+// TODO: au moins l'échange des coups en P2P ?
+Vue.component('my-room', {
+ props: ["conn","settings"],
+ data: {
+ something: "", //TODO
+ },
+ // 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>Note: leave FEN blank for random</p>
+ <button @click="newGame">Launch game</button>
+ </div>
+ </div>
+ <my-chat :conn="conn" :myname="myname" :people="people"></my-chat>
+ <my-challenge-list :conn="conn"></my-challenge-list>
+ <my-player-list :conn="conn"></my-player-list>
+ <my-game-list :conn="conn" ........... my-local-game-list opposed to my-remote-ame-list ?! ...bof></my-game-list>
+ onClick :: ask full game to remote player, and register as an observer in game
+ (use gameId to communicate)
+ on landing on game :: if gameId not found locally, check remotely
+ ==> il manque un param dans game : "remoteId"
+ </div>
+ `,
+ created: function() {
+ const socketMessageListener = msg => {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ case "newgame": //challenge accepted
+ // oppid: opponent socket ID (or DB id if registered)