From: Benjamin Auder Date: Wed, 27 Feb 2019 19:12:52 +0000 (+0100) Subject: Saving state X-Git-Url: https://git.auder.net/assets/doc/html/DESCRIPTION?a=commitdiff_plain;h=a6bddfc684bd3cc4defd7d49cc15bf59f2d9a9e9;p=vchess.git Saving state --- diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue new file mode 100644 index 00000000..e9cf8d4b --- /dev/null +++ b/client/src/views/Game.vue @@ -0,0 +1,4 @@ + diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue index 9cc4284d..16ce9bc7 100644 --- a/client/src/views/Hall.vue +++ b/client/src/views/Hall.vue @@ -78,7 +78,7 @@ import { NbPlayers } from "@/data/nbPlayers"; 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 { @@ -157,6 +157,7 @@ export default { this.st.conn.onclose = socketCloseListener; }, methods: { + // Helpers: filterChallenges: function(type) { return this.challenges.filter(c => c.type == type); }, @@ -167,6 +168,60 @@ export default { // 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) @@ -259,31 +314,39 @@ export default { 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 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": @@ -297,9 +360,8 @@ export default { 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 ?] @@ -312,108 +374,26 @@ export default { 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; @@ -425,7 +405,7 @@ export default { // 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, @@ -474,17 +454,78 @@ export default { ); } }, - 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 => {}); }, }, }; diff --git a/server/sockets.js b/server/sockets.js index e146ca5f..a8e393e6 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -78,6 +78,14 @@ module.exports = function(wss) { clients[obj.target].send( JSON.stringify({code:"acceptchallenge", cid:obj.cid, from:sid})); break; + case "withdrawchallenge": + clients[obj.target].send( + JSON.stringify({code:"withdrawchallenge", cid:obj.cid, from:sid})); + break; + case "newgame": + clients[obj.target].send(JSON.stringify( + {code:"newgame", gameInfo:obj.gameInfo})); + break; case "game": // TODO: relay (live) game to other player break; @@ -99,13 +107,6 @@ module.exports = function(wss) { clients[oppId].send(JSON.stringify(obj)); break; // TODO: moreover, here, game info should be sent (through challenge; not stored here) - case "newgame": - clients[obj.target].send(JSON.stringify({code:"newgame", game:obj.game})); - break; - case "cancelnewgame": //if a user cancel his seek - // TODO: just transmit event - //delete games[page]; - break; // TODO: also other challenge events case "resign": clients[obj.target].send(JSON.stringify({code:"resign"}));