Small update on main hall
[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 playerList = [{id:0, name:"@nonymous", count:0}];
96 this.players.forEach(p => {
97 if (p.id > 0)
98 playerList.push(p);
99 else
100 playerList[0].count++;
101 });
102 return playerList;
103 },
104 },
105 // TODO: this looks ugly... (use VueX ?!)
106 watch: {
107 "st.conn": function() {
108 this.st.conn.onmessage = this.socketMessageListener;
109 this.st.conn.onclose = this.socketCloseListener;
110 // Ask server for for room composition:
111 this.st.conn.send(JSON.stringify({code:"askplayers"}));
112 },
113 },
114 created: function() {
115 // TODO: ask server for current corr games (all but mines: names, ID, time control)
116 // also ask for corr challenges
117 if (!!this.st.conn)
118 {
119 this.st.conn.onmessage = this.socketMessageListener;
120 this.st.conn.onclose = this.socketCloseListener;
121 // Ask server for for room composition:
122 this.st.conn.send(JSON.stringify({code:"askplayers"}));
123 }
124 },
125 methods: {
126 socketMessageListener: function(msg) {
127 const data = JSON.parse(msg.data);
128 switch (data.code)
129 {
130 case "room":
131 // TODO: receive room composition (sids at least, id + names if registered)
132 // Add myself to players
133 this.players.push(this.st.user);
134 // TODO: also receive "askchallenges", "askgames"
135 // * - receive "new game": if live, store locally + redirect to game
136 // * If corr: notify "new game has started", give link, but do not redirect
137 case "newgame":
138 // TODO: new game just started: data contain all informations
139 // (id, players, time control, fenStart ...)
140 // + cid to remove challenge from list
141 break;
142 // * - receive "playergame": a live game by some connected player (NO corr)
143 case "playergame":
144 // TODO: receive live game summary (update, count moves)
145 // (just players names, time control, and ID + player ID)
146 break;
147 // * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
148 case "playerchallenges":
149 // TODO: receive challenge + challenge updates
150 break;
151 case "newmove": //live or corr
152 // TODO: name conflict ? (game "newmove" event)
153 break;
154 // * - receive new challenge: if targeted, replace our name with sender name
155 case "newchallenge":
156 // receive live or corr challenge
157 break;
158 // * - receive "accept/withdraw/cancel challenge": apply action to challenges list
159 case "acceptchallenge":
160 if (true) //TODO: if challenge is full
161 this.newGame(data.challenge, data.user); //user.id et user.name
162 break;
163 case "withdrawchallenge":
164 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
165 let chall = this.challenges[cIdx]
166 ArrayFun.remove(chall.players, p => p.id == data.uid);
167 chall.players.push({id:0, name:""});
168 break;
169 case "cancelchallenge":
170 ArrayFun.remove(this.challenges, c => c.id == data.cid);
171 break;
172 // NOTE: finally only one connect / disconnect couple of events
173 // (because on server side we wouldn't know which to choose)
174 case "connect":
175 // * - receive "player connect": send all our current challenges (to him or global)
176 // * Also send all our games (live - max 1 - and corr) [in web worker ?]
177 // * + all our sent challenges.
178 this.players.push({name:data.name, id:data.uid});
179 // TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
180 // envoyer aussi nos défis
181 break;
182 // * - receive "player disconnect": remove from players list
183 case "disconnect":
184 ArrayFun.remove(this.players, p => p.id == data.uid);
185 // TODO: also remove all challenges sent by this player,
186 // and all live games where he plays and no other opponent is online
187 break;
188 }
189 },
190 socketCloseListener: function() {
191 // connexion is reinitialized in store.js
192 this.st.conn.addEventListener('message', this.socketMessageListener);
193 this.st.conn.addEventListener('close', this.socketCloseListener);
194 },
195 showGame: function(game) {
196 // NOTE: if we are an observer, the game will be found in main games list
197 // (sent by connected remote players)
198 // TODO: game path ? /vname/gameId seems better
199 this.$router.push("/" + game.id)
200 },
201 tryChallenge: function(player) {
202 if (player.id == 0)
203 return; //anonymous players cannot be challenged
204 this.newchallenge.players[0] = {
205 name: player.name,
206 id: player.id,
207 sid: player.sid,
208 };
209 doClick("modalNewgame");
210 },
211 // * - accept challenge (corr or live) --> send info to all concerned players
212 // * - cancel challenge (click on sent challenge) --> send info to all concerned players
213 // * - withdraw from challenge (if >= 3 players and previously accepted)
214 // * --> send info to all concerned players
215 // * - refuse challenge (or receive refusal): send to all challenge players (from + to)
216 // * except us ; graphics: modal again ? (inline ?)
217 // * - prepare and start new game (if challenge is full after acceptation)
218 // * --> include challenge ID (so that opponents can delete the challenge too)
219 // * Also send to all connected players (only from me)
220 clickChallenge: function(challenge) {
221 const index = this.challenges.findIndex(c => c.id == challenge.id);
222 const toIdx = challenge.to.findIndex(p => p.id == user.id);
223 const me = {name:user.name,id:user.id};
224 if (toIdx >= 0)
225 {
226 // It's a multiplayer challenge I accepted: withdraw
227 this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
228 cid:challenge.id, user:me}));
229 this.challenges.to.splice(toIdx, 1);
230 }
231 else if (challenge.from.id == user.id) //it's my challenge: cancel it
232 {
233 this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
234 this.challenges.splice(index, 1);
235 }
236 else //accept a challenge
237 {
238 this.st.conn.send(JSON.stringify({code:"acceptchallenge",
239 cid:challenge.id, user:me}));
240 this.challenges[index].to.push(me);
241 }
242 // TODO: accepter un challenge peut lancer une partie, il
243 // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
244 // si pas le mien et FEN speciale :: (charger code variante et)
245 // montrer diagramme + couleur (orienté)
246 },
247 // user: last person to accept the challenge (TODO: revoir ça)
248 // newGame: function(chall, user) {
249 // const fen = chall.fen || V.GenRandInitFen();
250 // const game = {}; //TODO: fen, players, time ...
251 // //setStorage(game); //TODO
252 // game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
253 // this.conn.send(
254 // JSON.stringify({code:"newgame", oppid:p.id, game:game}));
255 // });
256 // if (this.settings.sound >= 1)
257 // new Audio("/sounds/newgame.mp3").play().catch(err => {});
258 // },
259 // Send new challenge (corr or live, cf. time control), with button or click on player
260 newChallenge: async function() {
261 if (this.challenges.some(c => c.from.sid == this.st.user.sid))
262 {
263 document.getElementById("modalNewgame").checked = false;
264 return alert("You already have a pending challenge");
265 }
266 const idxInVariants =
267 this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
268 const vname = this.st.variants[idxInVariants].name;
269 const vModule = await import("@/variants/" + vname + ".js");
270 window.V = vModule.VariantRules;
271 // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
272 const error = checkChallenge(this.newchallenge);
273 if (!!error)
274 return alert(error);
275 // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
276 const liveGame =
277 this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
278 // Check that the players (if any indicated) are online
279 let chall =
280 {
281 id: 0, //unknown yet (no ID for live challenges)
282 from: this.st.user,
283 added: Date.now(),
284 fen: this.newchallenge.fen,
285 variant: {id: this.newchallenge.vid, name: vname},
286 nbPlayers: this.newchallenge.nbPlayers,
287 to: [
288 {id: 0, name: this.newchallenge.to[0], sid: ""},
289 {id: 0, name: this.newchallenge.to[1], sid: ""},
290 {id: 0, name: this.newchallenge.to[2], sid: ""},
291 ],
292 timeControl: this.newchallenge.timeControl,
293 mainTime: this.newchallenge.mainTime,
294 increment: this.newchallenge.increment,
295 };
296 for (let p of chall.to)
297 {
298 if (p.name != "")
299 {
300 const pIdx = this.players.findIndex(pl => pl.name == p.name);
301 // NOTE: id (server DB) and sid (socket ID).
302 // Anonymous players just have a socket ID.
303 // NOTE: for correspondance play we don't require players to be online
304 // (==> we don't have IDs, and no sid)
305 if (liveGame && pIdx === -1)
306 return alert(p.name + " is not connected");
307 p.id = this.players[pIdx].id;
308 p.sid = this.players[pIdx].sid;
309 }
310 }
311 const finishAddChallenge = () => {
312 this.challenges.push(chall);
313 // Send challenge to peers
314 const challSock =
315 {
316 code: "newchallenge",
317 chall: chall,
318 };
319 if (chall.to[0].id > 0)
320 {
321 // Challenge with targeted players
322 chall.to.forEach(p => {
323 if (p.id > 0)
324 {
325 this.st.conn.send(JSON.stringify(Object.assign(
326 {},
327 challSock,
328 {receiver: p.sid}
329 )));
330 }
331 });
332 }
333 else
334 {
335 // Open challenge: send to all connected players (except us)
336 const strChallSock = JSON.stringify(challSock);
337 this.players.forEach(p => {
338 if (p.sid != this.st.user.sid) //only sid is always set
339 this.st.conn.send(strChallSock);
340 });
341 }
342 document.getElementById("modalNewgame").checked = false;
343 };
344 if (liveGame)
345 {
346 // Live challenges have cid = 0
347 finishAddChallenge();
348 }
349 else
350 {
351 // Correspondance game: send challenge to server
352 ajax(
353 "/challenges/" + this.newchallenge.vid,
354 "POST",
355 chall,
356 response => {
357 chall.id = response.cid;
358 finishAddChallenge();
359 }
360 );
361 }
362 },
363 possibleNbplayers: function(nbp) {
364 if (this.newchallenge.vid == 0)
365 return false;
366 const variants = this.st.variants;
367 const idxInVariants =
368 variants.findIndex(v => v.id == this.newchallenge.vid);
369 return NbPlayers[variants[idxInVariants].name].includes(nbp);
370 },
371 },
372 };
373 </script>
374
375 <style lang="sass">
376 // TODO
377 </style>