3 input#modalNewgame.modal(type="checkbox")
4 div(role="dialog" aria-labelledby="titleFenedit")
6 label#closeNewgame.modal-close(for="modalNewgame")
8 label(for="selectVariant") {{ st.tr["Variant"] }}
9 select#selectVariant(v-model="newchallenge.vid")
10 option(v-for="v in st.variants" :value="v.id") {{ v.name }}
12 label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
13 select#selectNbPlayers(v-model="newchallenge.nbPlayers")
14 option(v-show="possibleNbplayers(2)" value="2" selected) 2
15 option(v-show="possibleNbplayers(3)" value="3") 3
16 option(v-show="possibleNbplayers(4)" value="4") 4
18 label(for="timeControl") {{ st.tr["Time control"] }}
19 input#timeControl(type="text" v-model="newchallenge.timeControl"
20 placeholder="3m+2s, 1h+30s, 7d+1d ...")
21 fieldset(v-if="st.user.id > 0")
22 label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
24 input(type="text" v-model="newchallenge.to[0]")
25 input(v-show="newchallenge.nbPlayers>=3" type="text"
26 v-model="newchallenge.to[1]")
27 input(v-show="newchallenge.nbPlayers==4" type="text"
28 v-model="newchallenge.to[2]")
29 fieldset(v-if="st.user.id > 0")
30 label(for="inputFen") {{ st.tr["FEN (optional)"] }}
31 input#inputFen(type="text" v-model="newchallenge.fen")
32 button(@click="newChallenge") {{ st.tr["Send challenge"] }}
34 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
35 button(onClick="doClick('modalNewgame')") New game
37 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
39 input#challengeSection(type="radio" checked aria-hidden="true" name="accordion")
40 label(for="challengeSection" aria-hidden="true") Challenges
43 button(@click="cdisplay='live'") Live Challenges
44 button(@click="cdisplay='corr'") Correspondance challenges
45 ChallengeList(v-show="cdisplay=='live'"
46 :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
47 ChallengeList(v-show="cdisplay=='corr'"
48 :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
49 input#peopleSection(type="radio" aria-hidden="true" name="accordion")
50 label(for="peopleSection" aria-hidden="true") People
53 button(@click="pdisplay='players'") Players
54 button(@click="pdisplay='chat'") Chat
55 #players(v-show="pdisplay=='players'")
57 .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
58 :class="{anonymous: !!p.count}"
60 | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
61 #chat(v-show="pdisplay=='chat'")
63 input#gameSection(type="radio" aria-hidden="true" name="accordion")
64 label(for="gameSection" aria-hidden="true") Games
67 button(@click="gdisplay='live'") Live games
68 button(@click="gdisplay='corr'") Correspondance games
69 GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
70 @show-game="showGame")
71 GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
72 @show-game="showGame")
76 import { store } from "@/store";
77 import { NbPlayers } from "@/data/nbPlayers";
78 import { checkChallenge } from "@/data/challengeCheck";
79 import { ArrayFun } from "@/utils/array";
80 import { ajax } from "@/utils/ajax";
81 import { getRandString, shuffle } from "@/utils/alea";
82 import { extractTime } from "@/utils/timeControl";
83 import GameList from "@/components/GameList.vue";
84 import ChallengeList from "@/components/ChallengeList.vue";
94 cdisplay: "live", //or corr
95 pdisplay: "players", //or chat
99 players: [], //online players (rename into "people" ?)
104 to: ["", "", ""], //name of challenged players
105 timeControl: "", //"2m+2s" ...etc
110 uniquePlayers: function() {
111 // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
112 let anonymous = {id:0, name:"@nonymous", count:0};
114 this.players.forEach(p => {
120 if (anonymous.count > 0)
121 playerList.push(anonymous);
125 created: function() {
126 // Always add myself to players' list
127 this.players.push(this.st.user);
128 // Ask server for current corr games (all but mines)
136 // // Also ask for corr challenges (all)
144 // 0.1] Ask server for for room composition:
145 const socketOpenListener = () => {
146 this.st.conn.send(JSON.stringify({code:"pollclients"}));
148 this.st.conn.onopen = socketOpenListener;
149 // TODO: is this required here?
150 this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
151 this.st.conn.onmessage = this.socketMessageListener;
152 const oldOnclose = this.st.conn.onclose;
153 const socketCloseListener = () => {
154 oldOnclose(); //reinitialize connexion (in store.js)
155 this.st.conn.addEventListener('message', this.socketMessageListener);
156 this.st.conn.addEventListener('close', socketCloseListener);
158 this.st.conn.onclose = socketCloseListener;
162 filterChallenges: function(type) {
163 return this.challenges.filter(c => c.type == type);
165 filterGames: function(type) {
166 return this.games.filter(c => c.type == type);
168 classifyChallenge: function(c) {
169 // Heuristic: should work for most cases... (TODO)
170 return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
172 possibleNbplayers: function(nbp) {
173 if (this.newchallenge.vid == 0)
175 const idxInVariants =
176 this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
177 return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
179 showGame: function(game) {
180 // NOTE: we are an observer, since only games I don't play are shown here
181 // ==> Moves sent by connected remote player(s)
182 const sids = game.players.map(p => p.sid).join(",");
183 this.$router.push("/" + game.id + "?sids=" + sids);
185 getVname: function(vid) {
186 const vIdx = this.st.variants.findIndex(v => v.id == vid);
187 return this.st.variants[vIdx].name;
189 getSid: function(pname) {
190 const pIdx = this.players.findIndex(pl => pl.name == pname);
191 return (pIdx === -1 ? null : this.players[pIdx].sid);
193 getPname: function(sid) {
194 const pIdx = this.players.findIndex(pl => pl.sid == sid);
195 return (pIdx === -1 ? null : this.players[pIdx].name);
197 sendSomethingTo: function(to, code, obj, warnDisconnected) {
198 const doSend = (code, obj, sid) => {
199 this.st.conn.send(JSON.stringify(Object.assign(
208 to.forEach(pname => {
209 // Challenge with targeted players
210 const targetSid = this.getSid(pname);
213 if (!!warnDisconnected)
214 alert("Warning: " + pname + " is not connected");
217 doSend(code, obj, targetSid);
222 // Open challenge: send to all connected players (except us)
223 this.players.forEach(p => {
224 if (p.sid != this.st.user.sid) //only sid is always set
225 doSend(code, obj, p.sid);
230 socketMessageListener: function(msg) {
231 // Save and call current st.conn.onmessage if one was already defined
232 // --> also needed in future Game.vue (also in Chat.vue component)
233 this.oldOnmessage(msg);
234 const data = JSON.parse(msg.data);
237 // 0.2] Receive clients list (just socket IDs)
240 data.sockIds.forEach(sid => {
241 this.players.push({sid:sid, id:0, name:""});
242 // Ask identity, challenges and game(s)
243 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
244 this.st.conn.send(JSON.stringify({code:"askchallenges", target:sid}));
245 this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
251 // Request for identification: reply if I'm not anonymous
252 if (this.st.user.id > 0)
254 this.st.conn.send(JSON.stringify(
255 {code:"identity", user:this.st.user, target:data.from}));
261 // Send my current live challenge (if any)
262 const cIdx = this.challenges
263 .findIndex(c => c.from.sid == this.st.user.sid && c.type == "live");
266 const c = this.challenges[cIdx];
269 // Minimal challenge informations: (from not required)
273 timeControl: c.timeControl
275 this.st.conn.send(JSON.stringify({code:"challenge",
276 challenge:myChallenge, target:data.from}));
282 // TODO: Send my current live game (if any): variant, players, movesCount
287 const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
288 this.players[pIdx].id = data.user.id;
289 this.players[pIdx].name = data.user.name;
294 // Receive challenge from some player (+sid)
295 let newChall = data.chall;
296 newChall.type = this.classifyChallenge(data.chall);
297 const pIdx = this.players.findIndex(p => p.sid == data.from);
298 newChall.from = this.players[pIdx]; //may be anonymous
299 newChall.added = Date.now();
300 newChall.vname = this.getVname(newChall.vid);
301 this.challenges.push(newChall);
306 // Receive game from some player (+sid)
307 // TODO: receive game summary (update, count moves)
308 // (just players names, time control, and ID + player ID)
309 // NOTE: it may be correspondance (if newgame while we are connected)
312 // * - receive "new game": if live, store locally + redirect to game
313 // * If corr: notify "new game has started", give link, but do not redirect
316 // Delete corresponding challenge:
317 ArrayFun.remove(this.challenges, c => c.id == data.cid);
318 // New game just started: data contain all informations
319 this.newGame(data.gameInfo);
322 // * - receive "accept/withdraw/cancel challenge": apply action to challenges list
323 // NOTE: challenge "socket" actions accept+withdraw only for live challenges
324 case "acceptchallenge":
326 // Someone accept an open (or targeted) challenge
327 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
328 let c = this.challenges[cIdx];
330 c.seats = [...Array(c.to.length)];
331 const pIdx = this.players.findIndex(p => p.sid == data.from);
332 // Put this player in the first empty seat we find:
334 for (; sIdx<c.seats.length; sIdx++)
338 c.seats[sIdx] = this.players[pIdx];
342 if (sIdx == c.seats.length - 1)
344 // All seats are taken: game can start
349 case "withdrawchallenge":
351 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
352 let seats = this.challenges[cIdx].seats;
353 const sIdx = seats.findIndex(s => s.sid == data.sid);
354 seats[sIdx] = undefined;
357 case "refusechallenge":
359 alert(this.getPname(data.from) + " refused your challenge");
360 ArrayFun.remove(this.challenges, c => c.id == data.cid);
363 case "deletechallenge":
365 ArrayFun.remove(this.challenges, c => c.id == data.cid);
370 this.players.push({name:"", id:0, sid:data.sid});
371 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
373 // * - receive "player connect": TODO = send our current challenge (to him or global)
374 // * Also send all our games (live - max 1 - and corr) [in web worker ?]
376 // * - receive "player disconnect": remove from players list
379 ArrayFun.remove(this.players, p => p.sid == data.sid);
380 // Also remove all challenges sent by this player:
381 for (let cIdx = this.challenges.length-1; cIdx >= 0; cIdx--)
383 if (this.challenges[cIdx].from.sid == data.sid)
384 this.challenges.splice(cIdx, 1);
386 // and all live games where he plays and no other opponent is online
392 // Challenge lifecycle:
393 tryChallenge: function(player) {
395 return; //anonymous players cannot be challenged
396 this.newchallenge.to[0] = player.name;
397 doClick("modalNewgame");
399 newChallenge: async function() {
400 const vname = this.getVname(this.newchallenge.vid);
401 const vModule = await import("@/variants/" + vname + ".js");
402 window.V = vModule.VariantRules;
403 const error = checkChallenge(this.newchallenge);
406 const ctype = this.classifyChallenge(this.newchallenge);
407 const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
408 // NOTE: "from" information is not required here
411 fen: this.newchallenge.fen,
413 timeControl: this.newchallenge.timeControl,
414 vid: this.newchallenge.vid,
416 const finishAddChallenge = (cid) => {
417 chall.id = cid || "c" + getRandString();
418 // Send challenge to peers
419 this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected");
420 chall.added = Date.now();
423 chall.from = this.st.user;
424 this.challenges.push(chall);
425 document.getElementById("modalNewgame").checked = false;
427 const cIdx = this.challenges.findIndex(
428 c => c.from.sid == this.st.user.sid && c.type == ctype);
431 // Delete current challenge (will be replaced now)
432 this.sendSomethingTo(this.challenges[cIdx].to,
433 "deletechallenge", {cid:this.challenges[cIdx].id});
439 {id: this.challenges[cIdx].id}
442 this.challenges.splice(cIdx, 1);
446 // Live challenges have a random ID
447 finishAddChallenge();
451 // Correspondance game: send challenge to server
456 response => { finishAddChallenge(response.cid); }
460 // * - accept challenge (corr or live) --> send info to challenge creator
461 // * - cancel challenge (click on sent challenge) --> send info to all concerned players
462 // * - withdraw from challenge (if >= 3 players and previously accepted)
463 // * --> send info to challenge creator
464 // * - refuse challenge: send "refuse" to challenge sender, and "delete" to others
465 // * - prepare and start new game (if challenge is full after acceptation)
466 // * --> include challenge ID (so that opponents can delete the challenge too)
467 clickChallenge: function(c) {
468 // TODO: also correspondance case (send to server)
471 // It's a multiplayer challenge I accepted: withdraw
472 this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
473 cid: c.id, target: c.from.sid}));
476 else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
478 this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
479 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
481 else //accept (or refuse) a challenge
486 // TODO: if special FEN, show diagram after loading variant
487 c.accepted = confirm("Accept challenge?");
489 this.st.conn.send(JSON.stringify({
490 code: (c.accepted ? "accept" : "refuse") + "challenge",
491 cid: c.id, target: c.from.sid}));
493 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
496 // c.type == corr alors use id...sinon sid (figés)
497 // NOTE: only for live games ?
498 launchGame: function(c) {
499 // Just assign colors and pass the message
500 const vname = this.getVname(c.vid);
501 const vModule = await import("@/variants/" + vname + ".js");
502 window.V = vModule.VariantRules;
503 let players = [c.from];
504 Array.prototype.push.apply(players, c.seats);
507 fen: c.fen || V.GenRandInitFen(),
508 // Shuffle players order (white then black then other colors).
509 // Players' names may be required if game start when a player is offline
510 players: shuffle(players).map(p => {name:p.name, sid:p.sid},
512 timeControl: c.timeControl,
514 c.seats.forEach(s => {
515 // NOTE: cid required to remove challenge
516 this.st.conn.send(JSON.stringify({code:"newgame",
517 gameInfo:gameInfo, cid:c.id, target:s.sid}));
519 // Delete corresponding challenge:
520 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
521 this.newGame(gameInfo); //also!
523 // NOTE: for live games only (corr games are laucnhed on server)
524 newGame: function(gameInfo) {
525 // Extract times (in [milli]seconds), set clocks, store in localStorage
526 const tc = extractTime(gameInfo.timeControl);
528 // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
529 // //setStorage(game); //TODO
530 // if (this.settings.sound >= 1)
531 // new Audio("/sounds/newgame.mp3").play().catch(err => {});