Refactoring: BaseGame, Game, ComputerGame (ProblemGame?)
[vchess.git] / client / src / views / Hall.vue
index f4ccc48..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
       },
     };
@@ -125,23 +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"}));
     };
@@ -165,9 +172,9 @@ export default {
     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)
@@ -176,11 +183,16 @@ export default {
         this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
       return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
     },
-    showGame: function(game) {
+    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)
-      const sids = game.players.map(p => p.sid).join(",");
-      this.$router.push("/" + game.id + "?sids=" + sids);
+      // ==> Moves sent by connected remote player(s) if live game
+      let url = "/" + g.id;
+      if (g.type == "live")
+      {
+        const sids = g.players.map(p => p.sid).join(",");
+        url += "?sids=" + sids;
+      }
+      this.$router.push(url);
     },
     getVname: function(vid) {
       const vIdx = this.st.variants.findIndex(v => v.id == vid);
@@ -203,7 +215,7 @@ export default {
           {target: sid}
         )));
       };
-      else if (!!to[0])
+      if (!!to[0])
       {
         to.forEach(pname => {
           // Challenge with targeted players
@@ -241,7 +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;
@@ -267,6 +279,7 @@ export default {
             const myChallenge =
             {
               // Minimal challenge informations: (from not required)
+              id: c.id,
               to: c.to,
               fen: c.fen,
               vid: c.vid,
@@ -279,7 +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":
@@ -293,7 +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();
@@ -304,9 +330,11 @@ 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
@@ -369,22 +397,19 @@ 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:data.sid}));
+          this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid}));
           break;
-// *  - receive "player connect": TODO = send our current challenge (to him or global)
-// *    Also send all our games (live - max 1 - and corr) [in web worker ?]
         }
-// *  - receive "player disconnect": remove from players list
         case "disconnect":
         {
           ArrayFun.remove(this.players, p => p.sid == data.sid);
           // Also remove all challenges sent by this player:
-          for (let cIdx = this.challenges.length-1; cIdx >= 0; cIdx--)
-          {
-            if (this.challenges[cIdx].from.sid == data.sid)
-              this.challenges.splice(cIdx, 1);
-          }
-          // and all live games where he plays and no other opponent is online
-          // TODO
+          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;
         }
       }
@@ -403,8 +428,8 @@ export default {
       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 =
       {
@@ -413,10 +438,10 @@ export default {
         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;
@@ -444,7 +469,7 @@ export default {
       if (ctype == "live")
       {
         // Live challenges have a random ID
-        finishAddChallenge();
+        finishAddChallenge(null, "warnDisconnected");
       }
       else
       {
@@ -465,18 +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) {
-      // TODO: also correspondance case (send to server)
+
+      console.log("click challenge");
+      console.log(c);
+
       if (!!c.accepted)
       {
-        // It's a multiplayer challenge I accepted: withdraw
         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) //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
       {
@@ -489,13 +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");
@@ -507,7 +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,
       };
@@ -520,15 +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
     },
   },
 };