}
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)
+ // 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);
+ }
+ );
+ // Also ask for corr challenges (open + sent to me)
ajax(
"/challenges",
"GET",
);
}
// 0.1] Ask server for room composition:
- const socketOpenListener = () => {
+ const funcPollClients = () => {
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;
+ 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 oldOnclose = this.st.conn.onclose;
const socketCloseListener = () => {
- oldOnclose(); //reinitialize connexion (in store.js)
+ store.socketCloseListener(); //reinitialize connexion (in store.js)
this.st.conn.addEventListener('message', this.socketMessageListener);
this.st.conn.addEventListener('close', socketCloseListener);
};
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
-
-// TODO: this doesn't work: choose a SID at random
- // --> do we have players' names ?
-
- let url = "/" + g.id;
+ let url = "/game/" + g.id;
if (g.type == "live")
{
- const sids = g.players.map(p => p.sid).join(",");
- url += "?sids=" + sids;
+ const remotes = g.players.filter(p => this.people.some(pl => pl.sid == p.sid));
+ const rIdx = (remotes.length == 1 ? 0 : Math.floor(Math.random()*2));
+ url += "?rid=" + remotes[rIdx].sid;
}
this.$router.push(url);
},
},
// 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)
{
id: game.id,
players: game.players.map(p => p.name),
vname: game.vname,
+
+
+
+
+// TODO: timeControl only in challenge - no need in game (info in mainTime + increment)
+
+
+
+
timeControl: game.timeControl,
};
this.st.conn.send(JSON.stringify({code:"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.rid = data.from;
- newGame.score = "*";
- this.games.push(newGame);
+ if (!this.games.some(g => g.id == data.game.id)) //ignore duplicates
+ {
+ let newGame = data.game;
+ newGame.type = this.classifyObject(data.game);
+ newGame.rid = data.from;
+ newGame.score = "*";
+ this.games.push(newGame);
+ }
break;
}
case "newgame":
{
- // New game just started: data contain all informations
- this.startNewGame(data.gameInfo);
- // TODO: if live, redirect to game
- // if corr, notify with link but do not redirect
+ // New game just started: data contain all information
+ if (data.gameInfo.type == "live")
+ {
+ this.startNewGame(data.gameInfo);
+ // TODO: redirect to game
+ }
+ else
+ {
+ // TODO: notify with game link but do not redirect
+ }
break;
}
case "refusechallenge":
cid: c.id, target: c.from.sid}));
}
}
+ else
+ localStorage.removeItem("challenge");
// In all cases, the challenge is consumed:
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
// NOTE: deletechallenge event might be redundant (but it's easier this way)
const vname = this.getVname(c.vid);
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
- let players = [c.from, c.seat];
// These game informations will be sent to other players
const gameInfo =
{
gameId: getRandString(),
fen: c.fen || V.GenRandInitFen(),
- // Players' names may be required if game start when a player is offline
- // Shuffle players order (white then black).
- players: shuffle(players.map(p => { return {name:p.name, sid:p.sid} })),
+ players: shuffle([c.from, c.seat]), //white then black
vid: c.vid,
timeControl: c.timeControl,
+ type: c.type,
};
this.st.conn.send(JSON.stringify({code:"newgame",
gameInfo:gameInfo, target:c.seat.sid}));
vname: this.getVname(gameInfo.vid),
fenStart: gameInfo.fen,
players: gameInfo.players,
- timeControl: gameInfo.timeControl,
+ mainTime: tc.mainTime,
increment: tc.increment,
mode: "live", //function for live games only
// Game state: will be updated
<style lang="sass">
// TODO
</style>
-
-<!--
-// TODO:
-// Remove duplicates if several players of one game send their game info (Hall)
-// When click on it, assign a random rid among online players (max. 4).
--->