X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FHall.vue;h=97df499ae476082ec751003e93fad02ed9f96227;hb=a6088c906bbe6fae95707dc7028e45023fe39981;hp=f4ccc484f098644624b61690bd576713c29418df;hpb=5bd05dba30fc83821637b6f3f080ca72da4bb157;p=vchess.git diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue index f4ccc484..97df499a 100644 --- a/client/src/views/Hall.vue +++ b/client/src/views/Hall.vue @@ -101,7 +101,7 @@ export default { fen: "", vid: 0, nbPlayers: 0, - to: ["", "", ""], //name of challenged players + to: ["", "", ""], //name(s) of challenged player(s) timeControl: "", //"2m+2s" ...etc }, }; @@ -125,23 +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"})); }; @@ -165,9 +172,9 @@ export default { 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) @@ -176,11 +183,16 @@ export default { this.st.variants.findIndex(v => v.id == this.newchallenge.vid); return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp); }, - showGame: function(game) { + 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) - const sids = game.players.map(p => p.sid).join(","); - this.$router.push("/" + game.id + "?sids=" + sids); + // ==> Moves sent by connected remote player(s) if live game + let url = "/" + g.id; + if (g.type == "live") + { + const sids = g.players.map(p => p.sid).join(","); + url += "?sids=" + sids; + } + this.$router.push(url); }, getVname: function(vid) { const vIdx = this.st.variants.findIndex(v => v.id == vid); @@ -203,7 +215,7 @@ export default { {target: sid} ))); }; - else if (!!to[0]) + if (!!to[0]) { to.forEach(pname => { // Challenge with targeted players @@ -241,7 +253,7 @@ export default { 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; @@ -267,6 +279,7 @@ export default { const myChallenge = { // Minimal challenge informations: (from not required) + id: c.id, to: c.to, fen: c.fen, vid: c.vid, @@ -279,7 +292,20 @@ export default { } 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": @@ -293,7 +319,7 @@ export default { { // Receive challenge from some player (+sid) let newChall = data.chall; - newChall.type = this.classifyChallenge(data.chall); + 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(); @@ -304,9 +330,11 @@ export default { 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 @@ -369,22 +397,19 @@ export default { { 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 connect": TODO = send our current challenge (to him or global) -// * Also send all our games (live - max 1 - and corr) [in web worker ?] } -// * - receive "player disconnect": remove from players list case "disconnect": { ArrayFun.remove(this.players, p => p.sid == data.sid); // Also remove all challenges sent by this player: - for (let cIdx = this.challenges.length-1; cIdx >= 0; cIdx--) - { - if (this.challenges[cIdx].from.sid == data.sid) - this.challenges.splice(cIdx, 1); - } - // and all live games where he plays and no other opponent is online - // TODO + 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; } } @@ -403,8 +428,8 @@ export default { 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); + 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 = { @@ -413,10 +438,10 @@ export default { timeControl: this.newchallenge.timeControl, vid: this.newchallenge.vid, }; - const finishAddChallenge = (cid) => { + const finishAddChallenge = (cid,warnDisconnected) => { chall.id = cid || "c" + getRandString(); - // Send challenge to peers - this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected"); + // Send challenge to peers (if connected) + this.sendSomethingTo(cto, "challenge", {chall:chall}, !!warnDisconnected); chall.added = Date.now(); chall.type = ctype; chall.vname = vname; @@ -444,7 +469,7 @@ export default { if (ctype == "live") { // Live challenges have a random ID - finishAddChallenge(); + finishAddChallenge(null, "warnDisconnected"); } else { @@ -465,18 +490,38 @@ export default { // * - 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) { - // TODO: also correspondance case (send to server) + + console.log("click challenge"); + console.log(c); + if (!!c.accepted) { - // It's a multiplayer challenge I accepted: withdraw 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) //it's my challenge: cancel it + 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 { @@ -489,13 +534,30 @@ export default { 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} + ); + } + } } }, - // c.type == corr alors use id...sinon sid (figés) - // NOTE: only for live games ? - launchGame: function(c) { + // 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"); @@ -507,7 +569,7 @@ export default { 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 => {name:p.name, sid:p.sid}, + players: shuffle(players).map(p => { return {name:p.name, sid:p.sid} }), vid: c.vid, timeControl: c.timeControl, }; @@ -520,15 +582,23 @@ export default { ArrayFun.remove(this.challenges, ch => ch.id == c.id); this.newGame(gameInfo); //also! }, - // NOTE: for live games only (corr games are laucnhed on server) + // 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); - dddddddd - // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too - // //setStorage(game); //TODO -// if (this.settings.sound >= 1) -// new Audio("/sounds/newgame.mp3").play().catch(err => {}); + 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 }, }, };