
- turn: "w"
+ created: Date.now()
},
gameInfo
);
- // TODO: the new game isn't sorted. Maybe apply a different strategy:
- // 1) Sort all at loading,
- // 2) Insert in place when new games arrive,
- // 3) Change position when score or turn change.
- // And GameList just show list unsorted.
- this[type + "Games"].unshift(game);
- this.tryShowNewsIndicator(type);
+ 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);
+ if (game.myTurn) this.tryShowNewsIndicator(type);
+ // TODO: cleaner refresh
+ this.$refs[type + "games"].$forceUpdate();
break;
}
}
this.conn.addEventListener("close", this.socketCloseListener);
},
showGame: function(game) {
- // TODO: "isMyTurn" is duplicated (see GameList component). myColor also
- const isMyTurn = (g) => {
- if (g.score != "*") return false;
- const myColor =
- g.players[0].uid == this.st.user.id ||
- g.players[0].sid == this.st.user.sid
- ? "w"
- : "b";
- if (!!g.turn) return g.turn == myColor;
- const rem = g.movesCount % 2;
- return (
- (rem == 0 && myColor == "w") ||
- (rem == 1 && myColor == "b")
- );
- };
- if (game.type == "live" || !isMyTurn(game)) {
+ if (game.type == "live" || !game.myTurn) {
this.$router.push("/game/" + game.id);
return;
}
// It's my turn in this game. Are there others?
let nextIds = "";
- let otherCorrGamesMyTurn = this.corrGames.filter(
- g => g.id != game.id && isMyTurn(g));
+ let otherCorrGamesMyTurn = this.corrGames.filter(g =>
+ g.id != game.id && !!g.myTurn);
if (otherCorrGamesMyTurn.length > 0) {
nextIds += "/?next=[";
otherCorrGamesMyTurn.forEach(g => { nextIds += g.id + ","; });
}
);
}
+ },
+ 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>