+<!-- Main playing hall: online players + current challenges + button "new game" -->
+
<template lang="pug">
main
input#modalNewgame.modal(type="checkbox")
option(v-show="possibleNbplayers(3)" value="3") 3
option(v-show="possibleNbplayers(4)" value="4") 4
fieldset
- label(for="timeControl") Time control (e.g. 3m, 1h+30s, 7d+1d)
+ label(for="timeControl") {{ st.tr["Time control"] }}
input#timeControl(type="text" v-model="newchallenge.timeControl"
- placeholder="Time control")
- fieldset
+ placeholder="3m+2s, 1h+30s, 7d+1d ...")
+ fieldset(v-if="st.user.id > 0")
label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
#selectPlayers
- input(type="text" v-model="newchallenge.players[0].name")
+ input(type="text" v-model="newchallenge.to[0].name")
input(v-show="newchallenge.nbPlayers>=3" type="text"
- v-model="newchallenge.players[1].name")
+ v-model="newchallenge.to[1].name")
input(v-show="newchallenge.nbPlayers==4" type="text"
- v-model="newchallenge.players[2].name")
- fieldset
+ v-model="newchallenge.to[2].name")
+ fieldset(v-if="st.user.id > 0")
label(for="inputFen") {{ st.tr["FEN (optional)"] }}
input#inputFen(type="text" v-model="newchallenge.fen")
- button(@click="newChallenge") Send challenge
+ button(@click="newChallenge") {{ st.tr["Send challenge"] }}
.row
.col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
- ChallengeList(:challenges="challenges" @click-challenge="clickChallenge")
- .col-sm-12.col-md-5.col-lg-4
- #players
+ .button-group
+ button(@click="cpdisplay='challenges'") Challenges
+ button(@click="cpdisplay='players'") Players
+ ChallengeList(v-show="cpdisplay=='challenges'"
+ :challenges="challenges" @click-challenge="clickChallenge")
+ #players(v-show="cpdisplay=='players'")
h3 Online players
- div(v-for="p in players" @click="challenge(p)") {{ p.name }}
+ div(v-for="p in uniquePlayers" @click="tryChallenge(p)")
+ | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
button(onClick="doClick('modalNewgame')") New game
</template>
<script>
-// TODO: blank time control == untimed
-// main playing hall: online players + current challenges + button "new game"
-// 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)
-*/
-// TODO: au moins l'échange des coups en P2P ? et game chat ?
-// TODO: objet game, objet challenge ? et player ?
-/*
- * Possible events:
- * - send new challenge (corr or live, cf. time control), with button or click on player
- * - accept challenge (corr or live) --> send info to all concerned players
- * - cancel challenge (click on sent challenge) --> send info to all concerned players
- * - withdraw from challenge (if >= 3 players and previously accepted)
- * --> send info to all concerned players
- * - prepare and start new game (if challenge is full after acceptation)
- * Also send to all connected players (only from me)
- * - receive "player connect": send all our current challenges (to him or global)
- * Also send all our games (live - max 1 - and corr) [in web worker ?]
- * + all our sent challenges.
- * - receive "playergames": list of games by some connected player (NO corr)
- * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
- * - receive "player disconnect": remove from players list
- * - receive "accept/withdraw/cancel challenge": apply action to challenges list
- * - receive "new game": if live, store locally + redirect to game
- * If corr: notify "new game has started", give link, but do not redirect
-*/
import { store } from "@/store";
import { NbPlayers } from "@/data/nbPlayers";
import { checkChallenge } from "@/data/challengeCheck";
import { ArrayFun } from "@/utils/array";
+import { ajax } from "@/utils/ajax";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
export default {
data: function () {
return {
st: store.state,
+ cpdisplay: "challenges",
gdisplay: "live",
liveGames: [],
corrGames: [],
+ challenges: [],
players: [], //online players
- challenges: [], //live challenges
- willPlay: [], //IDs of challenges in which I decide to play (>= 3 players)
newchallenge: {
fen: "",
vid: 0,
nbPlayers: 0,
- // TODO: distinguer uid et sid !
- players: [{id:0,name:""},{id:0,name:""},{id:0,name:""}],
- timeControl: "",
+ to: ["", "", ""], //name of challenged players
+ timeControl: "", //"2m+2s" ...etc
},
};
},
- watch: {
- "st.conn": function() {
- this.st.conn.onmessage = this.socketMessageListener;
- this.st.conn.onclose = this.socketCloseListener;
+ computed: {
+ uniquePlayers: function() {
+ // Show e.g. "5 @nonymous", and do nothing on click on anonymous
+ let anonymous = {id:0, name:"@nonymous", count:0};
+ let playerList = [];
+ this.players.forEach(p => {
+ if (p.id > 0)
+ playerList.push(p);
+ else
+ anonymous.count++;
+ });
+ if (anonymous.count > 0)
+ playerList.push(anonymous);
+ return playerList;
},
},
created: function() {
+ // Always add myself to players' list
+ this.players.push(this.st.user);
// TODO: ask server for current corr games (all but mines: names, ID, time control)
- if (!!this.st.conn)
- {
- this.st.conn.onmessage = this.socketMessageListener;
- this.st.conn.onclose = this.socketCloseListener;
- }
+ // also ask for corr challenges
+ // Ask server for for room composition:
+ const socketOpenListener = () => {
+ this.st.conn.send(JSON.stringify({code:"askplayers"}));
+ };
+ this.st.conn.onopen = socketOpenListener;
+ this.st.conn.onmessage = this.socketMessageListener;
+ const socketCloseListener = () => {
+ // connexion is reinitialized in store.js
+ this.st.conn.addEventListener('message', this.socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ };
+ this.st.conn.onclose = socketCloseListener;
},
methods: {
socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
switch (data.code)
{
+ case "room":
+ // TODO: receive room composition (sids at least, id + names if registered)
+ // TODO: also receive "askchallenges", "askgames"
+// * - receive "new game": if live, store locally + redirect to game
+// * 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
+ break;
+// * - receive "playergame": a live game by some connected player (NO corr)
+ case "playergame":
+ // TODO: receive live game summary (update, count moves)
+ // (just players names, time control, and ID + player ID)
+ break;
+// * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
+ case "playerchallenges":
+ // TODO: receive challenge + challenge updates
break;
- // TODO: also receive live games summaries (update)
- // (just players names, time control, and ID + player ID)
+ case "newmove": //live or corr
+ // TODO: name conflict ? (game "newmove" event)
+ break;
+// * - receive new challenge: if targeted, replace our name with sender name
+ case "newchallenge":
+ // receive live or corr challenge
+ break;
+// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
case "acceptchallenge":
if (true) //TODO: if challenge is full
this.newGame(data.challenge, data.user); //user.id et user.name
case "cancelchallenge":
ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
- case "hallconnect":
+// NOTE: finally only one connect / disconnect couple of events
+// (because on server side we wouldn't know which to choose)
+ case "connect":
+// * - receive "player connect": send all our current challenges (to him or global)
+// * Also send all our games (live - max 1 - and corr) [in web worker ?]
+// * + all our sent challenges.
this.players.push({name:data.name, id:data.uid});
+ // TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
+ // envoyer aussi nos défis
break;
- case "halldisconnect":
+// * - receive "player disconnect": remove from players list
+ case "disconnect":
ArrayFun.remove(this.players, p => p.id == data.uid);
+ // TODO: also remove all challenges sent by this player,
+ // and all live games where he plays and no other opponent is online
break;
}
},
- socketCloseListener: function() {
- this.st.conn.addEventListener('message', socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- },
- clickPlayer: function() {
- //this.newgameInfo.players[0].name = clickPlayer.name;
- //show modal;
- },
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: function(player) {
+ tryChallenge: function(player) {
+ if (player.id == 0)
+ return; //anonymous players cannot be challenged
+ this.newchallenge.players[0] = {
+ name: player.name,
+ id: player.id,
+ sid: player.sid,
+ };
+ doClick("modalNewgame");
},
+// * - accept challenge (corr or live) --> send info to all concerned players
+// * - cancel challenge (click on sent challenge) --> send info to all concerned players
+// * - withdraw from challenge (if >= 3 players and previously accepted)
+// * --> send info to all concerned players
+// * - refuse challenge (or receive refusal): send to all challenge players (from + to)
+// * except us ; graphics: modal again ? (inline ?)
+// * - prepare and start new game (if challenge is full after acceptation)
+// * --> include challenge ID (so that opponents can delete the challenge too)
+// * Also send to all connected players (only from me)
clickChallenge: function(challenge) {
const index = this.challenges.findIndex(c => c.id == challenge.id);
const toIdx = challenge.to.findIndex(p => p.id == user.id);
// si pas le mien et FEN speciale :: (charger code variante et)
// montrer diagramme + couleur (orienté)
},
- // 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 => { //...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 => {});
- },
+ // user: last person to accept the challenge (TODO: revoir ça)
+// 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 => {});
+// },
+ // Send new challenge (corr or live, cf. time control), with button or click on player
newChallenge: async function() {
+ if (this.challenges.some(c => c.from.sid == this.st.user.sid))
+ {
+ document.getElementById("modalNewgame").checked = false;
+ return alert("You already have a pending challenge");
+ }
const idxInVariants =
this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
- const vname = variants[idxInVariants].name;
+ const vname = this.st.variants[idxInVariants].name;
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
- // NOTE: side-effect = set FEN, and mainTime + increment in seconds
- // TODO: (to limit cheating options) separate the GenRandInitFen() functions
- // in separate files, load on server and generate FEN on server.
+ // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
const error = checkChallenge(this.newchallenge);
if (!!error)
return alert(error);
- // TODO: 40 = average number of moves ?
- if (this.newchallenge.mainTime + 40 * this.newchallenge.increment
- >= 3*24*60*60) //3 days (TODO: heuristic...)
+ // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
+ const liveGame =
+ this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
+ // Check that the players (if any indicated) are online
+ let chall =
{
- // Correspondance game:
- // Possible (server) error if filled player does not exist
- ajax(
- "/challenges/" + this.newchallenge.vid,
- "POST",
- this.newchallenge,
- response => {
- const chall = Object.assign({},
- this.newchallenge,
- {
- id: response.cid,
- uid: this.st.user.id,
- added: Date.now(),
- vname: vname,
- });
- this.challenges.push(chall);
- document.getElementById("modalNewgame").checked = false;
- }
- );
- }
- else
+ id: 0, //unknown yet (no ID for live challenges)
+ from: this.st.user,
+ added: Date.now(),
+ fen: this.newchallenge.fen,
+ variant: {id: this.newchallenge.vid, name: vname},
+ nbPlayers: this.newchallenge.nbPlayers,
+ to: [
+ {id: 0, name: this.newchallenge.to[0], sid: ""},
+ {id: 0, name: this.newchallenge.to[1], sid: ""},
+ {id: 0, name: this.newchallenge.to[2], sid: ""},
+ ],
+ timeControl: this.newchallenge.timeControl,
+ mainTime: this.newchallenge.mainTime,
+ increment: this.newchallenge.increment,
+ };
+ for (let p of chall.to)
{
- // Considered live game
- if (this.newchallenges.players[0].id > 0)
+ if (p.name != "")
{
- // Challenge with target players
- this.newchallenges.players.forEach(p => {
- this.st.conn.send(JSON.stringify({
- code: "sendchallenge",
- oppid: p.id,
- user: {name:this.st.user.name, id:this.st.user.id}
- }));
+ const pIdx = this.players.findIndex(pl => pl.name == p.name);
+ // NOTE: id (server DB) and sid (socket ID).
+ // Anonymous players just have a socket ID.
+ // NOTE: for correspondance play we don't require players to be online
+ // (==> we don't have IDs, and no sid)
+ if (liveGame && pIdx === -1)
+ return alert(p.name + " is not connected");
+ p.id = this.players[pIdx].id;
+ p.sid = this.players[pIdx].sid;
+ }
+ }
+ const finishAddChallenge = () => {
+ this.challenges.push(chall);
+ // Send challenge to peers
+ const challSock =
+ {
+ code: "newchallenge",
+ chall: chall,
+ };
+ if (chall.to[0].id > 0)
+ {
+ // Challenge with targeted players
+ chall.to.forEach(p => {
+ if (p.id > 0)
+ {
+ this.st.conn.send(JSON.stringify(Object.assign(
+ {},
+ challSock,
+ {receiver: p.sid}
+ )));
+ }
});
}
else
{
- // Open challenge: send to all connected players
- // TODO
+ // Open challenge: send to all connected players (except us)
+ const strChallSock = JSON.stringify(challSock);
+ this.players.forEach(p => {
+ if (p.sid != this.st.user.sid) //only sid is always set
+ this.st.conn.send(strChallSock);
+ });
}
+ document.getElementById("modalNewgame").checked = false;
+ };
+ if (liveGame)
+ {
+ // Live challenges have cid = 0
+ finishAddChallenge();
+ }
+ else
+ {
+ // Correspondance game: send challenge to server
+ ajax(
+ "/challenges/" + this.newchallenge.vid,
+ "POST",
+ chall,
+ response => {
+ chall.id = response.cid;
+ finishAddChallenge();
+ }
+ );
}
},
possibleNbplayers: function(nbp) {