-// 'vname' for 'variant name' is defined when run on client side
-function checkChallenge(c, vname)
+
+
+function timeUnitToSeconds(value, unit)
+{
+ let seconds = value;
+ switch (unit)
+ {
+ case 'd':
+ seconds *= 24;
+ case 'h':
+ seconds *= 60;
+ case 'm':
+ seconds *= 60;
+ }
+ return seconds;
+}
+
+function isLargerUnit(unit1, unit2)
+{
+ return (unit1 == 'd' && unit2 != 'd')
+ || (unit1 == 'h' && ['s','m'].includes(unit2))
+ || (unit1 == 'm' && unit2 == 's');
+}
+
+export function checkChallenge(c)
{
const vid = parseInt(c.vid);
if (isNaN(vid) || vid <= 0)
return "Please select a variant";
- const mainTime = parseInt(c.mainTime);
- const increment = parseInt(c.increment);
- if (isNaN(mainTime) || mainTime <= 0)
+ const tcParts = c.timeControl.replace(/ /g,"").split('+');
+ const mainTime = tcParts[0].match(/([0-9]+)([smhd])/);
+ if (!mainTime)
+ return "Wrong time control";
+ const mainTimeValue = parseInt(mainTime[1]);
+ const mainTimeUnit = mainTime[2];
+ if (isNaN(mainTimeValue) || mainTimeValue <= 0)
return "Main time should be strictly positive";
- if (isNaN(increment) || increment < 0)
- return "Increment must be positive";
+ c.mainTime = timeUnitToSeconds(mainTimeValue, mainTimeUnit);
+ if (tcParts.length >= 2)
+ {
+ const increment = tcParts[1].match(/([0-9]+)([smhd])/);
+ if (!increment)
+ return "Wrong time control";
+ const incrementValue = parseInt(increment[1]);
+ const incrementUnit = increment[2];
+ if (isLargerUnit(incrementUnit, mainTimeUnit))
+ return "Increment unit cannot be larger than main unit";
+ if (isNaN(incrementValue) || incrementValue < 0)
+ return "Increment must be positive";
+ c.increment = timeUnitToSeconds(incrementValue, incrementUnit);
+ }
// Basic alphanumeric check for players names
let playerCount = 0;
{
if (p.name.length > 0)
{
+ // TODO: slightly redundant (see data/userCheck.js)
if (!p.name.match(/^[\w]+$/))
return "Wrong characters in players names";
playerCount++;
if (playerCount > 0 && playerCount != c.nbPlayers-1)
return "None, or all of the opponent names must be filled"
- if (typeof document !== "undefined") //client side
- {
- const V = eval(vname + "Rules");
- // Allow custom FEN (and check it) only for individual challenges
- if (c.fen.length > 0 && playerCount > 0)
- {
- if (!V.IsGoodFen(c.fen))
- return "Bad FEN string";
- }
- else
- {
- // Generate a FEN
- c.fen = V.GenRandInitFen();
- }
- }
- else
- {
- // Just characters check on server:
- if (!c.fen.match(/^[a-zA-Z0-9, /-]*$/))
- return "Bad FEN string";
- }
+ // Allow custom FEN (and check it) only for individual challenges
+ if (c.fen.length > 0 && playerCount > 0)
+ {
+ if (!V.IsGoodFen(c.fen))
+ return "Bad FEN string";
+ }
+ else //generate a FEN
+ c.fen = V.GenRandInitFen();
}
-
-try { module.exports = checkChallenge; } catch(e) { } //for server
<template lang="pug">
-div
+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="newgameInfo.vid")
+ 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="newgameInfo.nbPlayers")
+ 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") Time control (in days)
- #timeControl
- input(type="number" v-model="newgameInfo.mainTime"
- placeholder="Main time")
- input(type="number" v-model="newgameInfo.increment"
- placeholder="Increment")
+ label(for="timeControl") Time control (e.g. 3m, 1h+30s, 7d+1d)
+ input#timeControl(type="text" v-model="newchallenge.timeControl"
+ placeholder="Time control")
fieldset
- label(for="selectPlayers") {{ st.tr["Play with?"] }}
+ label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
#selectPlayers
- input(type="text" v-model="newgameInfo.players[0].name")
- input(v-show="newgameInfo.nbPlayers>=3" type="text"
- v-model="newgameInfo.players[1].name")
- input(v-show="newgameInfo.nbPlayers==4" type="text"
- v-model="newgameInfo.players[2].name")
+ input(type="text" v-model="newchallenge.players[0].name")
+ input(v-show="newchallenge.nbPlayers>=3" type="text"
+ v-model="newchallenge.players[1].name")
+ input(v-show="newchallenge.nbPlayers==4" type="text"
+ v-model="newchallenge.players[2].name")
fieldset
- label(for="inputFen")
- | {{ st.tr["FEN (ignored if players fields are blank)"] }}
- input#inputFen(type="text" v-model="newgameInfo.fen")
- button(@click="newGame") Launch game
- p TODO: cadence, adversaire (pre-filled if click on name)
- p cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment
- p Note: leave FEN blank for random; FEN only for targeted challenge
- div
- ChallengeList(:challenges="challenges" @click-challenge="clickChallenge")
- div(style="border:1px solid black")
- h3 Online players
- div(v-for="p in players" @click="challenge(p)") {{ p.name }}
- button(onClick="doClick('modalNewgame')") New game
- div
- .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")
+ label(for="inputFen") {{ st.tr["FEN (optional)"] }}
+ input#inputFen(type="text" v-model="newchallenge.fen")
+ button(@click="newChallenge") Send challenge
+ .row
+ .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
+ ChallengeList(:challenges="challenges" @click-challenge="clickChallenge")
+ .col-sm-12.col-md-5.col-lg-4
+ #players
+ h3 Online players
+ div(v-for="p in players" @click="challenge(p)") {{ p.name }}
+ .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>
+// TODO: blank time control == untimed
// main playing hall: online players + current challenges + button "new game"
// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
/*
*/
// TODO: au moins l'échange des coups en P2P ? et game chat ?
// TODO: objet game, objet challenge ? et player ?
+/*
+ * Possible events:
+ * - send new challenge (corr or live, cf. time control), with button or click on player
+ * - 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
+ * - prepare and start new game (if challenge is full after acceptation)
+ * Also send to all connected players (only from me)
+ * - 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.
+ * - receive "playergames": list of games by some connected player (NO corr)
+ * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
+ * - receive "player disconnect": remove from players list
+ * - receive "accept/withdraw/cancel challenge": apply action to challenges list
+ * - receive "new game": if live, store locally + redirect to game
+ * If corr: notify "new game has started", give link, but do not redirect
+*/
import { store } from "@/store";
import { NbPlayers } from "@/data/nbPlayers";
+import { checkChallenge } from "@/data/challengeCheck";
+import { ArrayFun } from "@/utils/array";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
export default {
players: [], //online players
challenges: [], //live challenges
willPlay: [], //IDs of challenges in which I decide to play (>= 3 players)
- newgameInfo: {
+ newchallenge: {
fen: "",
vid: 0,
nbPlayers: 0,
+ // TODO: distinguer uid et sid !
players: [{id:0,name:""},{id:0,name:""},{id:0,name:""}],
- mainTime: 0,
- increment: 0,
+ timeControl: "",
},
};
},
watch: {
"st.conn": 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.st.conn.addEventListener('message', socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- };
- this.st.conn.onmessage = socketMessageListener;
- this.st.conn.onclose = socketCloseListener;
+ this.st.conn.onmessage = this.socketMessageListener;
+ this.st.conn.onclose = this.socketCloseListener;
},
},
+ created: function() {
+ // TODO: ask server for current corr games (all but mines: names, ID, time control)
+ if (!!this.st.conn)
+ {
+ this.st.conn.onmessage = this.socketMessageListener;
+ this.st.conn.onclose = this.socketCloseListener;
+ }
+ },
methods: {
+ socketMessageListener: function(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":
+ 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;
+ case "hallconnect":
+ this.players.push({name:data.name, id:data.uid});
+ break;
+ case "halldisconnect":
+ ArrayFun.remove(this.players, p => p.id == data.uid);
+ break;
+ }
+ },
+ socketCloseListener: function() {
+ this.st.conn.addEventListener('message', socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ },
+ clickPlayer: function() {
+ //this.newgameInfo.players[0].name = clickPlayer.name;
+ //show modal;
+ },
showGame: function(game) {
// NOTE: if we are an observer, the game will be found in main games list
// (sent by connected remote players)
this.$router.push("/" + game.id)
},
challenge: function(player) {
- this.st.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
- user:{name:this.st.user.name,id:this.st.user.id}}));
},
clickChallenge: function(challenge) {
const index = this.challenges.findIndex(c => c.id == challenge.id);
}
// TODO: accepter un challenge peut lancer une partie, il
// faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
- // autres actions:
- // supprime mon défi
- // accepte un défi
- // annule l'acceptation d'un défi (si >= 3 joueurs)
- //
// si pas le mien et FEN speciale :: (charger code variante et)
// montrer diagramme + couleur (orienté)
},
// user: last person to accept the challenge
- newGameLive: function(chall, user) {
+ newGame: function(chall, user) {
const fen = chall.fen || V.GenRandInitFen();
const game = {}; //TODO: fen, players, time ...
//setStorage(game); //TODO
- game.players.forEach(p => {
+ 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 => {});
},
- newGame: function() {
- const afterRulesAreLoaded = () => {
- // NOTE: side-effect = set FEN
- // TODO: (to avoid any cheating option) separate the GenRandInitFen() functions
- // in separate files, load on server and generate FEN on server.
- const error = checkChallenge(this.newgameInfo, vname);
- if (!!error)
- return alert(error);
+ newChallenge: async function() {
+ const idxInVariants =
+ this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
+ const vname = variants[idxInVariants].name;
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ // NOTE: side-effect = set FEN, and mainTime + increment in seconds
+ // TODO: (to limit cheating options) separate the GenRandInitFen() functions
+ // in separate files, load on server and generate FEN on server.
+ const error = checkChallenge(this.newchallenge);
+ if (!!error)
+ return alert(error);
+ // TODO: 40 = average number of moves ?
+ if (this.newchallenge.mainTime + 40 * this.newchallenge.increment
+ >= 3*24*60*60) //3 days (TODO: heuristic...)
+ {
+ // Correspondance game:
// Possible (server) error if filled player does not exist
ajax(
- "/challenges/" + this.newgameInfo.vid,
+ "/challenges/" + this.newchallenge.vid,
"POST",
- this.newgameInfo,
+ this.newchallenge,
response => {
const chall = Object.assign({},
- this.newgameInfo,
+ this.newchallenge,
{
id: response.cid,
- uid: user.id,
+ uid: this.st.user.id,
added: Date.now(),
vname: vname,
});
this.challenges.push(chall);
+ document.getElementById("modalNewgame").checked = false;
}
);
- // TODO: else, if live game: send infos (socket), and...
- };
- const idxInVariants =
- variantArray.findIndex(v => v.id == this.newgameInfo.vid);
- const vname = variantArray[idxInVariants].name;
- const scriptId = vname + "RulesScript";
- if (!document.getElementById(scriptId))
- {
- // Load variant rules (only once)
- var script = document.createElement("script");
- script.id = scriptId;
- script.onload = afterRulesAreLoaded;
- //script.addEventListener ("load", afterRulesAreLoaded, false);
- script.src = "/javascripts/variants/" + vname + ".js";
- document.body.appendChild(script);
}
else
- afterRulesAreLoaded();
+ {
+ // Considered live game
+ if (this.newchallenges.players[0].id > 0)
+ {
+ // Challenge with target players
+ this.newchallenges.players.forEach(p => {
+ this.st.conn.send(JSON.stringify({
+ code: "sendchallenge",
+ oppid: p.id,
+ user: {name:this.st.user.name, id:this.st.user.id}
+ }));
+ });
+ }
+ else
+ {
+ // Open challenge: send to all connected players
+ // TODO
+ }
+ }
},
possibleNbplayers: function(nbp) {
- if (this.newgameInfo.vid == 0)
+ if (this.newchallenge.vid == 0)
return false;
const variants = this.st.variants;
const idxInVariants =
- variants.findIndex(v => v.id == this.newgameInfo.vid);
+ variants.findIndex(v => v.id == this.newchallenge.vid);
return NbPlayers[variants[idxInVariants].name].includes(nbp);
},
},