.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
div
.button-group
- button(@click="setDisplay('c','live',$event)" class="active")
+ button#btnClive(@click="setDisplay('c','live',$event)" class="active")
| {{ st.tr["Live challenges"] }}
- button(@click="setDisplay('c','corr',$event)")
+ button#btnCcorr(@click="setDisplay('c','corr',$event)")
| {{ st.tr["Correspondance challenges"] }}
ChallengeList(v-show="cdisplay=='live'"
:challenges="filterChallenges('live')" @click-challenge="clickChallenge")
#players
p(v-for="sid in Object.keys(people)" v-if="!!people[sid].name")
span {{ people[sid].name }}
- // Check: anonymous players cannot send individual challenges or be challenged individually
- button.player-action(
- v-if="sid != st.user.sid && !!st.user.name && people[sid].id > 0"
- @click="challOrWatch(sid)"
- )
+ button.player-action(v-if="showPlayerActionBtn(sid)" @click="challOrWatch(sid)")
| {{ getActionLabel(sid) }}
p.anonymous @nonymous ({{ anonymousCount }})
#chat
.clearer
div
.button-group
- button(@click="setDisplay('g','live',$event)" class="active")
+ button#btnGlive(@click="setDisplay('g','live',$event)" class="active")
| {{ st.tr["Live games"] }}
- button(@click="setDisplay('g','corr',$event)")
+ button#btnGcorr(@click="setDisplay('g','corr',$event)")
| {{ st.tr["Correspondance games"] }}
GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
@show-game="showGame")
"GET",
{uid: this.st.user.id, excluded: true},
response => {
+ // Show corr tab with timeout, to let enough time for (socket) polling
+ setTimeout( () => {
+ if (this.games.length == response.games.length)
+ this.setDisplay('g', "corr");
+ }, 1000);
this.games = this.games.concat(response.games.map(g => {
const type = this.classifyObject(g);
const vname = this.getVname(g.vid);
"GET",
{uid: this.st.user.id},
response => {
+ setTimeout( () => {
+ if (this.challenges.length == response.challenges.length)
+ this.setDisplay('c', "corr");
+ }, 1000);
// Gather all senders names, and then retrieve full identity:
// (TODO [perf]: some might be online...)
let names = {};
},
setDisplay: function(letter, type, e) {
this[letter + "display"] = type;
- e.target.classList.add("active");
- if (!!e.target.previousElementSibling)
- e.target.previousElementSibling.classList.remove("active");
+ let elt = !!e
+ ? e.target
+ : document.getElementById("btn" + letter.toUpperCase() + type);
+ elt.classList.add("active");
+ if (!!elt.previousElementSibling)
+ elt.previousElementSibling.classList.remove("active");
else
- e.target.nextElementSibling.classList.remove("active");
+ elt.nextElementSibling.classList.remove("active");
+ },
+ isGamer: function(sid) {
+ return this.people[sid].pages.some(p => p.indexOf("/game/") >= 0);
+ },
+ showPlayerActionBtn: function(sid) {
+ // Do not show action btn if I'm anonymous and target isn't playing,
+ // or target is anonymous and not playing,
+ // or target is me and I don't play anywhere.
+ const targetIsGamer = this.isGamer(sid);
+ if ((!this.st.user.name && !targetIsGamer) ||
+ (!this.people[sid].name && !this.isGamer(this.st.user.sid)) ||
+ (sid == this.st.user.sid && !targetIsGamer))
+ {
+ return false;
+ }
+ return true;
},
getActionLabel: function(sid) {
return this.people[sid].pages.some(p => p == "/")
}
else
{
- // In some game, maybe playing maybe not
- const gid = this.people[sid].page.match(/[a-zA-Z0-9]+$/)[0];
+ // In some game, maybe playing maybe not: show a random one
+ let gids = [];
+ this.people[sid].pages.forEach(p => {
+ const matchGid = p.match(/[a-zA-Z0-9]+$/);
+ if (!!matchGid)
+ gids.push(matchGid[0]);
+ });
+ const gid = gids[Math.floor(Math.random() * gids.length)];
this.showGame(this.games.find(g => g.id == gid));
}
},
// need to track "askIdentity" requests:
let identityAsked = {};
data.sockIds.forEach(s => {
+ const page = s.page || "/";
if (s.sid != this.st.user.sid && !identityAsked[s.sid])
{
identityAsked[s.sid] = true;
- this.send("askidentity", {target:s.sid, page:s.page || "/"});
+ this.send("askidentity", {target:s.sid, page:page});
}
if (!this.people[s.sid])
- this.$set(this.people, s.sid, {id:0, name:"", pages:[s.page || "/"]});
- else if (!!s.page && this.people[s.sid].pages.indexOf(s.page) < 0)
- this.people[s.sid].pages.push(s.page);
+ this.$set(this.people, s.sid, {id:0, name:"", pages:[page]});
+ else if (this.people[s.sid].pages.indexOf(page) < 0)
+ this.people[s.sid].pages.push(page);
if (!s.page) //peer is in Hall
this.send("askchallenge", {target:s.sid});
else //peer is in Game
- this.send("askgame", {target:s.sid, page:s.page});
+ this.send("askgame", {target:s.sid, page:page});
});
break;
}
case "connect":
case "gconnect":
+ {
+ const page = data.page || "/";
// NOTE: player could have been polled earlier, but might have logged in then
// So it's a good idea to ask identity if he was anonymous.
// But only ask game / challenge if currently disconnected.
if (!this.people[data.from])
{
- this.$set(this.people, data.from, {name:"", id:0, pages:[data.page]});
+ this.$set(this.people, data.from, {name:"", id:0, pages:[page]});
if (data.code == "connect")
this.send("askchallenge", {target:data.from});
else
- this.send("askgame", {target:data.from, page:data.page});
+ this.send("askgame", {target:data.from, page:page});
}
else
{
// append page if not already in list
- if (this.people[data.from].pages.indexOf(data.page) < 0)
- this.people[data.from].pages.push(data.page);
+ if (this.people[data.from].pages.indexOf(page) < 0)
+ this.people[data.from].pages.push(page);
}
if (this.people[data.from].id == 0)
{
this.newConnect[data.from] = true; //for self multi-connects tests
- this.send("askidentity", {target:data.from, page:data.page || "/"});
+ this.send("askidentity", {target:data.from, page:page});
}
break;
+ }
case "disconnect":
case "gdisconnect":
+ if (!this.people[data.from])
+ return; //TODO: solve this bug
+ // (anonymous reloads page, onclose event triggered twice...)
// Disconnect means no more tmpIds:
if (data.code == "disconnect")
{
newChall.from = Object.assign({sid:chall.from}, fromValues);
newChall.vname = this.getVname(newChall.vid);
this.challenges.push(newChall);
+ // Adjust visual:
+ if (newChall.type == "live" && this.cdisplay == "corr" && !this.challenges.some(c => c.type == "corr"))
+ this.setDisplay('c', "live");
+ else if (newChall.type == "corr" && this.cdisplay == "live" && !this.challenges.some(c => c.type == "live"))
+ this.setDisplay('c', "corr");
}
break;
}
newGame.rids = [game.rid];
delete newGame["rid"];
this.games.push(newGame);
+ // Adjust visual:
+ if (newGame.type == "live" && this.gdisplay == "corr" && !this.games.some(g => g.type == "corr"))
+ this.setDisplay('g', "live");
+ else if (newGame.type == "live" && this.gdisplay == "live" && !this.games.some(g => g.type == "live"))
+ this.setDisplay('g', "corr");
}
else
{