Refactor, forget about 3 or 4 players games
authorBenjamin Auder <benjamin.auder@somewhere>
Fri, 28 Jun 2019 14:59:14 +0000 (16:59 +0200)
committerBenjamin Auder <benjamin.auder@somewhere>
Fri, 28 Jun 2019 14:59:14 +0000 (16:59 +0200)
client/src/data/nbPlayers.js [deleted file]
client/src/views/Game.vue
client/src/views/Hall.vue
server/routes/challenges.js
server/sockets.js

diff --git a/client/src/data/nbPlayers.js b/client/src/data/nbPlayers.js
deleted file mode 100644 (file)
index 2f58d16..0000000
+++ /dev/null
@@ -1,21 +0,0 @@
-export const NbPlayers =
-{
-       "Alice": [2,3,4],
-       "Antiking": [2,3,4],
-       "Atomic": [2,3,4],
-       "Baroque": [2,3,4],
-       "Berolina": [2,4],
-       "Checkered": [2,3,4],
-       "Chess960": [2,3,4],
-       "Crazyhouse": [2,3,4],
-       "Dark": [2,3,4],
-       "Extinction": [2,3,4],
-       "Grand": [2],
-       "Losers": [2,3,4],
-       "Magnetic": [2],
-       "Marseille": [2],
-       "Switching": [2,3,4],
-       "Upsidedown": [2],
-       "Wildebeest": [2],
-       "Zen": [2,3,4],
-};
index 96c711b..7d20dbe 100644 (file)
@@ -11,7 +11,7 @@
         button(@click="abortGame") {{ st.tr["Game is too boring"] }}
     BaseGame(:game="game" :vr="vr" ref="basegame"
       @newmove="processMove" @gameover="gameOver")
-    // TODO: show players names + clocks state
+    // TODO: also show players names
     div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
     .button-group(v-if="game.mode!='analyze' && game.score=='*'")
       button(@click="offerDraw") Draw
 
 <!--
 // TODO: movelist dans basegame et chat ici
-// se limiter à 2 joueurs pour l'instant au moins tout en restant général
 // ==> après, implémenter/vérifier les passages de challenges + parties en cours
 // observer,
 // + problèmes, habiller et publier. (+ corr...)
-
-// refactor players.forEach(...) into sendTo(opponent, ...)
+    // TODO: how to know who is observing ? Send message to everyone with game ID ?
+    // and then just listen to (dis)connect events
+    // server always send "connect on " + URL ; then add to observers if game...
+// router when access a game page tell to server I joined + game ID (no need rid)
+// and ask server for current joined (= observers)
+// when send to chat (or a move), reach only this group (send gid along)
+// -> doivent être enregistrés comme observers au niveau du serveur...
+    // non: poll users + events startObserving / stopObserving
+    // (à faire au niveau du routeur ?)
 -->
 
 <script>
@@ -54,9 +60,11 @@ export default {
         rid: ""
       },
       game: { }, //passed to BaseGame
+      oppConnected: false,
+      corrMsg: "", //to send offline messages in corr games
       virtualClocks: [0, 0], //initialized with true game.clocks
       vr: null, //"variant rules" object initialized from FEN
-      drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
+      drawOffer: "", //TODO: use for button style
       people: [ ], //potential observers (TODO)
     };
   },
@@ -72,7 +80,7 @@ export default {
     "game.clocks": function(newState) {
       this.virtualClocks = newState.map(s => ppt(s));
       const currentTurn = this.vr.turn;
-      const colorIdx = ["w","b","g","r"].indexOf(currentTurn);
+      const colorIdx = ["w","b"].indexOf(currentTurn);
       let countdown = newState[colorIdx] -
         (Date.now() - this.game.initime[colorIdx])/1000;
       const myTurn = (currentTurn == this.game.mycolor);
@@ -84,15 +92,10 @@ export default {
           {
             this.$refs["basegame"].endGame(
               this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
-            this.game.players.forEach(p => {
-              if (p.sid != this.st.user.sid)
-              {
-                this.st.conn.send(JSON.stringify({
-                  code: "timeover",
-                  target: p.sid,
-                }));
-              }
-            });
+            this.st.conn.send(JSON.stringify({
+              code: "timeover",
+              target: this.game.oppid,
+            }));
           }
         }
         else
@@ -110,23 +113,8 @@ export default {
       this.gameRef.rid = this.$route.query["rid"];
       this.loadGame();
     }
-    // TODO: how to know who is observing ? Send message to everyone with game ID ?
-    // and then just listen to (dis)connect events
-    // server always send "connect on " + URL ; then add to observers if game...
-    // detect multiple tabs connected (when connect ask server if my SID is already in use)
-// router when access a game page tell to server I joined + game ID (no need rid)
-// and ask server for current joined (= observers)
-// when send to chat (or a move), reach only this group (send gid along)
-    // --> doivent être enregistrés comme observers au niveau du serveur...
-    // non: poll users + events startObserving / stopObserving
-    // (à faire au niveau du routeur ?)
-
-    // TODO: also handle "draw accepted" (use opponents array?)
-    // --> must give this info also when sending lastState...
-    // and, if all players agree then OK draw (end game ...etc)
     const socketMessageListener = msg => {
       const data = JSON.parse(msg.data);
-      let L = undefined;
       switch (data.code)
       {
         case "newmove":
@@ -135,54 +123,57 @@ export default {
             "receive", this.game.vname!="Dark" ? "animate" : null);
           break;
         case "pong": //received if we sent a ping (game still alive on our side)
-          if (this.gameRef.id != data.gameId)
-            break; //games IDs don't match: the game is definitely over...
+        {
           this.oppConnected = true;
           // Send our "last state" informations to opponent(s)
-          L = this.vr.moves.length;
-          Object.keys(this.opponents).forEach(oid => {
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              oppid: oid,
-              gameId: this.gameRef.id,
-              lastMove: (L>0?this.vr.moves[L-1]:undefined),
-              movesCount: L,
-            }));
-          });
+          const L = this.game.moves.length;
+          this.st.conn.send(JSON.stringify({
+            code: "lastate",
+            target: this.game.oppid,
+            gameId: this.gameRef.id,
+            lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+            score: this.game.score,
+            movesCount: L,
+            drawOffer: this.drawOffer,
+            clocks: this.game.clocks,
+          }));
           break;
-        // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
-        // TODO: need to send along clock state (my current time) with my last move
+        }
         case "lastate": //got opponent infos about last move
-          L = this.vr.moves.length;
+        {
+          const L = this.game.moves.length;
           if (this.gameRef.id != data.gameId)
             break; //games IDs don't match: nothing we can do...
           // OK, opponent still in game (which might be over)
-          if (this.score != "*")
+          if (data.movesCount > L)
           {
-            // We finished the game (any result possible)
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              oppid: data.oppid,
-              gameId: this.gameRef.id,
-              score: this.score,
-            }));
+            // Just got last move from him
+            this.$refs["basegame"].play(data.lastMove, "receive");
+            if (data.score != "*" && this.game.score == "*")
+            {
+              // Opponent resigned or aborted game, or accepted draw offer
+              // (this is not a stalemate or checkmate)
+              this.$refs["basegame"].endGame(data.score, "Opponent action");
+            }
+            this.game.clocks = data.clocks;
+            this.drawOffer = data.drawOffer;
           }
-          else if (!!data.score) //opponent finished the game
-            this.endGame(data.score);
           else if (data.movesCount < L)
           {
             // We must tell last move to opponent
             this.st.conn.send(JSON.stringify({
               code: "lastate",
-              oppid: this.opponent.id,
+              target: this.game.oppid,
               gameId: this.gameRef.id,
-              lastMove: this.vr.moves[L-1],
+              lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+              score: this.game.score,
               movesCount: L,
+              drawOffer: this.drawOffer,
+              clocks: this.game.clocks,
             }));
           }
-          else if (data.movesCount > L) //just got last move from him
-            this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
           break;
+        }
         case "resign":
           this.$refs["basegame"].endGame(
             this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
@@ -199,20 +190,17 @@ export default {
         // TODO: also use (dis)connect info to count online players?
         case "gameconnect":
         case "gamedisconnect":
-          if (this.mode=="human")
+          const online = (data.code == "gameconnect");
+          // If this is an opponent ?
+          if (this.game.oppid == data.id)
+            this.oppConnected = true;
+          else
           {
-            const online = (data.code == "connect");
-            // If this is an opponent ?
-            if (!!this.opponents[data.id])
-              this.opponents[data.id].online = online;
+            // Or an observer ?
+            if (!online)
+              delete this.people[data.id];
             else
-            {
-              // Or an observer ?
-              if (!online)
-                delete this.people[data.id];
-              else
-                this.people[data.id] = data.name;
-            }
+              this.people[data.id] = data.name;
           }
           break;
       }
@@ -224,12 +212,19 @@ export default {
     this.st.conn.onmessage = socketMessageListener;
     this.st.conn.onclose = socketCloseListener;
   },
-  // dans variant.js (plutôt room.js) conn gère aussi les challenges
-  // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
   methods: {
     offerDraw: function() {
-      if (!confirm("Offer draw?"))
-        return;
+      if (this.drawOffer == "received")
+      {
+        if (!confirm("Offer draw?"))
+          return;
+        this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
+      else if (this.drawOffer == "sent")
+        this.drawOffer = "";
+      else
+      {
+        if (!confirm("Offer draw?"))
+          return;
       // Stay in "draw offer sent" state until next move is played
       this.drawOfferSent = true;
       if (this.subMode == "corr")
@@ -242,7 +237,6 @@ export default {
           if (!!o.online)
           {
             try {
-              this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
             } catch (INVALID_STATE_ERR) {
               return;
             }
@@ -269,30 +263,20 @@ export default {
         const message = event.target.innerText;
         // Next line will trigger a "gameover" event, bubbling up till here
         this.$refs["basegame"].endGame("?", "Abort: " + message);
-        this.game.players.forEach(p => {
-          if (!!p.sid && p.sid != this.st.user.sid)
-          {
-            this.st.conn.send(JSON.stringify({
-              code: "abort",
-              msg: message,
-              target: p.sid,
-            }));
-          }
-        });
+        this.st.conn.send(JSON.stringify({
+          code: "abort",
+          msg: message,
+          target: this.game.oppid,
+        }));
       }
     },
     resign: function(e) {
       if (!confirm("Resign the game?"))
         return;
-      this.game.players.forEach(p => {
-        if (!!p.sid && p.sid != this.st.user.sid)
-        {
-          this.st.conn.send(JSON.stringify({
-            code: "resign",
-            target: p.sid,
-          }));
-        }
-      });
+      this.st.conn.send(JSON.stringify({
+        code: "resign",
+        target: this.game.oppid,
+      }));
       // Next line will trigger a "gameover" event, bubbling up till here
       this.$refs["basegame"].endGame(
         this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
@@ -306,12 +290,22 @@ export default {
         const vModule = await import("@/variants/" + game.vname + ".js");
         window.V = vModule.VariantRules;
         this.vr = new V(game.fen);
+        const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
         this.game = Object.assign({},
           game,
           // NOTE: assign mycolor here, since BaseGame could also bs VS computer
-          {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
-            p => p.sid == this.st.user.sid)]},
+          {
+            mycolor: [undefined,"w","b"][myIdx+1],
+            // opponent sid not strictly required, but easier
+            oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
+          }
         );
+        if (!!this.game.oppid)
+        {
+          // Send ping to server (answer pong if players[s] are connected)
+          this.st.conn.send(JSON.stringify({code:"ping",
+            target:this.game.oppid, gameId:this.gameRef.id}));
+        }
       };
       if (!!game)
         return afterRetrival(game);
@@ -321,7 +315,6 @@ export default {
         // and when receiving answer just call loadGame(received_game)
         // + remote peer should have registered us as an observer
         // (send moves updates + resign/abort/draw actions)
-        return;
       }
       else
       {
@@ -329,26 +322,13 @@ export default {
           afterRetrieval(game);
         });
       }
-//    // Poll all players except me (if I'm playing) to know online status.
-//    // --> Send ping to server (answer pong if players[s] are connected)
-//    if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
-//    {
-//      this.game.players.forEach(p => {
-//        if (p.sid != this.st.user.sid)
-//          this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
-//      });
-//    }
     },
-    // TODO: refactor this old "oppConnected" logic
-//    oppConnected: function(uid) {
-//      return this.opponents.some(o => o.id == uid && o.online);
-//    },
     // Post-process a move (which was just played)
     processMove: function(move) {
       if (!this.game.mycolor)
         return; //I'm just an observer
       // Update storage (corr or live)
-      const colorIdx = ["w","b","g","r"].indexOf(move.color);
+      const colorIdx = ["w","b"].indexOf(move.color);
       // https://stackoverflow.com/a/38750895
       const allowed_fields = ["appear", "vanish", "start", "end"];
       const filtered_move = Object.keys(move)
@@ -364,20 +344,15 @@ export default {
         const elapsed = Date.now() - this.game.initime[colorIdx];
         // elapsed time is measured in milliseconds
         addTime = this.game.increment - elapsed/1000;
-        this.game.players.forEach(p => {
-          if (p.sid != this.st.user.sid)
-          {
-            this.st.conn.send(JSON.stringify({
-              code: "newmove",
-              target: p.sid,
-              move: Object.assign({}, filtered_move, {addTime: addTime}),
-            }));
-          }
-        });
+        this.st.conn.send(JSON.stringify({
+          code: "newmove",
+          target: this.game.oppid,
+          move: Object.assign({}, filtered_move, {addTime: addTime}),
+        }));
       }
       else
         addTime = move.addTime; //supposed transmitted
-      const nextIdx = ["w","b","g","r"].indexOf(this.vr.turn);
+      const nextIdx = ["w","b"].indexOf(this.vr.turn);
       GameStorage.update(this.gameRef.id,
       {
         colorIdx: colorIdx,
index 4d1d809..209dae3 100644 (file)
@@ -8,24 +8,13 @@ main
         label(for="selectVariant") {{ st.tr["Variant"] }}
         select#selectVariant(v-model="newchallenge.vid")
           option(v-for="v in st.variants" :value="v.id") {{ v.name }}
-      fieldset
-        label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
-        select#selectNbPlayers(v-model="newchallenge.nbPlayers")
-          option(v-show="possibleNbplayers(2)" value="2" selected) 2
-          option(v-show="possibleNbplayers(3)" value="3") 3
-          option(v-show="possibleNbplayers(4)" value="4") 4
       fieldset
         label(for="timeControl") {{ st.tr["Time control"] }}
         input#timeControl(type="text" v-model="newchallenge.timeControl"
           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.to[0]")
-          input(v-show="newchallenge.nbPlayers>=3" type="text"
-            v-model="newchallenge.to[1]")
-          input(v-show="newchallenge.nbPlayers==4" type="text"
-            v-model="newchallenge.to[2]")
+        input#selectPlayers(type="text" v-model="newchallenge.to")
       fieldset(v-if="st.user.id > 0")
         label(for="inputFen") {{ st.tr["FEN (optional)"] }}
         input#inputFen(type="text" v-model="newchallenge.fen")
@@ -74,7 +63,6 @@ main
 
 <script>
 import { store } from "@/store";
-import { NbPlayers } from "@/data/nbPlayers";
 import { checkChallenge } from "@/data/challengeCheck";
 import { ArrayFun } from "@/utils/array";
 import { ajax } from "@/utils/ajax";
@@ -97,12 +85,11 @@ export default {
       gdisplay: "live",
       games: [],
       challenges: [],
-      players: [], //online players (rename into "people" ?)
+      people: [], //(all) online players
       newchallenge: {
         fen: "",
         vid: 0,
-        nbPlayers: 0,
-        to: ["", "", ""], //name(s) of challenged player(s)
+        to: "", //name of challenged player (if any)
         timeControl: "", //"2m+2s" ...etc
       },
     };
@@ -112,7 +99,7 @@ export default {
       // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
       let anonymous = {id:0, name:"@nonymous", count:0};
       let playerList = [];
-      this.players.forEach(p => {
+      this.people.forEach(p => {
         if (p.id > 0)
           playerList.push(p);
         else
@@ -125,7 +112,7 @@ export default {
   },
   created: function() {
     // Always add myself to players' list
-    this.players.push(this.st.user);
+    this.people.push(this.st.user);
     if (this.st.user.id > 0)
     {
     // Ask server for current corr games (all but mines)
@@ -177,16 +164,12 @@ export default {
       // Heuristic: should work for most cases... (TODO)
       return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
     },
-    possibleNbplayers: function(nbp) {
-      if (this.newchallenge.vid == 0)
-        return false;
-      const idxInVariants =
-        this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
-      return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
-    },
     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
+
       let url = "/" + g.id;
       if (g.type == "live")
       {
@@ -200,12 +183,12 @@ export default {
       return this.st.variants[vIdx].name;
     },
     getSid: function(pname) {
-      const pIdx = this.players.findIndex(pl => pl.name == pname);
-      return (pIdx === -1 ? null : this.players[pIdx].sid);
+      const pIdx = this.people.findIndex(pl => pl.name == pname);
+      return (pIdx === -1 ? null : this.people[pIdx].sid);
     },
     getPname: function(sid) {
-      const pIdx = this.players.findIndex(pl => pl.sid == sid);
-      return (pIdx === -1 ? null : this.players[pIdx].name);
+      const pIdx = this.people.findIndex(pl => pl.sid == sid);
+      return (pIdx === -1 ? null : this.people[pIdx].name);
     },
     sendSomethingTo: function(to, code, obj, warnDisconnected) {
       const doSend = (code, obj, sid) => {
@@ -233,7 +216,7 @@ export default {
       else
       {
         // Open challenge: send to all connected players (except us)
-        this.players.forEach(p => {
+        this.people.forEach(p => {
           if (p.sid != this.st.user.sid) //only sid is always set
             doSend(code, obj, p.sid);
         });
@@ -251,7 +234,7 @@ export default {
         case "pollclients":
         {
           data.sockIds.forEach(sid => {
-            this.players.push({sid:sid, id:0, name:""});
+            this.people.push({sid:sid, id:0, name:""});
             // Ask identity, challenges and game(s)
             this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
             this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
@@ -312,9 +295,9 @@ export default {
         }
         case "identity":
         {
-          const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
-          this.players[pIdx].id = data.user.id;
-          this.players[pIdx].name = data.user.name;
+          const pIdx = this.people.findIndex(p => p.sid == data.user.sid);
+          this.people[pIdx].id = data.user.id;
+          this.people[pIdx].name = data.user.name;
           break;
         }
         case "challenge":
@@ -322,8 +305,8 @@ export default {
           // Receive challenge from some player (+sid)
           let newChall = data.chall;
           newChall.type = this.classifyObject(data.chall);
-          const pIdx = this.players.findIndex(p => p.sid == data.from);
-          newChall.from = this.players[pIdx]; //may be anonymous
+          const pIdx = this.people.findIndex(p => p.sid == data.from);
+          newChall.from = this.people[pIdx]; //may be anonymous
           newChall.added = Date.now();
           newChall.vname = this.getVname(newChall.vid);
           this.challenges.push(newChall);
@@ -350,39 +333,16 @@ export default {
           this.newGame(data.gameInfo);
           break;
         }
-// *  - receive "accept/withdraw/cancel challenge": apply action to challenges list
+// *  - receive "accept/cancel challenge": apply action to challenges list
         // NOTE: challenge "socket" actions accept+withdraw only for live challenges
         case "acceptchallenge":
         {
           // Someone accept an open (or targeted) challenge
           const cIdx = this.challenges.findIndex(c => c.id == data.cid);
           let c = this.challenges[cIdx];
-          if (!c.seats)
-            c.seats = [...Array(c.to.length)];
-          const pIdx = this.players.findIndex(p => p.sid == data.from);
-          // Put this player in the first empty seat we find:
-          let sIdx = 0;
-          for (; sIdx<c.seats.length; sIdx++)
-          {
-            if (!c.seats[sIdx])
-            {
-              c.seats[sIdx] = this.players[pIdx];
-              break;
-            }
-          }
-          if (sIdx == c.seats.length - 1)
-          {
-            // All seats are taken: game can start
-            this.launchGame(c);
-          }
-          break;
-        }
-        case "withdrawchallenge":
-        {
-          const cIdx = this.challenges.findIndex(c => c.id == data.cid);
-          let seats = this.challenges[cIdx].seats;
-          const sIdx = seats.findIndex(s => s.sid == data.sid);
-          seats[sIdx] = undefined;
+          const pIdx = this.people.findIndex(p => p.sid == data.from);
+          c.seat = this.people[pIdx];
+          this.launchGame(c);
           break;
         }
         case "refusechallenge":
@@ -398,7 +358,7 @@ export default {
         }
         case "connect":
         {
-          this.players.push({name:"", id:0, sid:data.sid});
+          this.people.push({name:"", id:0, sid:data.sid});
           this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
           this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.sid}));
           this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid}));
@@ -406,13 +366,13 @@ export default {
         }
         case "disconnect":
         {
-          ArrayFun.remove(this.players, p => p.sid == data.sid);
+          ArrayFun.remove(this.people, p => p.sid == data.sid);
           // Also remove all challenges sent by this player:
           ArrayFun.remove(this.challenges, c => c.from.sid == data.sid);
           // 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.sid
-              || !this.players.some(pl => pl.sid == p.sid))), "all");
+              || !this.people.some(pl => pl.sid == p.sid))), "all");
           break;
         }
       }
@@ -432,12 +392,11 @@ export default {
       if (!!error)
         return alert(error);
       const ctype = this.classifyObject(this.newchallenge);
-      const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers - 1);
       // NOTE: "from" information is not required here
       let chall =
       {
         fen: this.newchallenge.fen,
-        to: cto,
+        to: this.newchallenge.to,
         timeControl: this.newchallenge.timeControl,
         vid: this.newchallenge.vid,
       };
@@ -487,7 +446,6 @@ export default {
     },
 // *  - accept challenge (corr or live) --> send info to challenge creator
 // *  - cancel challenge (click on sent challenge) --> send info to all concerned players
-// *  - withdraw from challenge (if >= 3 players and previously accepted)
 // *    --> send info to challenge creator
 // *  - refuse challenge: send "refuse" to challenge sender, and "delete" to others
 // *  - prepare and start new game (if challenge is full after acceptation)
@@ -497,20 +455,6 @@ export default {
       console.log("click challenge");
       console.log(c);
 
-      if (!!c.accepted)
-      {
-        this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
-          cid: c.id, target: c.from.sid}));
-        if (c.type == "corr")
-        {
-          ajax(
-            "/challenges",
-            "PUT",
-            {action:"withdraw", id: this.challenges[cIdx].id}
-          );
-        }
-        c.accepted = false;
-      }
       else if (c.from.sid == this.st.user.sid
         || (this.st.user.id > 0 && c.from.id == this.st.user.id))
       {
@@ -542,7 +486,7 @@ export default {
           ajax(
             "/challenges",
             "PUT",
-            {action: "accept", id: this.challenges[cIdx].id}
+            {id: this.challenges[cIdx].id}
           );
         }
         if (!c.accepted)
@@ -565,8 +509,7 @@ export default {
       const vname = this.getVname(c.vid);
       const vModule = await import("@/variants/" + vname + ".js");
       window.V = vModule.VariantRules;
-      let players = [c.from];
-      Array.prototype.push.apply(players, c.seats);
+      let players = [c.from, c.seat];
       // These game informations will be sent to other players
       const gameInfo =
       {
@@ -578,11 +521,9 @@ export default {
         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, cid:c.id, target:s.sid}));
-      });
+      // NOTE: cid required to remove challenge
+      this.st.conn.send(JSON.stringify({code:"newgame",
+        gameInfo:gameInfo, cid:c.id, target:c.seat.sid}));
       // Delete corresponding challenge:
       ArrayFun.remove(this.challenges, ch => ch.id == c.id);
       this.newGame(gameInfo); //also!
index 3f6840c..1348cf4 100644 (file)
@@ -51,21 +51,13 @@ router.post("/challenges", access.logged, access.ajax, (req,res) => {
 
 // Nothing to do if challenge is refused (just removal)
 router.put("/challenges", access.logged, access.ajax, (req,res) => {
-  switch (req.body.action)
-  {
-    case "withdraw":
-      // turn WillPlay to false (TODO?)
-      break;
-    case "accept":
-      // turn WillPlay to true; if then challenge is full, launch game
-      ChallengeModel.getSeatCount(req.body.id, (scount) => {
-        if (scount == 1)
-          launchGame(req.body.id, req.userId);
-        else
-          ChallengeModel.setSeat(req.body.id, req.userId);
-      })
-      break;
-  }
+  // Accept challenge: turn WillPlay to true; if then challenge is full, launch game
+  ChallengeModel.getSeatCount(req.body.id, (scount) => {
+    if (scount == 1)
+      launchGame(req.body.id, req.userId);
+    else
+      ChallengeModel.setSeat(req.body.id, req.userId);
+  });
   res.json({});
 });
 
index d92778c..09434a0 100644 (file)
@@ -12,27 +12,12 @@ function getJsonFromUrl(url)
   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);
-}
-
-// 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: 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"];
     // TODO: later, allow duplicate connections (shouldn't be much more complicated)
-    // Ignore duplicate connections (on the same live game that we play):
     if (!!clients[sid])
       return socket.send(JSON.stringify({code:"duplicate"}));
     clients[sid] = socket;