+ Chat,
+ GameList,
+ ChallengeList,
+ },
+ data: function () {
+ return {
+ st: store.state,
+ cdisplay: "live", //or corr
+ pdisplay: "players", //or chat
+ gdisplay: "live",
+ games: [],
+ challenges: [],
+ people: {}, //people in main hall
+ infoMessage: "",
+ newchallenge: {
+ fen: "",
+ vid: localStorage.getItem("vid") || "",
+ to: "", //name of challenged player (if any)
+ timeControl: localStorage.getItem("timeControl") || "",
+ },
+ newChat: "",
+ };
+ },
+ watch: {
+ // st.variants changes only once, at loading from [] to [...]
+ "st.variants": function(variantArray) {
+ // Set potential challenges and games variant names:
+ this.challenges.forEach(c => {
+ if (c.vname == "")
+ c.vname = this.getVname(c.vid);
+ });
+ this.games.forEach(g => {
+ if (g.vname == "")
+ g.vname = this.getVname(g.vid);
+ });
+ },
+ },
+ computed: {
+ anonymousCount: function() {
+ let count = 0;
+ Object.values(this.people).forEach(p => { count += (!p.name ? 1 : 0); });
+ return count;
+ },
+ },
+ created: function() {
+ // Always add myself to players' list
+ const my = this.st.user;
+ this.$set(this.people, my.sid, {id:my.id, name:my.name});
+ // Retrieve live challenge (not older than 30 minute) if any:
+ const chall = JSON.parse(localStorage.getItem("challenge") || "false");
+ if (!!chall)
+ {
+ // NOTE: a challenge survives 3 minutes, for potential connection issues
+ if ((Date.now() - chall.added)/1000 <= 3*60)
+ {
+ chall.added = Date.now(); //update added time, for next disconnect...
+ this.challenges.push(chall);
+ localStorage.setItem("challenge", JSON.stringify(chall));
+ }
+ else
+ localStorage.removeItem("challenge");
+ }
+ // Ask server for current corr games (all but mines)
+ ajax(
+ "/games",
+ "GET",
+ {uid: this.st.user.id, excluded: true},
+ response => {
+ this.games = this.games.concat(response.games.map(g => {
+ const type = this.classifyObject(g);
+ const vname = this.getVname(g.vid);
+ return Object.assign({}, g, {type: type, vname: vname});
+ }));
+ }
+ );
+ // Also ask for corr challenges (open + sent by/to me)
+ ajax(
+ "/challenges",
+ "GET",
+ {uid: this.st.user.id},
+ response => {
+ // Gather all senders names, and then retrieve full identity:
+ // (TODO [perf]: some might be online...)
+ let names = {};
+ response.challenges.forEach(c => {
+ if (c.uid != this.st.user.id)
+ names[c.uid] = ""; //unknwon for now
+ else if (!!c.target && c.target != this.st.user.id)
+ names[c.target] = "";
+ });
+ const addChallenges = (newChalls) => {
+ names[this.st.user.id] = this.st.user.name; //in case of
+ this.challenges = this.challenges.concat(
+ response.challenges.map(c => {
+ const from = {name: names[c.uid], id: c.uid}; //or just name
+ const type = this.classifyObject(c);
+ const vname = this.getVname(c.vid);
+ return Object.assign({},
+ {
+ type: type,
+ vname: vname,
+ from: from,
+ to: (!!c.target ? names[c.target] : ""),
+ },
+ c);
+ })
+ );
+ };
+ if (names !== {})
+ {
+ ajax("/users",
+ "GET",
+ { ids: Object.keys(names).join(",") },
+ response2 => {
+ response2.users.forEach(u => {names[u.id] = u.name});
+ addChallenges();
+ }
+ );
+ }
+ else
+ addChallenges();
+ }
+ );
+ // 0.1] Ask server for room composition:
+ const funcPollClients = () => {
+ // Same strategy as in Game.vue: send connection
+ // after we're sure WebSocket is initialized
+ this.st.conn.send(JSON.stringify({code:"connect"}));
+ this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ this.st.conn.send(JSON.stringify({code:"pollgamers"}));
+ };
+ if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ funcPollClients();
+ else //socket not ready yet (initial loading)
+ this.st.conn.onopen = funcPollClients;
+ this.st.conn.onmessage = this.socketMessageListener;
+ const socketCloseListener = () => {
+ store.socketCloseListener(); //reinitialize connexion (in store.js)
+ this.st.conn.addEventListener('message', this.socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ };
+ this.st.conn.onclose = socketCloseListener;
+ },
+ mounted: function() {
+ [document.getElementById("infoDiv"),document.getElementById("newgameDiv")]
+ .forEach(elt => elt.addEventListener("click", processModalClick));
+ document.querySelectorAll("#predefinedTimeControls > button").forEach(
+ (b) => { b.addEventListener("click",
+ () => { this.newchallenge.timeControl = b.innerHTML; }
+ )}
+ );
+ },
+ methods: {
+ // Helpers:
+ filterChallenges: function(type) {
+ return this.challenges.filter(c => c.type == type);
+ },
+ filterGames: function(type) {
+ return this.games.filter(g => g.type == type);
+ },
+ classifyObject: function(o) { //challenge or game
+ return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ },
+ 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 = "/game/" + g.id;
+ if (g.type == "live")
+ url += "?rid=" + g.rid;
+ this.$router.push(url);
+ },
+ setDisplay: function(letter, type, e) {
+ this[letter + "display"] = type;
+ e.target.classList.add("active");
+ if (!!e.target.previousElementSibling)
+ e.target.previousElementSibling.classList.remove("active");
+ else
+ e.target.nextElementSibling.classList.remove("active");
+ },
+ getVname: function(vid) {
+ const variant = this.st.variants.find(v => v.id == vid);
+ // this.st.variants might be uninitialized (variant == null)
+ return (!!variant ? variant.name : "");
+ },
+ processChat: function(chat) {
+ // When received on server, this will trigger a "notifyRoom"
+ this.st.conn.send(JSON.stringify({code:"newchat", chat: chat}));
+ },
+ 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 || (!to.sid && !to.name))
+ {
+ // Open challenge: send to all connected players (me excepted)
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ doSend(code, obj, sid);
+ });
+ }
+ else
+ {
+ let targetSid = "";
+ if (!!to.sid)
+ targetSid = to.sid;
+ else
+ {
+ if (to.name == this.st.user.name)
+ return alert(this.st.tr["Cannot challenge self"]);
+ // Challenge with targeted players
+ targetSid =
+ Object.keys(this.people).find(sid => this.people[sid].name == to.name);
+ if (!targetSid)
+ {
+ if (!!warnDisconnected)
+ alert(this.st.tr["Warning: target is not connected"]);
+ return false;
+ }
+ }
+ doSend(code, obj, targetSid);
+ }
+ return true;
+ },
+ // Messaging center:
+ socketMessageListener: function(msg) {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ case "duplicate":
+ alert(this.st.tr["Warning: multi-tabs not supported"]);
+ break;
+ // 0.2] Receive clients list (just socket IDs)
+ case "pollclients":
+ data.sockIds.forEach(sid => {
+ this.$set(this.people, sid, {id:0, name:""});
+ // Ask identity and challenges
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
+ });
+ break;
+ case "pollgamers":
+ // NOTE: we could make a difference between people in hall
+ // and gamers, but is it necessary?
+ data.sockIds.forEach(sid => {
+ this.$set(this.people, sid, {id:0, name:"", gamer:true});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ });
+ // Also ask current games to all playing peers (TODO: some design issue)
+ this.st.conn.send(JSON.stringify({code:"askgames"}));
+ 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: {
+ // NOTE: decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ },
+ target:data.from}));
+ }
+ break;
+ }
+ case "identity":
+ {
+ this.$set(this.people, data.user.sid,
+ {
+ id: data.user.id,
+ name: data.user.name,
+ gamer: this.people[data.user.sid].gamer,
+ });
+ 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];
+ // TODO: code below requires "c.to" to have given his identity,
+ // but it can happen that the identity arrives later, which
+ // prevent him from receiving the challenge.
+ // ==> Filter later (when receiving challenge)
+// if (!!c.to)
+// {
+// // Only share targeted challenges to the targets:
+// const toSid = Object.keys(this.people).find(k =>
+// this.people[k].name == c.to);
+// if (toSid != data.from)
+// return;
+// }
+ const myChallenge =
+ {
+ // Minimal challenge informations: (from not required)
+ id: c.id,
+ to: c.to,
+ fen: c.fen,
+ vid: c.vid,
+ timeControl: c.timeControl,
+ added: c.added,
+ };
+ this.st.conn.send(JSON.stringify({code:"challenge",
+ chall:myChallenge, target:data.from}));
+ }
+ break;
+ }
+ case "challenge":
+ {
+ // Receive challenge from some player (+sid)
+ // NOTE about next condition: see "askchallenge" case.
+ if (!data.chall.to || data.chall.to == this.st.user.name)
+ {
+ let newChall = data.chall;
+ newChall.type = this.classifyObject(data.chall);
+ newChall.from =
+ Object.assign({sid:data.from}, this.people[data.from]);
+ 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)
+ // If duplicate found: select rid (remote ID) at random
+ let game = this.games.find(g => g.id == data.game.id);
+ if (!!game)
+ {
+ if (Math.random() < 0.5)
+ game.rid = data.from;
+ }
+ else
+ {
+ let newGame = data.game;
+ newGame.type = this.classifyObject(data.game);
+ newGame.vname = this.getVname(data.game.vid);
+ newGame.rid = data.from;
+ if (!data.game.score)
+ newGame.score = "*";
+ this.games.push(newGame);
+ }
+ break;
+ }
+ case "newgame":
+ {
+ // New game just started: data contain all information
+ if (this.classifyObject(data.gameInfo) == "live")
+ this.startNewGame(data.gameInfo);
+ else
+ {
+ this.infoMessage = "New game started: " +
+ "<a href='#/game/" + data.gameInfo.id + "'>" +
+ "#/game/" + data.gameInfo.id + "</a>";
+ let modalBox = document.getElementById("modalInfo");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 3000);
+ }
+ break;
+ }
+ case "newchat":
+ this.newChat = data.chat;
+ break;
+ case "refusechallenge":
+ {
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ localStorage.removeItem("challenge");
+ alert(this.st.tr["Challenge declined"]);
+ break;
+ }
+ case "deletechallenge":
+ {
+ // NOTE: the challenge may be already removed
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ localStorage.removeItem("challenge"); //in case of
+ break;
+ }
+ case "connect":
+ case "gconnect":
+ this.$set(this.people, data.from, {name:"", id:0, gamer:data.code[0]=='g'});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+ if (data.code == "connect")
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
+ else
+ this.st.conn.send(JSON.stringify({code:"askgame", target:data.from}));
+ break;
+ case "disconnect":
+ case "gdisconnect":
+ this.$delete(this.people, data.from);
+ if (data.code == "disconnect")
+ {
+ // Also remove all challenges sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+ }
+ else
+ {
+ // And all live games where he plays and no other opponent is online
+ ArrayFun.remove(this.games, g =>
+ g.type == "live" && (g.players.every(p => p.sid == data.from
+ || !this.people[p.sid])), "all");
+ }
+ break;
+ }
+ },
+ // Challenge lifecycle:
+ tryChallenge: function(sid) {
+ if (this.people[sid].id == 0)
+ return; //anonymous players cannot be challenged
+ // TODO: SID is available, so we could use it instead of searching from name
+ this.newchallenge.to = this.people[sid].name;
+ doClick("modalNewgame");
+ },
+ challOrWatch: function(sid, e) {
+ switch (e.target.innerHTML)
+ {
+ case "Available":
+ this.tryChallenge(sid);
+ break;
+ case "Playing":
+ this.showGame(this.games.find(
+ g => g.players.some(pl => pl.sid == sid || pl.uid == this.people[sid].id)));
+ break;
+ };
+ },
+ newChallenge: async function() {
+ if (this.newchallenge.vid == "")
+ return alert(this.st.tr["Please select a variant"]);
+ if (!!this.newchallenge.to && this.newchallenge.to == this.st.user.name)
+ return alert(this.st.tr["Self-challenge is forbidden"]);
+ const vname = this.getVname(this.newchallenge.vid);
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ if (!!this.newchallenge.timeControl.match(/^[0-9]+$/))
+ this.newchallenge.timeControl += "+0"; //assume minutes, no increment
+ const error = checkChallenge(this.newchallenge);
+ if (!!error)
+ return alert(error);
+ const ctype = this.classifyObject(this.newchallenge);
+ if (ctype == "corr" && this.st.user.id <= 0)
+ return alert(this.st.tr["Please log in to play correspondance games"]);
+ // NOTE: "from" information is not required here
+ let chall = Object.assign({}, this.newchallenge);
+ const finishAddChallenge = (cid,warnDisconnected) => {
+ chall.id = cid || "c" + getRandString();
+ // Send challenge to peers (if connected)
+ const isSent = this.sendSomethingTo({name:chall.to}, "challenge",
+ {chall:chall}, !!warnDisconnected);
+ if (!isSent)
+ return;
+ // Remove old challenge if any (only one at a time of a given type):
+ const cIdx = this.challenges.findIndex(c =>
+ (c.from.sid == this.st.user.sid || c.from.id == this.st.user.id) && c.type == ctype);
+ if (cIdx >= 0)
+ {
+ // Delete current challenge (will be replaced now)
+ this.sendSomethingTo({name: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);
+ }
+ // Add new challenge:
+ chall.added = Date.now();
+ // NOTE: vname and type are redundant (can be deduced from timeControl + vid)
+ chall.type = ctype;
+ chall.vname = vname;
+ chall.from = { //decompose to avoid revealing email
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ name: this.st.user.name,
+ };
+ this.challenges.push(chall);
+ if (ctype == "live")
+ localStorage.setItem("challenge", JSON.stringify(chall));
+ // Also remember timeControl + vid for quicker further challenges:
+ localStorage.setItem("timeControl", chall.timeControl);
+ localStorage.setItem("vid", chall.vid);
+ document.getElementById("modalNewgame").checked = false;
+ };
+ if (ctype == "live")
+ {
+ // Live challenges have a random ID
+ finishAddChallenge(null, "warnDisconnected");
+ }
+ else
+ {
+ // Correspondance game: send challenge to server
+ ajax(
+ "/challenges",
+ "POST",
+ { chall: chall },
+ response => { finishAddChallenge(response.cid); }
+ );
+ }
+ },
+ clickChallenge: function(c) {
+ const myChallenge = (c.from.sid == this.st.user.sid //live
+ || (this.st.user.id > 0 && c.from.id == this.st.user.id)); //corr
+ if (!myChallenge)
+ {
+ if (c.type == "corr" && this.st.user.id <= 0)
+ return alert(this.st.tr["Please log in to accept corr challenges"]);
+ c.accepted = true;
+ if (!!c.to) //c.to == this.st.user.name (connected)
+ {
+ // TODO: if special FEN, show diagram after loading variant
+ c.accepted = confirm("Accept challenge?");
+ }
+ if (c.accepted)
+ {
+ c.seat = { //again, avoid c.seat = st.user to not reveal email
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ name: this.st.user.name,
+ };
+ this.launchGame(c);
+ }
+ else
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "refusechallenge",
+ cid: c.id, target: c.from.sid}));
+ }
+ this.sendSomethingTo(!!c.to ? {sid:c.from.sid} : null, "deletechallenge", {cid:c.id});
+ }
+ else //my challenge
+ {
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: c.id}
+ );
+ }
+ else //live
+ localStorage.removeItem("challenge");
+ this.sendSomethingTo({name:c.to}, "deletechallenge", {cid:c.id});
+ }
+ // In all cases, the challenge is consumed:
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ },
+ // NOTE: when launching game, the challenge is already being deleted
+ launchGame: async function(c) {
+ const vModule = await import("@/variants/" + c.vname + ".js");
+ window.V = vModule.VariantRules;
+ // These game informations will be sent to other players
+ const gameInfo =
+ {
+ id: getRandString(),
+ fen: c.fen || V.GenRandInitFen(),
+ players: shuffle([c.from, c.seat]), //white then black
+ vid: c.vid,
+ vname: c.vname, //theoretically vid is enough, but much easier with vname
+ timeControl: c.timeControl,
+ };
+ let oppsid = c.from.sid; //may not be defined if corr + offline opp
+ if (!oppsid)
+ {
+ oppsid = Object.keys(this.people).find(sid =>
+ this.people[sid].id == c.from.id);
+ }
+ const tryNotifyOpponent = () => {
+ if (!!oppsid) //opponent is online
+ {
+ this.st.conn.send(JSON.stringify({code:"newgame",
+ gameInfo:gameInfo, target:oppsid, cid:c.id}));
+ }
+ };
+ if (c.type == "live")
+ {
+ // NOTE: in this case we are sure opponent is online
+ tryNotifyOpponent();
+ this.startNewGame(gameInfo);
+ }
+ else //corr: game only on server
+ {
+ ajax(
+ "/games",
+ "POST",
+ {gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
+ response => {
+ gameInfo.id = response.gameId;
+ tryNotifyOpponent();
+ this.$router.push("/game/" + response.gameId);
+ }
+ );
+ }
+ // Send game info to everyone except opponent (and me)
+ Object.keys(this.people).forEach(sid => {
+ if (![this.st.user.sid,oppsid].includes(sid))
+ {
+ this.st.conn.send(JSON.stringify({code:"game",
+ game: { //minimal game info:
+ id: gameInfo.id,
+ players: gameInfo.players,
+ vid: gameInfo.vid,
+ timeControl: gameInfo.timeControl,
+ },
+ target: sid}));
+ }
+ });
+ },
+ // NOTE: for live games only (corr games start on the server)
+ startNewGame: function(gameInfo) {
+ const game = Object.assign({}, gameInfo, {
+ // (other) Game infos: constant
+ fenStart: gameInfo.fen,
+ added: Date.now(),
+ // Game state (including FEN): will be updated
+ moves: [],
+ clocks: [-1, -1], //-1 = unstarted
+ initime: [0, 0], //initialized later
+ score: "*",
+ });
+ GameStorage.add(game);
+ if (this.st.settings.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ this.$router.push("/game/" + gameInfo.id);
+ },
+ },