-<template>
- <div class="home">
- <Home msg="Welcome to Your Vue.js Apppp"/>
- </div>
+<!-- Main playing hall: online players + current challenges + button "new game" -->
+
+<template lang="pug">
+main
+ input#modalNewgame.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="titleFenedit")
+ .card.smallpad
+ 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") {{ v.name }}
+ fieldset
+ label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
+ select#selectNbPlayers(v-model="newchallenge.nbPlayers")
+ option(v-show="possibleNbplayers(2)" value="2") 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].name")
+ input(v-show="newchallenge.nbPlayers>=3" type="text"
+ v-model="newchallenge.to[1].name")
+ input(v-show="newchallenge.nbPlayers==4" type="text"
+ 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") {{ st.tr["Send challenge"] }}
+ .row
+ .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
+ .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 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
+ .row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ .button-group
+ button(@click="gdisplay='live'") Live games
+ button(@click="gdisplay='corr'") Correspondance games
+ GameList(v-show="gdisplay=='live'" :games="liveGames"
+ @show-game="showGame")
+ GameList(v-show="gdisplay=='corr'" :games="corrGames"
+ @show-game="showGame")
</template>
<script>
-// @ is an alias to /src
-import HelloWorld from "@/components/HelloWorld.vue";
-
+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 {
- name: "home",
+ name: "my-hall",
components: {
- HelloWorld,
- }
+ GameList,
+ ChallengeList,
+ },
+ data: function () {
+ return {
+ st: store.state,
+ cpdisplay: "challenges",
+ gdisplay: "live",
+ liveGames: [],
+ corrGames: [],
+ challenges: [],
+ players: [], //online players
+ newchallenge: {
+ fen: "",
+ vid: 0,
+ nbPlayers: 0,
+ to: ["", "", ""], //name of challenged players
+ timeControl: "", //"2m+2s" ...etc
+ },
+ };
+ },
+ 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)
+ // 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;
+ 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
+ break;
+ case "withdrawchallenge":
+ const cIdx = this.challenges.findIndex(c => c.id == data.cid);
+ let chall = this.challenges[cIdx]
+ ArrayFun.remove(chall.players, p => p.id == data.uid);
+ chall.players.push({id:0, name:""});
+ break;
+ case "cancelchallenge":
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ break;
+// 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;
+// * - 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;
+ }
+ },
+ 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)
+ },
+ 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);
+ const me = {name:user.name,id:user.id};
+ if (toIdx >= 0)
+ {
+ // It's a multiplayer challenge I accepted: withdraw
+ this.st.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.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
+ this.challenges.splice(index, 1);
+ }
+ else //accept a challenge
+ {
+ this.st.conn.send(JSON.stringify({code:"acceptchallenge",
+ cid:challenge.id, user:me}));
+ this.challenges[index].to.push(me);
+ }
+ // TODO: accepter un challenge peut lancer une partie, il
+ // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
+ // si pas le mien et FEN speciale :: (charger code variante et)
+ // montrer diagramme + couleur (orienté)
+ },
+ // 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 = this.st.variants[idxInVariants].name;
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
+ const error = checkChallenge(this.newchallenge);
+ if (!!error)
+ return alert(error);
+ // 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 =
+ {
+ 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)
+ {
+ if (p.name != "")
+ {
+ 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 (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) {
+ if (this.newchallenge.vid == 0)
+ return false;
+ const variants = this.st.variants;
+ const idxInVariants =
+ variants.findIndex(v => v.id == this.newchallenge.vid);
+ return NbPlayers[variants[idxInVariants].name].includes(nbp);
+ },
+ },
};
</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">
+// TODO
+</style>