components: {
BaseGame,
},
- // gameId: to find the game in storage (assumption: it exists)
+ // gameRef: to find the game in (potentially remote) storage
// mode: "live" or "corr" (correspondance game), or "analyze"
- // gameRef in URL hash (listen for changes)
data: function() {
return {
st: store.state,
players: ["Myself","Computer"], //always playing white for now
mycolor: "w",
////////////
- gid: "", //given in URL
+ gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID, if applicable)
mode: "live", //or "corr"
- variant: {}, //TODO
- myname: store.state.user.name, //may be anonymous (thus no name)
+ variant: {}, //filled when game is retrieved
drawOfferSent: false, //did I just ask for draw?
- opponents: [], //filled later (potentially 2 or 3 opponents)
- people: [], //observers
+ players: [], //filled later (2 to 4 players)
+ people: [], //potential observers
};
},
computed: {
},
},
watch: {
- // TODO: watch URL instead
- gid: function() {
+ '$route' (to, from) {
+ this.gameRef.id = to.params["id"];
+ this.gameRef.rid = to.query["rid"];
this.launchGame();
},
},
- // Modal end of game, and then sub-components
created: function() {
- // TODO: look for game in storage, if found then:
- //this.launchGame();
- // TODO: if I'm one of the players in game, then:
- // Send ping to server (answer pong if opponent[s] is connected)
- if (true && !!this.conn && !!this.gameRef)
+ if (!!this.$route.params["id"])
{
- this.conn.onopen = () => {
- this.conn.send(JSON.stringify({
- code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
- };
+ this.gameRef.id = this.$route.params["id"];
+ this.gameRef.rid = this.$route.query["rid"];
+ this.launchGame();
+ }
+ // 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.gameRef.id)
+ {
+ this.players.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
+ });
}
+ // TODO: how to know who is observing ? Send message to everyone with game ID ?
+ // and then just listen to (dis)connect events
+
// 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)
let L = undefined;
switch (data.code)
{
- case "newmove": //..he played!
- this.play(data.move, this.variant.name!="Dark" ? "animate" : null);
+ case "newmove":
+ // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
+ // ...or just see nothing as on buho21
+ this.$refs["baseGame"].play(
+ data.move, this.variant.name!="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: definitely over...
+ 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;
}));
});
break;
- // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
+ // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
case "lastate": //got opponent infos about last move
L = this.vr.moves.length;
if (this.gameRef.id != data.gameId)
this.moves = game.moves;
this.cursor = game.moves.length-1;
this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
+ // TODO: fill players array
},
oppConnected: function(uid) {
return this.opponents.any(o => o.id == uidi && o.online);