Saving current state
[vchess.git] / client / src / views / Hall.vue
1 <template lang="pug">
2 main
3 input#modalNewgame.modal(type="checkbox")
4 div(role="dialog" aria-labelledby="titleFenedit")
5 .card.smallpad
6 label#closeNewgame.modal-close(for="modalNewgame")
7 fieldset
8 label(for="selectVariant") {{ st.tr["Variant"] }}
9 select#selectVariant(v-model="newchallenge.vid")
10 option(v-for="v in st.variants" :value="v.id") {{ v.name }}
11 fieldset
12 label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
13 select#selectNbPlayers(v-model="newchallenge.nbPlayers")
14 option(v-show="possibleNbplayers(2)" value="2") 2
15 option(v-show="possibleNbplayers(3)" value="3") 3
16 option(v-show="possibleNbplayers(4)" value="4") 4
17 fieldset
18 label(for="timeControl") Time control (e.g. 3m, 1h+30s, 7d+1d)
19 input#timeControl(type="text" v-model="newchallenge.timeControl"
20 placeholder="Time control")
21 fieldset
22 label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
23 #selectPlayers
24 input(type="text" v-model="newchallenge.to[0].name")
25 input(v-show="newchallenge.nbPlayers>=3" type="text"
26 v-model="newchallenge.to[1].name")
27 input(v-show="newchallenge.nbPlayers==4" type="text"
28 v-model="newchallenge.to[2].name")
29 fieldset
30 label(for="inputFen") {{ st.tr["FEN (optional)"] }}
31 input#inputFen(type="text" v-model="newchallenge.fen")
32 button(@click="newChallenge") Send challenge
33 .row
34 .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
35 .button-group
36 button(@click="cpdisplay='challenges'") Challenges
37 button(@click="cpdisplay='players'") Players
38 ChallengeList(v-show="cpdisplay=='challenges'"
39 :challenges="challenges" @click-challenge="clickChallenge")
40 #players(v-show="cpdisplay=='players'")
41 h3 Online players
42 //TODO: uniquePlayers, show "5 anonymous", and do nothing on click on anonymous
43 div(v-for="p in uniquePlayers" @click="challenge(p)") {{ p.name }}
44 .row
45 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
46 button(onClick="doClick('modalNewgame')") New game
47 .row
48 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
49 .button-group
50 button(@click="gdisplay='live'") Live games
51 button(@click="gdisplay='corr'") Correspondance games
52 GameList(v-show="gdisplay=='live'" :games="liveGames"
53 @show-game="showGame")
54 GameList(v-show="gdisplay=='corr'" :games="corrGames"
55 @show-game="showGame")
56 </template>
57
58 <script>
59 // TODO: blank time control == untimed
60 // main playing hall: online players + current challenges + button "new game"
61 // TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
62 /*
63 TODO: surligner si nouveau défi perso et pas affichage courant
64 (cadences base + incrément, corr == incr >= 1jour ou base >= 7j)
65 --> correspondance: stocker sur serveur lastMove + uid + color + movesCount + gameId + variant + timeleft
66 fin de partie corr: supprimer partie du serveur au bout de 7 jours (arbitraire)
67 */
68 // TODO: au moins l'échange des coups en P2P ? et game chat ?
69 // TODO: objet game, objet challenge ? et player ?
70 /*
71 * Possible events:
72 * - send new challenge (corr or live, cf. time control), with button or click on player
73 * - accept challenge (corr or live) --> send info to all concerned players
74 * - cancel challenge (click on sent challenge) --> send info to all concerned players
75 * - withdraw from challenge (if >= 3 players and previously accepted)
76 * --> send info to all concerned players
77 * - prepare and start new game (if challenge is full after acceptation)
78 * Also send to all connected players (only from me)
79 * - receive "player connect": send all our current challenges (to him or global)
80 * Also send all our games (live - max 1 - and corr) [in web worker ?]
81 * + all our sent challenges.
82 * - receive "playergames": list of games by some connected player (NO corr)
83 * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
84 * - receive "player disconnect": remove from players list
85 * - receive "accept/withdraw/cancel challenge": apply action to challenges list
86 * - receive "new game": if live, store locally + redirect to game
87 * If corr: notify "new game has started", give link, but do not redirect
88 * - receive new challenge: if targeted, replace our name with sender name
89 */
90 import { store } from "@/store";
91 import { NbPlayers } from "@/data/nbPlayers";
92 import { checkChallenge } from "@/data/challengeCheck";
93 import { ArrayFun } from "@/utils/array";
94 import { ajax } from "@/utils/ajax";
95 import GameList from "@/components/GameList.vue";
96 import ChallengeList from "@/components/ChallengeList.vue";
97 export default {
98 name: "my-hall",
99 components: {
100 GameList,
101 ChallengeList,
102 },
103 data: function () {
104 return {
105 st: store.state,
106 gdisplay: "live",
107 liveGames: [],
108 corrGames: [],
109 players: [], //online players
110 challenges: [], //live challenges
111 willPlay: [], //IDs of challenges in which I decide to play (>= 3 players)
112 newchallenge: {
113 fen: "",
114 vid: 0,
115 nbPlayers: 0,
116 // NOTE: id (server DB) and sid (socket ID).
117 // Anonymous players just have a socket ID.
118 to: [
119 {id:0, sid:"", name:""},
120 {id:0, sid:"", name:""},
121 {id:0, sid:"", name:""}
122 ],
123 timeControl: "",
124 },
125 };
126 },
127 watch: {
128 "st.conn": function() {
129 this.st.conn.onmessage = this.socketMessageListener;
130 this.st.conn.onclose = this.socketCloseListener;
131 },
132 },
133 created: function() {
134 // TODO: ask server for current corr games (all but mines: names, ID, time control)
135 if (!!this.st.conn)
136 {
137 this.st.conn.onmessage = this.socketMessageListener;
138 this.st.conn.onclose = this.socketCloseListener;
139 }
140 },
141 methods: {
142 socketMessageListener: function(msg) {
143 const data = JSON.parse(msg.data);
144 switch (data.code)
145 {
146 case "newgame":
147 // TODO: new game just started: data contain all informations
148 // (id, players, time control, fenStart ...)
149 break;
150 // TODO: also receive live games summaries (update)
151 // (just players names, time control, and ID + player ID)
152 case "acceptchallenge":
153 if (true) //TODO: if challenge is full
154 this.newGame(data.challenge, data.user); //user.id et user.name
155 break;
156 case "withdrawchallenge":
157 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
158 let chall = this.challenges[cIdx]
159 ArrayFun.remove(chall.players, p => p.id == data.uid);
160 chall.players.push({id:0, name:""});
161 break;
162 case "cancelchallenge":
163 ArrayFun.remove(this.challenges, c => c.id == data.cid);
164 break;
165 case "hallconnect":
166 this.players.push({name:data.name, id:data.uid});
167 break;
168 case "halldisconnect":
169 ArrayFun.remove(this.players, p => p.id == data.uid);
170 // TODO: also remove all challenges sent by this player,
171 // and all live games where he plays and no other opponent is online
172 break;
173 }
174 },
175 socketCloseListener: function() {
176 this.st.conn.addEventListener('message', socketMessageListener);
177 this.st.conn.addEventListener('close', socketCloseListener);
178 },
179 clickPlayer: function() {
180 //this.newgameInfo.players[0].name = clickPlayer.name;
181 //show modal;
182 },
183 showGame: function(game) {
184 // NOTE: if we are an observer, the game will be found in main games list
185 // (sent by connected remote players)
186 this.$router.push("/" + game.id)
187 },
188 challenge: function(player) {
189 },
190 clickChallenge: function(challenge) {
191 const index = this.challenges.findIndex(c => c.id == challenge.id);
192 const toIdx = challenge.to.findIndex(p => p.id == user.id);
193 const me = {name:user.name,id:user.id};
194 if (toIdx >= 0)
195 {
196 // It's a multiplayer challenge I accepted: withdraw
197 this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
198 cid:challenge.id, user:me}));
199 this.challenges.to.splice(toIdx, 1);
200 }
201 else if (challenge.from.id == user.id) //it's my challenge: cancel it
202 {
203 this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
204 this.challenges.splice(index, 1);
205 }
206 else //accept a challenge
207 {
208 this.st.conn.send(JSON.stringify({code:"acceptchallenge",
209 cid:challenge.id, user:me}));
210 this.challenges[index].to.push(me);
211 }
212 // TODO: accepter un challenge peut lancer une partie, il
213 // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
214 // si pas le mien et FEN speciale :: (charger code variante et)
215 // montrer diagramme + couleur (orienté)
216 },
217 // user: last person to accept the challenge
218 newGame: function(chall, user) {
219 const fen = chall.fen || V.GenRandInitFen();
220 const game = {}; //TODO: fen, players, time ...
221 //setStorage(game); //TODO
222 game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
223 this.conn.send(
224 JSON.stringify({code:"newgame", oppid:p.id, game:game}));
225 });
226 if (this.settings.sound >= 1)
227 new Audio("/sounds/newgame.mp3").play().catch(err => {});
228 },
229 newChallenge: async function() {
230 const idxInVariants =
231 this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
232 const vname = this.st.variants[idxInVariants].name;
233 const vModule = await import("@/variants/" + vname + ".js");
234 window.V = vModule.VariantRules;
235 // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
236 const error = checkChallenge(this.newchallenge);
237 if (!!error)
238 return alert(error);
239 // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
240 const liveGame =
241 this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
242 // Check that the players (if any indicated) are online
243 for (let p of this.newchallenge.to)
244 {
245 if (p.name != "")
246 {
247 const pIdx = this.players.findIndex(pl => pl.name == p.name);
248 if (pIdx === -1)
249 return alert(p.name + " is not connected");
250 p.id = this.players[pIdx].id;
251 p.sid = this.players[pIdx].sid;
252 }
253 }
254 const finishAddChallenge = (cid) => {
255 const chall = Object.assign(
256 {},
257 this.newchallenge,
258 {
259 id: cid,
260 from: this.st.user,
261 added: Date.now(),
262 vname: vname,
263 }
264 );
265 this.challenges.push(chall);
266 document.getElementById("modalNewgame").checked = false;
267 };
268 if (liveGame)
269 {
270 const chall = JSON.stringify({
271 code: "sendchallenge",
272 sender: {name:this.st.user.name, id:this.st.user.id, sid:this.st.user.sid},
273 });
274 if (this.newchallenge.to[0].id > 0)
275 {
276 // Challenge with targeted players
277 this.newchallenge.to.forEach(p => {
278 if (p.id > 0)
279 this.st.conn.send(Object.assign({}, chall, {receiver: p.sid}));
280 });
281 }
282 else
283 {
284 // Open challenge: send to all connected players
285 this.players.forEach(p => { this.st.conn.send(chall); });
286 }
287 // Live challenges have cid = 0
288 finishAddChallenge(0);
289 }
290 else //correspondance game:
291 {
292 // Possible (server) error if filled player does not exist
293 ajax(
294 "/challenges/" + this.newchallenge.vid,
295 "POST",
296 this.newchallenge,
297 response => { finishAddChallenge(cid); }
298 );
299 }
300 },
301 possibleNbplayers: function(nbp) {
302 if (this.newchallenge.vid == 0)
303 return false;
304 const variants = this.st.variants;
305 const idxInVariants =
306 variants.findIndex(v => v.id == this.newchallenge.vid);
307 return NbPlayers[variants[idxInVariants].name].includes(nbp);
308 },
309 },
310 };
311 </script>
312
313 <style lang="sass">
314 // TODO
315 </style>