-<template>
- <div class="home">
- <Home msg="Welcome to Your Vue.js Apppp"/>
- </div>
+<template lang="pug">
+main
+ input#modalInfo.modal(type="checkbox")
+ div#infoDiv(role="dialog" data-checkbox="modalInfo")
+ .card.text-center
+ label.modal-close(for="modalInfo")
+ p(v-html="infoMessage")
+ input#modalNewgame.modal(type="checkbox")
+ div#newgameDiv(role="dialog" data-checkbox="modalNewgame")
+ .card(@keyup.enter="newChallenge()")
+ label#closeNewgame.modal-close(for="modalNewgame")
+ fieldset
+ label(for="selectVariant") {{ st.tr["Variant"] }} *
+ select#selectVariant(v-model="newchallenge.vid")
+ option(v-for="v in st.variants" :value="v.id"
+ :selected="newchallenge.vid==v.id")
+ | {{ v.name }}
+ fieldset
+ label(for="cadence") {{ st.tr["Cadence"] }} *
+ div#predefinedCadences
+ button 3+2
+ button 5+3
+ button 15+5
+ input#cadence(type="text" v-model="newchallenge.cadence"
+ placeholder="5+0, 1h+30s, 7d+1d ...")
+ fieldset(v-if="st.user.id > 0")
+ label(for="selectPlayers") {{ st.tr["Play with?"] }}
+ input#selectPlayers(type="text" v-model="newchallenge.to")
+ fieldset(v-if="st.user.id > 0 && newchallenge.to.length > 0")
+ label(for="inputFen") FEN
+ input#inputFen(type="text" v-model="newchallenge.fen")
+ button(@click="newChallenge()") {{ st.tr["Send challenge"] }}
+ .row
+ .col-sm-12
+ button#newGame(onClick="doClick('modalNewgame')") {{ st.tr["New game"] }}
+ .row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ div
+ .button-group
+ button(@click="setDisplay('c','live',$event)" class="active")
+ | {{ st.tr["Live challenges"] }}
+ button(@click="setDisplay('c','corr',$event)")
+ | {{ st.tr["Correspondance challenges"] }}
+ ChallengeList(v-show="cdisplay=='live'"
+ :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
+ ChallengeList(v-show="cdisplay=='corr'"
+ :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
+ #people
+ h3.text-center {{ st.tr["Who's there?"] }}
+ #players
+ p(v-for="sid in Object.keys(people)" v-if="!!people[sid].name")
+ span {{ people[sid].name }}
+ // Check: anonymous players cannot send individual challenges or be challenged individually
+ button.player-action(
+ v-if="sid != st.user.sid && !!st.user.name && people[sid].id > 0"
+ @click="challOrWatch(sid)"
+ )
+ | {{ getActionLabel(sid) }}
+ p.anonymous @nonymous ({{ anonymousCount }})
+ #chat
+ Chat(:newChat="newChat" @mychat="processChat" :pastChats="[]")
+ .clearer
+ div
+ .button-group
+ button(@click="setDisplay('g','live',$event)" class="active")
+ | {{ st.tr["Live games"] }}
+ button(@click="setDisplay('g','corr',$event)")
+ | {{ st.tr["Correspondance games"] }}
+ GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
+ @show-game="showGame")
+ GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
+ @show-game="showGame")
</template>
<script>
-// @ is an alias to /src
-import HelloWorld from "@/components/HelloWorld.vue";
-
+import { store } from "@/store";
+import { checkChallenge } from "@/data/challengeCheck";
+import { ArrayFun } from "@/utils/array";
+import { ajax } from "@/utils/ajax";
+import params from "@/parameters";
+import { getRandString, shuffle } from "@/utils/alea";
+import Chat from "@/components/Chat.vue";
+import GameList from "@/components/GameList.vue";
+import ChallengeList from "@/components/ChallengeList.vue";
+import { GameStorage } from "@/utils/gameStorage";
+import { processModalClick } from "@/utils/modalClick";
export default {
- name: "home",
+ name: "my-hall",
components: {
- HelloWorld,
- }
+ Chat,
+ GameList,
+ ChallengeList,
+ },
+ data: function () {
+ return {
+ st: store.state,
+ cdisplay: "live", //or corr
+ gdisplay: "live",
+ games: [],
+ challenges: [],
+ people: {},
+ infoMessage: "",
+ newchallenge: {
+ fen: "",
+ vid: localStorage.getItem("vid") || "",
+ to: "", //name of challenged player (if any)
+ cadence: localStorage.getItem("cadence") || "",
+ },
+ newChat: "",
+ conn: null,
+ connexionString: "",
+ // Related to (killing of) self multi-connects:
+ newConnect: {},
+ killed: {},
+ };
+ },
+ watch: {
+ // st.variants changes only once, at loading from [] to [...]
+ "st.variants": function(variantArray) {
+ // Set potential challenges and games variant names:
+ this.challenges.concat(this.games).forEach(o => {
+ if (o.vname == "")
+ o.vname = this.getVname(o.vid);
+ });
+ },
+ },
+ computed: {
+ anonymousCount: function() {
+ let count = 0;
+ Object.values(this.people).forEach(p => { count += (!p.name ? 1 : 0); });
+ return count;
+ },
+ },
+ created: function() {
+ const my = this.st.user;
+ this.$set(this.people, my.sid, {id:my.id, name:my.name, pages:["/"]});
+ // Ask server for current corr games (all but mines)
+ ajax(
+ "/games",
+ "GET",
+ {uid: this.st.user.id, excluded: true},
+ response => {
+ this.games = this.games.concat(response.games.map(g => {
+ const type = this.classifyObject(g);
+ const vname = this.getVname(g.vid);
+ return Object.assign({}, g, {type: type, vname: vname});
+ }));
+ }
+ );
+ // Also ask for corr challenges (open + sent by/to me)
+ ajax(
+ "/challenges",
+ "GET",
+ {uid: this.st.user.id},
+ response => {
+ // Gather all senders names, and then retrieve full identity:
+ // (TODO [perf]: some might be online...)
+ let names = {};
+ response.challenges.forEach(c => {
+ if (c.uid != this.st.user.id)
+ names[c.uid] = ""; //unknwon for now
+ else if (!!c.target && c.target != this.st.user.id)
+ names[c.target] = "";
+ });
+ const addChallenges = (newChalls) => {
+ names[this.st.user.id] = this.st.user.name; //in case of
+ this.challenges = this.challenges.concat(
+ response.challenges.map(c => {
+ const from = {name: names[c.uid], id: c.uid}; //or just name
+ const type = this.classifyObject(c);
+ const vname = this.getVname(c.vid);
+ return Object.assign({},
+ {
+ type: type,
+ vname: vname,
+ from: from,
+ to: (!!c.target ? names[c.target] : ""),
+ },
+ c);
+ })
+ );
+ };
+ if (names !== {})
+ {
+ ajax("/users",
+ "GET",
+ { ids: Object.keys(names).join(",") },
+ response2 => {
+ response2.users.forEach(u => {names[u.id] = u.name});
+ addChallenges();
+ }
+ );
+ }
+ else
+ addChallenges();
+ }
+ );
+ const connectAndPoll = () => {
+ this.send("connect");
+ this.send("pollclientsandgamers");
+ };
+ // Initialize connection
+ this.connexionString = params.socketUrl +
+ "/?sid=" + this.st.user.sid +
+ "&tmpId=" + getRandString() +
+ "&page=" + encodeURIComponent(this.$route.path);
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.onopen = connectAndPoll;
+ this.conn.onmessage = this.socketMessageListener;
+ this.conn.onclose = this.socketCloseListener;
+ },
+ mounted: function() {
+ [document.getElementById("infoDiv"),document.getElementById("newgameDiv")]
+ .forEach(elt => elt.addEventListener("click", processModalClick));
+ document.querySelectorAll("#predefinedCadences > button").forEach(
+ (b) => { b.addEventListener("click",
+ () => { this.newchallenge.cadence = b.innerHTML; }
+ )}
+ );
+ },
+ beforeDestroy: function() {
+ this.send("disconnect");
+ },
+ methods: {
+ // Helpers:
+ send: function(code, obj) {
+ if (!!this.conn)
+ {
+ this.conn.send(JSON.stringify(
+ Object.assign(
+ {code: code},
+ obj,
+ )
+ ));
+ }
+ },
+ 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 : "");
+ },
+ 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.cadence.indexOf('d') === -1 ? "live" : "corr");
+ },
+ 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");
+ },
+ getActionLabel: function(sid) {
+ return this.people[sid].pages.some(p => p == "/")
+ ? "Challenge"
+ : "Observe";
+ },
+ challOrWatch: function(sid) {
+ if (this.people[sid].pages.some(p => p == "/"))
+ {
+ // Available, in Hall
+ this.newchallenge.to = this.people[sid].name;
+ doClick("modalNewgame");
+ }
+ else
+ {
+ // In some game, maybe playing maybe not
+ const gid = this.people[sid].page.match(/[a-zA-Z0-9]+$/)[0];
+ this.showGame(this.games.find(g => g.id == gid));
+ }
+ },
+ showGame: function(g) {
+ // NOTE: we are an observer, since only games I don't play are shown here
+ // ==> Moves sent by connected remote player(s) if live game
+ let url = "/game/" + g.id;
+ if (g.type == "live")
+ url += "?rid=" + g.rids[Math.floor(Math.random() * g.rids.length)];
+ this.$router.push(url);
+ },
+ processChat: function(chat) {
+ this.send("newchat", {data:chat});
+ },
+ // Messaging center:
+ socketMessageListener: function(msg) {
+ if (!this.conn)
+ return;
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ case "pollclientsandgamers":
+ {
+ // Since people can be both in Hall and Game,
+ // need to track "askIdentity" requests:
+ let identityAsked = {};
+ data.sockIds.forEach(s => {
+ if (s.sid != this.st.user.sid && !identityAsked[s.sid])
+ {
+ identityAsked[s.sid] = true;
+ this.send("askidentity", {target:s.sid, page:s.page || "/"});
+ }
+ if (!this.people[s.sid])
+ this.$set(this.people, s.sid, {id:0, name:"", pages:[s.page || "/"]});
+ else if (!!s.page && this.people[s.sid].pages.indexOf(s.page) < 0)
+ this.people[s.sid].pages.push(s.page);
+ if (!s.page) //peer is in Hall
+ this.send("askchallenge", {target:s.sid});
+ else //peer is in Game
+ this.send("askgame", {target:s.sid, page:s.page});
+ });
+ break;
+ }
+ case "connect":
+ case "gconnect":
+ // NOTE: player could have been polled earlier, but might have logged in then
+ // So it's a good idea to ask identity if he was anonymous.
+ // But only ask game / challenge if currently disconnected.
+ if (!this.people[data.from])
+ {
+ this.$set(this.people, data.from, {name:"", id:0, pages:[data.page]});
+ if (data.code == "connect")
+ this.send("askchallenge", {target:data.from});
+ else
+ this.send("askgame", {target:data.from, page:data.page});
+ }
+ else
+ {
+ // append page if not already in list
+ if (this.people[data.from].pages.indexOf(data.page) < 0)
+ this.people[data.from].pages.push(data.page);
+ }
+ if (this.people[data.from].id == 0)
+ {
+ this.newConnect[data.from] = true; //for self multi-connects tests
+ this.send("askidentity", {target:data.from, page:data.page || "/"});
+ }
+ break;
+ case "disconnect":
+ case "gdisconnect":
+ // Disconnect means no more tmpIds:
+ if (data.code == "disconnect")
+ {
+ // Remove the live challenge sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+ }
+ else
+ {
+ // Remove the matching live game if now unreachable
+ const gid = data.page.match(/[a-zA-Z0-9]+$/)[0];
+ const gidx = this.games.findIndex(g => g.id == gid);
+ if (gidx >= 0)
+ {
+ const game = this.games[gidx];
+ if (game.type == "live" &&
+ game.rids.length == 1 && game.rids[0] == data.from)
+ {
+ this.games.splice(gidx, 1);
+ }
+ }
+ }
+ const page = data.page || "/";
+ ArrayFun.remove(this.people[data.from].pages, p => p == page);
+ if (this.people[data.from].pages.length == 0)
+ this.$delete(this.people, data.from);
+ break;
+ case "killed":
+ // I logged in elsewhere:
+ alert(this.st.tr["New connexion detected: tab now offline"]);
+ // TODO: this fails. See https://github.com/websockets/ws/issues/489
+ //this.conn.removeEventListener("message", this.socketMessageListener);
+ //this.conn.removeEventListener("close", this.socketCloseListener);
+ //this.conn.close();
+ this.conn = null;
+ break;
+ case "askidentity":
+ {
+ // Request for identification (TODO: anonymous shouldn't need to reply)
+ const me = {
+ // Decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ };
+ this.send("identity", {data:me, target:data.from});
+ break;
+ }
+ case "identity":
+ {
+ const user = data.data;
+ if (!!user.name) //otherwise anonymous
+ {
+ // If I multi-connect, kill current connexion if no mark (I'm older)
+ if (this.newConnect[user.sid] && user.id > 0
+ && user.id == this.st.user.id && user.sid != this.st.user.sid)
+ {
+ if (!this.killed[this.st.user.sid])
+ {
+ this.send("killme", {sid:this.st.user.sid});
+ this.killed[this.st.user.sid] = true;
+ }
+ }
+ if (user.sid != this.st.user.sid) //I already know my identity...
+ {
+ this.$set(this.people, user.sid,
+ {
+ id: user.id,
+ name: user.name,
+ pages: this.people[user.sid].pages,
+ });
+ }
+ }
+ delete this.newConnect[user.sid];
+ 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];
+ // NOTE: in principle, should only send targeted challenge to the target.
+ // But we may not know yet the identity of the target (just name),
+ // so cannot decide if data.from is the target or not.
+ const myChallenge =
+ {
+ id: c.id,
+ from: this.st.user.sid,
+ to: c.to,
+ fen: c.fen,
+ vid: c.vid,
+ cadence: c.cadence,
+ added: c.added,
+ };
+ this.send("challenge", {data:myChallenge, target:data.from});
+ }
+ break;
+ }
+ case "challenge": //after "askchallenge"
+ case "newchallenge":
+ {
+ // NOTE about next condition: see "askchallenge" case.
+ const chall = data.data;
+ if (!chall.to || (this.people[chall.from].id > 0 &&
+ (chall.from == this.st.user.sid || chall.to == this.st.user.name)))
+ {
+ let newChall = Object.assign({}, chall);
+ newChall.type = this.classifyObject(chall);
+ newChall.added = Date.now();
+ let fromValues = Object.assign({}, this.people[chall.from]);
+ delete fromValues["pages"]; //irrelevant in this context
+ newChall.from = Object.assign({sid:chall.from}, fromValues);
+ newChall.vname = this.getVname(newChall.vid);
+ this.challenges.push(newChall);
+ }
+ break;
+ }
+ case "refusechallenge":
+ {
+ const cid = data.data;
+ ArrayFun.remove(this.challenges, c => c.id == cid);
+ alert(this.st.tr["Challenge declined"]);
+ break;
+ }
+ case "deletechallenge":
+ {
+ // NOTE: the challenge may be already removed
+ const cid = data.data;
+ ArrayFun.remove(this.challenges, c => c.id == cid);
+ break;
+ }
+ case "game": //individual request
+ case "newgame":
+ {
+ // NOTE: it may be live or correspondance
+ const game = data.data;
+ let locGame = this.games.find(g => g.id == game.id);
+ if (!locGame)
+ {
+ let newGame = game;
+ newGame.type = this.classifyObject(game);
+ newGame.vname = this.getVname(game.vid);
+ if (!game.score) //if new game from Hall
+ newGame.score = "*";
+ this.games.push(newGame);
+ }
+ else
+ {
+ // Append rid (if not already in list)
+ if (!locGame.rids.includes(game.rid))
+ locGame.rids.push(game.rid);
+ }
+ break;
+ }
+ case "startgame":
+ {
+ // New game just started: data contain all information
+ const gameInfo = data.data;
+ if (this.classifyObject(gameInfo) == "live")
+ this.startNewGame(gameInfo);
+ else
+ {
+ this.infoMessage = this.st.tr["New correspondance game:"] +
+ " <a href='#/game/" + gameInfo.id + "'>" +
+ "#/game/" + gameInfo.id + "</a>";
+ let modalBox = document.getElementById("modalInfo");
+ modalBox.checked = true;
+ }
+ break;
+ }
+ case "newchat":
+ this.newChat = data.data;
+ break;
+ }
+ },
+ socketCloseListener: function() {
+ if (!this.conn)
+ return;
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener("message", this.socketMessageListener);
+ this.conn.addEventListener("close", this.socketCloseListener);
+ },
+ // Challenge lifecycle:
+ 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.cadence.match(/^[0-9]+$/))
+ this.newchallenge.cadence += "+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) => {
+ chall.id = cid || "c" + getRandString();
+ // 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.send("deletechallenge", {data:this.challenges[cIdx].id});
+ if (ctype == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ this.challenges.splice(cIdx, 1);
+ }
+ this.send("newchallenge", {data:Object.assign({from:this.st.user.sid}, chall)});
+ // Add new challenge:
+ chall.from = { //decompose to avoid revealing email
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ name: this.st.user.name,
+ };
+ chall.added = Date.now();
+ // NOTE: vname and type are redundant (can be deduced from cadence + vid)
+ chall.type = ctype;
+ chall.vname = vname;
+ this.challenges.push(chall);
+ // Remember cadence + vid for quicker further challenges:
+ localStorage.setItem("cadence", chall.cadence);
+ localStorage.setItem("vid", chall.vid);
+ document.getElementById("modalNewgame").checked = false;
+ };
+ if (ctype == "live")
+ {
+ // Live challenges have a random ID
+ finishAddChallenge(null);
+ }
+ 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.send("refusechallenge", {data:c.id, target:c.from.sid});
+ }
+ this.send("deletechallenge", {data:c.id});
+ }
+ else //my challenge
+ {
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: c.id}
+ );
+ }
+ this.send("deletechallenge", {data: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 shared
+ let gameInfo =
+ {
+ id: getRandString(),
+ fen: c.fen || V.GenRandInitFen(),
+ players: shuffle([c.from, c.seat]), //white then black
+ vid: c.vid,
+ cadence: c.cadence,
+ };
+ 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 notifyNewgame = () => {
+ if (!!oppsid) //opponent is online
+ this.send("startgame", {data:gameInfo, target:oppsid});
+ // Send game info (only if live) to everyone except me in this tab
+ this.send("newgame", {data:gameInfo});
+ };
+ if (c.type == "live")
+ {
+ notifyNewgame();
+ 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;
+ notifyNewgame();
+ this.$router.push("/game/" + response.gameId);
+ }
+ );
+ }
+ },
+ // NOTE: for live games only (corr games start on the server)
+ startNewGame: function(gameInfo) {
+ const game = Object.assign({}, gameInfo, {
+ // (other) Game infos: constant
+ fenStart: gameInfo.fen,
+ vname: this.getVname(gameInfo.vid),
+ created: Date.now(),
+ // Game state (including FEN): will be updated
+ moves: [],
+ clocks: [-1, -1], //-1 = unstarted
+ initime: [0, 0], //initialized later
+ score: "*",
+ });
+ GameStorage.add(game);
+ if (this.st.settings.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ this.$router.push("/game/" + gameInfo.id);
+ },
+ },
};
</script>
-// main playing hall: chat + online players + current challenges + button "new game"
-// TODO: my-challenge-list, gérant clicks sur challenges, affichage, réception/émission des infos sur challenges ; de même, my-player-list
-// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
-/*
-TODO: surligner si nouveau défi perso et pas affichage courant
-(cadences base + incrément, corr == incr >= 1jour ou base >= 7j)
---> correspondance: stocker sur serveur lastMove + uid + color + movesCount + gameId + variant + timeleft
-fin de partie corr: supprimer partie du serveur au bout de 7 jours (arbitraire)
-main time should be positive (no 0+2 & cie...)
-*/
-// TODO: au moins l'échange des coups en P2P ?
-// TODO: objet game, objet challenge ? et player ?
-Vue.component('my-room', {
- props: ["conn","settings"],
- data: function () {
- return {
- gdisplay: "live",
- user: user,
- liveGames: [],
- corrGames: [],
- players: [], //online players
- challenges: [], //live challenges
- people: [], //people who connect to this room (or disconnect)
- };
- },
- // Modal new game, and then sub-components
- template: `
- <div>
- <input id="modalNewgame" type="checkbox" class="modal"/>
- <div role="dialog" aria-labelledby="titleFenedit">
- <div class="card smallpad">
- <label id="closeNewgame" for="modalNewgame" class="modal-close">
- </label>
- <h3 id="titleFenedit" class="section">
- {{ translate("Game state (FEN):") }}
- </h3>
- <input id="input-fen" type="text"/>
- <p>TODO: cadence, adversaire (pre-filled if click on name)</p>
- <p>cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment</p>
- <p>Note: leave FEN blank for random; FEN only for targeted challenge</p>
- <button @click="newGame">Launch game</button>
- </div>
- </div>
- <div>
- <my-chat :conn="conn" :myname="user.name" :people="people"></my-chat>
- <my-challenge-list :challenges="challenges" @click-challenge="clickChallenge">
- </my-challenge-list>
- </div>
- <button onClick="doClick('modalNewgame')">New game</button>
- <div>
- <div style="border:1px solid black">
- <h3>Online players</h3>
- <div v-for="p in players" @click="challenge(p)">
- {{ p.name }}
- </div>
- </div>
- <div class="button-group">
- <button @click="gdisplay='live'">Live games</button>
- <button @click="gdisplay='corr'">Correspondance games</button>
- </div>
- <my-game-list v-show="gdisplay=='live'" :games="liveGames"
- @show-game="showGame">
- </my-game-list>
- <my-game-list v-show="gdisplay=='corr'" :games="corrGames"
- @show-game="showGame">
- </my-game-list>
- </div>
- </div>
- `,
- created: function() {
- // TODO: ask server for current corr games (all but mines: names, ID, time control)
- const socketMessageListener = msg => {
- const data = JSON.parse(msg.data);
- switch (data.code)
- {
- case "newgame":
- // TODO: new game just started: data contain all informations
- // (id, players, time control, fenStart ...)
- break;
- // TODO: also receive live games summaries (update)
- // (just players names, time control, and ID + player ID)
- case "acceptchallenge":
- // oppid: opponent socket ID (or DB id if registered)
- if (true) //TODO: if challenge is full
- this.newGame(data.challenge, data.user); //user.id et user.name
- break;
- case "withdrawchallenge":
- // TODO
- break;
- case "cancelchallenge":
- // TODO
- break;
- // TODO: distinguish these (dis)connect events from their analogs in game.js
- case "connect":
- this.players.push({name:data.name, id:data.uid});
- break;
- case "disconnect":
- const pIdx = this.players.findIndex(p => p.id == data.uid);
- this.players.splice(pIdx);
- break;
- }
- };
- const socketCloseListener = () => {
- this.conn.addEventListener('message', socketMessageListener);
- this.conn.addEventListener('close', socketCloseListener);
- };
- this.conn.onmessage = socketMessageListener;
- this.conn.onclose = socketCloseListener;
- },
- methods: {
- translate: translate,
- showGame: function(game) {
- let hash = "#game?id=" + game.id;
- if (!!game.uid)
- hash += "&uid=" + game.uid;
- location.hash = hash;
- },
- challenge: function(player) {
- this.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
- user:{name:user.name,id:user.id}}));
- },
- clickChallenge: function(challenge) {
- const index = this.challenges.findIndex(c => c.id == challenge.id);
- const toIdx = challenge.to.findIndex(p => p.id == user.id);
- const me = {name:user.name,id:user.id};
- if (toIdx >= 0)
- {
- // It's a multiplayer challenge I accepted: withdraw
- this.conn.send(JSON.stringify({code:"withdrawchallenge",
- cid:challenge.id, user:me}));
- this.challenges.to.splice(toIdx, 1);
- }
- else if (challenge.from.id == user.id) //it's my challenge: cancel it
- {
- this.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
- this.challenges.splice(index, 1);
- }
- else //accept a challenge
- {
- this.conn.send(JSON.stringify({code:"acceptchallenge",
- cid:challenge.id, user:me}));
- this.challenges[index].to.push(me);
- }
- },
- // user: last person to accept the challenge
- newGame: function(chall, user) {
- const fen = chall.fen || V.GenRandInitFen();
- const game = {}; //TODO: fen, players, time ...
- //setStorage(game); //TODO
- game.players.forEach(p => {
- 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 => {});
- },
- },
-});
+<style lang="sass" scoped>
+.active
+ color: #42a983
+#newGame
+ display: block
+ margin: 10px auto 5px auto
+
+#infoDiv > .card
+ padding: 15px 0
+ max-width: 430px
+
+#newgameDiv > .card
+ max-width: 767px
+ max-height: 100%
+
+#people
+ width: 100%
+#players
+ width: 50%
+ position: relative
+ float: left
+#chat
+ width: 50%
+ float: left
+ position: relative
+@media screen and (max-width: 767px)
+ #players, #chats
+ width: 100%
+#chat > .card
+ max-width: 100%
+ margin: 0;
+ border: none;
+#players > p
+ margin-left: 5px
+.anonymous
+ font-style: italic
+button.player-action
+ margin-left: 32px
+</style>