td(data-label="Variant") {{ c.vname }}
td(data-label="From") {{ c.from.name || "@nonymous" }}
td(data-label="To") {{ c.to }}
- td(data-label="Cadence") {{ c.timeControl }}
+ td(data-label="Cadence") {{ c.cadence }}
</template>
<script>
td(data-label="Variant") {{ g.vname }}
td(data-label="White") {{ g.players[0].name || "@nonymous" }}
td(data-label="Black") {{ g.players[1].name || "@nonymous" }}
- td(data-label="Time control") {{ g.timeControl }}
+ td(data-label="Time control") {{ g.cadence }}
td(data-label="Result") {{ g.score }}
</template>
};
},
computed: {
+ // TODO: also sort by g.created
sortedGames: function() {
// Show in order: games where it's my turn, my running games, my games, other games
let augmentedGames = this.games.map(g => {
if (isNaN(vid) || vid <= 0)
return "Please select a variant";
- const tc = extractTime(c.timeControl);
+ const tc = extractTime(c.cadence);
if (!tc)
return "Wrong time control";
component: loadView("MyGames"),
},
{
- path: "/game/:id",
+ path: "/game/:id([a-zA-Z0-9]+)",
name: "game",
component: loadView("Game"),
},
"Analyse in Dark mode makes no sense!": "Analyse in Dark mode makes no sense!",
"Authentication successful!": "Authentication successful!",
"Apply": "Apply",
- "Available": "Available",
"Black": "Black",
"Black to move": "Black to move",
"Black win": "Black win",
"blue": "blue",
"brown": "brown",
"Cadence": "Cadence",
+ "Challenge": "Challenge",
"Challenge declined": "Challenge declined",
"Connection token sent. Check your emails!": "Connection token sent. Check your emails!",
"Contact": "Contact",
"My games": "My games",
"Name": "Name",
"Name or Email": "Name or Email",
+ "New correspondance game:": "New correspondance game:",
"New game": "New game",
"No subject. Send anyway?": "No subject. Send anyway?",
"None": "None",
"Notifications by email": "Notifications by email",
+ "Observe": "Observe",
"Offer draw?": "Offer draw?",
"Opponent action": "Opponent action",
"Play sounds?": "Play sounds?",
"Play with?": "Play with?",
- "Playing": "Playing",
"Please log in to accept corr challenges": "Please log in to accept corr challenges",
"Please log in to play correspondance games": "Please log in to play correspondance games",
"Please select a variant": "Please select a variant",
"Settings": "Settings",
"Stop game": "Stop game",
"Subject": "Subject",
- "Target is not connected": "Target is not connected",
"Terminate game?": "Terminate game?",
- "This tab is now offline": "This tab is now offline",
"Three repetitions": "Three repetitions",
"Time": "Time",
"To": "To",
"Analyse in Dark mode makes no sense!": "¡ Analizar en modo Dark no tiene sentido !",
"Apply": "Aplicar",
"Authentication successful!": "¡ Autenticación exitosa !",
- "Available": "Disponible",
"Black": "Negras",
"Black to move": "Juegan las negras",
"Black win": "Las negras gagnan",
"blue": "azul",
"brown": "marrón",
"Cadence": "Cadencia",
+ "Challenge": "Desafiar",
"Challenge declined": "Desafío rechazado",
"Connection token sent. Check your emails!": "Token de conexión enviado. ¡ Revisa tus correos !",
"Contact": "Contacto",
"My games": "Mis partidas",
"Name": "Nombre",
"Name or Email": "Nombre o Email",
+ "New correspondance game:": "Nueva partida por correspondencia :",
"New game": "Nueva partida",
"No subject. Send anyway?": "Sin asunto. ¿ Enviar sin embargo ?",
"None": "Ninguno",
"Notifications by email": "Notificaciones por email",
"Offer draw?": "¿ Ofrecer tablas ?",
+ "Observe": "Observar",
"Opponent action": "Acción del adversario",
"Play sounds?": "¿ Permitir sonidos ?",
"Play with?": "¿ Jugar con ?",
- "Playing": "Jugando",
"Please log in to accept corr challenges": "Inicia sesión para aceptar los desafíos por correspondencia",
"Please log in to play correspondance games": "Inicia sesión para jugar partidas por correspondancia",
"Please select a variant": "Por favor seleccione una variante",
"Settings": "Configuraciones",
"Stop game": "Terminar la partida",
"Subject": "Asunto",
- "Target is not connected": "El destinatario no está conectado",
"Terminate game?": "¿ Terminar la partida ?",
- "This tab is now offline": "Esta pestaña ahora está desconectada",
"Three repetitions": "Tres repeticiones",
"Time": "Tiempo",
"To": "A",
"Analyse in Dark mode makes no sense!": "Analyser en mode Dark n'a pas de sens !",
"Apply": "Appliquer",
"Authentication successful!": "Authentification réussie !",
- "Available": "Disponible",
"Black": "Noirs",
"Black to move": "Trait aux noirs",
"Black win": "Les noirs gagnent",
"blue": "bleu",
"brown": "marron",
"Cadence": "Cadence",
+ "Challenge": "Défier",
"Challenge declined": "Défi refusé",
"Connection token sent. Check your emails!": "Token de connection envoyé. Allez voir vos emails !",
"Contact": "Contact",
"My games": "Mes parties",
"Name": "Nom",
"Name or Email": "Nom ou Email",
+ "New correspondance game:": "Nouvelle partie par corespondance :",
"New game": "Nouvelle partie",
"No subject. Send anyway?": "Pas de sujet. Envoyer quand-même ??",
"None": "Aucun",
"Notifications by email": "Notifications par email",
"Offer draw?": "Proposer nulle ?",
+ "Observe": "Observer",
"Opponent action": "Action de l'adversaire",
"Play sounds?": "Jouer les sons ?",
"Play with?": "Jouer avec ?",
- "Playing": "Jouant",
"Please log in to accept corr challenges": "Identifiez vous pour accepter des défis par correspondance",
"Please log in to play correspondance games": "Identifiez vous pour jouer des parties par correspondance",
"Please select a variant": "Sélectionnez une variante SVP",
"Settings": "Réglages",
"Stop game": "Arrêter la partie",
"Subject": "Sujet",
- "Target is not connected": "La cible n'est pas connectée",
"Terminate game?": "Stopper la partie ?",
- "This tab is now offline": "Cet onglet est désormais hors ligne",
"Three repetitions": "Triple répétition",
"Time": "Temps",
"To": "À",
// vname: string,
// fenStart: string,
// players: array of sid+id+name,
-// timeControl: string,
+// cadence: string,
// increment: integer (seconds),
// mode: string ("live" or "corr")
// imported: boolean (optional, default false)
|| (unit1 == 'm' && unit2 == 's');
}
-export function extractTime(timeControl)
+export function extractTime(cadence)
{
- let tcParts = timeControl.replace(/ /g,"").split('+');
+ let tcParts = cadence.replace(/ /g,"").split('+');
// Concatenate usual time control suffixes, in case of none is provided
tcParts[0] += "m";
tcParts[1] += "s";
import { processModalClick } from "@/utils/modalClick";
import { getScoreMessage } from "@/utils/scoring";
import params from "@/parameters";
-
export default {
name: 'my-game',
components: {
repeat: {}, //detect position repetition
newChat: "",
conn: null,
- page: "",
- tempId: "", //to distinguish several tabs
};
},
watch: {
}, 1000);
},
},
- // NOTE: some redundant code with Hall.vue (related to people array)
+ // NOTE: some redundant code with Hall.vue (mostly related to people array)
created: function() {
// Always add myself to players' list
const my = this.st.user;
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"]; //may be undefined
// Initialize connection
- this.page = this.$route.path;
const connexionString = params.socketUrl +
"/?sid=" + this.st.user.sid +
- "&tmpId=" + this.tempId +
- "&page=" + encodeURIComponent(this.page);
+ "&tmpId=" + getRandString() +
+ "&page=" + encodeURIComponent(this.$route.path);
this.conn = new WebSocket(connexionString);
this.conn.onmessage = this.socketMessageListener;
const socketCloseListener = () => {
"click", processModalClick);
},
beforeDestroy: function() {
- this.conn.send(JSON.stringify({code:"disconnect",page:this.page}));
+ this.send("disconnect");
},
methods: {
- // O.1] Ask server for room composition:
roomInit: function() {
// Notify the room only now that I connected, because
// messages might be lost otherwise (if game loading is slow)
- this.conn.send(JSON.stringify({code:"connect"}));
- this.conn.send(JSON.stringify({code:"pollclients"}));
+ this.send("connect");
+ this.send("pollclients");
+ },
+ send: function(code, obj) {
+ this.conn.send(JSON.stringify(
+ Object.assign(
+ {code: code},
+ obj,
+ )
+ ));
},
isConnected: function(index) {
const player = this.game.players[index];
const data = JSON.parse(msg.data);
switch (data.code)
{
- case "duplicate":
- this.conn.send(JSON.stringify({code:"duplicate",
- page:"/game/" + this.game.id}));
- alert(this.st.tr["This tab is now offline"]);
- break;
- // 0.2] Receive clients list (just socket IDs)
case "pollclients":
data.sockIds.forEach(sid => {
- if (!!this.people[sid])
- return;
this.$set(this.people, sid, {id:0, name:""});
- // Ask only identity
- this.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ if (sid != this.st.user.sid)
+ this.send("askidentity", {target:sid});
});
break;
+ case "connect":
+ this.$set(this.people, data.from, {name:"", id:0});
+ this.send("askidentity", {target:data.from});
+ break;
+ case "disconnect":
+ this.$delete(this.people, data.from);
+ break;
case "askidentity":
// Request for identification: reply if I'm not anonymous
if (this.st.user.id > 0)
{
- this.conn.send(JSON.stringify({code:"identity",
- user: {
- // NOTE: decompose to avoid revealing email
- name: this.st.user.name,
- sid: this.st.user.sid,
- id: this.st.user.id,
- },
- target:data.from}));
+ const me = {
+ // NOTE: decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ };
+ this.send("identity", {data:me, target:data.from});
}
break;
case "identity":
- this.$set(this.people, data.user.sid,
- {id: data.user.id, name: data.user.name});
+ {
+ const user = data.data;
+ this.$set(this.people, user.sid, {id: user.id, name: user.name});
// Ask potentially missed last state, if opponent and I play
if (!!this.game.mycolor
&& this.game.type == "live" && this.game.score == "*"
- && this.game.players.some(p => p.sid == data.user.sid))
+ && this.game.players.some(p => p.sid == user.sid))
{
- this.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid}));
+ this.send("asklastate", {target:user.sid});
}
break;
+ }
+ case "askgame":
+ // Send current (live) game if not asked by any of the players
+ if (this.game.type == "live"
+ && this.game.players.every(p => p.sid != data.from[0]))
+ {
+ const myGame = {
+ id: this.game.id,
+ fen: this.game.fen,
+ players: this.game.players,
+ vid: this.game.vid,
+ cadence: this.game.cadence,
+ score: this.game.score,
+ };
+ this.send("game", {data:myGame, target:data.from});
+ }
+ break;
+ case "askfullgame":
+ this.send("fullgame", {data:this.game, target:data.from});
+ break;
+ case "fullgame":
+ // Callback "roomInit" to poll clients only after game is loaded
+ this.loadGame(data.data, this.roomInit);
+ break;
case "asklastate":
// Sending last state if I played a move or score != "*"
if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
// Send our "last state" informations to opponent
const L = this.game.moves.length;
const myIdx = ["w","b"].indexOf(this.game.mycolor);
- this.conn.send(JSON.stringify({
- code: "lastate",
- target: data.from,
- state:
- {
- // NOTE: lastMove (when defined) includes addTime
- lastMove: (L>0 ? this.game.moves[L-1] : undefined),
- // Since we played a move (or abort or resign),
- // only drawOffer=="sent" is possible
- drawSent: this.drawOffer == "sent",
- score: this.game.score,
- movesCount: L,
- initime: this.game.initime[1-myIdx], //relevant only if I played
- }
- }));
- }
- break;
- case "askgame":
- // Send current (live) game if I play in (not an observer),
- // and not asked by opponent (!)
- if (this.game.type == "live"
- && this.game.players.some(p => p.sid == this.st.user.sid)
- && this.game.players.every(p => p.sid != data.from))
- {
- const myGame =
- {
- // Minimal game informations:
- id: this.game.id,
- players: this.game.players,
- vid: this.game.vid,
- timeControl: this.game.timeControl,
+ const myLastate = {
+ // NOTE: lastMove (when defined) includes addTime
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ // Since we played a move (or abort or resign),
+ // only drawOffer=="sent" is possible
+ drawSent: this.drawOffer == "sent",
score: this.game.score,
+ movesCount: L,
+ initime: this.game.initime[1-myIdx], //relevant only if I played
};
- this.conn.send(JSON.stringify({code:"game",
- game:myGame, target:data.from}));
+ this.send("lastate", {data:myLastate, target:data.from});
}
break;
+ case "lastate": //got opponent infos about last move
+ this.lastate = data.data;
+ if (this.game.rendered) //game is rendered (Board component)
+ this.processLastate();
+ //else: will be processed when game is ready
+ break;
case "newmove":
- if (!!data.move.cancelDrawOffer) //opponent refuses draw
+ {
+ const move = data.data;
+ if (!!move.cancelDrawOffer) //opponent refuses draw
{
this.drawOffer = "";
// NOTE for corr games: drawOffer reset by player in turn
if (this.game.type == "live" && !!this.game.mycolor)
GameStorage.update(this.gameRef.id, {drawOffer: ""});
}
- this.$set(this.game, "moveToPlay", data.move);
- break;
- case "newchat":
- this.newChat = data.chat;
- if (!document.getElementById("modalChat").checked)
- document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
- break;
- case "lastate": //got opponent infos about last move
- this.lastate = data.state;
- if (this.game.rendered) //game is rendered (Board component)
- this.processLastate();
- //else: will be processed when game is ready
+ this.$set(this.game, "moveToPlay", move);
break;
+ }
case "resign":
this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
this.gameOver("?", "Abort");
break;
case "draw":
- this.gameOver("1/2", data.message);
+ this.gameOver("1/2", data.data);
break;
case "drawoffer":
// NOTE: observers don't know who offered draw
this.drawOffer = "received";
break;
- case "askfullgame":
- this.conn.send(JSON.stringify({code:"fullgame",
- game:this.game, target:data.from}));
- break;
- case "fullgame":
- // Callback "roomInit" to poll clients only after game is loaded
- this.loadGame(data.game, this.roomInit);
- break;
- case "connect":
- this.$set(this.people, data.from, {name:"", id:0});
- this.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
- break;
- case "disconnect":
- this.$delete(this.people, data.from);
+ case "newchat":
+ {
+ const chat = data.data;
+ this.newChat = chat;
+ if (!document.getElementById("modalChat").checked)
+ document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
break;
+ }
}
},
// lastate was received, but maybe game wasn't ready yet:
if (data.movesCount > L)
{
// Just got last move from him
- this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime}));
+ this.$set(this.game, "moveToPlay", Object.assign({initime: data.initime}, data.lastMove));
}
if (data.drawSent)
this.drawOffer = "received";
const message = (this.drawOffer == "received"
? "Mutual agreement"
: "Three repetitions");
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- {
- this.conn.send(JSON.stringify({code:"draw",
- message:message, target:sid}));
- }
- });
+ this.send("draw", {data:message});
this.gameOver("1/2", message);
}
else if (this.drawOffer == "") //no effect if drawOffer == "sent"
if (!confirm(this.st.tr["Offer draw?"]))
return;
this.drawOffer = "sent";
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- this.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
- });
+ this.send("drawoffer");
GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
}
},
if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
return;
this.gameOver("?", "Abort");
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- {
- this.conn.send(JSON.stringify({
- code: "abort",
- target: sid,
- }));
- }
- });
+ this.send("abort");
},
resign: function(e) {
if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- {
- this.conn.send(JSON.stringify({code:"resign",
- side:this.game.mycolor, target:sid}));
- }
- });
+ this.send("resign", {data:this.game.mycolor});
this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
- const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
- const tc = extractTime(game.timeControl);
+ const gtype = (game.cadence.indexOf('d') >= 0 ? "corr" : "live");
+ const tc = extractTime(game.cadence);
if (gtype == "corr")
{
if (game.players[0].color == "b")
if (!!this.gameRef.rid)
{
// Remote live game: forgetting about callback func... (TODO: design)
- this.conn.send(JSON.stringify(
- {code:"askfullgame", target:this.gameRef.rid}));
+ this.send("askfullgame", {target:this.gameRef.rid});
}
else
{
addTime: addTime,
cancelDrawOffer: this.drawOffer=="",
});
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- {
- this.conn.send(JSON.stringify({
- code: "newmove",
- target: sid,
- move: sendMove,
- }));
- }
- });
+ this.send("newmove", {data: sendMove});
// (Add)Time indication: useful in case of lastate infos requested
move.addTime = addTime;
}
document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
},
processChat: function(chat) {
- this.conn.send(JSON.stringify({code:"newchat", chat:chat}));
+ this.send("newchat", {data:chat});
// NOTE: anonymous chats in corr games are not stored on server (TODO?)
if (this.game.type == "corr" && this.st.user.id > 0)
GameStorage.update(this.gameRef.id, {chat: chat});
:selected="newchallenge.vid==v.id")
| {{ v.name }}
fieldset
- label(for="timeControl") {{ st.tr["Cadence"] }} *
- div#predefinedTimeControls
+ label(for="cadence") {{ st.tr["Cadence"] }} *
+ div#predefinedCadences
button 3+2
button 5+3
button 15+5
- input#timeControl(type="text" v-model="newchallenge.timeControl"
+ input#cadence(type="text" v-model="newchallenge.cadence"
placeholder="5+0, 1h+30s, 7d+1d ...")
fieldset(v-if="st.user.id > 0")
label(for="selectPlayers") {{ st.tr["Play with?"] }}
#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="people[sid].name != st.user.name"
- @click="challOrWatch(sid, $event)"
+ v-if="sid != st.user.sid && !!st.user.name && people[sid].id > 0"
+ @click="challOrWatch(sid)"
)
- | {{ st.tr[!!people[sid].gamer ? 'Playing' : 'Available'] }}
+ | {{ getActionLabel(sid) }}
p.anonymous @nonymous ({{ anonymousCount }})
#chat
Chat(:newChat="newChat" @mychat="processChat")
import ChallengeList from "@/components/ChallengeList.vue";
import { GameStorage } from "@/utils/gameStorage";
import { processModalClick } from "@/utils/modalClick";
-
export default {
name: "my-hall",
components: {
return {
st: store.state,
cdisplay: "live", //or corr
- pdisplay: "players", //or chat
gdisplay: "live",
games: [],
challenges: [],
- people: {}, //people in main hall
+ people: {},
infoMessage: "",
newchallenge: {
fen: "",
vid: localStorage.getItem("vid") || "",
to: "", //name of challenged player (if any)
- timeControl: localStorage.getItem("timeControl") || "",
+ cadence: localStorage.getItem("cadence") || "",
},
newChat: "",
conn: null,
- page: "",
- tempId: "", //to distinguish several tabs
};
},
watch: {
// st.variants changes only once, at loading from [] to [...]
"st.variants": function(variantArray) {
// Set potential challenges and games variant names:
- this.challenges.forEach(c => {
- if (c.vname == "")
- c.vname = this.getVname(c.vid);
- });
- this.games.forEach(g => {
- if (g.vname == "")
- g.vname = this.getVname(g.vid);
+ this.challenges.concat(this.games).forEach(o => {
+ if (o.vname == "")
+ o.vname = this.getVname(o.vid);
});
},
},
},
},
created: function() {
- // Always add myself to players' list
const my = this.st.user;
- this.tempId = getRandString();
- this.$set(this.people, my.sid, {id:my.id, name:my.name, tmpId: [this.tempId]});
+ this.$set(this.people, my.sid, {id:my.id, name:my.name, pages:["/"]});
// Ask server for current corr games (all but mines)
ajax(
"/games",
addChallenges();
}
);
- // 0.1] Ask server for room composition:
- const funcPollClients = () => {
- this.conn.send(JSON.stringify({code:"connect"}));
- this.conn.send(JSON.stringify({code:"pollclients"}));
- this.conn.send(JSON.stringify({code:"pollgamers"}));
+ const connectAndPoll = () => {
+ this.send("connect");
+ this.send("pollclientsandgamers");
};
// Initialize connection
- this.page = this.$route.path;
const connexionString = params.socketUrl +
"/?sid=" + this.st.user.sid +
- "&tmpId=" + this.tempId +
- "&page=" + encodeURIComponent(this.page);
+ "&tmpId=" + getRandString() +
+ "&page=" + encodeURIComponent(this.$route.path);
this.conn = new WebSocket(connexionString);
- this.conn.onopen = funcPollClients;
+ this.conn.onopen = connectAndPoll;
this.conn.onmessage = this.socketMessageListener;
const socketCloseListener = () => {
this.conn = new WebSocket(connexionString);
mounted: function() {
[document.getElementById("infoDiv"),document.getElementById("newgameDiv")]
.forEach(elt => elt.addEventListener("click", processModalClick));
- document.querySelectorAll("#predefinedTimeControls > button").forEach(
+ document.querySelectorAll("#predefinedCadences > button").forEach(
(b) => { b.addEventListener("click",
- () => { this.newchallenge.timeControl = b.innerHTML; }
+ () => { this.newchallenge.cadence = b.innerHTML; }
)}
);
},
beforeDestroy: function() {
- this.conn.send(JSON.stringify({code:"disconnect",page:this.page}));
+ this.send("disconnect");
},
methods: {
// Helpers:
+ send: function(code, obj) {
+ this.conn.send(JSON.stringify(
+ Object.assign(
+ {code: code},
+ obj,
+ )
+ ));
+ },
+ getVname: function(vid) {
+ const variant = this.st.variants.find(v => v.id == vid);
+ // this.st.variants might be uninitialized (variant == null)
+ return (!!variant ? variant.name : "");
+ },
filterChallenges: function(type) {
return this.challenges.filter(c => c.type == type);
},
return this.games.filter(g => g.type == type);
},
classifyObject: function(o) { //challenge or game
- return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
- },
- showGame: function(g) {
- // NOTE: we are an observer, since only games I don't play are shown here
- // ==> Moves sent by connected remote player(s) if live game
- let url = "/game/" + g.id;
- if (g.type == "live")
- url += "?rid=" + g.rid;
- this.$router.push(url);
+ return (o.cadence.indexOf('d') === -1 ? "live" : "corr");
},
setDisplay: function(letter, type, e) {
this[letter + "display"] = type;
else
e.target.nextElementSibling.classList.remove("active");
},
- getVname: function(vid) {
- const variant = this.st.variants.find(v => v.id == vid);
- // this.st.variants might be uninitialized (variant == null)
- return (!!variant ? variant.name : "");
- },
- processChat: function(chat) {
- // When received on server, this will trigger a "notifyRoom"
- this.conn.send(JSON.stringify({code:"newchat", chat: chat}));
+ getActionLabel: function(sid) {
+ return this.people[sid].pages.some(p => p == "/")
+ ? "Challenge"
+ : "Observe";
},
- sendSomethingTo: function(to, code, obj, warnDisconnected) {
- const doSend = (code, obj, sid) => {
- this.conn.send(JSON.stringify(Object.assign(
- {code: code},
- obj,
- {target: sid}
- )));
- };
- if (!to || (!to.sid && !to.name))
+ challOrWatch: function(sid) {
+ if (this.people[sid].pages.some(p => p == "/"))
{
- // Open challenge: send to all connected players (me excepted)
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- doSend(code, obj, sid);
- });
+ // Available, in Hall
+ this.newchallenge.to = this.people[sid].name;
+ doClick("modalNewgame");
}
else
{
- let targetSid = "";
- if (!!to.sid)
- targetSid = to.sid;
- else
+ // In some game, maybe playing maybe not
+ const gid = this.people[sid].page.match(/[a-zA-Z0-9]+$/)[0];
+ this.showGame(this.games.find(g => g.id == gid)), sid;
+ }
+ },
+ showGame: function(g, obsId) {
+ // NOTE: we are an observer, since only games I don't play are shown here
+ // ==> Moves sent by connected remote player(s) if live game
+ let url = "/game/" + g.id;
+ if (g.type == "live")
+ {
+ let rids = [];
+ for (let i of [0,1])
{
- if (to.name == this.st.user.name)
- return alert(this.st.tr["Cannot challenge self"]);
- // Challenge with targeted players
- targetSid =
- Object.keys(this.people).find(sid => this.people[sid].name == to.name);
- if (!targetSid)
- {
- if (!!warnDisconnected)
- alert(this.st.tr["Target is not connected"]);
- return false;
- }
+ if (this.people[g.players[i].sid].pages.indexOf(url) >= 0)
+ rids.push(g.players[i].sid);
}
- doSend(code, obj, targetSid);
+ if (!!obsId)
+ rids.push(obsId); //observer can provide game too
+ const ridIdx = Math.floor(Math.random() * rids.length);
+ url += "?rid=" + rids[ridIdx];
}
- return true;
+ this.$router.push(url);
+ },
+ processChat: function(chat) {
+ this.send("newchat", {data:chat});
},
// Messaging center:
socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
switch (data.code)
{
- case "duplicate":
- this.conn.send(JSON.stringify({code:"duplicate", page:"/"}));
- this.conn.send = () => {};
- alert(this.st.tr["This tab is now offline"]);
- break;
- // 0.2] Receive clients list (just socket IDs)
- case "pollclients":
- data.sockIds.forEach(sid => {
- this.$set(this.people, sid, {id:0, name:""});
- // Ask identity and challenges
- this.conn.send(JSON.stringify({code:"askidentity", target:sid}));
- this.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
+ case "pollclientsandgamers":
+ {
+ let identityAsked = {};
+ data.sockIds.forEach(s => {
+ if (s.sid != this.st.user.sid && !identityAsked[s.sid])
+ {
+ identityAsked[s.sid] = true;
+ this.send("askidentity", {target:s.sid});
+ }
+ if (!this.people[s.sid])
+ this.$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);
+ if (!s.page)
+ this.send("askchallenge", {target:s.sid});
+ else
+ this.send("askgame", {target:s.sid});
});
break;
- case "pollgamers":
- // NOTE: we could make a difference between people in hall
- // and gamers, but is it necessary?
- data.sockIds.forEach(sid => {
- this.$set(this.people, sid, {id:0, name:"", gamer:true});
- this.conn.send(JSON.stringify({code:"askidentity", target:sid}));
- });
- // Also ask current games to all playing peers (TODO: some design issue)
- this.conn.send(JSON.stringify({code:"askgames"}));
+ }
+ case "connect":
+ case "gconnect":
+ // NOTE: player could have been polled earlier, but might have logged in then
+ // So it's a good idea to ask identity if he was anonymous.
+ // But only ask game / challenge if currently disconnected.
+ if (!this.people[data.from])
+ {
+ this.$set(this.people, data.from, {name:"", id:0, pages:[data.page]});
+ if (data.code == "connect")
+ this.send("askchallenge", {target:data.from});
+ else
+ this.send("askgame", {target:data.from});
+ }
+ 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].id == 0)
+ this.send("askidentity", {target:data.from});
+ break;
+ case "disconnect":
+ case "gdisconnect":
+ // Disconnect means no more tmpIds:
+ if (data.code == "disconnect")
+ {
+ this.$delete(this.people, data.from);
+ // Also remove all challenges sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+ }
+ else
+ {
+ const pidx = this.people[data.from].pages.indexOf(data.page);
+ this.people[data.from].pages.splice(pageIdx, 1);
+ if (this.people[data.from].pages.length == 0)
+ {
+ this.$delete(this.people, data.from);
+ // And all live games where he plays and no other opponent is online
+ ArrayFun.remove(this.games, g =>
+ g.type == "live" && (g.players.every(p => p.sid == data.from
+ || !this.people[p.sid])), "all");
+ }
+ }
break;
case "askidentity":
// Request for identification: reply if I'm not anonymous
if (this.st.user.id > 0)
{
- this.conn.send(JSON.stringify({code:"identity",
- user: {
- // NOTE: decompose to avoid revealing email
- name: this.st.user.name,
- sid: this.st.user.sid,
- id: this.st.user.id,
- },
- target:data.from}));
+ const me = {
+ // NOTE: decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ };
+ this.send("identity", {data:me, target:data.from});
}
break;
case "identity":
- this.$set(this.people, data.user.sid,
+ {
+ const user = data.data;
+ this.$set(this.people, user.sid,
{
- id: data.user.id,
- name: data.user.name,
- gamer: this.people[data.user.sid].gamer,
+ id: user.id,
+ name: user.name,
+ pages: this.people[user.sid].pages,
});
+
+// // TODO: smarter, if multi-connect, send to all instances... (several sid's)
+// // Or better: just prevent multi-connect.
+// // Fix anomaly: if registered player multi-connect, should be left only one
+// const anomalies = Object.keys(this.people).filter(sid => this.people[sid].id == user.id);
+// if (anomalies.length == 2)
+// this.$delete(this.people, anomalies[0]);
+// // --> this isn't good, some sid's are just forgetted
+
break;
+ }
case "askchallenge":
{
// Send my current live challenge (if any)
if (cIdx >= 0)
{
const c = this.challenges[cIdx];
- // 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;
-// }
+ // NOTE: in principle, should only send targeted challenge to the target.
+ // But we may not know yet the identity of the target (just name),
+ // so cannot decide if data.from is the target or not.
const myChallenge =
{
- // Minimal challenge informations: (from not required)
id: c.id,
+ from: this.st.user.sid,
to: c.to,
fen: c.fen,
vid: c.vid,
- timeControl: c.timeControl,
+ cadence: c.cadence,
added: c.added,
};
- this.conn.send(JSON.stringify({code:"challenge",
- chall:myChallenge, target:data.from}));
+ this.send("challenge", {data:myChallenge, target:data.from});
}
break;
}
- case "challenge":
- // Receive challenge from some player (+sid)
+ case "challenge": //after "askchallenge"
+ case "newchallenge":
+ {
// NOTE about next condition: see "askchallenge" case.
- if (!data.chall.to || data.chall.to == this.st.user.name)
+ const chall = data.data;
+ if (!chall.to || (this.people[chall.from].id > 0 &&
+ (chall.from == this.st.user.sid || 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]);
+ let newChall = Object.assign({}, chall);
+ newChall.type = this.classifyObject(chall);
+ newChall.added = Date.now();
+ let fromValues = Object.assign({}, this.people[chall.from]);
+ delete fromValues["pages"]; //irrelevant in this context
+ newChall.from = Object.assign({sid:chall.from}, fromValues);
newChall.vname = this.getVname(newChall.vid);
this.challenges.push(newChall);
}
break;
- case "game":
+ }
+ case "refusechallenge":
{
- // Receive game from some player (+sid)
- // 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)
- {
- if (Math.random() < 0.5)
- game.rid = data.from;
- }
- else
+ const cid = data.data;
+ ArrayFun.remove(this.challenges, c => c.id == cid);
+ alert(this.st.tr["Challenge declined"]);
+ break;
+ }
+ case "deletechallenge":
+ {
+ // NOTE: the challenge may be already removed
+ const cid = data.data;
+ ArrayFun.remove(this.challenges, c => c.id == cid);
+ break;
+ }
+ case "game": //individual request
+ case "newgame":
+ {
+ // NOTE: it may be live or correspondance
+ const game = data.data;
+ if (this.games.findIndex(g => g.id == game.id) < 0)
{
- let newGame = data.game;
- newGame.type = this.classifyObject(data.game);
- newGame.vname = this.getVname(data.game.vid);
- newGame.rid = data.from;
- if (!data.game.score)
+ let newGame = game;
+ newGame.type = this.classifyObject(game);
+ newGame.vname = this.getVname(game.vid);
+ if (!game.score) //if new game from Hall
newGame.score = "*";
this.games.push(newGame);
}
break;
}
- case "newgame":
+ case "startgame":
+ {
// New game just started: data contain all information
- if (this.classifyObject(data.gameInfo) == "live")
- this.startNewGame(data.gameInfo);
+ const gameInfo = data.data;
+ if (this.classifyObject(gameInfo) == "live")
+ this.startNewGame(gameInfo);
else
{
- this.infoMessage = "New game started: " +
- "<a href='#/game/" + data.gameInfo.id + "'>" +
- "#/game/" + data.gameInfo.id + "</a>";
+ this.infoMessage = this.st.tr["New correspondance game:"] +
+ " <a href='#/game/" + gameInfo.id + "'>" +
+ "#/game/" + gameInfo.id + "</a>";
let modalBox = document.getElementById("modalInfo");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 3000);
}
break;
+ }
case "newchat":
- this.newChat = data.chat;
- break;
- case "refusechallenge":
- ArrayFun.remove(this.challenges, c => c.id == data.cid);
- alert(this.st.tr["Challenge declined"]);
- break;
- case "deletechallenge":
- // NOTE: the challenge may be already removed
- ArrayFun.remove(this.challenges, c => c.id == data.cid);
- break;
- case "connect":
- case "gconnect":
- this.$set(this.people, data.from, {name:"", id:0, gamer:data.code[0]=='g'});
- this.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
- if (data.code == "connect")
- this.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
- else
- this.conn.send(JSON.stringify({code:"askgame", target:data.from}));
- break;
- case "disconnect":
- case "gdisconnect":
- this.$delete(this.people, data.from);
- if (data.code == "disconnect")
- {
- // Also remove all challenges sent by this player:
- ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
- }
- else
- {
- // And all live games where he plays and no other opponent is online
- ArrayFun.remove(this.games, g =>
- g.type == "live" && (g.players.every(p => p.sid == data.from
- || !this.people[p.sid])), "all");
- }
+ this.newChat = data.data;
break;
}
},
// Challenge lifecycle:
- tryChallenge: function(sid) {
- if (this.people[sid].id == 0)
- return; //anonymous players cannot be challenged
- // TODO: SID is available, so we could use it instead of searching from name
- this.newchallenge.to = this.people[sid].name;
- doClick("modalNewgame");
- },
- challOrWatch: function(sid) {
- if (!this.people[sid].gamer)
- {
- // Available, in Hall
- this.tryChallenge(sid);
- }
- else
- {
- // Playing, in Game
- this.showGame(this.games.find(
- g => g.players.some(pl => pl.sid == sid || pl.uid == this.people[sid].id)));
- }
- },
newChallenge: async function() {
if (this.newchallenge.vid == "")
return alert(this.st.tr["Please select a variant"]);
const vname = this.getVname(this.newchallenge.vid);
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
- if (!!this.newchallenge.timeControl.match(/^[0-9]+$/))
- this.newchallenge.timeControl += "+0"; //assume minutes, no increment
+ if (!!this.newchallenge.cadence.match(/^[0-9]+$/))
+ this.newchallenge.cadence += "+0"; //assume minutes, no increment
const error = checkChallenge(this.newchallenge);
if (!!error)
return alert(error);
return alert(this.st.tr["Please log in to play correspondance games"]);
// NOTE: "from" information is not required here
let chall = Object.assign({}, this.newchallenge);
- const finishAddChallenge = (cid,warnDisconnected) => {
+ const finishAddChallenge = (cid) => {
chall.id = cid || "c" + getRandString();
- // Send challenge to peers (if connected)
- const isSent = this.sendSomethingTo({name:chall.to}, "challenge",
- {chall:chall}, !!warnDisconnected);
- if (!isSent)
- return;
// 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.from.id == this.st.user.id) && c.type == ctype);
if (cIdx >= 0)
{
// Delete current challenge (will be replaced now)
- this.sendSomethingTo({name:this.challenges[cIdx].to},
- "deletechallenge", {cid:this.challenges[cIdx].id});
+ this.send("deletechallenge", {data:this.challenges[cIdx].id});
if (ctype == "corr")
{
ajax(
}
this.challenges.splice(cIdx, 1);
}
+ this.send("newchallenge", {data:Object.assign({from:this.st.user.sid}, chall)});
// Add new challenge:
- chall.added = Date.now();
- // NOTE: vname and type are redundant (can be deduced from timeControl + vid)
- chall.type = ctype;
- chall.vname = vname;
chall.from = { //decompose to avoid revealing email
sid: this.st.user.sid,
id: this.st.user.id,
name: this.st.user.name,
};
+ chall.added = Date.now();
+ // NOTE: vname and type are redundant (can be deduced from cadence + vid)
+ chall.type = ctype;
+ chall.vname = vname;
this.challenges.push(chall);
- // Remember timeControl + vid for quicker further challenges:
- localStorage.setItem("timeControl", chall.timeControl);
+ // Remember cadence + vid for quicker further challenges:
+ localStorage.setItem("cadence", chall.cadence);
localStorage.setItem("vid", chall.vid);
document.getElementById("modalNewgame").checked = false;
};
if (ctype == "live")
{
// Live challenges have a random ID
- finishAddChallenge(null, "warnDisconnected");
+ finishAddChallenge(null);
}
else
{
}
else
{
- this.conn.send(JSON.stringify({
- code: "refusechallenge",
- cid: c.id, target: c.from.sid}));
+ this.send("refusechallenge", {data:c.id, target:c.from.sid});
}
- this.sendSomethingTo(!!c.to ? {sid:c.from.sid} : null, "deletechallenge", {cid:c.id});
+ this.send("deletechallenge", {data:c.id});
}
else //my challenge
{
{id: c.id}
);
}
- this.sendSomethingTo({name:c.to}, "deletechallenge", {cid:c.id});
+ this.send("deletechallenge", {data:c.id});
}
// In all cases, the challenge is consumed:
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
launchGame: async function(c) {
const vModule = await import("@/variants/" + c.vname + ".js");
window.V = vModule.VariantRules;
- // These game informations will be sent to other players
- const gameInfo =
+ // These game informations will be shared
+ let gameInfo =
{
id: getRandString(),
fen: c.fen || V.GenRandInitFen(),
players: shuffle([c.from, c.seat]), //white then black
vid: c.vid,
- vname: c.vname, //theoretically vid is enough, but much easier with vname
- timeControl: c.timeControl,
+ cadence: c.cadence,
};
let oppsid = c.from.sid; //may not be defined if corr + offline opp
if (!oppsid)
oppsid = Object.keys(this.people).find(sid =>
this.people[sid].id == c.from.id);
}
- const tryNotifyOpponent = () => {
+ const notifyNewgame = () => {
if (!!oppsid) //opponent is online
- {
- this.conn.send(JSON.stringify({code:"newgame",
- gameInfo:gameInfo, target:oppsid, cid:c.id}));
- }
+ this.send("startgame", {data:gameInfo, target:oppsid});
+ // Send game info (only if live) to everyone except me in this tab
+ this.send("newgame", {data:gameInfo});
};
if (c.type == "live")
{
- // NOTE: in this case we are sure opponent is online
- tryNotifyOpponent();
+ notifyNewgame();
this.startNewGame(gameInfo);
}
else //corr: game only on server
{gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
response => {
gameInfo.id = response.gameId;
- tryNotifyOpponent();
+ notifyNewgame();
this.$router.push("/game/" + response.gameId);
}
);
}
- // Send game info to everyone except opponent (and me)
- Object.keys(this.people).forEach(sid => {
- if (![this.st.user.sid,oppsid].includes(sid))
- {
- this.conn.send(JSON.stringify({code:"game",
- game: { //minimal game info:
- id: gameInfo.id,
- players: gameInfo.players,
- vid: gameInfo.vid,
- timeControl: gameInfo.timeControl,
- },
- target: sid}));
- }
- });
},
// NOTE: for live games only (corr games start on the server)
startNewGame: function(gameInfo) {
const game = Object.assign({}, gameInfo, {
// (other) Game infos: constant
fenStart: gameInfo.fen,
- added: Date.now(),
+ vname: this.getVname(gameInfo.vid),
+ created: Date.now(),
// Game state (including FEN): will be updated
moves: [],
clocks: [-1, -1], //-1 = unstarted
methods: {
// TODO: classifyObject and filterGames are redundant (see Hall.vue)
classifyObject: function(o) {
- return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ return (o.cadence.indexOf('d') === -1 ? "live" : "corr");
},
filterGames: function(type) {
return this.games.filter(g => g.type == type);
target integer,
vid integer,
fen varchar,
- timeControl varchar,
+ cadence varchar,
foreign key (uid) references Users(id),
foreign key (vid) references Variants(id)
);
fen varchar, --current state
score varchar,
scoreMsg varchar,
- timeControl varchar,
- created datetime, --used only for DB cleaning
+ cadence varchar,
+ created datetime,
drawOffer character,
foreign key (vid) references Variants(id)
);
* target: recipient id (optional)
* vid: variant id (int)
* fen: varchar (optional)
- * timeControl: string (3m+2s, 7d+1d ...)
+ * cadence: string (3m+2s, 7d+1d ...)
*/
const ChallengeModel =
{
if (!c.vid.toString().match(/^[0-9]+$/))
return "Wrong variant ID";
- if (!c.timeControl.match(/^[0-9dhms +]+$/))
+ if (!c.cadence.match(/^[0-9dhms +]+$/))
return "Wrong characters in time control";
if (!c.fen.match(/^[a-zA-Z0-9, /-]*$/))
return "Bad FEN string";
db.serialize(function() {
const query =
"INSERT INTO Challenges " +
- "(added, uid, " + (!!c.to ? "target, " : "") +
- "vid, fen, timeControl) VALUES " +
+ "(added, uid, " + (!!c.to ? "target, " : "") + "vid, fen, cadence) " +
+ "VALUES " +
"(" + Date.now() + "," + c.uid + "," + (!!c.to ? c.to + "," : "") +
- c.vid + ",'" + c.fen + "','" + c.timeControl + "')";
+ c.vid + ",'" + c.fen + "','" + c.cadence + "')";
db.run(query, function(err) {
return cb(err, {cid: this.lastID});
});
* vid: integer (variant id)
* fenStart: varchar (initial position)
* fen: varchar (current position)
- * timeControl: string
+ * cadence: string
* score: varchar (result)
* scoreMsg: varchar ("Time", "Mutual agreement"...)
* created: datetime
return "Wrong variant ID";
if (!g.vname.match(/^[a-zA-Z0-9]+$/))
return "Wrong variant name";
- if (!g.timeControl.match(/^[0-9dhms +]+$/))
+ if (!g.cadence.match(/^[0-9dhms +]+$/))
return "Wrong characters in time control";
if (!g.fen.match(/^[a-zA-Z0-9, /-]*$/))
return "Bad FEN string";
return "";
},
- create: function(vid, fen, timeControl, players, cb)
+ create: function(vid, fen, cadence, players, cb)
{
db.serialize(function() {
let query =
- "INSERT INTO Games"
- + " (vid, fenStart, fen, score, timeControl, created, drawOffer)"
- + " VALUES (" + vid + ",'" + fen + "','" + fen + "','*','"
- + timeControl + "'," + Date.now() + ",'')";
+ "INSERT INTO Games " +
+ "(vid, fenStart, fen, score, cadence, created, drawOffer) " +
+ "VALUES " +
+ "(" + vid + ",'" + fen + "','" + fen + "','*','" + cadence + "'," + Date.now() + ",'')";
db.run(query, function(err) {
if (!!err)
return cb(err);
});
},
- // TODO: queries here could be async, and wait for all to complete
- getOne: function(id, cb)
+ // TODO: some queries here could be async
+ getOne: function(id, light, cb)
{
db.serialize(function() {
- // TODO: optimize queries?
let query =
// NOTE: g.scoreMsg can be NULL
// (in this case score = "*" and no reason to look at it)
- "SELECT g.id, g.vid, g.fen, g.fenStart, g.timeControl, g.score, " +
+ "SELECT g.id, g.vid, g.fen, g.fenStart, g.cadence, g.score, " +
"g.scoreMsg, g.drawOffer, v.name AS vname " +
"FROM Games g " +
"JOIN Variants v " +
db.all(query, (err2,players) => {
if (!!err2)
return cb(err2);
+ if (light)
+ {
+ const game = Object.assign({},
+ gameInfo,
+ {players: players}
+ );
+ return cb(null, game);
+ }
query =
"SELECT squares, played, idx " +
"FROM Moves " +
});
},
+ // For display on MyGames or Hall: no need for moves or chats
getByUser: function(uid, excluded, cb)
{
db.serialize(function() {
let gameArray = [];
for (let i=0; i<gameIds.length; i++)
{
- GameModel.getOne(gameIds[i]["gid"], (err2,game) => {
+ GameModel.getOne(gameIds[i]["gid"], true, (err2,game) => {
if (!!err2)
return cb(err2);
gameArray.push(game);
let challenge =
{
fen: req.body.chall.fen,
- timeControl: req.body.chall.timeControl,
+ cadence: req.body.chall.cadence,
vid: req.body.chall.vid,
uid: req.userId,
to: req.body.chall.to, //string: user name (may be empty)
return res.json({errmsg:error});
ChallengeModel.remove(cid);
GameModel.create(
- gameInfo.vid, gameInfo.fen, gameInfo.timeControl, gameInfo.players,
+ gameInfo.vid, gameInfo.fen, gameInfo.cadence, gameInfo.players,
(err,ret) => {
access.checkRequest(res, err, ret, "Cannot create game", () => {
const oppIdx = (gameInfo.players[0].id == req.userId ? 1 : 0);
{
if (!gameId.match(/^[0-9]+$/))
return res.json({errmsg: "Wrong game ID"});
- GameModel.getOne(gameId, (err,game) => {
+ GameModel.getOne(gameId, false, (err,game) => {
access.checkRequest(res, err, game, "Game not found", () => {
res.json({game: game});
});
}
module.exports = function(wss) {
- // Associative array sid --> tmpId --> {socket, page},
+ // Associative array page --> sid --> tmpId --> socket
// "page" is either "/" for hall or "/game/some_gid" for Game,
// tmpId is required if a same user (browser) has different tabs
let clients = {};
const query = getJsonFromUrl(req.url);
const sid = query["sid"];
const tmpId = query["tmpId"];
- const notifyRoom = (page,code,obj={},excluded=[]) => {
- Object.keys(clients).forEach(k => {
- if (k in excluded)
- return;
- if (k != sid && clients[k].page == page)
- {
- clients[k].sock.send(JSON.stringify(Object.assign(
- {code:code, from:[sid,tmpId]}, obj)));
- }
+ const page = query["page"];
+ const notifyRoom = (page,code,obj={}) => {
+ Object.keys(clients[page]).forEach(k => {
+ Object.keys(clients[page][k]).forEach(x => {
+ if (k == sid && x == tmpId)
+ return;
+ clients[page][k][x].send(JSON.stringify(Object.assign(
+ {code:code, from:sid}, obj)));
+ });
});
};
+ const deleteConnexion = () => {
+ if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
+ return; //job already done
+ delete clients[page][sid][tmpId];
+ if (Object.keys(clients[page][sid]).length == 0)
+ {
+ delete clients[page][sid];
+ if (Object.keys(clients[page]) == 0)
+ delete clients[page];
+ }
+ };
const messageListener = (objtxt) => {
let obj = JSON.parse(objtxt);
- if (!!obj.target && !clients[obj.target])
- return; //receiver not connected, nothing we can do
+ if (!!obj.target)
+ {
+ // Check if receiver is connected, because there may be some lag
+ // between a client disconnects and another notice.
+ if (Array.isArray(obj.target))
+ {
+ if (!clients[page][obj.target[0]] ||
+ !clients[page][obj.target[0]][obj.target[1]])
+ {
+ return;
+ }
+ }
+ else if (!clients[page][obj.target])
+ return;
+ }
switch (obj.code)
{
// Wait for "connect" message to notify connection to the room,
// not be ready too early.
case "connect":
{
- const curPage = clients[sid][tmpId].page;
- notifyRoom(curPage, "connect"); //Hall or Game
- if (curPage.indexOf("/game/") >= 0)
- notifyRoom("/", "gconnect"); //notify main hall
+ notifyRoom(page, "connect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gconnect", {page:page});
break;
}
case "disconnect":
- {
- const oldPage = obj.page;
- notifyRoom(oldPage, "disconnect"); //Hall or Game
- if (oldPage.indexOf("/game/") >= 0)
- notifyRoom("/", "gdisconnect"); //notify main hall
+ // When page changes:
+ deleteConnexion();
+ if (!clients[page][sid])
+ {
+ // I effectively disconnected from this page:
+ notifyRoom(page, "disconnect");
+ if (page.indexOf("/game/") >= 0)
+ notifyRoom("/", "gdisconnect", {page:page});
+ }
break;
- }
- case "pollclients":
+ case "pollclients": //from Hall or Game
{
- const curPage = clients[sid][tmpId].page;
- let sockIds = {}; //result, object sid ==> [tmpIds]
- Object.keys(clients).forEach(k => {
- Object.keys(clients[k]).forEach(x => {
- if ((k != sid || x != tmpId)
- && clients[k][x].page == curPage)
- {
- if (!sockIds[k])
- sockIds[k] = [x];
- else
- sockIds[k].push(x);
- }
- });
+ let sockIds = [];
+ Object.keys(clients[page]).forEach(k => {
+ // Poll myself if I'm on at least another tab (same page)
+ if (k != sid || Object.keys(clients["/"][k]).length >= 2)
+ sockIds.push(k);
});
socket.send(JSON.stringify({code:"pollclients", sockIds:sockIds}));
break;
}
- case "pollgamers":
+ case "pollclientsandgamers": //from Hall
{
- let sockIds = {};
- Object.keys(clients).forEach(k => {
- Object.keys(clients[k]).forEach(x => {
- if ((k != sid || x != tmpId)
- && clients[k][x].page.indexOf("/game/") >= 0)
- {
- if (!sockIds[k])
- sockIds[k] = [x];
- else
- sockIds[k].push(x);
- }
- });
+ let sockIds = [];
+ Object.keys(clients["/"]).forEach(k => {
+ // Poll myself if I'm on at least another tab (same page)
+ if (k != sid || Object.keys(clients["/"][k]).length >= 2)
+ sockIds.push({sid:k});
+ });
+ // NOTE: a "gamer" could also just be an observer
+ Object.keys(clients).forEach(p => {
+ if (p != "/")
+ {
+ Object.keys(clients[p]).forEach(k => {
+ if (k != sid)
+ sockIds.push({sid:k, page:p}); //page needed for gamers
+ });
+ }
});
- socket.send(JSON.stringify({code:"pollgamers", sockIds:sockIds}));
+ socket.send(JSON.stringify({code:"pollclientsandgamers", sockIds:sockIds}));
break;
}
+
+ // Asking something: from is fully identified,
+ // but the requested resource can be from any tmpId (except current!)
case "askidentity":
+ case "asklastate":
+ case "askchallenge":
+ case "askgame":
+ case "askfullgame":
{
- // Identity only depends on sid, so select a tmpId at random
- const tmpIds = Object.keys(clients[obj.target]);
+ const tmpIds = Object.keys(clients[page][obj.target]);
+ if (obj.target == sid) //targetting myself
+ {
+ const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
+ if (idx_myTmpid >= 0)
+ tmpIds.splice(idx_myTmpid, 1);
+ }
const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
- clients[obj.target][tmpIds[tmpId_idx]].sock.send(JSON.stringify(
- {code:"askidentity",from:[sid,tmpId]}));
+ clients[page][obj.target][tmpIds[tmpId_idx]].send(
+ JSON.stringify({code:obj.code, from:[sid,tmpId]}));
break;
}
- case "asklastate":
- clients[obj.target[0]][obj.target[1]].sock.send(JSON.stringify(
- {code:"asklastate",from:[sid,tmpId]}));
- break;
- case "askchallenge":
- clients[obj.target[0]][obj.target[1]].sock.send(JSON.stringify(
- {code:"askchallenge",from:[sid,tmpId]}));
- break;
- case "askgames":
- {
- // Check all clients playing, and send them a "askgame" message
- // game ID --> [ sid1 --> array of tmpIds, sid2 --> array of tmpIds]
- let gameSids = {};
- const regexpGid = /\/[a-zA-Z0-9]+$/;
- Object.keys(clients).forEach(k => {
- Object.keys(clients[k]).forEach(x => {
- if ((k != sid || x != tmpId)
- && clients[k][x].page.indexOf("/game/") >= 0)
+
+ // Some Hall events: target all tmpId's (except mine),
+ case "refusechallenge":
+ case "startgame":
+ Object.keys(clients[page][obj.target]).forEach(x => {
+ if (obj.target != sid || x != tmpId)
{
- const gid = clients[k][x].page.match(regexpGid)[0];
- if (!gameSids[gid])
- gameSids[gid] = [{k: [x]}];
- else if (k == Object.keys(gameSids[gid][0])[0])
- gameSids[gid][0][k].push(x);
- else if (gameSids[gid].length == 1)
- gameSids[gid].push({k: [x]});
- else
- Object.values(gameSids[gid][1]).push(x);
+ clients[page][obj.target][x].send(JSON.stringify(
+ {code:obj.code, data:obj.data}));
}
});
- // Request only one client out of 2 (TODO: this is a bit heavy)
- // Alt: ask game to all, and filter later?
- Object.keys(gameSids).forEach(gid => {
- const L = gameSids[gid].length;
- const sidIdx = L > 1
- ? Math.floor(Math.random() * Math.floor(L))
- : 0;
- const tmpIdx = Object.values(gameSids[gid][sidIdx]
- const rid = gameSids[gid][sidIdx][tmpIdx];
- clients[sidIdx][tmpIdx].sock.send(JSON.stringify(
- {code:"askgame", from: [sid,tmpId]}));
- });
- break;
- }
- case "askgame":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"askgame", from:sid}));
- break;
- case "askfullgame":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"askfullgame", from:sid}));
- break;
- case "fullgame":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"fullgame", game:obj.game}));
- break;
- case "identity":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"identity",user:obj.user}));
- break;
- case "refusechallenge":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"refusechallenge", cid:obj.cid, from:sid}));
- break;
- case "deletechallenge":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"deletechallenge", cid:obj.cid, from:sid}));
- break;
- case "newgame":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid}));
- break;
- case "challenge":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"challenge", chall:obj.chall, from:sid}));
- break;
- case "game":
- if (!!obj.target)
- {
- clients[obj.target].sock.send(JSON.stringify(
- {code:"game", game:obj.game, from:sid}));
- }
- else
- {
- // Notify all room except opponent and me:
- notifyRoom("/", "game", {game:obj.game}, [obj.oppsid]);
- }
break;
+
+ // Notify all room: mostly game events
case "newchat":
- notifyRoom(clients[sid].page, "newchat", {chat:obj.chat});
- break;
- // TODO: WebRTC instead in this case (most demanding?)
- // --> Or else: at least do a "notifyRoom" (also for draw, resign...)
+ case "newchallenge":
+ case "newgame":
+ case "deletechallenge":
case "newmove":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"newmove", move:obj.move}));
- break;
- case "lastate":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"lastate", state:obj.state}));
- break;
case "resign":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"resign", side:obj.side}));
- break;
case "abort":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"abort"}));
- break;
case "drawoffer":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"drawoffer"}));
- break;
case "draw":
- clients[obj.target].sock.send(JSON.stringify(
- {code:"draw", message:obj.message}));
+ notifyRoom(page, obj.code, {data:obj.data});
+ break;
+
+ // Passing, relaying something: from isn't needed,
+ // but target is fully identified (sid + tmpId)
+ case "challenge":
+ case "fullgame":
+ case "game":
+ case "identity":
+ case "lastate":
+ clients[page][obj.target[0]][obj.target[1]].send(JSON.stringify(
+ {code:obj.code, data:obj.data}));
break;
}
};
const closeListener = () => {
- delete clients[sid];
+ // For tab or browser closing:
+ deleteConnexion();
};
- if (!!clients[sid])
- {
- // Turn off old sock through current client:
- clients[sid].sock.send(JSON.stringify({code:"duplicate"}));
- }
- // Potentially replace current connection:
- clients[sid] = {sock: socket, page: query["page"]};
+ // Update clients object: add new connexion
+ if (!clients[page])
+ clients[page] = {[sid]: {[tmpId]: socket}};
+ else if (!clients[page][sid])
+ clients[page][sid] = {[tmpId]: socket};
+ else
+ clients[page][sid][tmpId] = socket;
socket.on("message", messageListener);
socket.on("close", closeListener);
});