Can create, send and accept challenge. Next step: targetted, launch game
[vchess.git] / client / src / views / Hall.vue
index ba4e84a..9cc4284 100644 (file)
@@ -1,5 +1,3 @@
-<!-- Main playing hall: online players + current challenges + button "new game" -->
-
 <template lang="pug">
 main
   input#modalNewgame.modal(type="checkbox")
@@ -13,7 +11,7 @@ main
       fieldset
         label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
         select#selectNbPlayers(v-model="newchallenge.nbPlayers")
-          option(v-show="possibleNbplayers(2)" value="2") 2
+          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
@@ -23,38 +21,55 @@ main
       fieldset(v-if="st.user.id > 0")
         label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
         #selectPlayers
-          input(type="text" v-model="newchallenge.to[0].name")
+          input(type="text" v-model="newchallenge.to[0]")
           input(v-show="newchallenge.nbPlayers>=3" type="text"
-            v-model="newchallenge.to[1].name")
+            v-model="newchallenge.to[1]")
           input(v-show="newchallenge.nbPlayers==4" type="text"
-            v-model="newchallenge.to[2].name")
+            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
-        div(v-for="p in uniquePlayers" @click="tryChallenge(p)")
-          | {{ 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")
+      .collapse
+        input#challengeSection(type="radio" checked aria-hidden="true" name="accordion")
+        label(for="challengeSection" aria-hidden="true") Challenges
+        div
+          .button-group
+            button(@click="cdisplay='live'") Live Challenges
+            button(@click="cdisplay='corr'") Correspondance challenges
+          ChallengeList(v-show="cdisplay=='live'"
+            :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
+          ChallengeList(v-show="cdisplay=='corr'"
+            :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
+        input#peopleSection(type="radio" aria-hidden="true" name="accordion")
+        label(for="peopleSection" aria-hidden="true") People
+        div
+          .button-group
+            button(@click="pdisplay='players'") Players
+            button(@click="pdisplay='chat'") Chat
+          #players(v-show="pdisplay=='players'")
+            h3 Online players
+            .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
+              :class="{anonymous: !!p.count}"
+            )
+              | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
+          #chat(v-show="pdisplay=='chat'")
+            h3 Chat (TODO)
+        input#gameSection(type="radio" aria-hidden="true" name="accordion")
+        label(for="gameSection" aria-hidden="true") Games
+        div
+          .button-group
+            button(@click="gdisplay='live'") Live games
+            button(@click="gdisplay='corr'") Correspondance games
+          GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
+            @show-game="showGame")
+          GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
+            @show-game="showGame")
 </template>
 
 <script>
@@ -63,6 +78,7 @@ 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 {
@@ -74,12 +90,12 @@ export default {
   data: function () {
     return {
       st: store.state,
-      cpdisplay: "challenges",
+      cdisplay: "live", //or corr
+      pdisplay: "players", //or chat
       gdisplay: "live",
-      liveGames: [],
-      corrGames: [],
+      games: [],
       challenges: [],
-      players: [], //online players
+      players: [], //online players (rename into "people" ?)
       newchallenge: {
         fen: "",
         vid: 0,
@@ -91,7 +107,7 @@ export default {
   },
   computed: {
     uniquePlayers: function() {
-      // Show e.g. "5 @nonymous", and do nothing on click on anonymous
+      // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
       let anonymous = {id:0, name:"@nonymous", count:0};
       let playerList = [];
       this.players.forEach(p => {
@@ -108,155 +124,247 @@ export default {
   created: function() {
     // Always add myself to players' list
     this.players.push(this.st.user);
-    // TODO: ask server for current corr games (all but mines: names, ID, time control)
-    // also ask for corr challenges
-    // Ask server for for room composition:
+    // 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:"askclients"}));
+      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 = () => {
-      // connexion is reinitialized in store.js
+      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: {
+    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) {
+      // Heuristic: should work for most cases... (TODO)
+      return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
+    },
     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)
       {
-        case "clients":
+        // 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;
-          // TODO: also receive "askchallenges", "askgames"
-        case "identify":
-          // Request for identification
-          this.st.conn.send(JSON.stringify({code:"identity", user:this.st.user, target:data.from}));
+        }
+        case "askidentity":
+        {
+          // Request for identification: reply if I'm not anonymous
+          if (this.st.user.id > 0)
+          {
+            this.st.conn.send(JSON.stringify(
+              {code:"identity", user:this.st.user, target:data.from}));
+          }
           break;
-        case "identity":
-          if (data.user.id > 0)
+        }
+        case "askchallenge":
+        {
+          // Send my current live challenge (if any)
+          const cIdx = this.challenges
+            .findIndex(c => c.from.sid == this.st.user.sid && c.type == "live");
+          if (cIdx >= 0)
           {
-            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;
+            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":
+        {
+          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)
+          let newChall = data.chall;
+          newChall.type = this.classifyChallenge(data.chall);
+          const pIdx = this.players.findIndex(p => p.sid == data.from);
+          newChall.from = this.players[pIdx]; //may be anonymous
+          newChall.added = Date.now();
+          newChall.vname = this.getVname(newChall.vid);
+          this.challenges.push(newChall);
+          break;
+        }
+        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)
+          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
+        {
+          // 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;
+          const pIdx = this.players.findIndex(p => p.sid == data.from);
+          for (let i=0; i<players.length; i++)
+          {
+            if (!players[i])
+            {
+              players[i] = this.players[pIdx].name;
+              break;
+            }
+          }
+          // TODO: if challenge is complete, launch game
+          //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":
+        }
+        case "refusechallenge":
+        {
+          // TODO: show "player XXX refused challenge", and
+          // remove challenge from list.
+          break;
+        }
+        case "deletechallenge":
+        {
           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)
+        }
+        // TODO: distinguish hallConnect and gameConnect ?
+        // Or global variable players
+        // + game variable: "observers"
         case "connect":
-// *  - receive "player connect": send all our current challenges (to him or global)
+// *  - receive "player connect": send our current challenge (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.$router.push("/" + game.id)
+      this.$router.push("/" + game.id);
     },
     tryChallenge: function(player) {
       if (player.id == 0)
         return; //anonymous players cannot be challenged
-      this.newchallenge.players[0] = {
-        name: player.name,
-        id: player.id,
-        sid: player.sid,
-      };
+      this.newchallenge.to[0] = player.name;
       doClick("modalNewgame");
     },
-// *  - accept challenge (corr or live) --> send info to all concerned players
+// *  - 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 all concerned players
-// *  - refuse challenge (or receive refusal): send to all challenge players (from + to)
-// *    except us ; graphics: modal again ? (inline ?)
+// *    --> 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)
-// *    Also send to all connected players (only from me)
-    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)
+    clickChallenge: function(c) {
+      // TODO: also correspondance case (send to server)
+      if (!!c.accepted)
       {
         // It's a multiplayer challenge I accepted: withdraw
-        this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
-          cid:challenge.id, user:me}));
-        this.challenges.to.splice(toIdx, 1);
+        this.sendSomethingTo(c.from.sid, "withdrawchallenge",
+          {cid:c.id, user:this.st.user.sid});
+        c.accepted = false;
       }
-      else if (challenge.from.id == user.id) //it's my challenge: cancel it
+      else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
       {
-        this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
-        this.challenges.splice(index, 1);
+        this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
+        ArrayFun.remove(this.challenges, ch => ch.id == c.id);
       }
-      else //accept a challenge
+      else //accept (or refuse) a challenge
       {
-        this.st.conn.send(JSON.stringify({code:"acceptchallenge",
-          cid:challenge.id, user:me}));
-        this.challenges[index].to.push(me);
+        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);
       }
-      // 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 ...
@@ -268,105 +376,101 @@ export default {
 //      if (this.settings.sound >= 1)
 //        new Audio("/sounds/newgame.mp3").play().catch(err => {});
 //    },
-    // Send new challenge (corr or live, cf. time control), with button or click on player
-    newChallenge: async function() {
-      if (this.challenges.some(c => c.from.sid == this.st.user.sid))
+    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])
       {
-        document.getElementById("modalNewgame").checked = false;
-        return alert("You already have a pending challenge");
+        // Challenge with targeted players
+        to.forEach(pname => { doSend(code, obj, getSid(pname)); });
       }
-      const idxInVariants =
-        this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
-      const vname = this.st.variants[idxInVariants].name;
+      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;
-      // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
       const error = checkChallenge(this.newchallenge);
       if (!!error)
         return alert(error);
-      // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
-      const liveGame =
-        this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
-      // Check that the players (if any indicated) are online
+      const ctype = this.classifyChallenge(this.newchallenge);
+      const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
+      // NOTE: "from" information is not required here
       let chall =
       {
-        id: 0, //unknown yet (no ID for live challenges)
-        from: this.st.user,
-        added: Date.now(),
-        fen: this.newchallenge.fen,
-        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: ""},
-        ],
+        fen: this.newchallenge.fen || V.GenRandInitFen(),
+        to: cto,
         timeControl: this.newchallenge.timeControl,
-        mainTime: this.newchallenge.mainTime,
-        increment: this.newchallenge.increment,
+        vid: this.newchallenge.vid,
       };
-      for (let p of chall.to)
+      const finishAddChallenge = (cid) => {
+        chall.id = cid || "c" + getRandString();
+        // Send challenge to peers
+        this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected");
+        chall.added = Date.now();
+        chall.type = ctype;
+        chall.vname = vname;
+        chall.from = this.st.user;
+        this.challenges.push(chall);
+        document.getElementById("modalNewgame").checked = false;
+      };
+      const cIdx = this.challenges.findIndex(
+        c => c.from.sid == this.st.user.sid && c.type == ctype);
+      if (cIdx >= 0)
       {
-        if (p.name != "")
+        // Delete current challenge (will be replaced now)
+        this.sendSomethingTo(this.challenges[cIdx].to,
+          "deletechallenge", {cid:this.challenges[cIdx].id});
+        if (ctype == "corr")
         {
-          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;
+          ajax(
+            "/challenges",
+            "DELETE",
+            {id: this.challenges[cIdx].id}
+          );
         }
+        this.challenges.splice(cIdx, 1);
       }
-      const finishAddChallenge = () => {
-        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 (liveGame)
+      if (ctype == "live")
       {
-        // Live challenges have cid = 0
+        // Live challenges have a random ID
         finishAddChallenge();
       }
       else
       {
         // Correspondance game: send challenge to server
         ajax(
-          "/challenges/" + this.newchallenge.vid,
+          "/challenges",
           "POST",
           chall,
-          response => {
-            chall.id = response.cid;
-            finishAddChallenge();
-          }
+          response => { finishAddChallenge(response.cid); }
         );
       }
     },
@@ -378,6 +482,10 @@ export default {
         variants.findIndex(v => v.id == this.newchallenge.vid);
       return NbPlayers[variants[idxInVariants].name].includes(nbp);
     },
+    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")
+    },
   },
 };
 </script>