Fix challenge send+accept. Now debug game launch from server
[vchess.git] / client / src / views / Hall.vue
index 209dae3..2fbb6e6 100644 (file)
@@ -70,7 +70,6 @@ import { getRandString, shuffle } from "@/utils/alea";
 import GameList from "@/components/GameList.vue";
 import ChallengeList from "@/components/ChallengeList.vue";
 import { GameStorage } from "@/utils/gameStorage";
-import { extractTime } from "@/utils/timeControl";
 export default {
   name: "my-hall",
   components: {
@@ -112,41 +111,89 @@ export default {
   },
   created: function() {
     // Always add myself to players' list
-    this.people.push(this.st.user);
+    const my = this.st.user;
+    this.people.push({sid:my.sid, id:my.id, name:my.name});
+    // Retrieve live challenge (not older than 30 minute) if any:
+    const chall = JSON.parse(localStorage.getItem("challenge") || "false");
+    if (!!chall)
+    {
+      if ((Date.now() - chall.added)/1000 <= 30*60)
+        this.challenges.push(chall);
+      else
+        localStorage.removeItem("challenge");
+    }
     if (this.st.user.id > 0)
     {
-    // Ask server for current corr games (all but mines)
-//    ajax(
-//      "/games",
-//      "GET",
-//      {excluded: this.st.user.id},
-//      response => {
-//        this.games = this.games.concat(response.games);
-//      }
-//    );
-    // Also ask for corr challenges (open + sent to me)
+      // Ask server for current corr games (all but mines)
+      ajax(
+        "/games",
+        "GET",
+        {uid: this.st.user.id, excluded: true},
+        response => {
+          this.games = this.games.concat(response.games.map(g => {
+            const type = this.classifyObject(g);
+            const vname = this.getVname(g.vid);
+            return Object.assign({}, g, {type: type, vname: vname});
+          }));
+        }
+      );
+      // Also ask for corr challenges (open + sent to me)
       ajax(
         "/challenges",
         "GET",
         {uid: this.st.user.id},
         response => {
-          console.log(response.challenges);
-          // TODO: post-treatment on challenges ?
-          this.challenges = this.challenges.concat(response.challenges);
+          // Gather all senders names, and then retrieve full identity:
+          // (TODO [perf]: some might be online...)
+          const uids = response.challenges.map(c => { return c.uid });
+          ajax("/users",
+            "GET",
+            { ids: uids.join(",") },
+            response2 => {
+              let names = {};
+              response2.users.forEach(u => {names[u.id] = u.name});
+              this.challenges = this.challenges.concat(
+                response.challenges.map(c => {
+                  // (just players names in fact)
+                  const from = {name: names[c.uid], id: c.uid};
+                  const type = this.classifyObject(c);
+                  const vname = this.getVname(c.vid);
+                  return Object.assign({}, c, {type: type, vname: vname, from: from});
+                })
+              )
+            }
+          );
         }
       );
+      // TODO: I don't like this code below; improvement?
+      let retryForVnames = setInterval(() => {
+        if (this.st.variants.length > 0) //variants array is loaded
+        {
+          if (this.games.length > 0 && this.games[0].vname == "")
+          {
+            // Fix games' vnames:
+            this.games.forEach(g => { g.vname = this.getVname(g.vid); });
+          }
+          if (this.challenges.length > 0 && this.challenges[0].vname == "")
+          {
+            // Fix challenges' vnames:
+            this.challenges.forEach(c => { c.vname = this.getVname(c.vid); });
+          }
+          clearInterval(retryForVnames);
+        }
+      }, 50);
     }
     // 0.1] Ask server for room composition:
-    const socketOpenListener = () => {
+    const funcPollClients = () => {
       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;
+    if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+      funcPollClients();
+    else //socket not ready yet (initial loading)
+      this.st.conn.onopen = funcPollClients;
     this.st.conn.onmessage = this.socketMessageListener;
-    const oldOnclose = this.st.conn.onclose;
     const socketCloseListener = () => {
-      oldOnclose(); //reinitialize connexion (in store.js)
+      store.socketCloseListener(); //reinitialize connexion (in store.js)
       this.st.conn.addEventListener('message', this.socketMessageListener);
       this.st.conn.addEventListener('close', socketCloseListener);
     };
@@ -158,7 +205,7 @@ export default {
       return this.challenges.filter(c => c.type == type);
     },
     filterGames: function(type) {
-      return this.games.filter(c => c.type == type);
+      return this.games.filter(g => g.type == type);
     },
     classifyObject: function(o) { //challenge or game
       // Heuristic: should work for most cases... (TODO)
@@ -167,20 +214,19 @@ export default {
     showGame: function(g) {
       // NOTE: we are an observer, since only games I don't play are shown here
       // ==> Moves sent by connected remote player(s) if live game
-      
-// TODO: this doesn't work: choose a SID at random
-
-      let url = "/" + g.id;
+      let url = "/game/" + g.id;
       if (g.type == "live")
       {
-        const sids = g.players.map(p => p.sid).join(",");
-        url += "?sids=" + sids;
+        const remotes = g.players.filter(p => this.people.some(pl => pl.sid == p.sid));
+        const rIdx = (remotes.length == 1 ? 0 : Math.floor(Math.random()*2));
+        url += "?rid=" + remotes[rIdx].sid;
       }
       this.$router.push(url);
     },
+    // TODO: ...filter(...)[0].name, one-line, just remove this function
     getVname: function(vid) {
       const vIdx = this.st.variants.findIndex(v => v.id == vid);
-      return this.st.variants[vIdx].name;
+      return vIdx >= 0 ? this.st.variants[vIdx].name : "";
     },
     getSid: function(pname) {
       const pIdx = this.people.findIndex(pl => pl.name == pname);
@@ -199,19 +245,17 @@ export default {
           {target: sid}
         )));
       };
-      if (!!to[0])
+      if (!!to)
       {
-        to.forEach(pname => {
-          // Challenge with targeted players
-          const targetSid = this.getSid(pname);
-          if (!targetSid)
-          {
-            if (!!warnDisconnected)
-              alert("Warning: " + pname + " is not connected");
-          }
-          else
-            doSend(code, obj, targetSid);
-        });
+        // Challenge with targeted players
+        const targetSid = this.getSid(to);
+        if (!targetSid)
+        {
+          if (!!warnDisconnected)
+            alert("Warning: " + pname + " is not connected");
+        }
+        else
+          doSend(code, obj, targetSid);
       }
       else
       {
@@ -224,9 +268,6 @@ export default {
     },
     // Messaging center:
     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)
-      this.oldOnmessage(msg);
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
@@ -248,7 +289,8 @@ export default {
           if (this.st.user.id > 0)
           {
             this.st.conn.send(JSON.stringify(
-              {code:"identity", user:this.st.user, target:data.from}));
+              // people[0] instead of st.user to avoid sending email
+              {code:"identity", user:this.people[0], target:data.from}));
           }
           break;
         }
@@ -270,27 +312,28 @@ export default {
               timeControl: c.timeControl
             };
             this.st.conn.send(JSON.stringify({code:"challenge",
-              challenge:myChallenge, target:data.from}));
+              chall:myChallenge, target:data.from}));
           }
           break;
         }
         case "askgame":
         {
-          // Send my current live games (if any)
-          // TODO: from indexedDB, through GameStorage.
-//          if (!!localStorage["gid"])
-//          {
-//            const myGame =
-//            {
-//              // Minimal game informations: (fen+clock not required)
-//              id: localStorage["gid"],
-//              players: JSON.parse(localStorage["players"]), //array sid+id+name
-//              vname: localStorage["vname"],
-//              timeControl: localStorage["timeControl"],
-//            };
-//            this.st.conn.send(JSON.stringify({code:"game",
-//              game:myGame, target:data.from}));
-//          }
+          // Send my current live game (if any)
+          GameStorage.getCurrent((game) => {
+            if (!!game)
+            {
+              const myGame =
+              {
+                // Minimal game informations:
+                id: game.id,
+                players: game.players.map(p => p.name),
+                vid: game.vid,
+                timeControl: game.timeControl,
+              };
+              this.st.conn.send(JSON.stringify({code:"game",
+                game:myGame, target:data.from}));
+            }
+          });
           break;
         }
         case "identity":
@@ -307,7 +350,7 @@ export default {
           newChall.type = this.classifyObject(data.chall);
           const pIdx = this.people.findIndex(p => p.sid == data.from);
           newChall.from = this.people[pIdx]; //may be anonymous
-          newChall.added = Date.now();
+          newChall.added = Date.now(); //TODO: this is reception timestamp, not creation
           newChall.vname = this.getVname(newChall.vid);
           this.challenges.push(newChall);
           break;
@@ -316,44 +359,41 @@ export default {
         {
           // Receive game from some player (+sid)
           // NOTE: it may be correspondance (if newgame while we are connected)
-          // TODO: ambiguous naming "newGame" ==> rename function ?
-          let newGame = data.game;
-          newGame.type = this.classifyObject(data.game);
-          newGame.vname = newGame.vname;
-          this.games.push(newGame);
+          if (!this.games.some(g => g.id == data.game.id)) //ignore duplicates
+          {
+            let newGame = data.game;
+            newGame.type = this.classifyObject(data.game);
+            newGame.vname = this.getVname(data.game.vid);
+            newGame.rid = data.from;
+            newGame.score = "*";
+            this.games.push(newGame);
+          }
           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":
         {
-          // Delete corresponding challenge:
-          ArrayFun.remove(this.challenges, c => c.id == data.cid);
-          // New game just started: data contain all informations
-          this.newGame(data.gameInfo);
-          break;
-        }
-// *  - receive "accept/cancel challenge": apply action to challenges list
-        // NOTE: challenge "socket" actions accept+withdraw only for live challenges
-        case "acceptchallenge":
-        {
-          // Someone accept an open (or targeted) challenge
-          const cIdx = this.challenges.findIndex(c => c.id == data.cid);
-          let c = this.challenges[cIdx];
-          const pIdx = this.people.findIndex(p => p.sid == data.from);
-          c.seat = this.people[pIdx];
-          this.launchGame(c);
+          // TODO: next line required ?!
+          //ArrayFun.remove(this.challenges, c => c.id == data.cid);
+          // New game just started: data contain all information
+          if (this.classifyObject(data.gameInfo) == "live")
+            this.startNewGame(data.gameInfo);
+          else
+          {
+            // TODO: notify with game link but do not redirect
+          }
           break;
         }
         case "refusechallenge":
         {
-          alert(this.getPname(data.from) + " refused your challenge");
+          alert(this.getPname(data.from) + " declined your challenge");
           ArrayFun.remove(this.challenges, c => c.id == data.cid);
           break;
         }
         case "deletechallenge":
         {
+          // NOTE: the challenge may be already removed
           ArrayFun.remove(this.challenges, c => c.id == data.cid);
+          localStorage.removeItem("challenge"); //in case of
           break;
         }
         case "connect":
@@ -381,7 +421,7 @@ export default {
     tryChallenge: function(player) {
       if (player.id == 0)
         return; //anonymous players cannot be challenged
-      this.newchallenge.to[0] = player.name;
+      this.newchallenge.to = player.name;
       doClick("modalNewgame");
     },
     newChallenge: async function() {
@@ -392,23 +432,21 @@ export default {
       if (!!error)
         return alert(error);
       const ctype = this.classifyObject(this.newchallenge);
+      if (ctype == "corr" && this.st.user.id <= 0)
+        return alert("Please log in to play correspondance games");
       // NOTE: "from" information is not required here
-      let chall =
-      {
-        fen: this.newchallenge.fen,
-        to: this.newchallenge.to,
-        timeControl: this.newchallenge.timeControl,
-        vid: this.newchallenge.vid,
-      };
+      let chall = Object.assign({}, this.newchallenge);
       const finishAddChallenge = (cid,warnDisconnected) => {
         chall.id = cid || "c" + getRandString();
         // Send challenge to peers (if connected)
-        this.sendSomethingTo(cto, "challenge", {chall:chall}, !!warnDisconnected);
+        this.sendSomethingTo(chall.to, "challenge", {chall:chall}, !!warnDisconnected);
         chall.added = Date.now();
+        // NOTE: vname and type are redundant (can be deduced from timeControl + vid)
         chall.type = ctype;
         chall.vname = vname;
-        chall.from = this.st.user;
+        chall.from = this.people[0]; //avoid sending email
         this.challenges.push(chall);
+        localStorage.setItem("challenge", JSON.stringify(chall));
         document.getElementById("modalNewgame").checked = false;
       };
       const cIdx = this.challenges.findIndex(
@@ -439,122 +477,103 @@ export default {
         ajax(
           "/challenges",
           "POST",
-          chall,
+          { chall: chall },
           response => { finishAddChallenge(response.cid); }
         );
       }
     },
-// *  - accept challenge (corr or live) --> send info to challenge creator
-// *  - cancel challenge (click on sent challenge) --> send info to all concerned players
-// *    --> send info to challenge creator
-// *  - refuse challenge: send "refuse" to challenge sender, and "delete" to others
-// *  - prepare and start new game (if challenge is full after acceptation)
-// *    --> include challenge ID (so that opponents can delete the challenge too)
     clickChallenge: function(c) {
-
-      console.log("click challenge");
-      console.log(c);
-
-      else if (c.from.sid == this.st.user.sid
-        || (this.st.user.id > 0 && c.from.id == this.st.user.id))
-      {
-        // It's my challenge: cancel it
-        this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
-        ArrayFun.remove(this.challenges, ch => ch.id == c.id);
-        if (c.type == "corr")
-        {
-          ajax(
-            "/challenges",
-            "DELETE",
-            {id: this.challenges[cIdx].id}
-          );
-        }
-      }
-      else //accept (or refuse) a challenge
+      // In all cases, the challenge is consumed:
+      ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+      // NOTE: deletechallenge event might be redundant (but it's easier this way)
+      this.sendSomethingTo((!!c.to ? c.from : null), "deletechallenge", {cid:c.id});
+      const myChallenge = (c.from.sid == this.st.user.sid //live
+        || (this.st.user.id > 0 && c.from.id == this.st.user.id)); //corr
+      if (!myChallenge)
       {
         c.accepted = true;
-        if (!!c.to[0])
+        if (!!c.to) //c.to == this.st.user.name (connected)
         {
           // TODO: if special FEN, show diagram after loading variant
           c.accepted = confirm("Accept challenge?");
         }
-        this.st.conn.send(JSON.stringify({
-          code: (c.accepted ? "accept" : "refuse") + "challenge",
-          cid: c.id, target: c.from.sid}));
-        if (c.type == "corr" && c.accepted)
+        if (c.accepted)
+        {
+          c.seat = this.people[0]; //== this.st.user, avoid revealing email
+          this.launchGame(c);
+        }
+        else
+        {
+          this.st.conn.send(JSON.stringify({
+            code: "refusechallenge",
+            cid: c.id, target: c.from.sid}));
+        }
+      }
+      else //my challenge
+      {
+        localStorage.removeItem("challenge");
+        if (c.type == "corr")
         {
           ajax(
             "/challenges",
-            "PUT",
-            {id: this.challenges[cIdx].id}
+            "DELETE",
+            {id: c.id}
           );
         }
-        if (!c.accepted)
-        {
-          ArrayFun.remove(this.challenges, ch => ch.id == c.id);
-          if (c.type == "corr")
-          {
-            ajax(
-              "/challenges",
-              "DELETE",
-              {id: this.challenges[cIdx].id}
-            );
-          }
-        }
       }
     },
-    // NOTE: for live games only (corr games are launched on server)
+    // NOTE: when launching game, the challenge is already deleted
     launchGame: async function(c) {
-      // Just assign colors and pass the message
-      const vname = this.getVname(c.vid);
-      const vModule = await import("@/variants/" + vname + ".js");
+      const vModule = await import("@/variants/" + c.vname + ".js");
       window.V = vModule.VariantRules;
-      let players = [c.from, c.seat];
       // These game informations will be sent to other players
       const gameInfo =
       {
         gameId: getRandString(),
         fen: c.fen || V.GenRandInitFen(),
-        // Players' names may be required if game start when a player is offline
-        // Shuffle players order (white then black then other colors).
-        players: shuffle(players.map(p => { return {name:p.name, sid:p.sid} })),
+        players: shuffle([c.from, c.seat]), //white then black
         vid: c.vid,
         timeControl: c.timeControl,
       };
-      // NOTE: cid required to remove challenge
-      this.st.conn.send(JSON.stringify({code:"newgame",
-        gameInfo:gameInfo, cid:c.id, target:c.seat.sid}));
-      // Delete corresponding challenge:
-      ArrayFun.remove(this.challenges, ch => ch.id == c.id);
-      this.newGame(gameInfo); //also!
-    },
-    // NOTE: for live games only (corr games are launched on server)
-    newGame: function(gameInfo) {
-      // Extract times (in [milli]seconds), set clocks
-      const tc = extractTime(gameInfo.timeControl);
-      let initime = [...Array(gameInfo.players.length)];
-      initime[0] = Date.now();
-      const game =
+      let target = c.from.sid; //may not be defined if corr + offline opp
+      if (!target)
+      {
+        const opponent = this.people.find(p => p.id == c.from.id);
+        if (!!opponent)
+          target = opponent.sid
+      }
+      if (!!target) //opponent is online
       {
-        // Game infos: constant
-        gameId: gameInfo.gameId,
-        vname: this.getVname(gameInfo.vid),
+        this.st.conn.send(JSON.stringify({code:"newgame",
+          gameInfo:gameInfo, target:target, cid:c.id}));
+      }
+      if (c.type == "live")
+        this.startNewGame(gameInfo);
+      else //corr: game only on server
+      {
+        ajax(
+          "/games",
+          "POST",
+          {gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
+          response => { this.$router.push("/game/" + response.gameId); }
+        );
+      }
+    },
+    // NOTE: for live games only (corr games start on the server)
+    startNewGame: function(gameInfo) {
+      const game = Object.assign({}, gameInfo, {
+        // (other) Game infos: constant
         fenStart: gameInfo.fen,
-        players: gameInfo.players,
-        timeControl: gameInfo.timeControl,
-        increment: tc.increment,
-        mode: "live", //function for live games only
-        // Game state: will be updated
-        fen: gameInfo.fen,
+        // Game state (including FEN): will be updated
         moves: [],
-        clocks: [...Array(gameInfo.players.length)].fill(tc.mainTime),
-        initime: initime,
+        clocks: [-1, -1], //-1 = unstarted
+        initime: [0, 0], //initialized later
         score: "*",
-      };
+      });
       GameStorage.add(game);
       if (this.st.settings.sound >= 1)
         new Audio("/sounds/newgame.mp3").play().catch(err => {});
-      // TODO: redirect to game
+      this.$router.push("/game/" + gameInfo.gameId);
     },
   },
 };
@@ -563,9 +582,3 @@ export default {
 <style lang="sass">
 // TODO
 </style>
-
-<!--
-// TODO:
-// Remove duplicates if several players of one game send their game info (Hall)
-// When click on it, assign a random rid among online players (max. 4).
--->