Fixes
[vchess.git] / client / src / views / Hall.vue
index 8cd330f..bbff9b9 100644 (file)
@@ -18,7 +18,7 @@ main
               :selected="newchallenge.vid==v.id")
             | {{ v.name }}
       fieldset
-        label(for="timeControl") {{ st.tr["Time control"] }} *
+        label(for="timeControl") {{ st.tr["Cadence"] }} *
         div#predefinedTimeControls
           button 3+2
           button 5+3
@@ -50,13 +50,13 @@ main
       #people
         h3.text-center {{ st.tr["Who's there?"] }}
         #players
-          p(v-for="p in Object.values(people)" v-if="!!p.name")
-            span {{ p.name }}
+          p(v-for="sid in Object.keys(people)" v-if="!!people[sid].name")
+            span {{ people[sid].name }}
             button.player-action(
-              v-if="p.name != st.user.name"
-              @click="challOrWatch(p,$event)"
+              v-if="people[sid].name != st.user.name"
+              @click="challOrWatch(sid, $event)"
             )
-              | {{ whatPlayerDoes(p) }}
+              | {{ st.tr[!!people[sid].gamer ? 'Playing' : 'Available'] }}
           p.anonymous @nonymous ({{ anonymousCount }})
         #chat
           Chat(:newChat="newChat" @mychat="processChat")
@@ -163,7 +163,7 @@ export default {
         }));
       }
     );
-    // Also ask for corr challenges (open + sent to me)
+    // Also ask for corr challenges (open + sent by/to me)
     ajax(
       "/challenges",
       "GET",
@@ -171,24 +171,44 @@ export default {
       response => {
         // 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});
-              })
-            )
-          }
-        );
+        let names = {};
+        response.challenges.forEach(c => {
+          if (c.uid != this.st.user.id)
+            names[c.uid] = ""; //unknwon for now
+          else if (!!c.target && c.target != this.st.user.id)
+            names[c.target] = "";
+        });
+        const addChallenges = (newChalls) => {
+          names[this.st.user.id] = this.st.user.name; //in case of
+          this.challenges = this.challenges.concat(
+            response.challenges.map(c => {
+              const from = {name: names[c.uid], id: c.uid}; //or just name
+              const type = this.classifyObject(c);
+              const vname = this.getVname(c.vid);
+              return Object.assign({},
+                {
+                  type: type,
+                  vname: vname,
+                  from: from,
+                  to: (!!c.target ? names[c.target] : ""),
+                },
+                c);
+            })
+          );
+        };
+        if (names !== {})
+        {
+          ajax("/users",
+            "GET",
+            { ids: Object.keys(names).join(",") },
+            response2 => {
+              response2.users.forEach(u => {names[u.id] = u.name});
+              addChallenges();
+            }
+          );
+        }
+        else
+          addChallenges();
       }
     );
     // 0.1] Ask server for room composition:
@@ -229,7 +249,6 @@ export default {
       return this.games.filter(g => g.type == type);
     },
     classifyObject: function(o) { //challenge or game
-      // Heuristic: should work for most cases... (TODO)
       return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
     },
     showGame: function(g) {
@@ -253,22 +272,6 @@ export default {
       // this.st.variants might be uninitialized (variant == null)
       return (!!variant ? variant.name : "");
     },
-
-// TODO: now that we can distinguish people from Hall or Game,
-// improve this --> the info is already known
-
-    whatPlayerDoes: function(p) {
-      if (this.games.some(g => g.type == "live"
-        && g.players.some(pl => pl.sid == p.sid)))
-      {
-        return "Playing";
-      }
-      return "Challenge"; //player is available
-    },
-
-// Also debug: when from game going to Hall, player appears still connected.
-// when reloading a finished (observed) game, some ghost moveToPlay errors
-
     processChat: function(chat) {
       // When received on server, this will trigger a "notifyRoom"
       this.st.conn.send(JSON.stringify({code:"newchat", chat: chat}));
@@ -281,21 +284,7 @@ export default {
           {target: sid}
         )));
       };
-      if (!!to)
-      {
-        // Challenge with targeted players
-        const targetSid =
-          Object.keys(this.people).find(sid => this.people[sid].name == to);
-        if (!targetSid)
-        {
-          if (!!warnDisconnected)
-            alert(this.st.tr["Warning: target is not connected"]);
-          return false;
-        }
-        else
-          doSend(code, obj, targetSid);
-      }
-      else
+      if (!to || (!to.sid && !to.name))
       {
         // Open challenge: send to all connected players (me excepted)
         Object.keys(this.people).forEach(sid => {
@@ -303,6 +292,27 @@ export default {
             doSend(code, obj, sid);
         });
       }
+      else
+      {
+        let targetSid = "";
+        if (!!to.sid)
+          targetSid = to.sid;
+        else
+        {
+          if (to.name == this.st.user.name)
+            return alert(this.st.tr["Cannot challenge self"]);
+          // Challenge with targeted players
+          targetSid =
+            Object.keys(this.people).find(sid => this.people[sid].name == to.name);
+          if (!targetSid)
+          {
+            if (!!warnDisconnected)
+              alert(this.st.tr["Warning: target is not connected"]);
+            return false;
+          }
+        }
+        doSend(code, obj, targetSid);
+      }
       return true;
     },
     // Messaging center:
@@ -326,7 +336,7 @@ export default {
           // NOTE: we could make a difference between people in hall
           // and gamers, but is it necessary?
           data.sockIds.forEach(sid => {
-            this.$set(this.people, sid, {id:0, name:""});
+            this.$set(this.people, sid, {id:0, name:"", gamer:true});
             this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
           });
           // Also ask current games to all playing peers (TODO: some design issue)
@@ -351,7 +361,11 @@ export default {
         case "identity":
         {
           this.$set(this.people, data.user.sid,
-            {id: data.user.id, name: data.user.name});
+            {
+              id: data.user.id,
+              name: data.user.name,
+              gamer: this.people[data.user.sid].gamer,
+            });
           break;
         }
         case "askchallenge":
@@ -362,14 +376,18 @@ export default {
           if (cIdx >= 0)
           {
             const c = this.challenges[cIdx];
-            if (!!c.to)
-            {
-              // Only share targeted challenges to the targets:
-              const toSid = Object.keys(this.people).find(k =>
-                this.people[k].name == c.to);
-              if (toSid != data.from)
-                return;
-            }
+            // TODO: code below requires "c.to" to have given his identity,
+            // but it can happen that the identity arrives later, which
+            // prevent him from receiving the challenge.
+            // ==> Filter later (when receiving challenge)
+//            if (!!c.to)
+//            {
+//              // Only share targeted challenges to the targets:
+//              const toSid = Object.keys(this.people).find(k =>
+//                this.people[k].name == c.to);
+//              if (toSid != data.from)
+//                return;
+//            }
             const myChallenge =
             {
               // Minimal challenge informations: (from not required)
@@ -378,6 +396,7 @@ export default {
               fen: c.fen,
               vid: c.vid,
               timeControl: c.timeControl,
+              added: c.added,
             };
             this.st.conn.send(JSON.stringify({code:"challenge",
               chall:myChallenge, target:data.from}));
@@ -387,13 +406,16 @@ export default {
         case "challenge":
         {
           // Receive challenge from some player (+sid)
-          let newChall = data.chall;
-          newChall.type = this.classifyObject(data.chall);
-          newChall.from =
-            Object.assign({sid:data.from}, this.people[data.from]);
-          newChall.added = Date.now(); //TODO: this is reception timestamp, not creation
-          newChall.vname = this.getVname(newChall.vid);
-          this.challenges.push(newChall);
+          // NOTE about next condition: see "askchallenge" case.
+          if (!data.chall.to || data.chall.to == this.st.user.name)
+          {
+            let newChall = data.chall;
+            newChall.type = this.classifyObject(data.chall);
+            newChall.from =
+              Object.assign({sid:data.from}, this.people[data.from]);
+            newChall.vname = this.getVname(newChall.vid);
+            this.challenges.push(newChall);
+          }
           break;
         }
         case "game":
@@ -402,23 +424,25 @@ export default {
           // NOTE: it may be correspondance (if newgame while we are connected)
           // If duplicate found: select rid (remote ID) at random
           let game = this.games.find(g => g.id == data.game.id);
-          if (!!game && Math.random() < 0.5)
-            game.rid = data.from;
+          if (!!game)
+          {
+            if (Math.random() < 0.5)
+              game.rid = data.from;
+          }
           else
           {
             let newGame = data.game;
             newGame.type = this.classifyObject(data.game);
             newGame.vname = this.getVname(data.game.vid);
             newGame.rid = data.from;
-            newGame.score = "*";
+            if (!data.game.score)
+              newGame.score = "*";
             this.games.push(newGame);
           }
           break;
         }
         case "newgame":
         {
-          // 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);
@@ -452,7 +476,7 @@ export default {
         }
         case "connect":
         case "gconnect":
-          this.$set(this.people, data.from, {name:"", id:0});
+          this.$set(this.people, data.from, {name:"", id:0, gamer:data.code[0]=='g'});
           this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
           if (data.code == "connect")
             this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
@@ -460,6 +484,7 @@ export default {
             this.st.conn.send(JSON.stringify({code:"askgame", target:data.from}));
           break;
         case "disconnect":
+        case "gdisconnect":
           this.$delete(this.people, data.from);
           if (data.code == "disconnect")
           {
@@ -477,28 +502,31 @@ export default {
       }
     },
     // Challenge lifecycle:
-    tryChallenge: function(player) {
-      if (player.id == 0)
+    tryChallenge: function(sid) {
+      if (this.people[sid].id == 0)
         return; //anonymous players cannot be challenged
-      this.newchallenge.to = player.name;
+      // TODO: SID is available, so we could use it instead of searching from name
+      this.newchallenge.to = this.people[sid].name;
       doClick("modalNewgame");
     },
-    challOrWatch: function(p, e) {
-      switch (e.target.innerHTML)
+    challOrWatch: function(sid) {
+      if (!this.people[sid].gamer)
       {
-        case "Challenge":
-          this.tryChallenge(p);
-          break;
-        case "Playing":
-          // NOTE: this search for game was already done for rendering
-          this.showGame(this.games.find(
-            g => g.type=="live" && g.players.some(pl => pl.sid == p.sid)));
-          break;
-      };
+        // Available, in Hall
+        this.tryChallenge(sid);
+      }
+      else
+      {
+        // Playing, in Game
+        this.showGame(this.games.find(
+          g => g.players.some(pl => pl.sid == sid || pl.uid == this.people[sid].id)));
+      }
     },
     newChallenge: async function() {
       if (this.newchallenge.vid == "")
         return alert(this.st.tr["Please select a variant"]);
+      if (!!this.newchallenge.to && this.newchallenge.to == this.st.user.name)
+        return alert(this.st.tr["Self-challenge is forbidden"]);
       const vname = this.getVname(this.newchallenge.vid);
       const vModule = await import("@/variants/" + vname + ".js");
       window.V = vModule.VariantRules;
@@ -515,17 +543,17 @@ export default {
       const finishAddChallenge = (cid,warnDisconnected) => {
         chall.id = cid || "c" + getRandString();
         // Send challenge to peers (if connected)
-        const isSent = this.sendSomethingTo(chall.to, "challenge",
+        const isSent = this.sendSomethingTo({name:chall.to}, "challenge",
           {chall:chall}, !!warnDisconnected);
         if (!isSent)
           return;
-        // Remove old challenge if any (only one at a time):
+        // Remove old challenge if any (only one at a time of a given type):
         const cIdx = this.challenges.findIndex(c =>
-          c.from.sid == this.st.user.sid && c.type == ctype);
+          (c.from.sid == this.st.user.sid || c.from.id == this.st.user.id) && c.type == ctype);
         if (cIdx >= 0)
         {
           // Delete current challenge (will be replaced now)
-          this.sendSomethingTo(this.challenges[cIdx].to,
+          this.sendSomethingTo({name:this.challenges[cIdx].to},
             "deletechallenge", {cid:this.challenges[cIdx].id});
           if (ctype == "corr")
           {
@@ -599,14 +627,7 @@ export default {
             code: "refusechallenge",
             cid: c.id, target: c.from.sid}));
         }
-        // TODO: refactor the "sendSomethingTo()" function
-        if (!c.to)
-          this.sendSomethingTo(null, "deletechallenge", {cid:c.id});
-        else
-        {
-          this.st.conn.send(JSON.stringify({
-            code:"deletechallenge", target: c.from.sid, cid: c.id}));
-        }
+        this.sendSomethingTo(!!c.to ? {sid:c.from.sid} : null, "deletechallenge", {cid:c.id});
       }
       else //my challenge
       {
@@ -620,12 +641,12 @@ export default {
         }
         else //live
           localStorage.removeItem("challenge");
-        this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
+        this.sendSomethingTo({name:c.to}, "deletechallenge", {cid:c.id});
       }
       // In all cases, the challenge is consumed:
       ArrayFun.remove(this.challenges, ch => ch.id == c.id);
     },
-    // NOTE: when launching game, the challenge is already deleted
+    // NOTE: when launching game, the challenge is already being deleted
     launchGame: async function(c) {
       const vModule = await import("@/variants/" + c.vname + ".js");
       window.V = vModule.VariantRules;