X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FHall.vue;h=97df499ae476082ec751003e93fad02ed9f96227;hb=a6088c906bbe6fae95707dc7028e45023fe39981;hp=008ee0264e412253775b646861f48ef3aa00c13c;hpb=6855163c1b62ddbc83fa86a17d6d99bf0638060c;p=vchess.git diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue index 008ee026..97df499a 100644 --- a/client/src/views/Hall.vue +++ b/client/src/views/Hall.vue @@ -34,7 +34,7 @@ main .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 button(onClick="doClick('modalNewgame')") New game .row - .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2 + .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 @@ -46,9 +46,12 @@ main :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") + 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)" @@ -57,7 +60,7 @@ main | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }} #chat(v-show="pdisplay=='chat'") h3 Chat (TODO) - input#gameSection(type="radio" checked aria-hidden="true" name="accordion") + input#gameSection(type="radio" aria-hidden="true" name="accordion") label(for="gameSection" aria-hidden="true") Games div .button-group @@ -75,7 +78,8 @@ 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 { extractTime } from "@/utils/timeControl"; import GameList from "@/components/GameList.vue"; import ChallengeList from "@/components/ChallengeList.vue"; export default { @@ -92,12 +96,12 @@ export default { gdisplay: "live", games: [], challenges: [], - players: [], //online players + players: [], //online players (rename into "people" ?) newchallenge: { fen: "", vid: 0, nbPlayers: 0, - to: ["", "", ""], //name of challenged players + to: ["", "", ""], //name(s) of challenged player(s) timeControl: "", //"2m+2s" ...etc }, }; @@ -121,23 +125,30 @@ export default { created: function() { // Always add myself to players' list this.players.push(this.st.user); + if (this.st.user.id > 0) + { // Ask server for current corr games (all but mines) // ajax( -// "", +// "/games", // "GET", +// {excluded: this.st.user.id}, // response => { -// +// this.games = this.games.concat(response.games); // } // ); -// // Also ask for corr challenges (all) -// ajax( -// "", -// "GET", -// response => { -// -// } -// ); - // 0.1] Ask server for for room composition: + // Also ask for corr challenges (open + sent to me) + ajax( + "/challenges", + "GET", + {uid: this.st.user.id}, + response => { + console.log(response.challenges); + // TODO: post-treatment on challenges ? + this.challenges = this.challenges.concat(response.challenges); + } + ); + } + // 0.1] Ask server for room composition: const socketOpenListener = () => { this.st.conn.send(JSON.stringify({code:"pollclients"})); }; @@ -154,16 +165,80 @@ export default { this.st.conn.onclose = socketCloseListener; }, methods: { + // Helpers: filterChallenges: function(type) { return this.challenges.filter(c => c.type == type); }, filterGames: function(type) { return this.games.filter(c => c.type == type); }, - classifyChallenge: function(c) { + classifyObject: function(o) { //challenge or game // Heuristic: should work for most cases... (TODO) - return (c.timeControl.indexOf('d') === -1 ? "live" : "corr"); + return (o.timeControl.indexOf('d') === -1 ? "live" : "corr"); + }, + possibleNbplayers: function(nbp) { + if (this.newchallenge.vid == 0) + return false; + const idxInVariants = + this.st.variants.findIndex(v => v.id == this.newchallenge.vid); + return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp); + }, + 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 = "/" + g.id; + if (g.type == "live") + { + const sids = g.players.map(p => p.sid).join(","); + url += "?sids=" + sids; + } + this.$router.push(url); + }, + getVname: function(vid) { + const vIdx = this.st.variants.findIndex(v => v.id == vid); + return this.st.variants[vIdx].name; + }, + getSid: function(pname) { + const pIdx = this.players.findIndex(pl => pl.name == pname); + return (pIdx === -1 ? null : this.players[pIdx].sid); }, + getPname: function(sid) { + const pIdx = this.players.findIndex(pl => pl.sid == sid); + return (pIdx === -1 ? null : this.players[pIdx].name); + }, + 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[0]) + { + to.forEach(pname => { + // Challenge with targeted players + const targetSid = this.getSid(pname); + if (!targetSid) + { + if (!!warnDisconnected) + alert("Warning: " + pname + " is not connected"); + } + else + doSend(code, obj, targetSid); + }); + } + 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 + doSend(code, obj, p.sid); + }); + } + }, + // 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) @@ -173,15 +248,18 @@ export default { { // 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:"askchallenge", target:sid})); this.st.conn.send(JSON.stringify({code:"askgame", target:sid})); }); break; + } case "askidentity": + { // Request for identification: reply if I'm not anonymous if (this.st.user.id > 0) { @@ -189,7 +267,9 @@ export default { {code:"identity", user:this.st.user, target:data.from})); } 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"); @@ -199,261 +279,326 @@ export default { const myChallenge = { // Minimal challenge informations: (from not required) + id: c.id, to: c.to, fen: c.fen, vid: c.vid, timeControl: c.timeControl }; this.st.conn.send(JSON.stringify({code:"challenge", - challenge:myChallenge, target:data.from}) + challenge:myChallenge, target:data.from})); } break; + } case "askgame": - // TODO: Send my current live game (if any): variant, players, movesCount + { + // Send my current live game (if any) + if (!!localStorage["gid"]) + { + const myGame = + { + // Minimal game informations: (fen+clock not required) + id: localStorage["gid"], + players: JSON.parse(localStorage["players"]), //array sid+id+name + vname: localStorage["vname"], + timeControl: localStorage["timeControl"], + }; + this.st.conn.send(JSON.stringify({code:"game", + game:myGame, target:data.from})); + } 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.type = this.classifyObject(data.chall); + const pIdx = this.players.findIndex(p => p.sid == data.from); newChall.from = this.players[pIdx]; //may be anonymous + newChall.added = Date.now(); + 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) + let newGame = data.game; + newGame.type = this.classifyObject(data.game); + newGame.vname = newGame.vname; + 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 + { + // Delete corresponding challenge: + ArrayFun.remove(this.challenges, c => c.id == data.cid); + // New game just started: data contain all informations + this.newGame(data.gameInfo); break; + } // * - receive "accept/withdraw/cancel challenge": apply action to challenges list + // NOTE: challenge "socket" actions accept+withdraw only for live challenges 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 + { + // Someone accept an open (or targeted) challenge + const cIdx = this.challenges.findIndex(c => c.id == data.cid); + let c = this.challenges[cIdx]; + if (!c.seats) + c.seats = [...Array(c.to.length)]; + const pIdx = this.players.findIndex(p => p.sid == data.from); + // Put this player in the first empty seat we find: + let sIdx = 0; + for (; sIdx c.id == data.cid); - let chall = this.challenges[cIdx] - ArrayFun.remove(chall.players, p => p.id == data.uid); - chall.players.push({id:0, name:""}); + let seats = this.challenges[cIdx].seats; + const sIdx = seats.findIndex(s => s.sid == data.sid); + seats[sIdx] = undefined; break; - case "cancelchallenge": + } + case "refusechallenge": + { + alert(this.getPname(data.from) + " refused your challenge"); ArrayFun.remove(this.challenges, c => c.id == data.cid); break; - // TODO: distinguish hallConnect and gameConnect ? - // Or global variable players - // + game variable: "observers" + } + case "deletechallenge": + { + ArrayFun.remove(this.challenges, c => c.id == data.cid); + break; + } 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})); + this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.sid})); + this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid})); 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 + // Also remove all challenges sent by this player: + ArrayFun.remove(this.challenges, c => c.from.sid == data.sid); + // 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.sid + || !this.players.some(pl => pl.sid == 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); - }, + // Challenge lifecycle: tryChallenge: function(player) { if (player.id == 0) return; //anonymous players cannot be challenged this.newchallenge.to[0] = player.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) - { - // 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; + newChallenge: async function() { + 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 const error = checkChallenge(this.newchallenge); if (!!error) return alert(error); - if (this.challenges.some(c => c.from.sid == this.st.user.sid && c.liveGame)) + const ctype = this.classifyObject(this.newchallenge); + const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers - 1); + // NOTE: "from" information is not required here + let chall = { - 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, - { - 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: ""}, - ], + fen: this.newchallenge.fen, + to: cto, timeControl: this.newchallenge.timeControl, + vid: this.newchallenge.vid, }; - for (let p of chall.to) - { - 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; - } - } - const finishAddChallenge = (cid) => { + const finishAddChallenge = (cid,warnDisconnected) => { chall.id = cid || "c" + getRandString(); + // Send challenge to peers (if connected) + this.sendSomethingTo(cto, "challenge", {chall:chall}, !!warnDisconnected); + chall.added = Date.now(); + chall.type = ctype; + chall.vname = vname; + chall.from = this.st.user; this.challenges.push(chall); - // Send challenge to peers - let challSock = - { - code: "newchallenge", - chall: chall, - target: "", - }; - const sendChallengeTo = (sid) => { - challSock.target = sid; - this.st.conn.send(JSON.stringify(challSock)); - }; - if (chall.to[0].id > 0) - { - // Challenge with targeted players - chall.to.forEach(p => { - if (p.id > 0) - sendChallengeTo(p.sid); - }); - } - 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); - }); - } document.getElementById("modalNewgame").checked = false; }; - if (this.newchallenge.liveGame) + const cIdx = this.challenges.findIndex( + c => c.from.sid == this.st.user.sid && c.type == ctype); + if (cIdx >= 0) + { + // Delete current challenge (will be replaced now) + this.sendSomethingTo(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); + } + if (ctype == "live") { - // Live challenges have cid = 0 - finishAddChallenge(); + // Live challenges have a random ID + finishAddChallenge(null, "warnDisconnected"); } else { - 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, + "/challenges", "POST", chall, - response => { - chall.id = response.cid; - finishAddChallenge(); - } + response => { finishAddChallenge(response.cid); } ); } }, - 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); +// * - accept challenge (corr or live) --> send info to challenge creator +// * - cancel challenge (click on sent challenge) --> send info to all concerned players +// * - withdraw from challenge (if >= 3 players and previously accepted) +// * --> send info to challenge creator +// * - refuse challenge: send "refuse" to challenge sender, and "delete" to others +// * - prepare and start new game (if challenge is full after acceptation) +// * --> include challenge ID (so that opponents can delete the challenge too) + clickChallenge: function(c) { + + console.log("click challenge"); + console.log(c); + + if (!!c.accepted) + { + this.st.conn.send(JSON.stringify({code: "withdrawchallenge", + cid: c.id, target: c.from.sid})); + if (c.type == "corr") + { + ajax( + "/challenges", + "PUT", + {action:"withdraw", id: this.challenges[cIdx].id} + ); + } + c.accepted = false; + } + else if (c.from.sid == this.st.user.sid + || (this.st.user.id > 0 && c.from.id == this.st.user.id)) + { + // It's my challenge: cancel it + this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id}); + ArrayFun.remove(this.challenges, ch => ch.id == c.id); + if (c.type == "corr") + { + ajax( + "/challenges", + "DELETE", + {id: this.challenges[cIdx].id} + ); + } + } + else //accept (or refuse) a challenge + { + c.accepted = true; + if (!!c.to[0]) + { + // TODO: if special FEN, show diagram after loading variant + c.accepted = confirm("Accept challenge?"); + } + this.st.conn.send(JSON.stringify({ + code: (c.accepted ? "accept" : "refuse") + "challenge", + cid: c.id, target: c.from.sid})); + if (c.type == "corr" && c.accepted) + { + ajax( + "/challenges", + "PUT", + {action: "accept", id: this.challenges[cIdx].id} + ); + } + if (!c.accepted) + { + ArrayFun.remove(this.challenges, ch => ch.id == c.id); + if (c.type == "corr") + { + ajax( + "/challenges", + "DELETE", + {id: this.challenges[cIdx].id} + ); + } + } + } + }, + // NOTE: for live games only (corr games are launched on server) + launchGame: async function(c) { + // Just assign colors and pass the message + const vname = this.getVname(c.vid); + const vModule = await import("@/variants/" + vname + ".js"); + window.V = vModule.VariantRules; + let players = [c.from]; + Array.prototype.push.apply(players, c.seats); + let gameInfo = + { + fen: c.fen || V.GenRandInitFen(), + // Shuffle players order (white then black then other colors). + // Players' names may be required if game start when a player is offline + players: shuffle(players).map(p => { return {name:p.name, sid:p.sid} }), + vid: c.vid, + timeControl: c.timeControl, + }; + c.seats.forEach(s => { + // NOTE: cid required to remove challenge + this.st.conn.send(JSON.stringify({code:"newgame", + gameInfo:gameInfo, cid:c.id, target:s.sid})); + }); + // Delete corresponding challenge: + ArrayFun.remove(this.challenges, ch => ch.id == c.id); + this.newGame(gameInfo); //also! + }, + // NOTE: for live games only (corr games are launched on server) + newGame: function(gameInfo) { + localStorage["gid"] = getRandString(); + // Extract times (in [milli]seconds), set clocks, store in localStorage + const tc = extractTime(gameInfo.timeControl); + localStorage["timeControl"] = gameInfo.timeControl; + localStorage["clocks"] = JSON.stringify( + [...Array(gameInfo.players.length)].fill(tc.mainTime)); + localStorage["increment"] = tc.increment; + localStorage["started"] = JSON.stringify( + [...Array(gameInfo.players.length)].fill(false)); + localStorage["vname"] = this.getVname(gameInfo.vid); + localStorage["fenInit"] = gameInfo.fen; + localStorage["players"] = JSON.stringify(gameInfo.players); + if (this.st.settings.sound >= 1) + new Audio("/sounds/newgame.mp3").play().catch(err => {}); + // TODO: redirect to game }, }, };