Implement basic observing logic
[vchess.git] / client / src / views / Game.vue
index 6a67400..984a66b 100644 (file)
@@ -8,7 +8,6 @@
         h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }}
         button(@click="abortGame") {{ st.tr["Sorry I have to go"] }}
         button(@click="abortGame") {{ st.tr["Game seems over"] }}
-        button(@click="abortGame") {{ st.tr["Game is too boring"] }}
     BaseGame(:game="game" :vr="vr" ref="basegame"
       @newmove="processMove" @gameover="gameOver")
     div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
       button(@click="() => abortGame()") Abort
       button(@click="resign") Resign
     textarea(v-if="game.score=='*'" v-model="corrMsg")
-    Chat(
+    Chat(:players="game.players")
 </template>
 
-<!--
-// ==> après, implémenter/vérifier les passages de challenges + parties en cours
-// observer,
-// when send to chat (or a move), reach only this group (send gid along)
--->
-
 <script>
 import BaseGame from "@/components/BaseGame.vue";
 import Chat from "@/components/Chat.vue";
@@ -40,6 +33,7 @@ export default {
   name: 'my-game',
   components: {
     BaseGame,
+    Chat,
   },
   // gameRef: to find the game in (potentially remote) storage
   data: function() {
@@ -103,22 +97,23 @@ export default {
     // Always add myself to players' list
     const my = this.st.user;
     this.people.push({sid:my.sid, id:my.id, name:my.name});
-    if (!!this.$route.params["id"])
-    {
-      this.gameRef.id = this.$route.params["id"];
-      this.gameRef.rid = this.$route.query["rid"];
-      this.loadGame();
-    }
+    this.gameRef.id = this.$route.params["id"];
+    this.gameRef.rid = this.$route.query["rid"]; //may be undefined
+    if (!this.gameRef.rid)
+      this.loadGame(); //local or corr: can load from now
     // TODO: mode analyse (/analyze/Atomic/rn
     // ... fen = query[], vname=params[] ...
     // 0.1] Ask server for room composition:
-    const funcPollClients = () => {
+    const initialize = () => {
+      // Poll clients + load game if stored remotely
       this.st.conn.send(JSON.stringify({code:"pollclients"}));
+      if (!!this.gameRef.rid)
+        this.loadGame();
     };
     if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
-      funcPollClients();
+      initialize();
     else //socket not ready yet (initial loading)
-      this.st.conn.onopen = funcPollClients;
+      this.st.conn.onopen = initialize;
     this.st.conn.onmessage = this.socketMessageListener;
     const socketCloseListener = () => {
       store.socketCloseListener(); //reinitialize connexion (in store.js)
@@ -162,6 +157,10 @@ export default {
         case "identity":
         {
           let player = this.people.find(p => p.sid == data.user.sid);
+          // NOTE: sometimes player.id fails because player is undefined...
+          // Probably because the event was meant for Hall?
+          if (!player)
+            return;
           player.id = data.user.id;
           player.name = data.user.name;
           // Sending last state only for live games: corr games are complete
@@ -184,6 +183,19 @@ export default {
           }
           break;
         }
+        case "askgame":
+          // Send current (live) game
+          const myGame =
+          {
+            // Minimal game informations:
+            id: this.game.id,
+            players: this.game.players.map(p => p.name),
+            vid: this.game.vid,
+            timeControl: this.game.timeControl,
+          };
+          this.st.conn.send(JSON.stringify({code:"game",
+            game:myGame, target:data.from}));
+          break;
         case "newmove":
           // NOTE: this call to play() will trigger processMove()
           this.$refs["basegame"].play(data.move,
@@ -222,12 +234,10 @@ export default {
           this.drawOffer = "received";
           break;
         case "askfullgame":
-          // TODO: just give game; observers are listed here anyway:
-          // ==> mark request SID as someone to send moves to
-          // NOT to all people array: our opponent can send moves too!
+          // TODO: use data.id to retrieve game in indexedDB (but for now only one running game so OK)
+          this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
           break;
         case "fullgame":
-          // and when receiving answer just call loadGame(received_game)
           this.loadGame(data.game);
           break;
         // TODO: drawaccepted (click draw button before sending move
@@ -235,12 +245,12 @@ export default {
         // ==> on "newmove", check "drawOffer" field
         case "connect":
         {
-          this.people.push({name:"", id:0, sid:data.sid});
-          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+          this.people.push({name:"", id:0, sid:data.from});
+          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
           break;
         }
         case "disconnect":
-          ArrayFun.remove(this.people, p => p.sid == data.sid);
+          ArrayFun.remove(this.people, p => p.sid == data.from);
           break;
       }
     },
@@ -392,10 +402,12 @@ export default {
         );
       };
       if (!!game)
-        return afterRetrival(game);
+        return afterRetrieval(game);
       if (!!this.gameRef.rid)
       {
         // Remote live game
+        // (TODO: send game ID as well, and receiver would pick the corresponding
+        // game in his current games; if allowed to play several)
         this.st.conn.send(JSON.stringify(
           {code:"askfullgame", target:this.gameRef.rid}));
         // (send moves updates + resign/abort/draw actions)
@@ -420,7 +432,7 @@ export default {
           obj[key] = move[key];
           return obj;
         }, {});
-      // Send move ("newmove" event) to opponent(s) (if ours)
+      // Send move ("newmove" event) to people in the room (if our turn)
       let addTime = 0;
       if (move.color == this.game.mycolor)
       {
@@ -434,14 +446,16 @@ export default {
         if (this.game.type == "corr")
           sendMove.message = this.corrMsg;
         const oppsid = this.getOppSid();
-        if (!!oppsid)
-        {
-          this.st.conn.send(JSON.stringify({
-            code: "newmove",
-            target: oppsid,
-            move: sendMove,
-          }));
-        }
+        this.people.forEach(p => {
+          if (p.sid != this.st.user.sid)
+          {
+            this.st.conn.send(JSON.stringify({
+              code: "newmove",
+              target: p.sid,
+              move: sendMove,
+            }));
+          }
+        });
         if (this.game.type == "corr" && this.corrMsg != "")
         {
           // Add message to last move in BaseGame: