Separate timeControl logic into utils/timeControl
[vchess.git] / client / src / views / Hall.vue
index c1ef7eb..1dd72b4 100644 (file)
-<template>
-  <div class="home">
-    <Home msg="Welcome to Your Vue.js Apppp"/>
-  </div>
+<template lang="pug">
+main
+  input#modalNewgame.modal(type="checkbox")
+  div(role="dialog" aria-labelledby="titleFenedit")
+    .card.smallpad
+      label#closeNewgame.modal-close(for="modalNewgame")
+      fieldset
+        label(for="selectVariant") {{ st.tr["Variant"] }}
+        select#selectVariant(v-model="newchallenge.vid")
+          option(v-for="v in st.variants" :value="v.id") {{ v.name }}
+      fieldset
+        label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
+        select#selectNbPlayers(v-model="newchallenge.nbPlayers")
+          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") {{ st.tr["Time control"] }}
+        input#timeControl(type="text" v-model="newchallenge.timeControl"
+          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.to[0]")
+          input(v-show="newchallenge.nbPlayers>=3" type="text"
+            v-model="newchallenge.to[1]")
+          input(v-show="newchallenge.nbPlayers==4" type="text"
+            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") {{ st.tr["Send challenge"] }}
+  .row
+    .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
+      .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
+        .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
+  .row
+    .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+      .button-group
+        button(@click="gdisplay='live'") Live games
+        button(@click="gdisplay='corr'") Correspondance games
+      GameList(v-show="gdisplay=='live'" :games="liveGames"
+        @show-game="showGame")
+      GameList(v-show="gdisplay=='corr'" :games="corrGames"
+        @show-game="showGame")
 </template>
 
 <script>
-// @ is an alias to /src
-import HelloWorld from "@/components/HelloWorld.vue";
-
+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 {
-  name: "home",
+  name: "my-hall",
   components: {
-    HelloWorld,
-  }
+    GameList,
+    ChallengeList,
+  },
+  data: function () {
+    return {
+      st: store.state,
+      cpdisplay: "challenges",
+      gdisplay: "live",
+      liveGames: [],
+      corrGames: [],
+      challenges: [],
+      players: [], //online players
+      newchallenge: {
+        fen: "",
+        vid: 0,
+        nbPlayers: 0,
+        to: ["", "", ""], //name of challenged players
+        timeControl: "", //"2m+2s" ...etc
+      },
+    };
+  },
+  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() {
+    // 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;
+// *  - 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
+          break;
+        case "withdrawchallenge":
+          const cIdx = this.challenges.findIndex(c => c.id == data.cid);
+          let chall = this.challenges[cIdx]
+          ArrayFun.remove(chall.players, p => p.id == data.uid);
+          chall.players.push({id:0, name:""});
+          break;
+        case "cancelchallenge":
+          ArrayFun.remove(this.challenges, c => c.id == data.cid);
+          break;
+// 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;
+// *  - 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;
+      }
+    },
+    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)
+    },
+    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(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:this.st.user.sid}));
+        this.challenges.to.splice(toIdx, 1);
+      }
+      else if (challenge.from.id == user.id) //it's my challenge: cancel it
+      {
+        this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
+        this.challenges.splice(index, 1);
+      }
+      else //accept a challenge
+      {
+        this.st.conn.send(JSON.stringify({code:"acceptchallenge",
+          cid:challenge.id, user:me}));
+        this.challenges[index].to.push(me);
+      }
+      // TODO: accepter un challenge peut lancer une partie, il
+      // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
+      // si pas le mien et FEN speciale :: (charger code variante et)
+      // montrer diagramme + couleur (orienté)
+    },
+    // 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;
+      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);
+      if (this.challenges.some(c => c.from.sid == this.st.user.sid && c.liveGame))
+      {
+        document.getElementById("modalNewgame").checked = false;
+        return alert("You already have a pending live challenge");
+        // TODO: better to just replace current challenge
+      }
+      // 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)
+      {
+        if (p.name != "")
+        {
+          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 (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) {
+      if (this.newchallenge.vid == 0)
+        return false;
+      const variants = this.st.variants;
+      const idxInVariants =
+        variants.findIndex(v => v.id == this.newchallenge.vid);
+      return NbPlayers[variants[idxInVariants].name].includes(nbp);
+    },
+  },
 };
 </script>
 
-// main playing hall: chat + online players + current challenges + button "new game"
-// TODO: my-challenge-list, gérant clicks sur challenges, affichage, réception/émission des infos sur challenges ; de même, my-player-list
-// 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)
-main time should be positive (no 0+2 & cie...)
-*/
-// TODO: au moins l'échange des coups en P2P ?
-// TODO: objet game, objet challenge ? et player ?
-Vue.component('my-room', {
-       props: ["conn","settings"],
-       data: function () {
-               return {
-                       gdisplay: "live",
-                       user: user,
-                       liveGames: [],
-                       corrGames: [],
-                       players: [], //online players
-                       challenges: [], //live challenges
-                       people: [], //people who connect to this room (or disconnect)
-               };
-       },
-       // Modal new game, and then sub-components
-       template: `
-               <div>
-                       <input id="modalNewgame" type="checkbox" class="modal"/>
-                       <div role="dialog" aria-labelledby="titleFenedit">
-                               <div class="card smallpad">
-                                       <label id="closeNewgame" for="modalNewgame" class="modal-close">
-                                       </label>
-                                       <h3 id="titleFenedit" class="section">
-                                               {{ translate("Game state (FEN):") }}
-                                       </h3>
-                                       <input id="input-fen" type="text"/>
-                                       <p>TODO: cadence, adversaire (pre-filled if click on name)</p>
-                                       <p>cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment</p>
-                                       <p>Note: leave FEN blank for random; FEN only for targeted challenge</p>
-                                       <button @click="newGame">Launch game</button>
-                               </div>
-                       </div>
-                       <div>
-                               <my-chat :conn="conn" :myname="user.name" :people="people"></my-chat>
-                               <my-challenge-list :challenges="challenges" @click-challenge="clickChallenge">
-                               </my-challenge-list>
-                       </div>
-                       <button onClick="doClick('modalNewgame')">New game</button>
-                       <div>
-                               <div style="border:1px solid black">
-                                       <h3>Online players</h3>
-                                       <div v-for="p in players" @click="challenge(p)">
-                                               {{ p.name }}
-                                       </div>
-                               </div>
-                               <div class="button-group">
-                                       <button @click="gdisplay='live'">Live games</button>
-                                       <button @click="gdisplay='corr'">Correspondance games</button>
-                               </div>
-                               <my-game-list v-show="gdisplay=='live'" :games="liveGames"
-                                       @show-game="showGame">
-                               </my-game-list>
-                               <my-game-list v-show="gdisplay=='corr'" :games="corrGames"
-                                       @show-game="showGame">
-                               </my-game-list>
-                       </div>
-               </div>
-       `,
-       created: function() {
-               // TODO: ask server for current corr games (all but mines: names, ID, time control)
-               const socketMessageListener = msg => {
-                       const data = JSON.parse(msg.data);
-                       switch (data.code)
-                       {
-                               case "newgame":
-                                       // TODO: new game just started: data contain all informations
-                                       // (id, players, time control, fenStart ...)
-                                       break;
-                               // TODO: also receive live games summaries (update)
-                               // (just players names, time control, and ID + player ID)
-                               case "acceptchallenge":
-                                       // oppid: opponent socket ID (or DB id if registered)
-                                       if (true) //TODO: if challenge is full
-                                               this.newGame(data.challenge, data.user); //user.id et user.name
-                                       break;
-                               case "withdrawchallenge":
-                                       // TODO
-                                       break;
-                               case "cancelchallenge":
-                                       // TODO
-                                       break;
-                               // TODO: distinguish these (dis)connect events from their analogs in game.js
-                               case "connect":
-                                       this.players.push({name:data.name, id:data.uid});
-                                       break;
-                               case "disconnect":
-                                       const pIdx = this.players.findIndex(p => p.id == data.uid);
-                                       this.players.splice(pIdx);
-                                       break;
-                       }
-               };
-               const socketCloseListener = () => {
-                       this.conn.addEventListener('message', socketMessageListener);
-                       this.conn.addEventListener('close', socketCloseListener);
-               };
-               this.conn.onmessage = socketMessageListener;
-               this.conn.onclose = socketCloseListener;
-       },
-       methods: {
-               translate: translate,
-               showGame: function(game) {
-                       let hash = "#game?id=" + game.id;
-                       if (!!game.uid)
-                               hash += "&uid=" + game.uid;
-                       location.hash = hash;
-               },
-               challenge: function(player) {
-                       this.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
-                               user:{name:user.name,id:user.id}}));
-               },
-               clickChallenge: function(challenge) {
-                       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};
-                       if (toIdx >= 0)
-                       {
-                               // It's a multiplayer challenge I accepted: withdraw
-                               this.conn.send(JSON.stringify({code:"withdrawchallenge",
-                                       cid:challenge.id, user:me}));
-                               this.challenges.to.splice(toIdx, 1);
-                       }
-                       else if (challenge.from.id == user.id) //it's my challenge: cancel it
-                       {
-                               this.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
-                               this.challenges.splice(index, 1);
-                       }
-                       else //accept a challenge
-                       {
-                               this.conn.send(JSON.stringify({code:"acceptchallenge",
-                                       cid:challenge.id, user:me}));
-                               this.challenges[index].to.push(me);
-                       }
-               },
-               // 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 => {
-                               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 => {});
-               },
-       },
-});
+<style lang="sass">
+// TODO
+</style>