4 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
6 button.tabbtn#liveGames(@click="setDisplay('live',$event)")
7 | {{ st.tr["Live games"] }}
8 button.tabbtn#corrGames(@click="setDisplay('corr',$event)")
9 | {{ st.tr["Correspondance games"] }}
12 v-show="display=='live'"
15 @abortgame="abortGame"
17 div(v-show="display=='corr'")
22 @abortgame="abortGame"
28 | {{ st.tr["Load more"] }}
32 import { store } from "@/store";
33 import { GameStorage } from "@/utils/gameStorage";
34 import { ajax } from "@/utils/ajax";
35 import { getScoreMessage } from "@/utils/scoring";
36 import params from "@/parameters";
37 import { getRandString } from "@/utils/alea";
38 import GameList from "@/components/GameList.vue";
50 // timestamp of last showed (oldest) corr game:
51 cursor: Number.MAX_SAFE_INTEGER,
52 // hasMore == TRUE: a priori there could be more games to load
59 // Initialize connection
60 this.connexionString =
69 encodeURIComponent(this.$route.path);
70 this.conn = new WebSocket(this.connexionString);
71 this.conn.onmessage = this.socketMessageListener;
72 this.conn.onclose = this.socketCloseListener;
75 const adjustAndSetDisplay = () => {
76 // showType is the last type viwed by the user (default)
77 let showType = localStorage.getItem("type-myGames") || "live";
78 // Live games, my turn: highest priority:
79 if (this.liveGames.some(g => !!g.myTurn)) showType = "live";
80 // Then corr games, my turn:
81 else if (this.corrGames.some(g => !!g.myTurn)) showType = "corr";
83 // If a listing is empty, try showing the other (if non-empty)
84 const types = ["corr", "live"];
85 for (let i of [0,1]) {
87 this[types[i] + "Games"].length > 0 &&
88 this[types[1-i] + "Games"].length == 0
94 this.setDisplay(showType);
96 GameStorage.getAll(localGames => {
97 localGames.forEach(g => g.type = "live");
98 this.decorate(localGames);
99 this.liveGames = localGames;
100 if (this.st.user.id > 0) {
101 // Ask running corr games first
108 // These games are garanteed to not be deleted
109 this.corrGames = res.games;
110 this.corrGames.forEach(g => {
114 this.decorate(this.corrGames);
115 // Now ask completed games (partial list)
121 data: { cursor: this.cursor },
123 if (res2.games.length > 0) {
124 const L = res2.games.length;
125 this.cursor = res2.games[L - 1].created;
126 let completedGames = res2.games;
127 completedGames.forEach(g => g.type = "corr");
128 this.decorate(completedGames);
129 this.corrGames = this.corrGames.concat(completedGames);
130 adjustAndSetDisplay();
138 } else adjustAndSetDisplay();
141 beforeDestroy: function() {
142 this.conn.send(JSON.stringify({code: "disconnect"}));
145 setDisplay: function(type, e) {
147 localStorage.setItem("type-myGames", type);
148 let elt = e ? e.target : document.getElementById(type + "Games");
149 elt.classList.add("active");
150 elt.classList.remove("somethingnew"); //in case of
151 if (elt.previousElementSibling)
152 elt.previousElementSibling.classList.remove("active");
153 else elt.nextElementSibling.classList.remove("active");
155 tryShowNewsIndicator: function(type) {
157 (type == "live" && this.display == "corr") ||
158 (type == "corr" && this.display == "live")
161 .getElementById(type + "Games")
162 .classList.add("somethingnew");
165 // Called at loading to augment games with myColor + myTurn infos
166 decorate: function(games) {
169 (g.type == "corr" && g.players[0].id == this.st.user.id) ||
170 (g.type == "live" && g.players[0].sid == this.st.user.sid)
173 // If game is over, myTurn doesn't exist:
174 if (g.score == "*") {
175 const rem = g.movesCount % 2;
176 if ((rem == 0 && g.myColor == 'w') || (rem == 1 && g.myColor == 'b'))
181 socketMessageListener: function(msg) {
182 const data = JSON.parse(msg.data);
184 "corr": this.corrGames,
185 "live": this.liveGames
189 case "notifyscore": {
190 const info = data.data;
191 const type = (!!parseInt(info.gid) ? "corr" : "live");
192 let game = gamesArrays[type].find(g => g.id == info.gid);
193 // "notifything" --> "thing":
194 const thing = data.code.substr(6);
195 game[thing] = info[thing];
196 if (thing == "turn") {
197 game.myTurn = !game.myTurn;
198 if (game.myTurn) this.tryShowNewsIndicator(type);
199 } else game.myTurn = false;
200 // TODO: forcing refresh like that is ugly and wrong.
201 // How to do it cleanly?
202 this.$refs[type + "games"].$forceUpdate();
205 case "notifynewgame": {
206 const gameInfo = data.data;
207 // st.variants might be uninitialized,
208 // if unlucky and newgame right after connect:
209 const v = this.st.variants.find(v => v.id == gameInfo.vid);
210 const vname = !!v ? v.name : "";
211 const type = (gameInfo.cadence.indexOf('d') >= 0 ? "corr": "live");
212 let game = Object.assign(
222 (type == "corr" && game.players[0].id == this.st.user.id) ||
223 (type == "live" && game.players[0].sid == this.st.user.sid);
224 gamesArrays[type].push(game);
225 if (game.myTurn) this.tryShowNewsIndicator(type);
226 // TODO: cleaner refresh
227 this.$refs[type + "games"].$forceUpdate();
232 socketCloseListener: function() {
233 this.conn = new WebSocket(this.connexionString);
234 this.conn.addEventListener("message", this.socketMessageListener);
235 this.conn.addEventListener("close", this.socketCloseListener);
237 showGame: function(game) {
238 if (game.type == "live" || !game.myTurn) {
239 this.$router.push("/game/" + game.id);
242 // It's my turn in this game. Are there others?
244 let otherCorrGamesMyTurn = this.corrGames.filter(g =>
245 g.id != game.id && !!g.myTurn);
246 if (otherCorrGamesMyTurn.length > 0) {
247 nextIds += "/?next=[";
248 otherCorrGamesMyTurn.forEach(g => { nextIds += g.id + ","; });
249 // Remove last comma and close array:
250 nextIds = nextIds.slice(0, -1) + "]";
252 this.$router.push("/game/" + game.id + nextIds);
254 abortGame: function(game) {
255 // Special "trans-pages" case: from MyGames to Game
256 // TODO: also for corr games? (It's less important)
257 if (game.type == "live") {
259 game.players[0].sid == this.st.user.sid
260 ? game.players[1].sid
261 : game.players[0].sid;
267 // NOTE: target might not be online
273 else if (!game.deletedByWhite || !game.deletedByBlack) {
274 // Set score if game isn't deleted on server:
283 scoreMsg: getScoreMessage("?")
290 loadMore: function() {
296 data: { cursor: this.cursor },
298 if (res.games.length > 0) {
299 const L = res.games.length;
300 this.cursor = res.games[L - 1].created;
301 let moreGames = res.games;
302 moreGames.forEach(g => g.type = "corr");
303 this.decorate(moreGames);
304 this.corrGames = this.corrGames.concat(moreGames);
305 } else this.hasMore = false;
319 background-color: #f9faee
329 background-color: #c5fefe !important