Some fixes. TODO: challenge is lost if navigation to variants + back to hall. Ask...
[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="timeControl") {{ st.tr["Time control"] }}
13 input#timeControl(type="text" v-model="newchallenge.timeControl"
14 placeholder="3m+2s, 1h+30s, 7d+1d ...")
15 fieldset(v-if="st.user.id > 0")
16 label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
17 input#selectPlayers(type="text" v-model="newchallenge.to")
18 fieldset(v-if="st.user.id > 0")
19 label(for="inputFen") {{ st.tr["FEN (optional)"] }}
20 input#inputFen(type="text" v-model="newchallenge.fen")
21 button(@click="newChallenge") {{ st.tr["Send challenge"] }}
22 .row
23 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
24 button(onClick="doClick('modalNewgame')") New game
25 .row
26 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
27 .collapse
28 input#challengeSection(type="radio" checked aria-hidden="true" name="accordion")
29 label(for="challengeSection" aria-hidden="true") Challenges
30 div
31 .button-group
32 button(@click="cdisplay='live'") Live Challenges
33 button(@click="cdisplay='corr'") Correspondance challenges
34 ChallengeList(v-show="cdisplay=='live'"
35 :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
36 ChallengeList(v-show="cdisplay=='corr'"
37 :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
38 input#peopleSection(type="radio" aria-hidden="true" name="accordion")
39 label(for="peopleSection" aria-hidden="true") People
40 div
41 .button-group
42 button(@click="pdisplay='players'") Players
43 button(@click="pdisplay='chat'") Chat
44 #players(v-show="pdisplay=='players'")
45 h3 Online players
46 .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
47 :class="{anonymous: !!p.count}"
48 )
49 | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
50 #chat(v-show="pdisplay=='chat'")
51 h3 Chat (TODO)
52 input#gameSection(type="radio" aria-hidden="true" name="accordion")
53 label(for="gameSection" aria-hidden="true") Games
54 div
55 .button-group
56 button(@click="gdisplay='live'") Live games
57 button(@click="gdisplay='corr'") Correspondance games
58 GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
59 @show-game="showGame")
60 GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
61 @show-game="showGame")
62 </template>
63
64 <script>
65 import { store } from "@/store";
66 import { checkChallenge } from "@/data/challengeCheck";
67 import { ArrayFun } from "@/utils/array";
68 import { ajax } from "@/utils/ajax";
69 import { getRandString, shuffle } from "@/utils/alea";
70 import GameList from "@/components/GameList.vue";
71 import ChallengeList from "@/components/ChallengeList.vue";
72 import { GameStorage } from "@/utils/gameStorage";
73 import { extractTime } from "@/utils/timeControl";
74 export default {
75 name: "my-hall",
76 components: {
77 GameList,
78 ChallengeList,
79 },
80 data: function () {
81 return {
82 st: store.state,
83 cdisplay: "live", //or corr
84 pdisplay: "players", //or chat
85 gdisplay: "live",
86 games: [],
87 challenges: [],
88 people: [], //(all) online players
89 newchallenge: {
90 fen: "",
91 vid: 0,
92 to: "", //name of challenged player (if any)
93 timeControl: "", //"2m+2s" ...etc
94 },
95 };
96 },
97 computed: {
98 uniquePlayers: function() {
99 // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
100 let anonymous = {id:0, name:"@nonymous", count:0};
101 let playerList = [];
102 this.people.forEach(p => {
103 if (p.id > 0)
104 playerList.push(p);
105 else
106 anonymous.count++;
107 });
108 if (anonymous.count > 0)
109 playerList.push(anonymous);
110 return playerList;
111 },
112 },
113 created: function() {
114 // Always add myself to players' list
115 this.people.push(this.st.user);
116 if (this.st.user.id > 0)
117 {
118 // Ask server for current corr games (all but mines)
119 // ajax(
120 // "/games",
121 // "GET",
122 // {excluded: this.st.user.id},
123 // response => {
124 // this.games = this.games.concat(response.games);
125 // }
126 // );
127 // Also ask for corr challenges (open + sent to me)
128 ajax(
129 "/challenges",
130 "GET",
131 {uid: this.st.user.id},
132 response => {
133 console.log(response.challenges);
134 // TODO: post-treatment on challenges ?
135 this.challenges = this.challenges.concat(response.challenges);
136 }
137 );
138 }
139 // 0.1] Ask server for room composition:
140 const socketOpenListener = () => {
141 this.st.conn.send(JSON.stringify({code:"pollclients"}));
142 };
143 this.st.conn.onopen = socketOpenListener;
144 // TODO: is this required here?
145 this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
146 this.st.conn.onmessage = this.socketMessageListener;
147 const oldOnclose = this.st.conn.onclose;
148 const socketCloseListener = () => {
149 oldOnclose(); //reinitialize connexion (in store.js)
150 this.st.conn.addEventListener('message', this.socketMessageListener);
151 this.st.conn.addEventListener('close', socketCloseListener);
152 };
153 this.st.conn.onclose = socketCloseListener;
154 },
155 methods: {
156 // Helpers:
157 filterChallenges: function(type) {
158 return this.challenges.filter(c => c.type == type);
159 },
160 filterGames: function(type) {
161 return this.games.filter(c => c.type == type);
162 },
163 classifyObject: function(o) { //challenge or game
164 // Heuristic: should work for most cases... (TODO)
165 return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
166 },
167 showGame: function(g) {
168 // NOTE: we are an observer, since only games I don't play are shown here
169 // ==> Moves sent by connected remote player(s) if live game
170
171 // TODO: this doesn't work: choose a SID at random
172
173 let url = "/" + g.id;
174 if (g.type == "live")
175 {
176 const sids = g.players.map(p => p.sid).join(",");
177 url += "?sids=" + sids;
178 }
179 this.$router.push(url);
180 },
181 getVname: function(vid) {
182 const vIdx = this.st.variants.findIndex(v => v.id == vid);
183 return this.st.variants[vIdx].name;
184 },
185 getSid: function(pname) {
186 const pIdx = this.people.findIndex(pl => pl.name == pname);
187 return (pIdx === -1 ? null : this.people[pIdx].sid);
188 },
189 getPname: function(sid) {
190 const pIdx = this.people.findIndex(pl => pl.sid == sid);
191 return (pIdx === -1 ? null : this.people[pIdx].name);
192 },
193 sendSomethingTo: function(to, code, obj, warnDisconnected) {
194 const doSend = (code, obj, sid) => {
195 this.st.conn.send(JSON.stringify(Object.assign(
196 {},
197 {code: code},
198 obj,
199 {target: sid}
200 )));
201 };
202 if (!!to)
203 {
204 // Challenge with targeted players
205 const targetSid = this.getSid(to);
206 if (!targetSid)
207 {
208 if (!!warnDisconnected)
209 alert("Warning: " + pname + " is not connected");
210 }
211 else
212 doSend(code, obj, targetSid);
213 }
214 else
215 {
216 // Open challenge: send to all connected players (except us)
217 this.people.forEach(p => {
218 if (p.sid != this.st.user.sid) //only sid is always set
219 doSend(code, obj, p.sid);
220 });
221 }
222 },
223 // Messaging center:
224 socketMessageListener: function(msg) {
225 // Save and call current st.conn.onmessage if one was already defined
226 // --> also needed in future Game.vue (also in Chat.vue component)
227 this.oldOnmessage(msg);
228 const data = JSON.parse(msg.data);
229 switch (data.code)
230 {
231 // 0.2] Receive clients list (just socket IDs)
232 case "pollclients":
233 {
234 data.sockIds.forEach(sid => {
235 this.people.push({sid:sid, id:0, name:""});
236 // Ask identity, challenges and game(s)
237 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
238 this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
239 this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
240 });
241 break;
242 }
243 case "askidentity":
244 {
245 // Request for identification: reply if I'm not anonymous
246 if (this.st.user.id > 0)
247 {
248 this.st.conn.send(JSON.stringify(
249 {code:"identity", user:this.st.user, target:data.from}));
250 }
251 break;
252 }
253 case "askchallenge":
254 {
255 // Send my current live challenge (if any)
256 const cIdx = this.challenges
257 .findIndex(c => c.from.sid == this.st.user.sid && c.type == "live");
258 if (cIdx >= 0)
259 {
260 const c = this.challenges[cIdx];
261 const myChallenge =
262 {
263 // Minimal challenge informations: (from not required)
264 id: c.id,
265 to: c.to,
266 fen: c.fen,
267 vid: c.vid,
268 timeControl: c.timeControl
269 };
270 this.st.conn.send(JSON.stringify({code:"challenge",
271 challenge:myChallenge, target:data.from}));
272 }
273 break;
274 }
275 case "askgame":
276 {
277 // Send my current live games (if any)
278 // TODO: from indexedDB, through GameStorage.
279 // if (!!localStorage["gid"])
280 // {
281 // const myGame =
282 // {
283 // // Minimal game informations: (fen+clock not required)
284 // id: localStorage["gid"],
285 // players: JSON.parse(localStorage["players"]), //array sid+id+name
286 // vname: localStorage["vname"],
287 // timeControl: localStorage["timeControl"],
288 // };
289 // this.st.conn.send(JSON.stringify({code:"game",
290 // game:myGame, target:data.from}));
291 // }
292 break;
293 }
294 case "identity":
295 {
296 const pIdx = this.people.findIndex(p => p.sid == data.user.sid);
297 this.people[pIdx].id = data.user.id;
298 this.people[pIdx].name = data.user.name;
299 break;
300 }
301 case "challenge":
302 {
303 // Receive challenge from some player (+sid)
304 let newChall = data.chall;
305 newChall.type = this.classifyObject(data.chall);
306 const pIdx = this.people.findIndex(p => p.sid == data.from);
307 newChall.from = this.people[pIdx]; //may be anonymous
308 newChall.added = Date.now();
309 newChall.vname = this.getVname(newChall.vid);
310 this.challenges.push(newChall);
311 break;
312 }
313 case "game":
314 {
315 // Receive game from some player (+sid)
316 // NOTE: it may be correspondance (if newgame while we are connected)
317 // TODO: ambiguous naming "newGame" ==> rename function ?
318 let newGame = data.game;
319 newGame.type = this.classifyObject(data.game);
320 newGame.vname = newGame.vname;
321 this.games.push(newGame);
322 break;
323 }
324 // * - receive "new game": if live, store locally + redirect to game
325 // * If corr: notify "new game has started", give link, but do not redirect
326 case "newgame":
327 {
328 // Delete corresponding challenge:
329 ArrayFun.remove(this.challenges, c => c.id == data.cid);
330 // New game just started: data contain all informations
331 this.newGame(data.gameInfo);
332 break;
333 }
334 // * - receive "accept/cancel challenge": apply action to challenges list
335 // NOTE: challenge "socket" actions accept+withdraw only for live challenges
336 case "acceptchallenge":
337 {
338 // Someone accept an open (or targeted) challenge
339 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
340 let c = this.challenges[cIdx];
341 const pIdx = this.people.findIndex(p => p.sid == data.from);
342 c.seat = this.people[pIdx];
343 this.launchGame(c);
344 break;
345 }
346 case "refusechallenge":
347 {
348 alert(this.getPname(data.from) + " refused your challenge");
349 ArrayFun.remove(this.challenges, c => c.id == data.cid);
350 break;
351 }
352 case "deletechallenge":
353 {
354 ArrayFun.remove(this.challenges, c => c.id == data.cid);
355 break;
356 }
357 case "connect":
358 {
359 this.people.push({name:"", id:0, sid:data.sid});
360 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
361 this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.sid}));
362 this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid}));
363 break;
364 }
365 case "disconnect":
366 {
367 ArrayFun.remove(this.people, p => p.sid == data.sid);
368 // Also remove all challenges sent by this player:
369 ArrayFun.remove(this.challenges, c => c.from.sid == data.sid);
370 // And all live games where he plays and no other opponent is online
371 ArrayFun.remove(this.games, g =>
372 g.type == "live" && (g.players.every(p => p.sid == data.sid
373 || !this.people.some(pl => pl.sid == p.sid))), "all");
374 break;
375 }
376 }
377 },
378 // Challenge lifecycle:
379 tryChallenge: function(player) {
380 if (player.id == 0)
381 return; //anonymous players cannot be challenged
382 this.newchallenge.to[0] = player.name;
383 doClick("modalNewgame");
384 },
385 newChallenge: async function() {
386 const vname = this.getVname(this.newchallenge.vid);
387 const vModule = await import("@/variants/" + vname + ".js");
388 window.V = vModule.VariantRules;
389 const error = checkChallenge(this.newchallenge);
390 if (!!error)
391 return alert(error);
392 const ctype = this.classifyObject(this.newchallenge);
393 // NOTE: "from" information is not required here
394 let chall =
395 {
396 fen: this.newchallenge.fen,
397 to: this.newchallenge.to,
398 timeControl: this.newchallenge.timeControl,
399 vid: this.newchallenge.vid,
400 };
401 const finishAddChallenge = (cid,warnDisconnected) => {
402 chall.id = cid || "c" + getRandString();
403 // Send challenge to peers (if connected)
404 this.sendSomethingTo(chall.to, "challenge", {chall:chall}, !!warnDisconnected);
405 chall.added = Date.now();
406 chall.type = ctype;
407 chall.vname = vname;
408 chall.from = this.st.user;
409 this.challenges.push(chall);
410 document.getElementById("modalNewgame").checked = false;
411 };
412 const cIdx = this.challenges.findIndex(
413 c => c.from.sid == this.st.user.sid && c.type == ctype);
414 if (cIdx >= 0)
415 {
416 // Delete current challenge (will be replaced now)
417 this.sendSomethingTo(this.challenges[cIdx].to,
418 "deletechallenge", {cid:this.challenges[cIdx].id});
419 if (ctype == "corr")
420 {
421 ajax(
422 "/challenges",
423 "DELETE",
424 {id: this.challenges[cIdx].id}
425 );
426 }
427 this.challenges.splice(cIdx, 1);
428 }
429 if (ctype == "live")
430 {
431 // Live challenges have a random ID
432 finishAddChallenge(null, "warnDisconnected");
433 }
434 else
435 {
436 // Correspondance game: send challenge to server
437 ajax(
438 "/challenges",
439 "POST",
440 chall,
441 response => { finishAddChallenge(response.cid); }
442 );
443 }
444 },
445 // * - accept challenge (corr or live) --> send info to challenge creator
446 // * - cancel challenge (click on sent challenge) --> send info to all concerned players
447 // * --> send info to challenge creator
448 // * - refuse challenge: send "refuse" to challenge sender, and "delete" to others
449 // * - prepare and start new game (if challenge is full after acceptation)
450 // * --> include challenge ID (so that opponents can delete the challenge too)
451 clickChallenge: function(c) {
452
453 console.log("click challenge");
454 console.log(c);
455
456 if (c.from.sid == this.st.user.sid
457 || (this.st.user.id > 0 && c.from.id == this.st.user.id))
458 {
459 // It's my challenge: cancel it
460 this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
461 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
462 if (c.type == "corr")
463 {
464 ajax(
465 "/challenges",
466 "DELETE",
467 {id: this.challenges[cIdx].id}
468 );
469 }
470 }
471 else //accept (or refuse) a challenge
472 {
473 c.accepted = true;
474 if (!!c.to[0])
475 {
476 // TODO: if special FEN, show diagram after loading variant
477 c.accepted = confirm("Accept challenge?");
478 }
479 this.st.conn.send(JSON.stringify({
480 code: (c.accepted ? "accept" : "refuse") + "challenge",
481 cid: c.id, target: c.from.sid}));
482 if (c.type == "corr" && c.accepted)
483 {
484 ajax(
485 "/challenges",
486 "PUT",
487 {id: this.challenges[cIdx].id}
488 );
489 }
490 if (!c.accepted)
491 {
492 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
493 if (c.type == "corr")
494 {
495 ajax(
496 "/challenges",
497 "DELETE",
498 {id: this.challenges[cIdx].id}
499 );
500 }
501 }
502 }
503 },
504 // NOTE: for live games only (corr games are launched on server)
505 launchGame: async function(c) {
506 // Just assign colors and pass the message
507 const vname = this.getVname(c.vid);
508 const vModule = await import("@/variants/" + vname + ".js");
509 window.V = vModule.VariantRules;
510 let players = [c.from, c.seat];
511 // These game informations will be sent to other players
512 const gameInfo =
513 {
514 gameId: getRandString(),
515 fen: c.fen || V.GenRandInitFen(),
516 // Players' names may be required if game start when a player is offline
517 // Shuffle players order (white then black then other colors).
518 players: shuffle(players.map(p => { return {name:p.name, sid:p.sid} })),
519 vid: c.vid,
520 timeControl: c.timeControl,
521 };
522 // NOTE: cid required to remove challenge
523 this.st.conn.send(JSON.stringify({code:"newgame",
524 gameInfo:gameInfo, cid:c.id, target:c.seat.sid}));
525 // Delete corresponding challenge:
526 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
527 this.newGame(gameInfo); //also!
528 },
529 // NOTE: for live games only (corr games are launched on server)
530 newGame: function(gameInfo) {
531 // Extract times (in [milli]seconds), set clocks
532 const tc = extractTime(gameInfo.timeControl);
533 let initime = [...Array(gameInfo.players.length)];
534 initime[0] = Date.now();
535 const game =
536 {
537 // Game infos: constant
538 gameId: gameInfo.gameId,
539 vname: this.getVname(gameInfo.vid),
540 fenStart: gameInfo.fen,
541 players: gameInfo.players,
542 timeControl: gameInfo.timeControl,
543 increment: tc.increment,
544 mode: "live", //function for live games only
545 // Game state: will be updated
546 fen: gameInfo.fen,
547 moves: [],
548 clocks: [...Array(gameInfo.players.length)].fill(tc.mainTime),
549 initime: initime,
550 score: "*",
551 };
552 GameStorage.add(game);
553 if (this.st.settings.sound >= 1)
554 new Audio("/sounds/newgame.mp3").play().catch(err => {});
555 // TODO: redirect to game
556 },
557 },
558 };
559 </script>
560
561 <style lang="sass">
562 // TODO
563 </style>
564
565 <!--
566 // TODO:
567 // Remove duplicates if several players of one game send their game info (Hall)
568 // When click on it, assign a random rid among online players (max. 4).
569 -->