Refactoring: BaseGame, Game, ComputerGame (ProblemGame?)
[vchess.git] / client / src / views / Hall.vue
index 89663b7..97df499 100644 (file)
@@ -101,7 +101,7 @@ export default {
         fen: "",
         vid: 0,
         nbPlayers: 0,
-        to: ["", "", ""], //name of challenged players
+        to: ["", "", ""], //name(s) of challenged player(s)
         timeControl: "", //"2m+2s" ...etc
       },
     };
@@ -125,22 +125,29 @@ export default {
   created: function() {
     // Always add myself to players' list
     this.players.push(this.st.user);
+    if (this.st.user.id > 0)
+    {
     // Ask server for current corr games (all but mines)
 //    ajax(
-//      "",
+//      "/games",
 //      "GET",
+//      {excluded: this.st.user.id},
 //      response => {
-//
-//      }
-//    );
-    //    // Also ask for corr challenges (all) --> + accepted status if I play
-//    ajax(
-//      "",
-//      "GET",
-//      response => {
-//
+//        this.games = this.games.concat(response.games);
 //      }
 //    );
+    // 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);
+        }
+      );
+    }
     // 0.1] Ask server for room composition:
     const socketOpenListener = () => {
       this.st.conn.send(JSON.stringify({code:"pollclients"}));
@@ -208,7 +215,7 @@ export default {
           {target: sid}
         )));
       };
-      else if (!!to[0])
+      if (!!to[0])
       {
         to.forEach(pname => {
           // Challenge with targeted players
@@ -292,8 +299,8 @@ export default {
             {
               // Minimal game informations: (fen+clock not required)
               id: localStorage["gid"],
-              players: JSON.parse(localStorage["players"]), //array sid+name
-              vid: localStorage["vid"],
+              players: JSON.parse(localStorage["players"]), //array sid+id+name
+              vname: localStorage["vname"],
               timeControl: localStorage["timeControl"],
             };
             this.st.conn.send(JSON.stringify({code:"game",
@@ -326,7 +333,7 @@ export default {
           // NOTE: it may be correspondance (if newgame while we are connected)
           let newGame = data.game;
           newGame.type = this.classifyObject(data.game);
-          newGame.vname = this.getVname(newGame.vid);
+          newGame.vname = newGame.vname;
           this.games.push(newGame);
           break;
         }
@@ -390,8 +397,8 @@ export default {
         {
           this.players.push({name:"", id:0, sid:data.sid});
           this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
-          this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
-          this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
+          this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.sid}));
+          this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid}));
           break;
         }
         case "disconnect":
@@ -422,7 +429,7 @@ export default {
       if (!!error)
         return alert(error);
       const ctype = this.classifyObject(this.newchallenge);
-      const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
+      const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers - 1);
       // NOTE: "from" information is not required here
       let chall =
       {
@@ -483,30 +490,38 @@ export default {
 // *  - 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) {
-      switch (c.type)
+
+      console.log("click challenge");
+      console.log(c);
+
+      if (!!c.accepted)
       {
-        case "live":
-          if (!!c.accepted)
-          {
-            this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
-              cid: c.id, target: c.from.sid}));
-          
-          break;
-        case "corr":
+        this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
+          cid: c.id, target: c.from.sid}));
+        if (c.type == "corr")
+        {
           ajax(
             "/challenges",
             "PUT",
             {action:"withdraw", id: this.challenges[cIdx].id}
           );
-          break;
-      }
-      c.accepted = false;
-      {
+        }
+        c.accepted = false;
       }
-      else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
+      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
       {
@@ -519,13 +534,30 @@ export default {
         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)
+        {
+          ajax(
+            "/challenges",
+            "PUT",
+            {action: "accept", id: this.challenges[cIdx].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}
+            );
+          }
+        }
       }
     },
-    // c.type == corr alors use id...sinon sid (figés)
-    // NOTE: only for live games ?
-    launchGame: function(c) {
+    // NOTE: for live games only (corr games are launched on server)
+    launchGame: async function(c) {
       // Just assign colors and pass the message
       const vname = this.getVname(c.vid);
       const vModule = await import("@/variants/" + vname + ".js");
@@ -537,7 +569,7 @@ export default {
         fen: c.fen || V.GenRandInitFen(),
         // Shuffle players order (white then black then other colors).
         // Players' names may be required if game start when a player is offline
-        players: shuffle(players).map(p => {name:p.name, sid:p.sid},
+        players: shuffle(players).map(p => { return {name:p.name, sid:p.sid} }),
         vid: c.vid,
         timeControl: c.timeControl,
       };
@@ -550,15 +582,23 @@ export default {
       ArrayFun.remove(this.challenges, ch => ch.id == c.id);
       this.newGame(gameInfo); //also!
     },
-    // NOTE: for live games only (corr games are laucnhed on server)
+    // NOTE: for live games only (corr games are launched on server)
     newGame: function(gameInfo) {
+      localStorage["gid"] = getRandString();
       // Extract times (in [milli]seconds), set clocks, store in localStorage
       const tc = extractTime(gameInfo.timeControl);
-      dddddddd
-      // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
-      //      //setStorage(game); //TODO
-//      if (this.settings.sound >= 1)
-//        new Audio("/sounds/newgame.mp3").play().catch(err => {});
+      localStorage["timeControl"] = gameInfo.timeControl;
+      localStorage["clocks"] = JSON.stringify(
+        [...Array(gameInfo.players.length)].fill(tc.mainTime));
+      localStorage["increment"] = tc.increment;
+      localStorage["started"] = JSON.stringify(
+        [...Array(gameInfo.players.length)].fill(false));
+      localStorage["vname"] = this.getVname(gameInfo.vid);
+      localStorage["fenInit"] = gameInfo.fen;
+      localStorage["players"] = JSON.stringify(gameInfo.players);
+      if (this.st.settings.sound >= 1)
+        new Audio("/sounds/newgame.mp3").play().catch(err => {});
+      // TODO: redirect to game
     },
   },
 };