Separate timeControl logic into utils/timeControl
[vchess.git] / client / src / views / Hall.vue
index ae5e783..1dd72b4 100644 (file)
@@ -11,32 +11,38 @@ main
       fieldset
         label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
         select#selectNbPlayers(v-model="newchallenge.nbPlayers")
-          option(v-show="possibleNbplayers(2)" value="2") 2
+          option(v-show="possibleNbplayers(2)" value="2" selected) 2
           option(v-show="possibleNbplayers(3)" value="3") 3
           option(v-show="possibleNbplayers(4)" value="4") 4
       fieldset
-        label(for="timeControl") Time control (e.g. 3m, 1h+30s, 7d+1d)
+        label(for="timeControl") {{ st.tr["Time control"] }}
         input#timeControl(type="text" v-model="newchallenge.timeControl"
-          placeholder="Time control")
-      fieldset
+          placeholder="3m+2s, 1h+30s, 7d+1d ...")
+      fieldset(v-if="st.user.id > 0")
         label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
         #selectPlayers
-          input(type="text" v-model="newchallenge.players[0].name")
+          input(type="text" v-model="newchallenge.to[0]")
           input(v-show="newchallenge.nbPlayers>=3" type="text"
-            v-model="newchallenge.players[1].name")
+            v-model="newchallenge.to[1]")
           input(v-show="newchallenge.nbPlayers==4" type="text"
-            v-model="newchallenge.players[2].name")
-      fieldset
+            v-model="newchallenge.to[2]")
+      fieldset(v-if="st.user.id > 0")
         label(for="inputFen") {{ st.tr["FEN (optional)"] }}
         input#inputFen(type="text" v-model="newchallenge.fen")
-      button(@click="newChallenge") Send challenge
+      button(@click="newChallenge") {{ st.tr["Send challenge"] }}
   .row
     .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
-      ChallengeList(:challenges="challenges" @click-challenge="clickChallenge")
-    .col-sm-12.col-md-5.col-lg-4
-      #players
+      .button-group
+        button(@click="cpdisplay='challenges'") Challenges
+        button(@click="cpdisplay='players'") Players
+      ChallengeList(v-show="cpdisplay=='challenges'"
+        :challenges="challenges" @click-challenge="clickChallenge")
+      #players(v-show="cpdisplay=='players'")
         h3 Online players
-        div(v-for="p in players" @click="challenge(p)") {{ p.name }}
+        .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
+          :class="{anonymous: !!p.count}"
+        )
+          | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
   .row
     .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
       button(onClick="doClick('modalNewgame')") New game
@@ -52,40 +58,12 @@ main
 </template>
 
 <script>
-// TODO: blank time control == untimed
-// main playing hall: online players + current challenges + button "new game"
-// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
-/*
-TODO: surligner si nouveau défi perso et pas affichage courant
-(cadences base + incrément, corr == incr >= 1jour ou base >= 7j)
---> correspondance: stocker sur serveur lastMove + uid + color + movesCount + gameId + variant + timeleft
-fin de partie corr: supprimer partie du serveur au bout de 7 jours (arbitraire)
-*/
-// TODO: au moins l'échange des coups en P2P ? et game chat ?
-// TODO: objet game, objet challenge ? et player ?
-/*
- * Possible events:
- *  - send new challenge (corr or live, cf. time control), with button or click on player
- *  - accept challenge (corr or live) --> send info to all concerned players
- *  - cancel challenge (click on sent challenge) --> send info to all concerned players
- *  - withdraw from challenge (if >= 3 players and previously accepted)
- *    --> send info to all concerned players
- *  - prepare and start new game (if challenge is full after acceptation)
- *    Also send to all connected players (only from me)
- *  - receive "player connect": send all our current challenges (to him or global)
- *    Also send all our games (live - max 1 - and corr) [in web worker ?]
- *    + all our sent challenges.
- *  - receive "playergames": list of games by some connected player (NO corr)
- *  - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
- *  - receive "player disconnect": remove from players list
- *  - receive "accept/withdraw/cancel challenge": apply action to challenges list
- *  - receive "new game": if live, store locally + redirect to game
- *    If corr: notify "new game has started", give link, but do not redirect
-*/
 import { store } from "@/store";
 import { NbPlayers } from "@/data/nbPlayers";
 import { checkChallenge } from "@/data/challengeCheck";
 import { ArrayFun } from "@/utils/array";
+import { ajax } from "@/utils/ajax";
+import { getRandString } from "@/utils/alea";
 import GameList from "@/components/GameList.vue";
 import ChallengeList from "@/components/ChallengeList.vue";
 export default {
@@ -97,47 +75,157 @@ export default {
   data: function () {
     return {
       st: store.state,
+      cpdisplay: "challenges",
       gdisplay: "live",
       liveGames: [],
       corrGames: [],
+      challenges: [],
       players: [], //online players
-      challenges: [], //live challenges
-      willPlay: [], //IDs of challenges in which I decide to play (>= 3 players)
       newchallenge: {
         fen: "",
         vid: 0,
         nbPlayers: 0,
-        // TODO: distinguer uid et sid !
-        players: [{id:0,name:""},{id:0,name:""},{id:0,name:""}],
-        timeControl: "",
+        to: ["", "", ""], //name of challenged players
+        timeControl: "", //"2m+2s" ...etc
       },
     };
   },
-  watch: {
-    "st.conn": function() {
-      this.st.conn.onmessage = this.socketMessageListener;
-      this.st.conn.onclose = this.socketCloseListener;
+  computed: {
+    uniquePlayers: function() {
+      // Show e.g. "5 @nonymous", and do nothing on click on anonymous
+      let anonymous = {id:0, name:"@nonymous", count:0};
+      let playerList = [];
+      this.players.forEach(p => {
+        if (p.id > 0)
+          playerList.push(p);
+        else
+          anonymous.count++;
+      });
+      if (anonymous.count > 0)
+        playerList.push(anonymous);
+      return playerList;
     },
   },
   created: function() {
-    // TODO: ask server for current corr games (all but mines: names, ID, time control)
-    if (!!this.st.conn)
-    {
-      this.st.conn.onmessage = this.socketMessageListener;
-      this.st.conn.onclose = this.socketCloseListener;
-    }
+    // Always add myself to players' list
+    this.players.push(this.st.user);
+    // Ask server for current corr games (all but mines)
+//    ajax(
+//      "",
+//      "GET",
+//      response => {
+//
+//      }
+//    );
+//    // Also ask for corr challenges (all)
+//    ajax(
+//      "",
+//      "GET",
+//      response => {
+//
+//      }
+//    );
+    // 0.1] Ask server for for room composition:
+    const socketOpenListener = () => {
+      this.st.conn.send(JSON.stringify({code:"pollclients"}));
+    };
+    this.st.conn.onopen = socketOpenListener;
+    // TODO: is this required here?
+    this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
+    this.st.conn.onmessage = this.socketMessageListener;
+    const oldOnclose = this.st.conn.onclose;
+    const socketCloseListener = () => {
+      oldOnclose(); //reinitialize connexion (in store.js)
+      this.st.conn.addEventListener('message', this.socketMessageListener);
+      this.st.conn.addEventListener('close', socketCloseListener);
+    };
+    this.st.conn.onclose = socketCloseListener;
   },
   methods: {
     socketMessageListener: function(msg) {
+      // Save and call current st.conn.onmessage if one was already defined
+      // --> also needed in future Game.vue (also in Chat.vue component)
+      // TODO: merge Game.vue and MoveList.vue (one logic entity, no ?)
+      this.oldOnmessage(msg);
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
+        // 0.2] Receive clients list (just socket IDs)
+        case "pollclients":
+          data.sockIds.forEach(sid => {
+            this.players.push({sid:sid, id:0, name:""});
+            // Ask identity, challenges and game(s)
+            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+            this.st.conn.send(JSON.stringify({code:"askchallenges", target:sid}));
+            this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
+          });
+          break;
+        case "askidentity":
+          // Request for identification
+          this.st.conn.send(JSON.stringify(
+            {code:"identity", user:this.st.user, target:data.from}));
+          break;
+        case "askchallenge":
+          // Send my current live challenge
+          const cIdx = this.challenges
+            .findIndex(c => c.from.sid == this.st.user.sid && c.liveGame);
+          if (cIdx >= 0)
+          {
+            const c = this.challenges[cIdx];
+            const myChallenge =
+            {
+              // Minimal challenge informations: (from not required)
+              to: c.to,
+              fen: c.fen,
+              vid: c.vid,
+              timeControl: c.timeControl
+            };
+            this.st.conn.send(JSON.stringify({code:"challenge",
+              challenge:myChallenge, target:data.from})
+          }
+          break;
+        case "askgame":
+          // TODO: Send my current live game (if any): variant, players, movesCount
+          break;
+        case "identity":
+          if (data.user.id > 0) //otherwise "anonymous", nothing to retrieve
+          {
+            const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
+            this.players[pIdx].id = data.user.id;
+            this.players[pIdx].name = data.user.name;
+          }
+          break;
+        case "challenge":
+          // Receive challenge from some player (+sid)
+          break;
+        case "game":
+          // Receive live game from some player (+sid)
+          break;
+// *  - receive "new game": if live, store locally + redirect to game
+// *    If corr: notify "new game has started", give link, but do not redirect
         case "newgame":
           // TODO: new game just started: data contain all informations
           // (id, players, time control, fenStart ...)
+          // + cid to remove challenge from list
+          break;
+// *  - receive "playergame": a live game by some connected player (NO corr)
+        case "playergame":
+          // TODO: receive live game summary (update, count moves)
+          // (just players names, time control, and ID + player ID)
+          break;
+// *  - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
+        case "playerchallenges":
+          // TODO: receive challenge + challenge updates
+          break;
+        case "newmove": //live or corr
+          // TODO: name conflict ? (game "newmove" event)
           break;
-        // TODO: also receive live games summaries (update)
-        // (just players names, time control, and ID + player ID)
+// *  - receive new challenge: if targeted, replace our name with sender name
+        case "newchallenge":
+          // receive live or corr challenge
+          this.challenges.push(data.chall);
+          break;
+// *  - receive "accept/withdraw/cancel challenge": apply action to challenges list
         case "acceptchallenge":
           if (true) //TODO: if challenge is full
             this.newGame(data.challenge, data.user); //user.id et user.name
@@ -151,38 +239,55 @@ export default {
         case "cancelchallenge":
           ArrayFun.remove(this.challenges, c => c.id == data.cid);
           break;
-        case "hallconnect":
-          this.players.push({name:data.name, id:data.uid});
+// NOTE: finally only one connect / disconnect couple of events
+// (because on server side we wouldn't know which to choose)
+        case "connect":
+// *  - receive "player connect": send all our current challenges (to him or global)
+// *    Also send all our games (live - max 1 - and corr) [in web worker ?]
+// *    + all our sent challenges.
+          this.players.push({name:"", id:0, sid:data.sid});
+          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+          // TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
+          // envoyer aussi nos défis
           break;
-        case "halldisconnect":
-          ArrayFun.remove(this.players, p => p.id == data.uid);
+// *  - receive "player disconnect": remove from players list
+        case "disconnect":
+          ArrayFun.remove(this.players, p => p.sid == data.sid);
+          // TODO: also remove all challenges sent by this player,
+          // and all live games where he plays and no other opponent is online
           break;
       }
     },
-    socketCloseListener: function() {
-      this.st.conn.addEventListener('message', socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
-    },
-    clickPlayer: function() {
-      //this.newgameInfo.players[0].name = clickPlayer.name;
-      //show modal;
-    },
     showGame: function(game) {
       // NOTE: if we are an observer, the game will be found in main games list
       // (sent by connected remote players)
+      // TODO: game path ? /vname/gameId seems better
       this.$router.push("/" + game.id)
     },
-    challenge: function(player) {
+    tryChallenge: function(player) {
+      if (player.id == 0)
+        return; //anonymous players cannot be challenged
+      this.newchallenge.to[0] = player.name;
+      doClick("modalNewgame");
     },
+// *  - accept challenge (corr or live) --> send info to all concerned players
+// *  - cancel challenge (click on sent challenge) --> send info to all concerned players
+// *  - withdraw from challenge (if >= 3 players and previously accepted)
+// *    --> send info to all concerned players
+// *  - refuse challenge (or receive refusal): send to all challenge players (from + to)
+// *    except us ; graphics: modal again ? (inline ?)
+// *  - prepare and start new game (if challenge is full after acceptation)
+// *    --> include challenge ID (so that opponents can delete the challenge too)
+// *    Also send to all connected players (only from me)
     clickChallenge: function(challenge) {
+      // TODO: also correspondance case (send to server)
       const index = this.challenges.findIndex(c => c.id == challenge.id);
-      const toIdx = challenge.to.findIndex(p => p.id == user.id);
-      const me = {name:user.name,id:user.id};
+      const toIdx = challenge.to.findIndex(name => name == this.st.user.name);
       if (toIdx >= 0)
       {
         // It's a multiplayer challenge I accepted: withdraw
         this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
-          cid:challenge.id, user:me}));
+          cid:challenge.id, user:this.st.user.sid}));
         this.challenges.to.splice(toIdx, 1);
       }
       else if (challenge.from.id == user.id) //it's my challenge: cancel it
@@ -201,73 +306,130 @@ export default {
       // si pas le mien et FEN speciale :: (charger code variante et)
       // montrer diagramme + couleur (orienté)
     },
-    // user: last person to accept the challenge
-    newGame: function(chall, user) {
-      const fen = chall.fen || V.GenRandInitFen();
-      const game = {}; //TODO: fen, players, time ...
-      //setStorage(game); //TODO
-      game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
-        this.conn.send(
-          JSON.stringify({code:"newgame", oppid:p.id, game:game}));
-      });
-      if (this.settings.sound >= 1)
-        new Audio("/sounds/newgame.mp3").play().catch(err => {});
-    },
-    newChallenge: async function() {
-      const idxInVariants =
-        this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
-      const vname = variants[idxInVariants].name;
+    // user: last person to accept the challenge (TODO: revoir ça)
+//    newGame: function(chall, user) {
+//      const fen = chall.fen || V.GenRandInitFen();
+//      const game = {}; //TODO: fen, players, time ...
+//      //setStorage(game); //TODO
+//      game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
+//        this.conn.send(
+//          JSON.stringify({code:"newgame", oppid:p.id, game:game}));
+//      });
+//      if (this.settings.sound >= 1)
+//        new Audio("/sounds/newgame.mp3").play().catch(err => {});
+//    },
+    // Load a variant file (TODO: should probably be global)
+    loadVariant: async function(vid, variantArray) {
+      const idxInVariants = variantArray.findIndex(v => v.id == vid);
+      const vname = variantArray[idxInVariants].name;
       const vModule = await import("@/variants/" + vname + ".js");
       window.V = vModule.VariantRules;
-      // NOTE: side-effect = set FEN, and mainTime + increment in seconds
-      // TODO: (to limit cheating options) separate the GenRandInitFen() functions
-      // in separate files, load on server and generate FEN on server.
+      return vname;
+    },
+    // Send new challenge (corr or live, cf. time control), with button or click on player
+    newChallenge: async function() {
+      // TODO: put this "load variant" block elsewhere
+      const vname = this.loadVariant(this.newchallenge.vid, this.st.variants);
+      // checkChallenge side-effect = , and mainTime + increment in seconds
+      // TODO: should not be a side-effect but set here ; for received server challenges we do not have mainTime+increment
       const error = checkChallenge(this.newchallenge);
       if (!!error)
         return alert(error);
-      // TODO: 40 = average number of moves ?
-      if (this.newchallenge.mainTime + 40 * this.newchallenge.increment
-        >= 3*24*60*60) //3 days (TODO: heuristic...)
+      if (this.challenges.some(c => c.from.sid == this.st.user.sid && c.liveGame))
       {
-        // Correspondance game:
-        // Possible (server) error if filled player does not exist
-        ajax(
-          "/challenges/" + this.newchallenge.vid,
-          "POST",
-          this.newchallenge,
-          response => {
-            const chall = Object.assign({},
-              this.newchallenge,
-              {
-                id: response.cid,
-                uid: this.st.user.id,
-                added: Date.now(),
-                vname: vname,
-              });
-            this.challenges.push(chall);
-            document.getElementById("modalNewgame").checked = false;
-          }
-        );
+        document.getElementById("modalNewgame").checked = false;
+        return alert("You already have a pending live challenge");
+        // TODO: better to just replace current challenge
       }
-      else
+      // Check that the players (if any indicated) are online
+      let chall = Object.Assign(
+        {},
+        this.newchallenge,
+        {
+          from: this.st.user,
+          added: Date.now(),
+        fen: this.newchallenge.fen || V.GenRandInitFen(),
+        variant: {id: this.newchallenge.vid, name: vname},
+        nbPlayers: this.newchallenge.nbPlayers,
+        to: [
+          {id: 0, name: this.newchallenge.to[0], sid: ""},
+          {id: 0, name: this.newchallenge.to[1], sid: ""},
+          {id: 0, name: this.newchallenge.to[2], sid: ""},
+        ],
+        timeControl: this.newchallenge.timeControl,
+      };
+      for (let p of chall.to)
       {
-        // Considered live game
-        if (this.newchallenges.players[0].id > 0)
+        if (p.name != "")
         {
-          // Challenge with target players
-          this.newchallenges.players.forEach(p => {
-            this.st.conn.send(JSON.stringify({
-              code: "sendchallenge",
-              oppid: p.id,
-              user: {name:this.st.user.name, id:this.st.user.id}
-            }));
+          const pIdx = this.players.findIndex(pl => pl.name == p.name);
+          // NOTE: id (server DB) and sid (socket ID).
+          // Anonymous players just have a socket ID.
+          // NOTE: for correspondance play we don't require players to be online
+          // (==> we don't have IDs, and no sid)
+          if (liveGame && pIdx === -1)
+            return alert(p.name + " is not connected");
+          p.id = this.players[pIdx].id;
+          p.sid = this.players[pIdx].sid;
+        }
+      }
+      const finishAddChallenge = (cid) => {
+        chall.id = cid || "c" + getRandString();
+        this.challenges.push(chall);
+        // Send challenge to peers
+        let challSock =
+        {
+          code: "newchallenge",
+          chall: chall,
+          target: "",
+        };
+        const sendChallengeTo = (sid) => {
+          challSock.target = sid;
+          this.st.conn.send(JSON.stringify(challSock));
+        };
+        if (chall.to[0].id > 0)
+        {
+          // Challenge with targeted players
+          chall.to.forEach(p => {
+            if (p.id > 0)
+              sendChallengeTo(p.sid);
           });
         }
         else
         {
-          // Open challenge: send to all connected players
-          // TODO
+          // Open challenge: send to all connected players (except us)
+          this.players.forEach(p => {
+            if (p.sid != this.st.user.sid) //only sid is always set
+              sendChallengeTo(p.sid);
+          });
         }
+        document.getElementById("modalNewgame").checked = false;
+      };
+      if (this.newchallenge.liveGame)
+      {
+        // Live challenges have cid = 0
+        finishAddChallenge();
+      }
+      else
+      {
+        const chall = {
+          uid: req.body["from"],
+          vid: req.body["vid"],
+          fen: req.body["fen"],
+          timeControl: req.body["timeControl"],
+          nbPlayers: req.body["nbPlayers"],
+          to: req.body["to"], //array of IDs
+        };
+        // Correspondance game: send challenge to server
+        ajax(
+          "/challenges/" + this.newchallenge.vid,
+          "POST",
+          chall,
+          response => {
+            chall.id = response.cid;
+            finishAddChallenge();
+          }
+        );
       }
     },
     possibleNbplayers: function(nbp) {