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 GameList from "@/components/GameList.vue";
83 import ChallengeList from "@/components/ChallengeList.vue";
93 cdisplay: "live", //or corr
94 pdisplay: "players", //or chat
98 players: [], //online players (rename into "people" ?)
103 to: ["", "", ""], //name of challenged players
104 timeControl: "", //"2m+2s" ...etc
109 uniquePlayers: function() {
110 // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
111 let anonymous = {id:0, name:"@nonymous", count:0};
113 this.players.forEach(p => {
119 if (anonymous.count > 0)
120 playerList.push(anonymous);
124 created: function() {
125 // Always add myself to players' list
126 this.players.push(this.st.user);
127 // Ask server for current corr games (all but mines)
135 // // Also ask for corr challenges (all)
143 // 0.1] Ask server for for room composition:
144 const socketOpenListener = () => {
145 this.st.conn.send(JSON.stringify({code:"pollclients"}));
147 this.st.conn.onopen = socketOpenListener;
148 // TODO: is this required here?
149 this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
150 this.st.conn.onmessage = this.socketMessageListener;
151 const oldOnclose = this.st.conn.onclose;
152 const socketCloseListener = () => {
153 oldOnclose(); //reinitialize connexion (in store.js)
154 this.st.conn.addEventListener('message', this.socketMessageListener);
155 this.st.conn.addEventListener('close', socketCloseListener);
157 this.st.conn.onclose = socketCloseListener;
161 filterChallenges: function(type) {
162 return this.challenges.filter(c => c.type == type);
164 filterGames: function(type) {
165 return this.games.filter(c => c.type == type);
167 classifyChallenge: function(c) {
168 // Heuristic: should work for most cases... (TODO)
169 return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
171 possibleNbplayers: function(nbp) {
172 if (this.newchallenge.vid == 0)
174 const idxInVariants =
175 this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
176 return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
178 showGame: function(game) {
179 // NOTE: if we are an observer, the game will be found in main games list
180 // (sent by connected remote players)
181 // TODO: game path ? /vname/gameId seems better
182 this.$router.push("/" + game.id);
184 getVname: function(vid) {
185 const vIdx = this.st.variants.findIndex(v => v.id == vid);
186 return this.st.variants[vIdx].name;
188 getSid: function(pname) {
189 const pIdx = this.players.findIndex(pl => pl.name == pname);
190 return (pIdx === -1 ? null : this.players[pIdx].sid);
192 sendSomethingTo: function(to, code, obj, warnDisconnected) {
193 const doSend = (code, obj, sid) => {
194 this.st.conn.send(JSON.stringify(Object.assign(
203 to.forEach(pname => {
204 // Challenge with targeted players
205 const targetSid = this.getSid(pname);
208 if (!!warnDisconnected)
209 alert("Warning: " + pname + " is not connected");
212 doSend(code, obj, targetSid);
217 // Open challenge: send to all connected players (except us)
218 this.players.forEach(p => {
219 if (p.sid != this.st.user.sid) //only sid is always set
220 doSend(code, obj, p.sid);
225 socketMessageListener: function(msg) {
226 // Save and call current st.conn.onmessage if one was already defined
227 // --> also needed in future Game.vue (also in Chat.vue component)
228 this.oldOnmessage(msg);
229 const data = JSON.parse(msg.data);
232 // 0.2] Receive clients list (just socket IDs)
235 data.sockIds.forEach(sid => {
236 this.players.push({sid:sid, id:0, name:""});
237 // Ask identity, challenges and game(s)
238 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
239 this.st.conn.send(JSON.stringify({code:"askchallenges", target:sid}));
240 this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
246 // Request for identification: reply if I'm not anonymous
247 if (this.st.user.id > 0)
249 this.st.conn.send(JSON.stringify(
250 {code:"identity", user:this.st.user, target:data.from}));
256 // Send my current live challenge (if any)
257 const cIdx = this.challenges
258 .findIndex(c => c.from.sid == this.st.user.sid && c.type == "live");
261 const c = this.challenges[cIdx];
264 // Minimal challenge informations: (from not required)
268 timeControl: c.timeControl
270 this.st.conn.send(JSON.stringify({code:"challenge",
271 challenge:myChallenge, target:data.from}));
277 // TODO: Send my current live game (if any): variant, players, movesCount
282 const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
283 this.players[pIdx].id = data.user.id;
284 this.players[pIdx].name = data.user.name;
289 // Receive challenge from some player (+sid)
290 let newChall = data.chall;
291 newChall.type = this.classifyChallenge(data.chall);
292 const pIdx = this.players.findIndex(p => p.sid == data.from);
293 newChall.from = this.players[pIdx]; //may be anonymous
294 newChall.added = Date.now();
295 newChall.vname = this.getVname(newChall.vid);
296 this.challenges.push(newChall);
301 // Receive game from some player (+sid)
302 // TODO: receive game summary (update, count moves)
303 // (just players names, time control, and ID + player ID)
304 // NOTE: it may be correspondance (if newgame while we are connected)
307 // * - receive "new game": if live, store locally + redirect to game
308 // * If corr: notify "new game has started", give link, but do not redirect
311 // TODO: new game just started: data contain all informations
312 // (id, players, time control, fenStart ...)
313 // + cid to remove challenge from list
316 // * - receive "accept/withdraw/cancel challenge": apply action to challenges list
317 // NOTE: challenge "socket" actions accept+withdraw only for live challenges
318 case "acceptchallenge":
320 // Someone accept an open (or targeted) challenge
321 // TODO: keep SIDs, since we need them to notify newgame after chall is complete
322 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
323 let c = this.challenges[cIdx];
325 c.seats = [...Array(c.to.length)];
326 const pIdx = this.players.findIndex(p => p.sid == data.from);
327 // Put this player in the first empty seat we find:
329 for (; sIdx<c.seats.length; sIdx++)
333 c.seats[sIdx] = this.players[pIdx];
337 if (sIdx == c.seats.length - 1)
339 // All seats are taken: game can start
344 case "withdrawchallenge":
346 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
347 let seats = this.challenges[cIdx].seats;
348 const sIdx = seats.findIndex(s => s.sid == data.sid);
349 seats[sIdx] = undefined;
352 case "refusechallenge":
354 // TODO: show "player XXX refused challenge", and
355 // remove challenge from list.
358 case "deletechallenge":
360 ArrayFun.remove(this.challenges, c => c.id == data.cid);
363 // TODO: distinguish hallConnect and gameConnect?
364 // Or (better) global variable players + game variable: "observers"
366 // * - receive "player connect": send our current challenge (to him or global)
367 // * Also send all our games (live - max 1 - and corr) [in web worker ?]
369 this.players.push({name:"", id:0, sid:data.sid});
370 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
373 // * - receive "player disconnect": remove from players list
376 ArrayFun.remove(this.players, p => p.sid == data.sid);
377 // Also remove all challenges sent by this player:
378 for (let cIdx = this.challenges.length-1; cIdx >= 0; cIdx--)
380 if (this.challenges[cIdx].from.sid == data.sid)
381 this.challenges.splice(cIdx, 1);
383 // and all live games where he plays and no other opponent is online
389 // Challenge lifecycle:
390 tryChallenge: function(player) {
392 return; //anonymous players cannot be challenged
393 this.newchallenge.to[0] = player.name;
394 doClick("modalNewgame");
396 newChallenge: async function() {
397 const vname = this.getVname(this.newchallenge.vid);
398 const vModule = await import("@/variants/" + vname + ".js");
399 window.V = vModule.VariantRules;
400 const error = checkChallenge(this.newchallenge);
403 const ctype = this.classifyChallenge(this.newchallenge);
404 const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
405 // NOTE: "from" information is not required here
408 fen: this.newchallenge.fen,
410 timeControl: this.newchallenge.timeControl,
411 vid: this.newchallenge.vid,
413 const finishAddChallenge = (cid) => {
414 chall.id = cid || "c" + getRandString();
415 // Send challenge to peers
416 this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected");
417 chall.added = Date.now();
420 chall.from = this.st.user;
421 this.challenges.push(chall);
422 document.getElementById("modalNewgame").checked = false;
424 const cIdx = this.challenges.findIndex(
425 c => c.from.sid == this.st.user.sid && c.type == ctype);
428 // Delete current challenge (will be replaced now)
429 this.sendSomethingTo(this.challenges[cIdx].to,
430 "deletechallenge", {cid:this.challenges[cIdx].id});
436 {id: this.challenges[cIdx].id}
439 this.challenges.splice(cIdx, 1);
443 // Live challenges have a random ID
444 finishAddChallenge();
448 // Correspondance game: send challenge to server
453 response => { finishAddChallenge(response.cid); }
457 // * - accept challenge (corr or live) --> send info to challenge creator
458 // * - cancel challenge (click on sent challenge) --> send info to all concerned players
459 // * - withdraw from challenge (if >= 3 players and previously accepted)
460 // * --> send info to challenge creator
461 // * - refuse challenge: send "refuse" to challenge sender, and "delete" to others
462 // * - prepare and start new game (if challenge is full after acceptation)
463 // * --> include challenge ID (so that opponents can delete the challenge too)
464 clickChallenge: function(c) {
465 // TODO: also correspondance case (send to server)
468 // It's a multiplayer challenge I accepted: withdraw
469 this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
470 cid: c.id, target: c.from.sid}));
473 else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
475 this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
476 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
478 else //accept (or refuse) a challenge
483 // TODO: if special FEN, show diagram after loading variant
484 c.accepted = confirm("Accept challenge?");
486 this.st.conn.send(JSON.stringify({
487 code: (c.accepted ? "accept" : "refuse") + "challenge",
488 cid: c.id, target: c.from.sid}));
490 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
493 launchGame: function(c) {
494 // Just assign colors and pass the message
495 const vname = this.getVname(c.vid);
496 const vModule = await import("@/variants/" + vname + ".js");
497 window.V = vModule.VariantRules;
498 let players = [c.from];
499 Array.prototype.push.apply(players, c.seats);
500 c.type == corr alors use id...sinon sid (figés)
503 cid: c.id, //required to remove challenge
504 fen: c.fen || V.GenRandInitFen(),
505 // Shuffle players order (white then black then other colors).
506 // Players' names are not required
507 players: shuffle(players).map(p => {id:p.id, sid:p.sid},
509 timeControl: c.timeControl,
511 c.seats.forEach(s => {
512 this.st.conn.send(JSON.stringify({code:"newgame",
513 gameInfo:gameInfo, target:s.sid}));
515 this.newGame(gameInfo); //also!
517 newGame: function(gameInfo) {
518 // Extract times (in [milli?]seconds), set clocks,
519 // store in localStorage if live (on server otherwise)
520 // const fen = chall.fen || V.GenRandInitFen();
521 // const game = {}; //TODO: fen, players, time ...
522 // //setStorage(game); //TODO
523 // game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
525 // JSON.stringify({code:"newgame", oppid:p.id, game:game}));
527 // if (this.settings.sound >= 1)
528 // new Audio("/sounds/newgame.mp3").play().catch(err => {});