Refactoring: BaseGame, Game, ComputerGame (ProblemGame?)
[vchess.git] / client / src / views / Hall.vue
index 9cc4284..97df499 100644 (file)
@@ -78,7 +78,8 @@ 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 { getRandString, shuffle } from "@/utils/alea";
+import { extractTime } from "@/utils/timeControl";
 import GameList from "@/components/GameList.vue";
 import ChallengeList from "@/components/ChallengeList.vue";
 export default {
@@ -100,7 +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
       },
     };
@@ -124,23 +125,30 @@ 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 => {
-//
+//        this.games = this.games.concat(response.games);
 //      }
 //    );
-//    // Also ask for corr challenges (all)
-//    ajax(
-//      "",
-//      "GET",
-//      response => {
-//
-//      }
-//    );
-    // 0.1] Ask server for for room composition:
+    // 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"}));
     };
@@ -157,16 +165,80 @@ export default {
     this.st.conn.onclose = socketCloseListener;
   },
   methods: {
+    // Helpers:
     filterChallenges: function(type) {
       return this.challenges.filter(c => c.type == type);
     },
     filterGames: function(type) {
       return this.games.filter(c => c.type == type);
     },
-    classifyChallenge: function(c) {
+    classifyObject: function(o) { //challenge or game
       // Heuristic: should work for most cases... (TODO)
-      return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
+      return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
+    },
+    possibleNbplayers: function(nbp) {
+      if (this.newchallenge.vid == 0)
+        return false;
+      const idxInVariants =
+        this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
+      return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
     },
+    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
+      let url = "/" + g.id;
+      if (g.type == "live")
+      {
+        const sids = g.players.map(p => p.sid).join(",");
+        url += "?sids=" + sids;
+      }
+      this.$router.push(url);
+    },
+    getVname: function(vid) {
+      const vIdx = this.st.variants.findIndex(v => v.id == vid);
+      return this.st.variants[vIdx].name;
+    },
+    getSid: function(pname) {
+      const pIdx = this.players.findIndex(pl => pl.name == pname);
+      return (pIdx === -1 ? null : this.players[pIdx].sid);
+    },
+    getPname: function(sid) {
+      const pIdx = this.players.findIndex(pl => pl.sid == sid);
+      return (pIdx === -1 ? null : this.players[pIdx].name);
+    },
+    sendSomethingTo: function(to, code, obj, warnDisconnected) {
+      const doSend = (code, obj, sid) => {
+        this.st.conn.send(JSON.stringify(Object.assign(
+          {},
+          {code: code},
+          obj,
+          {target: sid}
+        )));
+      };
+      if (!!to[0])
+      {
+        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);
+        });
+      }
+      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
+            doSend(code, obj, p.sid);
+        });
+      }
+    },
+    // 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)
@@ -181,7 +253,7 @@ export default {
             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:"askchallenge", target:sid}));
             this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
           });
           break;
@@ -207,6 +279,7 @@ export default {
             const myChallenge =
             {
               // Minimal challenge informations: (from not required)
+              id: c.id,
               to: c.to,
               fen: c.fen,
               vid: c.vid,
@@ -219,7 +292,20 @@ export default {
         }
         case "askgame":
         {
-          // TODO: Send my current live game (if any): variant, players, movesCount
+          // Send my current live game (if any)
+          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}));
+          }
           break;
         }
         case "identity":
@@ -233,7 +319,7 @@ export default {
         {
           // Receive challenge from some player (+sid)
           let newChall = data.chall;
-          newChall.type = this.classifyChallenge(data.chall);
+          newChall.type = this.classifyObject(data.chall);
           const pIdx = this.players.findIndex(p => p.sid == data.from);
           newChall.from = this.players[pIdx]; //may be anonymous
           newChall.added = Date.now();
@@ -244,52 +330,62 @@ export default {
         case "game":
         {
           // Receive game from some player (+sid)
-          // TODO: receive game summary (update, count moves)
-          // (just players names, time control, and ID + player ID)
           // NOTE: it may be correspondance (if newgame while we are connected)
+          let newGame = data.game;
+          newGame.type = this.classifyObject(data.game);
+          newGame.vname = newGame.vname;
+          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":
         {
-          // TODO: new game just started: data contain all informations
-          // (id, players, time control, fenStart ...)
-          // + cid to remove challenge from list
+          // 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/withdraw/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
-          // TODO: keep SIDs, since we need them to notify newgame after chall is complete
           const cIdx = this.challenges.findIndex(c => c.id == data.cid);
-          let players = this.challenges[cIdx].to;
+          let c = this.challenges[cIdx];
+          if (!c.seats)
+            c.seats = [...Array(c.to.length)];
           const pIdx = this.players.findIndex(p => p.sid == data.from);
-          for (let i=0; i<players.length; i++)
+          // Put this player in the first empty seat we find:
+          let sIdx = 0;
+          for (; sIdx<c.seats.length; sIdx++)
           {
-            if (!players[i])
+            if (!c.seats[sIdx])
             {
-              players[i] = this.players[pIdx].name;
+              c.seats[sIdx] = this.players[pIdx];
               break;
             }
           }
-          // TODO: if challenge is complete, launch game
-          //this.newGame(data.challenge, data.user); //user.id et user.name
+          if (sIdx == c.seats.length - 1)
+          {
+            // All seats are taken: game can start
+            this.launchGame(c);
+          }
           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:""});
+          let seats = this.challenges[cIdx].seats;
+          const sIdx = seats.findIndex(s => s.sid == data.sid);
+          seats[sIdx] = undefined;
           break;
         }
         case "refusechallenge":
         {
-          // TODO: show "player XXX refused challenge", and
-          // remove challenge from list.
+          alert(this.getPname(data.from) + " refused your challenge");
+          ArrayFun.remove(this.challenges, c => c.id == data.cid);
           break;
         }
         case "deletechallenge":
@@ -297,143 +393,55 @@ export default {
           ArrayFun.remove(this.challenges, c => c.id == data.cid);
           break;
         }
-        // TODO: distinguish hallConnect and gameConnect ?
-        // Or global variable players
-        // + game variable: "observers"
         case "connect":
-// *  - receive "player connect": send our current challenge (to him or global)
-// *    Also send all our games (live - max 1 - and corr) [in web worker ?]
         {
           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:data.sid}));
+          this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid}));
           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
+          // Also remove all challenges sent by this player:
+          ArrayFun.remove(this.challenges, c => c.from.sid == data.sid);
+          // And all live games where he plays and no other opponent is online
+          ArrayFun.remove(this.games, g =>
+            g.type == "live" && (g.players.every(p => p.sid == data.sid
+              || !this.players.some(pl => pl.sid == p.sid))), "all");
           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);
-    },
+    // Challenge lifecycle:
     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 challenge creator
-// *  - cancel challenge (click on sent challenge) --> send info to all concerned players
-// *  - withdraw from challenge (if >= 3 players and previously accepted)
-// *    --> 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) {
-      // TODO: also correspondance case (send to server)
-      if (!!c.accepted)
-      {
-        // It's a multiplayer challenge I accepted: withdraw
-        this.sendSomethingTo(c.from.sid, "withdrawchallenge",
-          {cid:c.id, user:this.st.user.sid});
-        c.accepted = false;
-      }
-      else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
-      {
-        this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
-        ArrayFun.remove(this.challenges, ch => ch.id == c.id);
-      }
-      else //accept (or refuse) a challenge
-      {
-        c.accepted = true;
-        if (!!c.to[0])
-        {
-          // TODO: if special FEN, show diagram after loading variant
-          c.accepted = confirm("Accept challenge?");
-        }
-        this.sendSomethingTo(c.from.sid,
-          (c.accepted ? "accept" : "refuse") + "challenge", {cid: c.id});
-        if (!c.accepted)
-          ArrayFun.remove(this.challenges, ch => ch.id == c.id);
-      }
-    },
-//    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 => {});
-//    },
-    getVname: function(vid) {
-      const vIdx = this.st.variants.findIndex(v => v.id == vid);
-      return this.st.variants[vIdx].name;
-    },
-    sendSomethingTo: function(to, code, obj, warnDisconnected) {
-      const doSend = (code, obj, sid) => {
-        this.st.conn.send(JSON.stringify(Object.assign(
-          {},
-          {code: code},
-          obj,
-          {target: sid}
-        )));
-      };
-      const getSid = (pname) => {
-        const pIdx = this.players.findIndex(pl => pl.name == pname);
-        if (!!warnDisconnected && ctype == "live" && pIdx === -1)
-          alert("Warning: " + p.name + " is not connected");
-        return this.players[pIdx].sid;
-      };
-      if (!Array.isArray(to)) //pass sid directly
-        doSend(code, obj, to);
-      else if (!!to[0])
-      {
-        // Challenge with targeted players
-        to.forEach(pname => { doSend(code, obj, getSid(pname)); });
-      }
-      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
-            doSend(code, obj, p.sid);
-        });
-      }
-    },
-    // 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.getVname(this.newchallenge.vid);
       const vModule = await import("@/variants/" + vname + ".js");
       window.V = vModule.VariantRules;
       const error = checkChallenge(this.newchallenge);
       if (!!error)
         return alert(error);
-      const ctype = this.classifyChallenge(this.newchallenge);
-      const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
+      const ctype = this.classifyObject(this.newchallenge);
+      const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers - 1);
       // NOTE: "from" information is not required here
       let chall =
       {
-        fen: this.newchallenge.fen || V.GenRandInitFen(),
+        fen: this.newchallenge.fen,
         to: cto,
         timeControl: this.newchallenge.timeControl,
         vid: this.newchallenge.vid,
       };
-      const finishAddChallenge = (cid) => {
+      const finishAddChallenge = (cid,warnDisconnected) => {
         chall.id = cid || "c" + getRandString();
-        // Send challenge to peers
-        this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected");
+        // Send challenge to peers (if connected)
+        this.sendSomethingTo(cto, "challenge", {chall:chall}, !!warnDisconnected);
         chall.added = Date.now();
         chall.type = ctype;
         chall.vname = vname;
@@ -461,7 +469,7 @@ export default {
       if (ctype == "live")
       {
         // Live challenges have a random ID
-        finishAddChallenge();
+        finishAddChallenge(null, "warnDisconnected");
       }
       else
       {
@@ -474,17 +482,123 @@ export default {
         );
       }
     },
-    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);
+// *  - accept challenge (corr or live) --> send info to challenge creator
+// *  - cancel challenge (click on sent challenge) --> send info to all concerned players
+// *  - withdraw from challenge (if >= 3 players and previously accepted)
+// *    --> 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);
+
+      if (!!c.accepted)
+      {
+        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}
+          );
+        }
+        c.accepted = false;
+      }
+      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
+      {
+        c.accepted = true;
+        if (!!c.to[0])
+        {
+          // 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)
+        {
+          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}
+            );
+          }
+        }
+      }
+    },
+    // 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");
+      window.V = vModule.VariantRules;
+      let players = [c.from];
+      Array.prototype.push.apply(players, c.seats);
+      let gameInfo =
+      {
+        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 => { return {name:p.name, sid:p.sid} }),
+        vid: c.vid,
+        timeControl: c.timeControl,
+      };
+      c.seats.forEach(s => {
+        // NOTE: cid required to remove challenge
+        this.st.conn.send(JSON.stringify({code:"newgame",
+          gameInfo:gameInfo, cid:c.id, target:s.sid}));
+      });
+      // Delete corresponding challenge:
+      ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+      this.newGame(gameInfo); //also!
     },
-    newGame: function(cid) {
-      // TODO: don't forget to send "deletechallenge" message to all concerned players
-      // + setup colors and send game infos to players (message "newgame")
+    // 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);
+      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
     },
   },
 };