import { ArrayFun } from "@/utils/array";
import { ajax } from "@/utils/ajax";
import { getRandString, shuffle } from "@/utils/alea";
+import { extractTime } from "@/utils/timeControl";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
export default {
return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
},
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.$router.push("/" + game.id);
+ // NOTE: we are an observer, since only games I don't play are shown here
+ // ==> Moves sent by connected remote player(s)
+ const sids = game.players.map(p => p.sid).join(",");
+ this.$router.push("/" + game.id + "?sids=" + sids);
},
getVname: function(vid) {
const vIdx = this.st.variants.findIndex(v => v.id == vid);
const pIdx = this.players.findIndex(pl => pl.name == pname);
return (pIdx === -1 ? null : this.players[pIdx].sid);
},
+ getPname: function(sid) {
+ const pIdx = this.players.findIndex(pl => pl.sid == sid);
+ return (pIdx === -1 ? null : this.players[pIdx].name);
+ },
sendSomethingTo: function(to, code, obj, warnDisconnected) {
const doSend = (code, obj, sid) => {
this.st.conn.send(JSON.stringify(Object.assign(
// * 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
+ // Delete corresponding challenge:
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
+ // New game just started: data contain all informations
+ this.newGame(data.gameInfo);
break;
}
// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
case "acceptchallenge":
{
// Someone accept an open (or targeted) challenge
- // TODO: keep SIDs, since we need them to notify newgame after chall is complete
const cIdx = this.challenges.findIndex(c => c.id == data.cid);
let c = this.challenges[cIdx];
if (!c.seats)
}
case "refusechallenge":
{
- // TODO: show "player XXX refused challenge", and
- // remove challenge from list.
+ alert(this.getPname(data.from) + " refused your challenge");
+ ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
}
case "deletechallenge":
ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
}
- // TODO: distinguish hallConnect and gameConnect?
- // Or (better) global variable players + game variable: "observers"
case "connect":
-// * - receive "player connect": send our current challenge (to him or global)
-// * Also send all our games (live - max 1 - and corr) [in web worker ?]
{
this.players.push({name:"", id:0, sid:data.sid});
this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
break;
+// * - receive "player connect": TODO = send our current challenge (to him or global)
+// * Also send all our games (live - max 1 - and corr) [in web worker ?]
}
// * - receive "player disconnect": remove from players list
case "disconnect":
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
}
},
+ // c.type == corr alors use id...sinon sid (figés)
+ // NOTE: only for live games ?
launchGame: function(c) {
// Just assign colors and pass the message
const vname = this.getVname(c.vid);
window.V = vModule.VariantRules;
let players = [c.from];
Array.prototype.push.apply(players, c.seats);
- c.type == corr alors use id...sinon sid (figés)
let gameInfo =
{
- cid: c.id, //required to remove challenge
fen: c.fen || V.GenRandInitFen(),
// Shuffle players order (white then black then other colors).
- // Players' names are not required
- players: shuffle(players).map(p => {id:p.id, sid:p.sid},
+ // Players' names may be required if game start when a player is offline
+ players: shuffle(players).map(p => {name:p.name, sid:p.sid},
vid: c.vid,
timeControl: c.timeControl,
};
c.seats.forEach(s => {
+ // NOTE: cid required to remove challenge
this.st.conn.send(JSON.stringify({code:"newgame",
- gameInfo:gameInfo, target:s.sid}));
+ gameInfo:gameInfo, cid:c.id, target:s.sid}));
});
+ // Delete corresponding challenge:
+ ArrayFun.remove(this.challenges, ch => ch.id == c.id);
this.newGame(gameInfo); //also!
},
+ // NOTE: for live games only (corr games are laucnhed on server)
newGame: function(gameInfo) {
- // Extract times (in [milli?]seconds), set clocks,
- // store in localStorage if live (on server otherwise)
-// 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}));
-// });
+ // Extract times (in [milli]seconds), set clocks, store in localStorage
+ const tc = extractTime(gameInfo.timeControl);
+ dddddddd
+ // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
+ // //setStorage(game); //TODO
// if (this.settings.sound >= 1)
// new Audio("/sounds/newgame.mp3").play().catch(err => {});
},