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 {
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.$router.push("/" + game.id);
+ // NOTE: we are an observer, since only games I don't play are shown here
+ // ==> Moves sent by connected remote player(s)
+ const sids = game.players.map(p => p.sid).join(",");
+ this.$router.push("/" + game.id + "?sids=" + sids);
},
getVname: function(vid) {
const vIdx = this.st.variants.findIndex(v => v.id == vid);
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(
// * If corr: notify "new game has started", give link, but do not redirect
case "newgame":
{
- // TODO: new game just started: data contain all informations
- // (id, players, time control, fenStart ...)
- // + cid to remove challenge from list
+ // 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
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 c = this.challenges[cIdx];
if (!c.seats)
}
case "refusechallenge":
{
- // TODO: show "player XXX refused challenge", and
- // remove challenge from list.
+ 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;
}
- // 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 ?]
{
this.players.push({name:"", id:0, sid:data.sid});
this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
break;
+// * - receive "player connect": TODO = send our current challenge (to him or global)
+// * Also send all our games (live - max 1 - and corr) [in web worker ?]
}
// * - receive "player disconnect": remove from players list
case "disconnect":
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
}
},
+ // c.type == corr alors use id...sinon sid (figés)
+ // NOTE: only for live games ?
launchGame: function(c) {
// Just assign colors and pass the message
const vname = this.getVname(c.vid);
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},
+ // Players' names may be required if game start when a player is offline
+ players: shuffle(players).map(p => {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, target:s.sid}));
+ 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 laucnhed on server)
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}));
-// });
+ // Extract times (in [milli]seconds), set clocks, store in localStorage
+ const tc = extractTime(gameInfo.timeControl);
+ dddddddd
+ // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
+ // //setStorage(game); //TODO
// if (this.settings.sound >= 1)
// new Audio("/sounds/newgame.mp3").play().catch(err => {});
},
// Node version in Ubuntu 16.04 does not know about URL class
function getJsonFromUrl(url)
{
- const query = url.substr(2); //starts with "/?"
- let result = {};
- query.split("&").forEach((part) => {
- const item = part.split("=");
- result[item[0]] = decodeURIComponent(item[1]);
- });
- return result;
+ const query = url.substr(2); //starts with "/?"
+ let result = {};
+ query.split("&").forEach((part) => {
+ const item = part.split("=");
+ result[item[0]] = decodeURIComponent(item[1]);
+ });
+ return result;
}
// Removal in array of strings (socket IDs)
function remInArray(arr, item)
{
- const idx = arr.indexOf(item);
- if (idx >= 0)
- arr.splice(idx, 1);
+ const idx = arr.indexOf(item);
+ if (idx >= 0)
+ arr.splice(idx, 1);
}
// TODO: empêcher multi-log du même user (envoyer le user ID + secret en même temps que name et...)
// --> si secret ne matche pas celui trouvé en DB, stop
-// TODO: this file "in the end" would be much simpler, essentially just tracking connect/disconnect
-// (everything else using WebRTC)
// TODO: lorsque challenge accepté, seul le dernier joueur à accepter envoi message "please start game"
// avec les coordonnées des participants. Le serveur renvoit alors les détails de la partie (couleurs, position)
//TODO: programmatic re-navigation on current game if we receive a move and are not there
module.exports = function(wss) {
- let clients = {}; //associative array sid --> socket
- wss.on("connection", (socket, req) => {
- const query = getJsonFromUrl(req.url);
- const sid = query["sid"];
+ let clients = {}; //associative array sid --> socket
+ wss.on("connection", (socket, req) => {
+ const query = getJsonFromUrl(req.url);
+ const sid = query["sid"];
// Ignore duplicate connections (on the same live game that we play):
- if (!!clients[sid])
- return socket.send(JSON.stringify({code:"duplicate"}));
- clients[sid] = socket;
- // Notify room:
+ if (!!clients[sid])
+ return socket.send(JSON.stringify({code:"duplicate"}));
+ clients[sid] = socket;
+ // Notify room:
Object.keys(clients).forEach(k => {
if (k != sid)
clients[k].send(JSON.stringify({code:"connect",sid:sid}));
});
socket.on("message", objtxt => {
- let obj = JSON.parse(objtxt);
+ let obj = JSON.parse(objtxt);
if (!!obj.target && !clients[obj.target])
return; //receiver not connected, nothing we can do
//console.log(obj.code);
- switch (obj.code)
- {
+ switch (obj.code)
+ {
case "pollclients":
socket.send(JSON.stringify({code:"pollclients",
sockIds:Object.keys(clients).filter(k => k != sid)}));
JSON.stringify({code:"identity",user:obj.user}));
break;
case "challenge":
- // Relay challenge to other player
clients[obj.target].send(
JSON.stringify({code:"challenge", chall:obj.chall, from:sid}));
break;
clients[obj.target].send(
JSON.stringify({code:"withdrawchallenge", cid:obj.cid, from:sid}));
break;
+ case "refusechallenge":
+ clients[obj.target].send(
+ JSON.stringify({code:"refusechallenge", cid:obj.cid, from:sid}));
+ break;
case "newgame":
clients[obj.target].send(JSON.stringify(
- {code:"newgame", gameInfo:obj.gameInfo}));
+ {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid}));
break;
case "game":
// TODO: relay (live) game to other player
break;
- case "newchat":
+ case "newchat":
clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg}));
- break;
- // Transmit chats and moves to current room
- // TODO: WebRTC instead in this case (most demanding?)
- case "newmove":
+ break;
+ // Transmit chats and moves to current room
+ // TODO: WebRTC instead in this case (most demanding?)
+ case "newmove":
clients[obj.target].send(JSON.stringify({code:"newmove",move:obj.move}));
- break;
- // TODO: generalize that for several opponents
- case "ping":
- socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
- break;
- case "lastate":
+ break;
+ // TODO: generalize that for several opponents
+ case "ping":
+ socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
+ break;
+ case "lastate":
const oppId = obj.target;
obj.oppid = sid; //I'm the opponent of my opponent(s)
clients[oppId].send(JSON.stringify(obj));
- break;
- // TODO: moreover, here, game info should be sent (through challenge; not stored here)
- // TODO: also other challenge events
- case "resign":
+ break;
+ // TODO: moreover, here, game info should be sent (through challenge; not stored here)
+ // TODO: also other challenge events
+ case "resign":
clients[obj.target].send(JSON.stringify({code:"resign"}));
- break;
- // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all
- // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections
- }
- });
- socket.on("close", () => {
- delete clients[sid];
+ break;
+ // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all
+ // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections
+ }
+ });
+ socket.on("close", () => {
+ delete clients[sid];
// Notify every other connected client
Object.keys(clients).forEach( k => {
clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
});
- });
- });
+ });
+ });
}