From: Benjamin Auder Date: Thu, 24 Jan 2019 18:27:01 +0000 (+0100) Subject: Tiny changes... X-Git-Url: https://git.auder.net/doc/html/assets/common.css?a=commitdiff_plain;h=590b75f9860a539d11906521fd25cacad05ab0a8;p=vchess.git Tiny changes... --- diff --git a/client/src/App.vue b/client/src/App.vue index 1ece7921..f68877e1 100644 --- a/client/src/App.vue +++ b/client/src/App.vue @@ -16,7 +16,7 @@ p vchess.club {{ $lang }} img(src="./assets/images/index/wildebeest.svg") .row - // Menu (top of page) + // Menu (top of page): TODO how to organize it ? nav router-link(to="/") Home |  |  diff --git a/client/src/main.js b/client/src/main.js index 1fe69b2b..4659a5b0 100644 --- a/client/src/main.js +++ b/client/src/main.js @@ -24,6 +24,10 @@ new Vue({ Vue.prototype.$tr = tModule.translations; //console.log(tModule.translations); }, + $route: function(newRoute) { + console.log(this.$route.params); + //TODO: conn.send("enter", newRoute) + }, }, created: function() { const supportedLangs = ["en","es","fr"]; @@ -31,9 +35,7 @@ new Vue({ supportedLangs.includes(navigator.language) ? navigator.language : "en"; - ajax("/variants", "GET", res => { - Vue.prototype.$variants = res.variantArray; - }); + ajax("/variants", "GET", res => { Vue.prototype.$variants = res.variantArray; }); Vue.prototype.$tr = {}; //to avoid a compiler error // TODO: if there is a socket ID in localStorage, it means a live game was interrupted (and should resume) const myid = localStorage["myid"] || util.getRandString(); @@ -63,10 +65,4 @@ new Vue({ // game : aussi systématique // problems: on-demand // -// It works (to watch for route change), in a component: -//watch: { -// $route: function(newRoute) { -// console.log(this.$route.params); -// }, -//}, // See https://router.vuejs.org/guide/essentials/dynamic-matching.html#reacting-to-params-changes diff --git a/server/sockets.js b/server/sockets.js index 4d15f331..80e4c442 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -42,127 +42,127 @@ module.exports = function(wss) { // We don't know yet on which page the user will be clients[sid] = {socket: socket, path: ""}; - socket.on("message", objtxt => { - let obj = JSON.parse(objtxt); - switch (obj.code) - { - case "enter": - if (clients[sid].path.length > 0) - remInArray(pages[clients[sid].path], sid); - clients[sid].path = obj.path; - pages[obj.path].push(sid); - // TODO also: notify "old" sub-room that I left (if it was not index) - if (obj.path == "/") - { - // Send counting info - let countings = {}; - Object.keys(pages).forEach( - path => { countings[path] = pages[path].length; }); - socket.send(JSON.stringify({code:"counts",counts:countings})); - } - else - { - // Send to every client connected on index an update message for counts - pages["/"].forEach((id) => { - clients[id].socket.send( - JSON.stringify({code:"increase",path:obj.path}), noop); - }); - // TODO: do not notify anything in rules and problems sections (no socket required) - // --> in fact only /Atomic (main hall) and inside a game: /Atomic/392f3ju - // Also notify the (sub-)room (including potential opponents): - Object.keys(clients[page]).forEach( k => { - clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop); - }); - // Finally, receive (sub-)room composition - // TODO. - } -// NOTE: no "leave" counterpart (because it's always to enter somewhere else) -// case "leave": +// socket.on("message", objtxt => { +// let obj = JSON.parse(objtxt); +// switch (obj.code) +// { +// case "enter": +// if (clients[sid].path.length > 0) +// remInArray(pages[clients[sid].path], sid); +// clients[sid].path = obj.path; +// pages[obj.path].push(sid); +// // TODO also: notify "old" sub-room that I left (if it was not index) +// if (obj.path == "/") +// { +// // Send counting info +// let countings = {}; +// Object.keys(pages).forEach( +// path => { countings[path] = pages[path].length; }); +// socket.send(JSON.stringify({code:"counts",counts:countings})); +// } +// else +// { +// // Send to every client connected on index an update message for counts +// pages["/"].forEach((id) => { +// clients[id].socket.send( +// JSON.stringify({code:"increase",path:obj.path}), noop); +// }); +// // TODO: do not notify anything in rules and problems sections (no socket required) +// // --> in fact only /Atomic (main hall) and inside a game: /Atomic/392f3ju +// // Also notify the (sub-)room (including potential opponents): +// Object.keys(clients[page]).forEach( k => { +// clients[page][k].send(JSON.stringify({code:"connect",id:sid}), noop); +// }); +// // Finally, receive (sub-)room composition +// // TODO. +// } +//// NOTE: no "leave" counterpart (because it's always to enter somewhere else) +//// case "leave": +//// break; +// // Transmit chats and moves to current room +// // TODO: WebRTC instead in this case (most demanding?) +// case "newchat": +// if (!!clients[page][obj.oppid]) +// { +// clients[page][obj.oppid].send( +// JSON.stringify({code:"newchat",msg:obj.msg}), noop); +// } // break; - // Transmit chats and moves to current room - // TODO: WebRTC instead in this case (most demanding?) - case "newchat": - if (!!clients[page][obj.oppid]) - { - clients[page][obj.oppid].send( - JSON.stringify({code:"newchat",msg:obj.msg}), noop); - } - break; - case "newmove": - if (!!clients[page][obj.oppid]) - { - clients[page][obj.oppid].send( - JSON.stringify({code:"newmove",move:obj.move}), noop); - } - break; - - - // TODO: generalize that for several opponents - case "ping": - if (!!clients[page][obj.oppid]) - socket.send(JSON.stringify({code:"pong",gameId:obj.gameId})); - break; - case "lastate": - if (!!clients[page][obj.oppid]) - { - const oppId = obj.oppid; - obj.oppid = sid; //I'm oppid for my opponent - clients[page][oppId].send(JSON.stringify(obj), noop); - } - break; - // TODO: moreover, here, game info should be sent (through challenge; not stored here) - case "newgame": - if (!!games[page]) - { - // Start a new game - const oppId = games[page]["id"]; - const fen = games[page]["fen"]; - const gameId = games[page]["gameid"]; - delete games[page]; - const mycolor = (Math.random() < 0.5 ? 'w' : 'b'); - socket.send(JSON.stringify( - {code:"newgame",fen:fen,oppid:oppId,color:mycolor,gameid:gameId})); - if (!!clients[page][oppId]) - { - clients[page][oppId].send( - JSON.stringify( - {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}), - noop); - } - } - else - games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent - break; - case "cancelnewgame": //if a user cancel his seek - // TODO: just transmit event - //delete games[page]; - break; - // TODO: also other challenge events - case "resign": - if (!!clients[page][obj.oppid]) - clients[page][obj.oppid].send(JSON.stringify({code:"resign"}), noop); - break; - // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all - // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections - } - }); - socket.on("close", () => { - delete clients[sid]; - // TODO: carefully delete pages[.........] - // + adapt below: - if (page != "/") - { - // Send to every client connected on index an update message for counts - Object.keys(clients["index"]).forEach( k => { - clients["index"][k].send( - JSON.stringify({code:"decrease",vid:page}), noop); - }); - } - // Also notify potential opponents: - // hit all clients which check if sid corresponds - Object.keys(clients[page]).forEach( k => { - clients[page][k].send(JSON.stringify({code:"disconnect",id:sid}), noop); - }); - }); +// case "newmove": +// if (!!clients[page][obj.oppid]) +// { +// clients[page][obj.oppid].send( +// JSON.stringify({code:"newmove",move:obj.move}), noop); +// } +// break; +// +// +// // TODO: generalize that for several opponents +// case "ping": +// if (!!clients[page][obj.oppid]) +// socket.send(JSON.stringify({code:"pong",gameId:obj.gameId})); +// break; +// case "lastate": +// if (!!clients[page][obj.oppid]) +// { +// const oppId = obj.oppid; +// obj.oppid = sid; //I'm oppid for my opponent +// clients[page][oppId].send(JSON.stringify(obj), noop); +// } +// break; +// // TODO: moreover, here, game info should be sent (through challenge; not stored here) +// case "newgame": +// if (!!games[page]) +// { +// // Start a new game +// const oppId = games[page]["id"]; +// const fen = games[page]["fen"]; +// const gameId = games[page]["gameid"]; +// delete games[page]; +// const mycolor = (Math.random() < 0.5 ? 'w' : 'b'); +// socket.send(JSON.stringify( +// {code:"newgame",fen:fen,oppid:oppId,color:mycolor,gameid:gameId})); +// if (!!clients[page][oppId]) +// { +// clients[page][oppId].send( +// JSON.stringify( +// {code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w",gameid:gameId}), +// noop); +// } +// } +// else +// games[page] = {id:sid, fen:obj.fen, gameid:obj.gameid}; //wait for opponent +// break; +// case "cancelnewgame": //if a user cancel his seek +// // TODO: just transmit event +// //delete games[page]; +// break; +// // TODO: also other challenge events +// case "resign": +// if (!!clients[page][obj.oppid]) +// clients[page][obj.oppid].send(JSON.stringify({code:"resign"}), noop); +// break; +// // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all +// // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections +// } +// }); +// socket.on("close", () => { +// delete clients[sid]; +// // TODO: carefully delete pages[.........] +// // + adapt below: +// if (page != "/") +// { +// // Send to every client connected on index an update message for counts +// Object.keys(clients["index"]).forEach( k => { +// clients["index"][k].send( +// JSON.stringify({code:"decrease",vid:page}), noop); +// }); +// } +// // Also notify potential opponents: +// // hit all clients which check if sid corresponds +// Object.keys(clients[page]).forEach( k => { +// clients[page][k].send(JSON.stringify({code:"disconnect",id:sid}), noop); +// }); +// }); }); }