-<!-- Main playing hall: online players + current challenges + button "new game" -->
-
<template lang="pug">
main
input#modalNewgame.modal(type="checkbox")
fieldset
label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
select#selectNbPlayers(v-model="newchallenge.nbPlayers")
- option(v-show="possibleNbplayers(2)" value="2") 2
+ option(v-show="possibleNbplayers(2)" value="2" selected) 2
option(v-show="possibleNbplayers(3)" value="3") 3
option(v-show="possibleNbplayers(4)" value="4") 4
fieldset
fieldset(v-if="st.user.id > 0")
label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
#selectPlayers
- input(type="text" v-model="newchallenge.to[0].name")
+ input(type="text" v-model="newchallenge.to[0]")
input(v-show="newchallenge.nbPlayers>=3" type="text"
- v-model="newchallenge.to[1].name")
+ v-model="newchallenge.to[1]")
input(v-show="newchallenge.nbPlayers==4" type="text"
- v-model="newchallenge.to[2].name")
+ v-model="newchallenge.to[2]")
fieldset(v-if="st.user.id > 0")
label(for="inputFen") {{ st.tr["FEN (optional)"] }}
input#inputFen(type="text" v-model="newchallenge.fen")
:challenges="challenges" @click-challenge="clickChallenge")
#players(v-show="cpdisplay=='players'")
h3 Online players
- div(v-for="p in uniquePlayers" @click="tryChallenge(p)")
+ .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
+ :class="{anonymous: !!p.count}"
+ )
| {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
import { checkChallenge } from "@/data/challengeCheck";
import { ArrayFun } from "@/utils/array";
import { ajax } from "@/utils/ajax";
+import { getRandString } from "@/utils/alea";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
export default {
fen: "",
vid: 0,
nbPlayers: 0,
- // NOTE: id (server DB) and sid (socket ID).
- // Anonymous players just have a socket ID.
- to: [
- {id:0, sid:"", name:""},
- {id:0, sid:"", name:""},
- {id:0, sid:"", name:""}
- ],
- timeControl: "",
+ to: ["", "", ""], //name of challenged players
+ timeControl: "", //"2m+2s" ...etc
},
};
},
computed: {
uniquePlayers: function() {
// Show e.g. "5 @nonymous", and do nothing on click on anonymous
- let playerList = [{id:0, name:"@nonymous", count:0}];
+ let anonymous = {id:0, name:"@nonymous", count:0};
+ let playerList = [];
this.players.forEach(p => {
if (p.id > 0)
playerList.push(p);
else
- playerList[0].count++;
+ anonymous.count++;
});
+ if (anonymous.count > 0)
+ playerList.push(anonymous);
return playerList;
},
},
- // TODO: this looks ugly... (use VueX ?!)
- watch: {
- "st.conn": function() {
- this.st.conn.onmessage = this.socketMessageListener;
- this.st.conn.onclose = this.socketCloseListener;
- },
- },
created: function() {
- // TODO: ask server for current corr games (all but mines: names, ID, time control)
- // also ask for corr challenges
- // TODO: add myself to players
- // --> when sending something, send to all players but NOT me !
- if (!!this.st.conn)
- {
- this.st.conn.onmessage = this.socketMessageListener;
- this.st.conn.onclose = this.socketCloseListener;
- }
+ // Always add myself to players' list
this.players.push(this.st.user);
+ // Ask server for current corr games (all but mines)
+// ajax(
+// "",
+// "GET",
+// response => {
+//
+// }
+// );
+// // Also ask for corr challenges (all)
+// ajax(
+// "",
+// "GET",
+// response => {
+//
+// }
+// );
+ // 0.1] Ask server for for room composition:
+ const socketOpenListener = () => {
+ this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ };
+ this.st.conn.onopen = socketOpenListener;
+ // TODO: is this required here?
+ this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
+ this.st.conn.onmessage = this.socketMessageListener;
+ const oldOnclose = this.st.conn.onclose;
+ const socketCloseListener = () => {
+ oldOnclose(); //reinitialize connexion (in store.js)
+ this.st.conn.addEventListener('message', this.socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ };
+ this.st.conn.onclose = socketCloseListener;
},
methods: {
socketMessageListener: function(msg) {
+ // Save and call current st.conn.onmessage if one was already defined
+ // --> also needed in future Game.vue (also in Chat.vue component)
+ // TODO: merge Game.vue and MoveList.vue (one logic entity, no ?)
+ this.oldOnmessage(msg);
const data = JSON.parse(msg.data);
switch (data.code)
{
+ // 0.2] Receive clients list (just socket IDs)
+ case "pollclients":
+ data.sockIds.forEach(sid => {
+ this.players.push({sid:sid, id:0, name:""});
+ // Ask identity, challenges and game(s)
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenges", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
+ });
+ break;
+ case "askidentity":
+ // Request for identification
+ this.st.conn.send(JSON.stringify(
+ {code:"identity", user:this.st.user, target:data.from}));
+ break;
+ case "askchallenges":
+ // Send my current challenges
+ const myChallenges = this.challenges
+ .filter(c => c.from.sid == this.st.user.sid)
+ .map(c => {
+ // Minimal challenge informations: (from not required)
+ to: c.to,
+ fen: c.fen,
+ vid: c.vid,
+ timeControl: c.timeControl
+ });
+ if (myChallenges.length > 0)
+ {
+ this.st.conn.send(JSON.stringify({code:"challenges",
+ challenges:myChallenges, target:data.from})
+ }
+ break;
+ case "askgame":
+ // TODO: Send my current live game (if any)
+ break;
+ case "identity":
+ if (data.user.id > 0) //otherwise "anonymous", nothing to retrieve
+ {
+ const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
+ this.players[pIdx].id = data.user.id;
+ this.players[pIdx].name = data.user.name;
+ }
+ break;
+ case "challenges":
+ // Receive challenges from some player
+ break;
+ case "games":
+ // Receive live game from some player
+ break;
// * - receive "new game": if live, store locally + redirect to game
// * If corr: notify "new game has started", give link, but do not redirect
case "newgame":
// * - receive new challenge: if targeted, replace our name with sender name
case "newchallenge":
// receive live or corr challenge
+ this.challenges.push(data.chall);
break;
// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
case "acceptchallenge":
// * - receive "player connect": send all our current challenges (to him or global)
// * Also send all our games (live - max 1 - and corr) [in web worker ?]
// * + all our sent challenges.
- this.players.push({name:data.name, id:data.uid});
+ this.players.push({name:"", id:0, sid:data.sid});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
// TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
// envoyer aussi nos défis
break;
// * - receive "player disconnect": remove from players list
case "disconnect":
- ArrayFun.remove(this.players, p => p.id == data.uid);
+ ArrayFun.remove(this.players, p => p.sid == data.sid);
// TODO: also remove all challenges sent by this player,
// and all live games where he plays and no other opponent is online
break;
}
},
- socketCloseListener: function() {
- // connexion is reinitialized in store.js
- this.st.conn.addEventListener('message', this.socketMessageListener);
- this.st.conn.addEventListener('close', this.socketCloseListener);
- },
showGame: function(game) {
// NOTE: if we are an observer, the game will be found in main games list
// (sent by connected remote players)
tryChallenge: function(player) {
if (player.id == 0)
return; //anonymous players cannot be challenged
- this.newchallenge.players[0] = {
- name: player.name,
- id: player.id,
- sid: player.sid,
- };
+ this.newchallenge.to[0] = player.name;
doClick("modalNewgame");
},
// * - accept challenge (corr or live) --> send info to all concerned players
// * --> include challenge ID (so that opponents can delete the challenge too)
// * Also send to all connected players (only from me)
clickChallenge: function(challenge) {
+ // TODO: also correspondance case (send to server)
const index = this.challenges.findIndex(c => c.id == challenge.id);
- const toIdx = challenge.to.findIndex(p => p.id == user.id);
- const me = {name:user.name,id:user.id};
+ const toIdx = challenge.to.findIndex(name => name == this.st.user.name);
if (toIdx >= 0)
{
// It's a multiplayer challenge I accepted: withdraw
this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
- cid:challenge.id, user:me}));
+ cid:challenge.id, user:this.st.user.sid}));
this.challenges.to.splice(toIdx, 1);
}
else if (challenge.from.id == user.id) //it's my challenge: cancel it
// if (this.settings.sound >= 1)
// new Audio("/sounds/newgame.mp3").play().catch(err => {});
// },
- // Send new challenge (corr or live, cf. time control), with button or click on player
- newChallenge: async function() {
- const idxInVariants =
- this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
- const vname = this.st.variants[idxInVariants].name;
+ // Load a variant file (TODO: should probably be global)
+ loadVariant: async function(vid, variantArray) {
+ const idxInVariants = variantArray.findIndex(v => v.id == vid);
+ const vname = variantArray[idxInVariants].name;
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
+ return vname;
+ },
+ // Send new challenge (corr or live, cf. time control), with button or click on player
+ newChallenge: async function() {
+ if (this.challenges.some(c => c.from.sid == this.st.user.sid))
+ {
+ document.getElementById("modalNewgame").checked = false;
+ return alert("You already have a pending challenge");
+ }
+ // TODO: put this "load variant" block elsewhere
+ const vname = this.loadVariant(this.newchallenge.vid, this.st.variants);
// checkChallenge side-effect = set FEN, and mainTime + increment in seconds
+ // TODO: should not be a side-effect but set here ; for received server challenges we do not have mainTime+increment
const error = checkChallenge(this.newchallenge);
if (!!error)
return alert(error);
+// TODO: set FEN, set mainTime and increment ?!
+//else //generate a FEN
+// c.fen = V.GenRandInitFen();
// Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
const liveGame =
this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
// Check that the players (if any indicated) are online
- for (let p of this.newchallenge.to)
+ let chall = Object.Assign(
+ {},
+ this.newchallenge,
+ {
+ from: this.st.user,
+ added: Date.now(),
+ fen: this.newchallenge.fen,
+ variant: {id: this.newchallenge.vid, name: vname},
+ nbPlayers: this.newchallenge.nbPlayers,
+ to: [
+ {id: 0, name: this.newchallenge.to[0], sid: ""},
+ {id: 0, name: this.newchallenge.to[1], sid: ""},
+ {id: 0, name: this.newchallenge.to[2], sid: ""},
+ ],
+ timeControl: this.newchallenge.timeControl,
+ };
+ for (let p of chall.to)
{
if (p.name != "")
{
const pIdx = this.players.findIndex(pl => pl.name == p.name);
- if (pIdx === -1)
+ // NOTE: id (server DB) and sid (socket ID).
+ // Anonymous players just have a socket ID.
+ // NOTE: for correspondance play we don't require players to be online
+ // (==> we don't have IDs, and no sid)
+ if (liveGame && pIdx === -1)
return alert(p.name + " is not connected");
p.id = this.players[pIdx].id;
p.sid = this.players[pIdx].sid;
}
}
- // TODO: clarify challenge format (too many fields for now :/ )
const finishAddChallenge = (cid) => {
- const chall = Object.assign(
- {},
- this.newchallenge,
- {
- id: cid,
- from: this.st.user,
- added: Date.now(),
- vname: vname,
- }
- );
+ chall.id = cid || "c" + getRandString();
this.challenges.push(chall);
// Send challenge to peers
- const chall = JSON.stringify({
+ let challSock =
+ {
code: "newchallenge",
- sender: {name:this.st.user.name, id:this.st.user.id, sid:this.st.user.sid},
- });
- if (this.newchallenge.to[0].id > 0)
+ chall: chall,
+ target: "",
+ };
+ const sendChallengeTo = (sid) => {
+ challSock.target = sid;
+ this.st.conn.send(JSON.stringify(challSock));
+ };
+ if (chall.to[0].id > 0)
{
// Challenge with targeted players
- this.newchallenge.to.forEach(p => {
+ chall.to.forEach(p => {
if (p.id > 0)
- this.st.conn.send(Object.assign({}, chall, {receiver: p.sid}));
+ sendChallengeTo(p.sid);
});
}
else
{
- // Open challenge: send to all connected players
- this.players.forEach(p => { this.st.conn.send(chall); });
+ // Open challenge: send to all connected players (except us)
+ this.players.forEach(p => {
+ if (p.sid != this.st.user.sid) //only sid is always set
+ sendChallengeTo(p.sid);
+ });
}
document.getElementById("modalNewgame").checked = false;
};
if (liveGame)
{
// Live challenges have cid = 0
- finishAddChallenge(0);
+ finishAddChallenge();
}
else
{
+ const chall = {
+ uid: req.body["from"],
+ vid: req.body["vid"],
+ fen: req.body["fen"],
+ timeControl: req.body["timeControl"],
+ nbPlayers: req.body["nbPlayers"],
+ to: req.body["to"], //array of IDs
+ };
// Correspondance game: send challenge to server
ajax(
"/challenges/" + this.newchallenge.vid,
"POST",
- this.newchallenge,
- response => { finishAddChallenge(cid); }
+ chall,
+ response => {
+ chall.id = response.cid;
+ finishAddChallenge();
+ }
);
}
},