import { checkChallenge } from "@/data/challengeCheck";
import { ArrayFun } from "@/utils/array";
import { ajax } from "@/utils/ajax";
-import { getRandString } from "@/utils/alea";
+import { getRandString, shuffle } from "@/utils/alea";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
export default {
this.st.conn.onclose = socketCloseListener;
},
methods: {
+ // Helpers:
filterChallenges: function(type) {
return this.challenges.filter(c => c.type == type);
},
// Heuristic: should work for most cases... (TODO)
return (c.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(game) {
+ // NOTE: if we are an observer, the game will be found in main games list
+ // (sent by connected remote players)
+ // TODO: game path ? /vname/gameId seems better
+ this.$router.push("/" + game.id);
+ },
+ 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);
+ },
+ sendSomethingTo: function(to, code, obj, warnDisconnected) {
+ const doSend = (code, obj, sid) => {
+ this.st.conn.send(JSON.stringify(Object.assign(
+ {},
+ {code: code},
+ obj,
+ {target: sid}
+ )));
+ };
+ else 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)
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
// TODO: keep SIDs, since we need them to notify newgame after chall is complete
const cIdx = this.challenges.findIndex(c => c.id == data.cid);
- let players = this.challenges[cIdx].to;
+ let c = this.challenges[cIdx];
+ if (!c.seats)
+ c.seats = [...Array(c.to.length)];
const pIdx = this.players.findIndex(p => p.sid == data.from);
- for (let i=0; i<players.length; i++)
+ // Put this player in the first empty seat we find:
+ let sIdx = 0;
+ for (; sIdx<c.seats.length; sIdx++)
{
- if (!players[i])
+ if (!c.seats[sIdx])
{
- players[i] = this.players[pIdx].name;
+ c.seats[sIdx] = this.players[pIdx];
break;
}
}
- // TODO: if challenge is complete, launch game
- //this.newGame(data.challenge, data.user); //user.id et user.name
+ 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 chall = this.challenges[cIdx]
- ArrayFun.remove(chall.players, p => p.id == data.uid);
- chall.players.push({id:0, name:""});
+ let seats = this.challenges[cIdx].seats;
+ const sIdx = seats.findIndex(s => s.sid == data.sid);
+ seats[sIdx] = undefined;
break;
}
case "refusechallenge":
ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
}
- // TODO: distinguish hallConnect and gameConnect ?
- // Or global variable players
- // + game variable: "observers"
+ // TODO: distinguish hallConnect and gameConnect?
+ // Or (better) global variable players + game variable: "observers"
case "connect":
// * - receive "player connect": send our current challenge (to him or global)
// * Also send all our games (live - max 1 - and corr) [in web worker ?]
case "disconnect":
{
ArrayFun.remove(this.players, p => p.sid == data.sid);
- // TODO: also remove all challenges sent by this player,
+ // Also remove all challenges sent by this player:
+ for (let cIdx = this.challenges.length-1; cIdx >= 0; cIdx--)
+ {
+ if (this.challenges[cIdx].from.sid == data.sid)
+ this.challenges.splice(cIdx, 1);
+ }
// and all live games where he plays and no other opponent is online
+ // TODO
break;
}
}
},
- showGame: function(game) {
- // NOTE: if we are an observer, the game will be found in main games list
- // (sent by connected remote players)
- // TODO: game path ? /vname/gameId seems better
- this.$router.push("/" + game.id);
- },
+ // Challenge lifecycle:
tryChallenge: function(player) {
if (player.id == 0)
return; //anonymous players cannot be challenged
this.newchallenge.to[0] = player.name;
doClick("modalNewgame");
},
-// * - 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) {
- // TODO: also correspondance case (send to server)
- if (!!c.accepted)
- {
- // It's a multiplayer challenge I accepted: withdraw
- this.sendSomethingTo(c.from.sid, "withdrawchallenge",
- {cid:c.id, user:this.st.user.sid});
- c.accepted = false;
- }
- else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
- {
- this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
- ArrayFun.remove(this.challenges, ch => ch.id == c.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.sendSomethingTo(c.from.sid,
- (c.accepted ? "accept" : "refuse") + "challenge", {cid: c.id});
- if (!c.accepted)
- ArrayFun.remove(this.challenges, ch => ch.id == c.id);
- }
- },
-// newGame: function(chall, user) {
-// const fen = chall.fen || V.GenRandInitFen();
-// const game = {}; //TODO: fen, players, time ...
-// //setStorage(game); //TODO
-// game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
-// 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 => {});
-// },
- getVname: function(vid) {
- const vIdx = this.st.variants.findIndex(v => v.id == vid);
- return this.st.variants[vIdx].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}
- )));
- };
- const getSid = (pname) => {
- const pIdx = this.players.findIndex(pl => pl.name == pname);
- if (!!warnDisconnected && ctype == "live" && pIdx === -1)
- alert("Warning: " + p.name + " is not connected");
- return this.players[pIdx].sid;
- };
- if (!Array.isArray(to)) //pass sid directly
- doSend(code, obj, to);
- else if (!!to[0])
- {
- // Challenge with targeted players
- to.forEach(pname => { doSend(code, obj, getSid(pname)); });
- }
- 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);
- });
- }
- },
- // Send new challenge (corr or live, cf. time control), with button or click on player
newChallenge: async function() {
- // TODO: put this "load variant" block elsewhere
const vname = this.getVname(this.newchallenge.vid);
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
// NOTE: "from" information is not required here
let chall =
{
- fen: this.newchallenge.fen || V.GenRandInitFen(),
+ fen: this.newchallenge.fen,
to: cto,
timeControl: this.newchallenge.timeControl,
vid: this.newchallenge.vid,
);
}
},
- possibleNbplayers: function(nbp) {
- if (this.newchallenge.vid == 0)
- return false;
- const variants = this.st.variants;
- const idxInVariants =
- variants.findIndex(v => v.id == this.newchallenge.vid);
- return NbPlayers[variants[idxInVariants].name].includes(nbp);
+// * - 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) {
+ // TODO: also correspondance case (send to server)
+ if (!!c.accepted)
+ {
+ // It's a multiplayer challenge I accepted: withdraw
+ this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
+ cid: c.id, target: c.from.sid}));
+ c.accepted = false;
+ }
+ else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
+ {
+ this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
+ ArrayFun.remove(this.challenges, ch => ch.id == c.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.accepted)
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ }
+ },
+ launchGame: 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);
+ c.type == corr alors use id...sinon sid (figés)
+ let gameInfo =
+ {
+ cid: c.id, //required to remove challenge
+ fen: c.fen || V.GenRandInitFen(),
+ // Shuffle players order (white then black then other colors).
+ // Players' names are not required
+ players: shuffle(players).map(p => {id:p.id, sid:p.sid},
+ vid: c.vid,
+ timeControl: c.timeControl,
+ };
+ c.seats.forEach(s => {
+ this.st.conn.send(JSON.stringify({code:"newgame",
+ gameInfo:gameInfo, target:s.sid}));
+ });
+ this.newGame(gameInfo); //also!
},
- newGame: function(cid) {
- // TODO: don't forget to send "deletechallenge" message to all concerned players
- // + setup colors and send game infos to players (message "newgame")
+ newGame: function(gameInfo) {
+ // Extract times (in [milli?]seconds), set clocks,
+ // store in localStorage if live (on server otherwise)
+// const fen = chall.fen || V.GenRandInitFen();
+// const game = {}; //TODO: fen, players, time ...
+// //setStorage(game); //TODO
+// game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
+// 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 => {});
},
},
};