-<template>
- <div class="home">
- <Home msg="Welcome to Your Vue.js Apppp"/>
- </div>
+<template lang="pug">
+main
+ input#modalNewgame.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="titleFenedit")
+ .card.smallpad
+ label#closeNewgame.modal-close(for="modalNewgame")
+ fieldset
+ label(for="selectVariant") {{ st.tr["Variant"] }}
+ select#selectVariant(v-model="newchallenge.vid")
+ option(v-for="v in st.variants" :value="v.id") {{ v.name }}
+ fieldset
+ label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
+ select#selectNbPlayers(v-model="newchallenge.nbPlayers")
+ 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
+ label(for="timeControl") {{ st.tr["Time control"] }}
+ input#timeControl(type="text" v-model="newchallenge.timeControl"
+ placeholder="3m+2s, 1h+30s, 7d+1d ...")
+ fieldset(v-if="st.user.id > 0")
+ label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
+ #selectPlayers
+ input(type="text" v-model="newchallenge.to[0]")
+ input(v-show="newchallenge.nbPlayers>=3" type="text"
+ v-model="newchallenge.to[1]")
+ input(v-show="newchallenge.nbPlayers==4" type="text"
+ 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")
+ button(@click="newChallenge") {{ st.tr["Send challenge"] }}
+ .row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ button(onClick="doClick('modalNewgame')") New game
+ .row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ .collapse
+ input#challengeSection(type="radio" checked aria-hidden="true" name="accordion")
+ label(for="challengeSection" aria-hidden="true") Challenges
+ div
+ .button-group
+ button(@click="cdisplay='live'") Live Challenges
+ button(@click="cdisplay='corr'") Correspondance challenges
+ ChallengeList(v-show="cdisplay=='live'"
+ :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
+ ChallengeList(v-show="cdisplay=='corr'"
+ :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
+ input#peopleSection(type="radio" aria-hidden="true" name="accordion")
+ label(for="peopleSection" aria-hidden="true") People
+ div
+ .button-group
+ button(@click="pdisplay='players'") Players
+ button(@click="pdisplay='chat'") Chat
+ #players(v-show="pdisplay=='players'")
+ h3 Online players
+ .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
+ :class="{anonymous: !!p.count}"
+ )
+ | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
+ #chat(v-show="pdisplay=='chat'")
+ h3 Chat (TODO)
+ input#gameSection(type="radio" aria-hidden="true" name="accordion")
+ label(for="gameSection" aria-hidden="true") Games
+ div
+ .button-group
+ button(@click="gdisplay='live'") Live games
+ button(@click="gdisplay='corr'") Correspondance games
+ GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
+ @show-game="showGame")
+ GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
+ @show-game="showGame")
</template>
<script>
-// @ is an alias to /src
-import HelloWorld from "@/components/HelloWorld.vue";
-
+import { store } from "@/store";
+import { NbPlayers } from "@/data/nbPlayers";
+import { checkChallenge } from "@/data/challengeCheck";
+import { ArrayFun } from "@/utils/array";
+import { ajax } from "@/utils/ajax";
+import { getRandString, shuffle } from "@/utils/alea";
+import { extractTime } from "@/utils/timeControl";
+import GameList from "@/components/GameList.vue";
+import ChallengeList from "@/components/ChallengeList.vue";
export default {
- name: "home",
+ name: "my-hall",
components: {
- HelloWorld,
- }
+ GameList,
+ ChallengeList,
+ },
+ data: function () {
+ return {
+ st: store.state,
+ cdisplay: "live", //or corr
+ pdisplay: "players", //or chat
+ gdisplay: "live",
+ games: [],
+ challenges: [],
+ players: [], //online players (rename into "people" ?)
+ newchallenge: {
+ fen: "",
+ vid: 0,
+ nbPlayers: 0,
+ to: ["", "", ""], //name(s) of challenged player(s)
+ timeControl: "", //"2m+2s" ...etc
+ },
+ };
+ },
+ computed: {
+ uniquePlayers: function() {
+ // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
+ let anonymous = {id:0, name:"@nonymous", count:0};
+ let playerList = [];
+ this.players.forEach(p => {
+ if (p.id > 0)
+ playerList.push(p);
+ else
+ anonymous.count++;
+ });
+ if (anonymous.count > 0)
+ playerList.push(anonymous);
+ return playerList;
+ },
+ },
+ created: function() {
+ // Always add myself to players' list
+ this.players.push(this.st.user);
+ if (this.st.user.id > 0)
+ {
+ // Ask server for current corr games (all but mines)
+// ajax(
+// "/games",
+// "GET",
+// {excluded: this.st.user.id},
+// response => {
+// this.games = this.games.concat(response.games);
+// }
+// );
+ // Also ask for corr challenges (open + sent to me)
+ ajax(
+ "/challenges",
+ "GET",
+ {uid: this.st.user.id},
+ response => {
+ console.log(response.challenges);
+ // TODO: post-treatment on challenges ?
+ this.challenges = this.challenges.concat(response.challenges);
+ }
+ );
+ }
+ // 0.1] Ask server 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: {
+ // Helpers:
+ filterChallenges: function(type) {
+ return this.challenges.filter(c => c.type == type);
+ },
+ filterGames: function(type) {
+ return this.games.filter(c => c.type == type);
+ },
+ classifyObject: function(o) { //challenge or game
+ // Heuristic: should work for most cases... (TODO)
+ return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ },
+ possibleNbplayers: function(nbp) {
+ if (this.newchallenge.vid == 0)
+ return false;
+ const idxInVariants =
+ this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
+ return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
+ },
+ 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 = "/" + g.id;
+ if (g.type == "live")
+ {
+ const sids = g.players.map(p => p.sid).join(",");
+ url += "?sids=" + sids;
+ }
+ this.$router.push(url);
+ },
+ getVname: function(vid) {
+ const vIdx = this.st.variants.findIndex(v => v.id == vid);
+ return this.st.variants[vIdx].name;
+ },
+ getSid: function(pname) {
+ const pIdx = this.players.findIndex(pl => pl.name == pname);
+ return (pIdx === -1 ? null : this.players[pIdx].sid);
+ },
+ getPname: function(sid) {
+ const pIdx = this.players.findIndex(pl => pl.sid == sid);
+ return (pIdx === -1 ? null : this.players[pIdx].name);
+ },
+ sendSomethingTo: function(to, code, obj, warnDisconnected) {
+ const doSend = (code, obj, sid) => {
+ this.st.conn.send(JSON.stringify(Object.assign(
+ {},
+ {code: code},
+ obj,
+ {target: sid}
+ )));
+ };
+ if (!!to[0])
+ {
+ to.forEach(pname => {
+ // Challenge with targeted players
+ const targetSid = this.getSid(pname);
+ if (!targetSid)
+ {
+ if (!!warnDisconnected)
+ alert("Warning: " + pname + " is not connected");
+ }
+ else
+ doSend(code, obj, targetSid);
+ });
+ }
+ else
+ {
+ // 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
+ doSend(code, obj, p.sid);
+ });
+ }
+ },
+ // Messaging center:
+ 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)
+ 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:"askchallenge", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
+ });
+ break;
+ }
+ case "askidentity":
+ {
+ // Request for identification: reply if I'm not anonymous
+ if (this.st.user.id > 0)
+ {
+ this.st.conn.send(JSON.stringify(
+ {code:"identity", user:this.st.user, target:data.from}));
+ }
+ break;
+ }
+ case "askchallenge":
+ {
+ // Send my current live challenge (if any)
+ const cIdx = this.challenges
+ .findIndex(c => c.from.sid == this.st.user.sid && c.type == "live");
+ if (cIdx >= 0)
+ {
+ const c = this.challenges[cIdx];
+ const myChallenge =
+ {
+ // Minimal challenge informations: (from not required)
+ id: c.id,
+ to: c.to,
+ fen: c.fen,
+ vid: c.vid,
+ timeControl: c.timeControl
+ };
+ this.st.conn.send(JSON.stringify({code:"challenge",
+ challenge:myChallenge, target:data.from}));
+ }
+ break;
+ }
+ case "askgame":
+ {
+ // Send my current live game (if any)
+ if (!!localStorage["gid"])
+ {
+ const myGame =
+ {
+ // Minimal game informations: (fen+clock not required)
+ id: localStorage["gid"],
+ players: JSON.parse(localStorage["players"]), //array sid+id+name
+ vname: localStorage["vname"],
+ timeControl: localStorage["timeControl"],
+ };
+ this.st.conn.send(JSON.stringify({code:"game",
+ game:myGame, target:data.from}));
+ }
+ break;
+ }
+ case "identity":
+ {
+ 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 "challenge":
+ {
+ // Receive challenge from some player (+sid)
+ let newChall = data.chall;
+ newChall.type = this.classifyObject(data.chall);
+ const pIdx = this.players.findIndex(p => p.sid == data.from);
+ newChall.from = this.players[pIdx]; //may be anonymous
+ newChall.added = Date.now();
+ newChall.vname = this.getVname(newChall.vid);
+ this.challenges.push(newChall);
+ break;
+ }
+ case "game":
+ {
+ // Receive game from some player (+sid)
+ // NOTE: it may be correspondance (if newgame while we are connected)
+ let newGame = data.game;
+ newGame.type = this.classifyObject(data.game);
+ newGame.vname = newGame.vname;
+ this.games.push(newGame);
+ 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":
+ {
+ // Delete corresponding challenge:
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ // New game just started: data contain all informations
+ this.newGame(data.gameInfo);
+ break;
+ }
+// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
+ // NOTE: challenge "socket" actions accept+withdraw only for live challenges
+ case "acceptchallenge":
+ {
+ // Someone accept an open (or targeted) challenge
+ const cIdx = this.challenges.findIndex(c => c.id == data.cid);
+ let c = this.challenges[cIdx];
+ if (!c.seats)
+ c.seats = [...Array(c.to.length)];
+ const pIdx = this.players.findIndex(p => p.sid == data.from);
+ // Put this player in the first empty seat we find:
+ let sIdx = 0;
+ for (; sIdx<c.seats.length; sIdx++)
+ {
+ if (!c.seats[sIdx])
+ {
+ c.seats[sIdx] = this.players[pIdx];
+ break;
+ }
+ }
+ if (sIdx == c.seats.length - 1)
+ {
+ // All seats are taken: game can start
+ this.launchGame(c);
+ }
+ break;
+ }
+ case "withdrawchallenge":
+ {
+ const cIdx = this.challenges.findIndex(c => c.id == data.cid);
+ let seats = this.challenges[cIdx].seats;
+ const sIdx = seats.findIndex(s => s.sid == data.sid);
+ seats[sIdx] = undefined;
+ break;
+ }
+ case "refusechallenge":
+ {
+ alert(this.getPname(data.from) + " refused your challenge");
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ break;
+ }
+ case "deletechallenge":
+ {
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ break;
+ }
+ case "connect":
+ {
+ this.players.push({name:"", id:0, sid:data.sid});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.sid}));
+ this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid}));
+ break;
+ }
+ case "disconnect":
+ {
+ ArrayFun.remove(this.players, p => p.sid == data.sid);
+ // Also remove all challenges sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.sid);
+ // 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.sid
+ || !this.players.some(pl => pl.sid == p.sid))), "all");
+ break;
+ }
+ }
+ },
+ // Challenge lifecycle:
+ tryChallenge: function(player) {
+ if (player.id == 0)
+ return; //anonymous players cannot be challenged
+ this.newchallenge.to[0] = player.name;
+ doClick("modalNewgame");
+ },
+ newChallenge: async function() {
+ const vname = this.getVname(this.newchallenge.vid);
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ const error = checkChallenge(this.newchallenge);
+ if (!!error)
+ return alert(error);
+ const ctype = this.classifyObject(this.newchallenge);
+ const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers - 1);
+ // NOTE: "from" information is not required here
+ let chall =
+ {
+ fen: this.newchallenge.fen,
+ to: cto,
+ timeControl: this.newchallenge.timeControl,
+ vid: this.newchallenge.vid,
+ };
+ const finishAddChallenge = (cid,warnDisconnected) => {
+ chall.id = cid || "c" + getRandString();
+ // Send challenge to peers (if connected)
+ this.sendSomethingTo(cto, "challenge", {chall:chall}, !!warnDisconnected);
+ chall.added = Date.now();
+ chall.type = ctype;
+ chall.vname = vname;
+ chall.from = this.st.user;
+ this.challenges.push(chall);
+ document.getElementById("modalNewgame").checked = false;
+ };
+ const cIdx = this.challenges.findIndex(
+ c => c.from.sid == this.st.user.sid && c.type == ctype);
+ if (cIdx >= 0)
+ {
+ // Delete current challenge (will be replaced now)
+ this.sendSomethingTo(this.challenges[cIdx].to,
+ "deletechallenge", {cid:this.challenges[cIdx].id});
+ if (ctype == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ this.challenges.splice(cIdx, 1);
+ }
+ if (ctype == "live")
+ {
+ // Live challenges have a random ID
+ finishAddChallenge(null, "warnDisconnected");
+ }
+ else
+ {
+ // Correspondance game: send challenge to server
+ ajax(
+ "/challenges",
+ "POST",
+ chall,
+ response => { finishAddChallenge(response.cid); }
+ );
+ }
+ },
+// * - accept challenge (corr or live) --> send info to challenge creator
+// * - cancel challenge (click on sent challenge) --> send info to all concerned players
+// * - withdraw from challenge (if >= 3 players and previously accepted)
+// * --> send info to challenge creator
+// * - refuse challenge: send "refuse" to challenge sender, and "delete" to others
+// * - prepare and start new game (if challenge is full after acceptation)
+// * --> include challenge ID (so that opponents can delete the challenge too)
+ clickChallenge: function(c) {
+
+ console.log("click challenge");
+ console.log(c);
+
+ if (!!c.accepted)
+ {
+ this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
+ cid: c.id, target: c.from.sid}));
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "PUT",
+ {action:"withdraw", id: this.challenges[cIdx].id}
+ );
+ }
+ c.accepted = false;
+ }
+ else if (c.from.sid == this.st.user.sid
+ || (this.st.user.id > 0 && c.from.id == this.st.user.id))
+ {
+ // It's my challenge: cancel it
+ this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ }
+ else //accept (or refuse) a challenge
+ {
+ c.accepted = true;
+ if (!!c.to[0])
+ {
+ // TODO: if special FEN, show diagram after loading variant
+ c.accepted = confirm("Accept challenge?");
+ }
+ this.st.conn.send(JSON.stringify({
+ code: (c.accepted ? "accept" : "refuse") + "challenge",
+ cid: c.id, target: c.from.sid}));
+ if (c.type == "corr" && c.accepted)
+ {
+ ajax(
+ "/challenges",
+ "PUT",
+ {action: "accept", id: this.challenges[cIdx].id}
+ );
+ }
+ if (!c.accepted)
+ {
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ }
+ }
+ },
+ // NOTE: for live games only (corr games are launched on server)
+ launchGame: async function(c) {
+ // Just assign colors and pass the message
+ const vname = this.getVname(c.vid);
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ let players = [c.from];
+ Array.prototype.push.apply(players, c.seats);
+ let gameInfo =
+ {
+ fen: c.fen || V.GenRandInitFen(),
+ // Shuffle players order (white then black then other colors).
+ // Players' names may be required if game start when a player is offline
+ players: shuffle(players).map(p => { return {name:p.name, sid:p.sid} }),
+ vid: c.vid,
+ timeControl: c.timeControl,
+ };
+ c.seats.forEach(s => {
+ // NOTE: cid required to remove challenge
+ this.st.conn.send(JSON.stringify({code:"newgame",
+ gameInfo:gameInfo, cid:c.id, target:s.sid}));
+ });
+ // Delete corresponding challenge:
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ this.newGame(gameInfo); //also!
+ },
+ // NOTE: for live games only (corr games are launched on server)
+ newGame: function(gameInfo) {
+ localStorage["gid"] = getRandString();
+ // Extract times (in [milli]seconds), set clocks, store in localStorage
+ const tc = extractTime(gameInfo.timeControl);
+ localStorage["timeControl"] = gameInfo.timeControl;
+ localStorage["clocks"] = JSON.stringify(
+ [...Array(gameInfo.players.length)].fill(tc.mainTime));
+ localStorage["increment"] = tc.increment;
+ localStorage["started"] = JSON.stringify(
+ [...Array(gameInfo.players.length)].fill(false));
+ localStorage["vname"] = this.getVname(gameInfo.vid);
+ localStorage["fenInit"] = gameInfo.fen;
+ localStorage["players"] = JSON.stringify(gameInfo.players);
+ if (this.st.settings.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ // TODO: redirect to game
+ },
+ },
};
</script>
-// main playing hall: chat + online players + current challenges + button "new game"
-// TODO: my-challenge-list, gérant clicks sur challenges, affichage, réception/émission des infos sur challenges ; de même, my-player-list
-// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
-/*
-TODO: surligner si nouveau défi perso et pas affichage courant
-(cadences base + incrément, corr == incr >= 1jour ou base >= 7j)
---> correspondance: stocker sur serveur lastMove + uid + color + movesCount + gameId + variant + timeleft
-fin de partie corr: supprimer partie du serveur au bout de 7 jours (arbitraire)
-main time should be positive (no 0+2 & cie...)
-*/
-// TODO: au moins l'échange des coups en P2P ?
-// TODO: objet game, objet challenge ? et player ?
-Vue.component('my-room', {
- props: ["conn","settings"],
- data: function () {
- return {
- gdisplay: "live",
- user: user,
- liveGames: [],
- corrGames: [],
- players: [], //online players
- challenges: [], //live challenges
- people: [], //people who connect to this room (or disconnect)
- };
- },
- // Modal new game, and then sub-components
- template: `
- <div>
- <input id="modalNewgame" type="checkbox" class="modal"/>
- <div role="dialog" aria-labelledby="titleFenedit">
- <div class="card smallpad">
- <label id="closeNewgame" for="modalNewgame" class="modal-close">
- </label>
- <h3 id="titleFenedit" class="section">
- {{ translate("Game state (FEN):") }}
- </h3>
- <input id="input-fen" type="text"/>
- <p>TODO: cadence, adversaire (pre-filled if click on name)</p>
- <p>cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment</p>
- <p>Note: leave FEN blank for random; FEN only for targeted challenge</p>
- <button @click="newGame">Launch game</button>
- </div>
- </div>
- <div>
- <my-chat :conn="conn" :myname="user.name" :people="people"></my-chat>
- <my-challenge-list :challenges="challenges" @click-challenge="clickChallenge">
- </my-challenge-list>
- </div>
- <button onClick="doClick('modalNewgame')">New game</button>
- <div>
- <div style="border:1px solid black">
- <h3>Online players</h3>
- <div v-for="p in players" @click="challenge(p)">
- {{ p.name }}
- </div>
- </div>
- <div class="button-group">
- <button @click="gdisplay='live'">Live games</button>
- <button @click="gdisplay='corr'">Correspondance games</button>
- </div>
- <my-game-list v-show="gdisplay=='live'" :games="liveGames"
- @show-game="showGame">
- </my-game-list>
- <my-game-list v-show="gdisplay=='corr'" :games="corrGames"
- @show-game="showGame">
- </my-game-list>
- </div>
- </div>
- `,
- created: function() {
- // TODO: ask server for current corr games (all but mines: names, ID, time control)
- const socketMessageListener = msg => {
- const data = JSON.parse(msg.data);
- switch (data.code)
- {
- case "newgame":
- // TODO: new game just started: data contain all informations
- // (id, players, time control, fenStart ...)
- break;
- // TODO: also receive live games summaries (update)
- // (just players names, time control, and ID + player ID)
- case "acceptchallenge":
- // oppid: opponent socket ID (or DB id if registered)
- if (true) //TODO: if challenge is full
- this.newGame(data.challenge, data.user); //user.id et user.name
- break;
- case "withdrawchallenge":
- // TODO
- break;
- case "cancelchallenge":
- // TODO
- break;
- // TODO: distinguish these (dis)connect events from their analogs in game.js
- case "connect":
- this.players.push({name:data.name, id:data.uid});
- break;
- case "disconnect":
- const pIdx = this.players.findIndex(p => p.id == data.uid);
- this.players.splice(pIdx);
- break;
- }
- };
- const socketCloseListener = () => {
- this.conn.addEventListener('message', socketMessageListener);
- this.conn.addEventListener('close', socketCloseListener);
- };
- this.conn.onmessage = socketMessageListener;
- this.conn.onclose = socketCloseListener;
- },
- methods: {
- translate: translate,
- showGame: function(game) {
- let hash = "#game?id=" + game.id;
- if (!!game.uid)
- hash += "&uid=" + game.uid;
- location.hash = hash;
- },
- challenge: function(player) {
- this.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
- user:{name:user.name,id:user.id}}));
- },
- clickChallenge: function(challenge) {
- 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};
- if (toIdx >= 0)
- {
- // It's a multiplayer challenge I accepted: withdraw
- this.conn.send(JSON.stringify({code:"withdrawchallenge",
- cid:challenge.id, user:me}));
- this.challenges.to.splice(toIdx, 1);
- }
- else if (challenge.from.id == user.id) //it's my challenge: cancel it
- {
- this.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
- this.challenges.splice(index, 1);
- }
- else //accept a challenge
- {
- this.conn.send(JSON.stringify({code:"acceptchallenge",
- cid:challenge.id, user:me}));
- this.challenges[index].to.push(me);
- }
- },
- // user: last person to accept the challenge
- newGame: function(chall, user) {
- const fen = chall.fen || V.GenRandInitFen();
- const game = {}; //TODO: fen, players, time ...
- //setStorage(game); //TODO
- game.players.forEach(p => {
- this.conn.send(
- JSON.stringify({code:"newgame", oppid:p.id, game:game}));
- });
- if (this.settings.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().catch(err => {});
- },
- },
-});
+<style lang="sass">
+// TODO
+</style>