Implemented players discovery
[vchess.git] / client / src / views / Hall.vue
1 <!-- Main playing hall: online players + current challenges + button "new game" -->
2
3 <template lang="pug">
4 main
5 input#modalNewgame.modal(type="checkbox")
6 div(role="dialog" aria-labelledby="titleFenedit")
7 .card.smallpad
8 label#closeNewgame.modal-close(for="modalNewgame")
9 fieldset
10 label(for="selectVariant") {{ st.tr["Variant"] }}
11 select#selectVariant(v-model="newchallenge.vid")
12 option(v-for="v in st.variants" :value="v.id") {{ v.name }}
13 fieldset
14 label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
15 select#selectNbPlayers(v-model="newchallenge.nbPlayers")
16 option(v-show="possibleNbplayers(2)" value="2") 2
17 option(v-show="possibleNbplayers(3)" value="3") 3
18 option(v-show="possibleNbplayers(4)" value="4") 4
19 fieldset
20 label(for="timeControl") {{ st.tr["Time control"] }}
21 input#timeControl(type="text" v-model="newchallenge.timeControl"
22 placeholder="3m+2s, 1h+30s, 7d+1d ...")
23 fieldset(v-if="st.user.id > 0")
24 label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
25 #selectPlayers
26 input(type="text" v-model="newchallenge.to[0].name")
27 input(v-show="newchallenge.nbPlayers>=3" type="text"
28 v-model="newchallenge.to[1].name")
29 input(v-show="newchallenge.nbPlayers==4" type="text"
30 v-model="newchallenge.to[2].name")
31 fieldset(v-if="st.user.id > 0")
32 label(for="inputFen") {{ st.tr["FEN (optional)"] }}
33 input#inputFen(type="text" v-model="newchallenge.fen")
34 button(@click="newChallenge") {{ st.tr["Send challenge"] }}
35 .row
36 .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
37 .button-group
38 button(@click="cpdisplay='challenges'") Challenges
39 button(@click="cpdisplay='players'") Players
40 ChallengeList(v-show="cpdisplay=='challenges'"
41 :challenges="challenges" @click-challenge="clickChallenge")
42 #players(v-show="cpdisplay=='players'")
43 h3 Online players
44 div(v-for="p in uniquePlayers" @click="tryChallenge(p)")
45 | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
46 .row
47 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
48 button(onClick="doClick('modalNewgame')") New game
49 .row
50 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
51 .button-group
52 button(@click="gdisplay='live'") Live games
53 button(@click="gdisplay='corr'") Correspondance games
54 GameList(v-show="gdisplay=='live'" :games="liveGames"
55 @show-game="showGame")
56 GameList(v-show="gdisplay=='corr'" :games="corrGames"
57 @show-game="showGame")
58 </template>
59
60 <script>
61 import { store } from "@/store";
62 import { NbPlayers } from "@/data/nbPlayers";
63 import { checkChallenge } from "@/data/challengeCheck";
64 import { ArrayFun } from "@/utils/array";
65 import { ajax } from "@/utils/ajax";
66 import GameList from "@/components/GameList.vue";
67 import ChallengeList from "@/components/ChallengeList.vue";
68 export default {
69 name: "my-hall",
70 components: {
71 GameList,
72 ChallengeList,
73 },
74 data: function () {
75 return {
76 st: store.state,
77 cpdisplay: "challenges",
78 gdisplay: "live",
79 liveGames: [],
80 corrGames: [],
81 challenges: [],
82 players: [], //online players
83 newchallenge: {
84 fen: "",
85 vid: 0,
86 nbPlayers: 0,
87 to: ["", "", ""], //name of challenged players
88 timeControl: "", //"2m+2s" ...etc
89 },
90 };
91 },
92 computed: {
93 uniquePlayers: function() {
94 // Show e.g. "5 @nonymous", and do nothing on click on anonymous
95 let anonymous = {id:0, name:"@nonymous", count:0};
96 let playerList = [];
97 this.players.forEach(p => {
98 if (p.id > 0)
99 playerList.push(p);
100 else
101 anonymous.count++;
102 });
103 if (anonymous.count > 0)
104 playerList.push(anonymous);
105 return playerList;
106 },
107 },
108 created: function() {
109 // Always add myself to players' list
110 this.players.push(this.st.user);
111 // TODO: ask server for current corr games (all but mines: names, ID, time control)
112 // also ask for corr challenges
113 // Ask server for for room composition:
114 const socketOpenListener = () => {
115 this.st.conn.send(JSON.stringify({code:"askclients"}));
116 };
117 this.st.conn.onopen = socketOpenListener;
118 this.st.conn.onmessage = this.socketMessageListener;
119 const socketCloseListener = () => {
120 // connexion is reinitialized in store.js
121 this.st.conn.addEventListener('message', this.socketMessageListener);
122 this.st.conn.addEventListener('close', socketCloseListener);
123 };
124 this.st.conn.onclose = socketCloseListener;
125 },
126 methods: {
127 socketMessageListener: function(msg) {
128 const data = JSON.parse(msg.data);
129 switch (data.code)
130 {
131 case "clients":
132 data.sockIds.forEach(sid => {
133 this.players.push({sid:sid, id:0, name:""});
134 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
135 });
136 break;
137 // TODO: also receive "askchallenges", "askgames"
138 case "identify":
139 // Request for identification
140 this.st.conn.send(JSON.stringify({code:"identity", user:this.st.user, target:data.from}));
141 break;
142 case "identity":
143 if (data.user.id > 0)
144 {
145 const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
146 this.players[pIdx].id = data.user.id;
147 this.players[pIdx].name = data.user.name;
148 }
149 break;
150 // * - receive "new game": if live, store locally + redirect to game
151 // * If corr: notify "new game has started", give link, but do not redirect
152 case "newgame":
153 // TODO: new game just started: data contain all informations
154 // (id, players, time control, fenStart ...)
155 // + cid to remove challenge from list
156 break;
157 // * - receive "playergame": a live game by some connected player (NO corr)
158 case "playergame":
159 // TODO: receive live game summary (update, count moves)
160 // (just players names, time control, and ID + player ID)
161 break;
162 // * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
163 case "playerchallenges":
164 // TODO: receive challenge + challenge updates
165 break;
166 case "newmove": //live or corr
167 // TODO: name conflict ? (game "newmove" event)
168 break;
169 // * - receive new challenge: if targeted, replace our name with sender name
170 case "newchallenge":
171 // receive live or corr challenge
172 this.challenges.push(data.chall);
173 break;
174 // * - receive "accept/withdraw/cancel challenge": apply action to challenges list
175 case "acceptchallenge":
176 if (true) //TODO: if challenge is full
177 this.newGame(data.challenge, data.user); //user.id et user.name
178 break;
179 case "withdrawchallenge":
180 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
181 let chall = this.challenges[cIdx]
182 ArrayFun.remove(chall.players, p => p.id == data.uid);
183 chall.players.push({id:0, name:""});
184 break;
185 case "cancelchallenge":
186 ArrayFun.remove(this.challenges, c => c.id == data.cid);
187 break;
188 // NOTE: finally only one connect / disconnect couple of events
189 // (because on server side we wouldn't know which to choose)
190 case "connect":
191 // * - receive "player connect": send all our current challenges (to him or global)
192 // * Also send all our games (live - max 1 - and corr) [in web worker ?]
193 // * + all our sent challenges.
194 this.players.push({name:"", id:0, sid:data.sid});
195 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
196 // TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
197 // envoyer aussi nos défis
198 break;
199 // * - receive "player disconnect": remove from players list
200 case "disconnect":
201 ArrayFun.remove(this.players, p => p.sid == data.sid);
202 // TODO: also remove all challenges sent by this player,
203 // and all live games where he plays and no other opponent is online
204 break;
205 }
206 },
207 showGame: function(game) {
208 // NOTE: if we are an observer, the game will be found in main games list
209 // (sent by connected remote players)
210 // TODO: game path ? /vname/gameId seems better
211 this.$router.push("/" + game.id)
212 },
213 tryChallenge: function(player) {
214 if (player.id == 0)
215 return; //anonymous players cannot be challenged
216 this.newchallenge.players[0] = {
217 name: player.name,
218 id: player.id,
219 sid: player.sid,
220 };
221 doClick("modalNewgame");
222 },
223 // * - accept challenge (corr or live) --> send info to all concerned players
224 // * - cancel challenge (click on sent challenge) --> send info to all concerned players
225 // * - withdraw from challenge (if >= 3 players and previously accepted)
226 // * --> send info to all concerned players
227 // * - refuse challenge (or receive refusal): send to all challenge players (from + to)
228 // * except us ; graphics: modal again ? (inline ?)
229 // * - prepare and start new game (if challenge is full after acceptation)
230 // * --> include challenge ID (so that opponents can delete the challenge too)
231 // * Also send to all connected players (only from me)
232 clickChallenge: function(challenge) {
233 const index = this.challenges.findIndex(c => c.id == challenge.id);
234 const toIdx = challenge.to.findIndex(p => p.id == user.id);
235 const me = {name:user.name,id:user.id};
236 if (toIdx >= 0)
237 {
238 // It's a multiplayer challenge I accepted: withdraw
239 this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
240 cid:challenge.id, user:me}));
241 this.challenges.to.splice(toIdx, 1);
242 }
243 else if (challenge.from.id == user.id) //it's my challenge: cancel it
244 {
245 this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
246 this.challenges.splice(index, 1);
247 }
248 else //accept a challenge
249 {
250 this.st.conn.send(JSON.stringify({code:"acceptchallenge",
251 cid:challenge.id, user:me}));
252 this.challenges[index].to.push(me);
253 }
254 // TODO: accepter un challenge peut lancer une partie, il
255 // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
256 // si pas le mien et FEN speciale :: (charger code variante et)
257 // montrer diagramme + couleur (orienté)
258 },
259 // user: last person to accept the challenge (TODO: revoir ça)
260 // newGame: function(chall, user) {
261 // const fen = chall.fen || V.GenRandInitFen();
262 // const game = {}; //TODO: fen, players, time ...
263 // //setStorage(game); //TODO
264 // game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
265 // this.conn.send(
266 // JSON.stringify({code:"newgame", oppid:p.id, game:game}));
267 // });
268 // if (this.settings.sound >= 1)
269 // new Audio("/sounds/newgame.mp3").play().catch(err => {});
270 // },
271 // Send new challenge (corr or live, cf. time control), with button or click on player
272 newChallenge: async function() {
273 if (this.challenges.some(c => c.from.sid == this.st.user.sid))
274 {
275 document.getElementById("modalNewgame").checked = false;
276 return alert("You already have a pending challenge");
277 }
278 const idxInVariants =
279 this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
280 const vname = this.st.variants[idxInVariants].name;
281 const vModule = await import("@/variants/" + vname + ".js");
282 window.V = vModule.VariantRules;
283 // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
284 const error = checkChallenge(this.newchallenge);
285 if (!!error)
286 return alert(error);
287 // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
288 const liveGame =
289 this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
290 // Check that the players (if any indicated) are online
291 let chall =
292 {
293 id: 0, //unknown yet (no ID for live challenges)
294 from: this.st.user,
295 added: Date.now(),
296 fen: this.newchallenge.fen,
297 variant: {id: this.newchallenge.vid, name: vname},
298 nbPlayers: this.newchallenge.nbPlayers,
299 to: [
300 {id: 0, name: this.newchallenge.to[0], sid: ""},
301 {id: 0, name: this.newchallenge.to[1], sid: ""},
302 {id: 0, name: this.newchallenge.to[2], sid: ""},
303 ],
304 timeControl: this.newchallenge.timeControl,
305 mainTime: this.newchallenge.mainTime,
306 increment: this.newchallenge.increment,
307 };
308 for (let p of chall.to)
309 {
310 if (p.name != "")
311 {
312 const pIdx = this.players.findIndex(pl => pl.name == p.name);
313 // NOTE: id (server DB) and sid (socket ID).
314 // Anonymous players just have a socket ID.
315 // NOTE: for correspondance play we don't require players to be online
316 // (==> we don't have IDs, and no sid)
317 if (liveGame && pIdx === -1)
318 return alert(p.name + " is not connected");
319 p.id = this.players[pIdx].id;
320 p.sid = this.players[pIdx].sid;
321 }
322 }
323 const finishAddChallenge = () => {
324 this.challenges.push(chall);
325 // Send challenge to peers
326 let challSock =
327 {
328 code: "newchallenge",
329 chall: chall,
330 target: "",
331 };
332 const sendChallengeTo = (sid) => {
333 challSock.target = sid;
334 this.st.conn.send(JSON.stringify(challSock));
335 };
336 if (chall.to[0].id > 0)
337 {
338 // Challenge with targeted players
339 chall.to.forEach(p => {
340 if (p.id > 0)
341 sendChallengeTo(p.sid);
342 });
343 }
344 else
345 {
346 // Open challenge: send to all connected players (except us)
347 this.players.forEach(p => {
348 if (p.sid != this.st.user.sid) //only sid is always set
349 sendChallengeTo(p.sid);
350 });
351 }
352 document.getElementById("modalNewgame").checked = false;
353 };
354 if (liveGame)
355 {
356 // Live challenges have cid = 0
357 finishAddChallenge();
358 }
359 else
360 {
361 // Correspondance game: send challenge to server
362 ajax(
363 "/challenges/" + this.newchallenge.vid,
364 "POST",
365 chall,
366 response => {
367 chall.id = response.cid;
368 finishAddChallenge();
369 }
370 );
371 }
372 },
373 possibleNbplayers: function(nbp) {
374 if (this.newchallenge.vid == 0)
375 return false;
376 const variants = this.st.variants;
377 const idxInVariants =
378 variants.findIndex(v => v.id == this.newchallenge.vid);
379 return NbPlayers[variants[idxInVariants].name].includes(nbp);
380 },
381 },
382 };
383 </script>
384
385 <style lang="sass">
386 // TODO
387 </style>