Improve games/challenges display and fix MyGames page reactivity (using () for now...)
[vchess.git] / client / src / views / MyGames.vue
index 5d86207..1362cb2 100644 (file)
@@ -8,12 +8,14 @@ main
         button.tabbtn#corrGames(@click="setDisplay('corr',$event)")
           | {{ st.tr["Correspondance games"] }}
       GameList(
+        ref="livegames"
         v-show="display=='live'"
         :games="liveGames"
         @show-game="showGame"
         @abortgame="abortGame"
       )
       GameList(
+        ref="corrgames"
         v-show="display=='corr'"
         :games="corrGames"
         @show-game="showGame"
@@ -45,30 +47,6 @@ export default {
     };
   },
   created: function() {
-    GameStorage.getAll(true, localGames => {
-      localGames.forEach(g => g.type = "live");
-      this.liveGames = localGames;
-    });
-    if (this.st.user.id > 0) {
-      ajax(
-        "/games",
-        "GET",
-        {
-          data: { uid: this.st.user.id },
-          success: (res) => {
-            let serverGames = res.games.filter(g => {
-              const mySide =
-                g.players[0].uid == this.st.user.id
-                  ? "White"
-                  : "Black";
-              return !g["deletedBy" + mySide];
-            });
-            serverGames.forEach(g => g.type = "corr");
-            this.corrGames = serverGames;
-          }
-        }
-      );
-    }
     // Initialize connection
     this.connexionString =
       params.socketUrl +
@@ -85,8 +63,54 @@ export default {
     this.conn.onclose = this.socketCloseListener;
   },
   mounted: function() {
-    const showType = localStorage.getItem("type-myGames") || "live";
-    this.setDisplay(showType);
+    const adjustAndSetDisplay = () => {
+      // showType is the last type viwed by the user (default)
+      let showType = localStorage.getItem("type-myGames") || "live";
+      // Live games, my turn: highest priority:
+      if (this.liveGames.some(g => !!g.myTurn)) showType = "live";
+      // Then corr games, my turn:
+      else if (this.corrGames.some(g => !!g.myTurn)) showType = "corr";
+      else {
+        // If a listing is empty, try showing the other (if non-empty)
+        const types = ["corr", "live"];
+        for (let i of [0,1]) {
+          if (
+            this[types[i] + "Games"].length > 0 &&
+            this[types[1-i] + "Games"].length == 0
+          ) {
+            showType = types[i];
+          }
+        }
+      }
+      this.setDisplay(showType);
+    };
+    GameStorage.getAll(localGames => {
+      localGames.forEach(g => g.type = "live");
+      this.decorate(localGames);
+      this.liveGames = localGames;
+      if (this.st.user.id > 0) {
+        ajax(
+          "/games",
+          "GET",
+          {
+            data: { uid: this.st.user.id },
+            success: (res) => {
+              let serverGames = res.games.filter(g => {
+                const mySide =
+                  g.players[0].uid == this.st.user.id
+                    ? "White"
+                    : "Black";
+                return !g["deletedBy" + mySide];
+              });
+              serverGames.forEach(g => g.type = "corr");
+              this.decorate(serverGames);
+              this.corrGames = serverGames;
+              adjustAndSetDisplay();
+            }
+          }
+        );
+      } else adjustAndSetDisplay();
+    });
   },
   beforeDestroy: function() {
     this.conn.send(JSON.stringify({code: "disconnect"}));
@@ -112,22 +136,44 @@ export default {
           .classList.add("somethingnew");
       }
     },
+    // Called at loading to augment games with myColor + myTurn infos
+    decorate: function(games) {
+      games.forEach(g => {
+        g.myColor =
+          (g.type == "corr" && g.players[0].uid == this.st.user.id) ||
+          (g.type == "live" && g.players[0].sid == this.st.user.sid)
+            ? 'w'
+            : 'b';
+        // If game is over, myTurn doesn't exist:
+        if (g.score == "*") {
+          const rem = g.movesCount % 2;
+          if ((rem == 0 && g.myColor == 'w') || (rem == 1 && g.myColor == 'b'))
+            g.myTurn = true;
+        }
+      });
+    },
     socketMessageListener: function(msg) {
       const data = JSON.parse(msg.data);
+      let gamesArrays = {
+        "corr": this.corrGames,
+        "live": this.liveGames
+      };
       switch (data.code) {
-        // NOTE: no need to increment movesCount: unused if turn is provided
         case "notifyturn":
         case "notifyscore": {
           const info = data.data;
-          let games =
-            !!parseInt(info.gid)
-              ? this.corrGames
-              : this.liveGames;
-          let g = games.find(g => g.id == info.gid);
+          const type = (!!parseInt(info.gid) ? "corr" : "live");
+          let game = gamesArrays[type].find(g => g.id == info.gid);
           // "notifything" --> "thing":
           const thing = data.code.substr(6);
-          this.$set(g, thing, info[thing]);
-          this.tryShowNewsIndicator(g.type);
+          game[thing] = info[thing];
+          if (thing == "turn") {
+            game.myTurn = !game.myTurn;
+            if (game.myTurn) this.tryShowNewsIndicator(type);
+          }
+          // TODO: forcing refresh like that is ugly and wrong.
+          //       How to do it cleanly?
+          this.$refs[type + "games"].$forceUpdate();
           break;
         }
         case "notifynewgame": {
@@ -136,17 +182,23 @@ export default {
           // if unlucky and newgame right after connect:
           const v = this.st.variants.find(v => v.id == gameInfo.vid);
           const vname = !!v ? v.name : "";
-          const type = gameInfo.cadence.indexOf('d') >= 0 ? "corr": "live";
-          const game = Object.assign(
+          const type = (gameInfo.cadence.indexOf('d') >= 0 ? "corr": "live");
+          let game = Object.assign(
             {
               vname: vname,
               type: type,
-              score: "*"
+              score: "*",
+              created: Date.now()
             },
             gameInfo
           );
-          this[type + "Games"].push(game);
-          this.tryShowNewsIndicator(type);
+          game.myTurn =
+            (type == "corr" && game.players[0].uid == this.st.user.id) ||
+            (type == "live" && game.players[0].sid == this.st.user.sid);
+          gamesArrays[type].push(game);
+          if (game.myTurn) this.tryShowNewsIndicator(type);
+          // TODO: cleaner refresh
+          this.$refs[type + "games"].$forceUpdate();
           break;
         }
       }
@@ -157,28 +209,14 @@ export default {
       this.conn.addEventListener("close", this.socketCloseListener);
     },
     showGame: function(game) {
-      // TODO: "isMyTurn" is duplicated (see GameList component). myColor also
-      const isMyTurn = (g) => {
-        if (g.score != "*") return false;
-        const myColor =
-          g.players[0].uid == this.st.user.id ||
-          g.players[0].sid == this.st.user.sid
-            ? "w"
-            : "b";
-        const rem = g.movesCount % 2;
-        return (
-          (rem == 0 && myColor == "w") ||
-          (rem == 1 && myColor == "b")
-        );
-      };
-      if (game.type == "live" || !isMyTurn(game)) {
+      if (game.type == "live" || !game.myTurn) {
         this.$router.push("/game/" + game.id);
         return;
       }
       // It's my turn in this game. Are there others?
       let nextIds = "";
-      let otherCorrGamesMyTurn = this.corrGames.filter(
-        g => g.id != game.id && isMyTurn(g));
+      let otherCorrGamesMyTurn = this.corrGames.filter(g =>
+        g.id != game.id && !!g.myTurn);
       if (otherCorrGamesMyTurn.length > 0) {
         nextIds += "/?next=[";
         otherCorrGamesMyTurn.forEach(g => { nextIds += g.id + ","; });