}
if (this.st.user.id > 0)
{
- // Ask server for current corr games (all but mines)
-// ajax(
-// "/games",
-// "GET",
-// {excluded: this.st.user.id},
-// response => {
-// this.games = this.games.concat(response.games);
-// }
-// );
- // Also ask for corr challenges (open + sent to me)
+ // Ask server for current corr games (all but mines)
+ ajax(
+ "/games",
+ "GET",
+ {uid: this.st.user.id, excluded: true},
+ response => {
+ this.games = this.games.concat(response.games.map(g => {
+ const type = this.classifyObject(g);
+ const vname = this.getVname(g.vid);
+ return Object.assign({}, g, {type: type, vname: vname});
+ }));
+ }
+ );
+ // Also ask for corr challenges (open + sent to me)
ajax(
"/challenges",
"GET",
);
}
// 0.1] Ask server for room composition:
- const socketOpenListener = () => {
+ const funcPollClients = () => {
this.st.conn.send(JSON.stringify({code:"pollclients"}));
};
- this.st.conn.onopen = socketOpenListener;
- // TODO: is this required here?
- this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
+ if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ funcPollClients();
+ else //socket not ready yet (initial loading)
+ this.st.conn.onopen = funcPollClients;
this.st.conn.onmessage = this.socketMessageListener;
- const oldOnclose = this.st.conn.onclose;
const socketCloseListener = () => {
- oldOnclose(); //reinitialize connexion (in store.js)
+ store.socketCloseListener(); //reinitialize connexion (in store.js)
this.st.conn.addEventListener('message', this.socketMessageListener);
this.st.conn.addEventListener('close', socketCloseListener);
};
return this.challenges.filter(c => c.type == type);
},
filterGames: function(type) {
- return this.games.filter(c => c.type == type);
+ return this.games.filter(g => g.type == type);
},
classifyObject: function(o) { //challenge or game
// Heuristic: should work for most cases... (TODO)
}
this.$router.push(url);
},
+ // TODO: ...filter(...)[0].name, one-line, just remove this function
getVname: function(vid) {
const vIdx = this.st.variants.findIndex(v => v.id == vid);
return this.st.variants[vIdx].name;
},
// Messaging center:
socketMessageListener: function(msg) {
- // Save and call current st.conn.onmessage if one was already defined
- // --> also needed in future Game.vue (also in Chat.vue component)
- this.oldOnmessage(msg);
const data = JSON.parse(msg.data);
switch (data.code)
{
// Minimal game informations:
id: game.id,
players: game.players.map(p => p.name),
- vname: game.vname,
+ vid: game.vid,
timeControl: game.timeControl,
};
this.st.conn.send(JSON.stringify({code:"game",
const pIdx = this.people.findIndex(p => p.sid == data.from);
newChall.from = this.people[pIdx]; //may be anonymous
newChall.added = Date.now(); //TODO: this is reception timestamp, not creation
- newChall.vname = this.getVname(newChall.vid); //TODO: just send vname?
+ newChall.vname = this.getVname(newChall.vid);
this.challenges.push(newChall);
break;
}
{
let newGame = data.game;
newGame.type = this.classifyObject(data.game);
+ newGame.vname = this.getVname(data.game.vid);
newGame.rid = data.from;
newGame.score = "*";
this.games.push(newGame);
}
case "newgame":
{
- // New game just started: data contain all informations
- this.startNewGame(data.gameInfo);
- // TODO: if live, redirect to game
- // if corr, notify with link but do not redirect
+ // New game just started: data contain all information
+ if (data.gameInfo.type == "live")
+ this.startNewGame(data.gameInfo);
+ else
+ {
+ // TODO: notify with game link but do not redirect
+ }
break;
}
case "refusechallenge":
tryChallenge: function(player) {
if (player.id == 0)
return; //anonymous players cannot be challenged
- this.newchallenge.to[0] = player.name;
+ this.newchallenge.to = player.name;
doClick("modalNewgame");
},
newChallenge: async function() {
return alert(error);
const ctype = this.classifyObject(this.newchallenge);
// NOTE: "from" information is not required here
- let chall =
- {
- fen: this.newchallenge.fen,
- to: this.newchallenge.to,
- timeControl: this.newchallenge.timeControl,
- vid: this.newchallenge.vid,
- };
+ let chall = Object.assign({}, this.newchallenge);
const finishAddChallenge = (cid,warnDisconnected) => {
chall.id = cid || "c" + getRandString();
// Send challenge to peers (if connected)
this.sendSomethingTo(chall.to, "challenge", {chall:chall}, !!warnDisconnected);
chall.added = Date.now();
+ // NOTE: vname and type are redundant (can be deduced from timeControl + vid)
chall.type = ctype;
chall.vname = vname;
chall.from = this.st.user;
cid: c.id, target: c.from.sid}));
}
}
+ else
+ localStorage.removeItem("challenge");
// In all cases, the challenge is consumed:
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
// NOTE: deletechallenge event might be redundant (but it's easier this way)
},
// NOTE: when launching game, the challenge is already deleted
launchGame: async function(c) {
- const vname = this.getVname(c.vid);
- const vModule = await import("@/variants/" + vname + ".js");
+ const vModule = await import("@/variants/" + c.vname + ".js");
window.V = vModule.VariantRules;
- let players = [c.from, c.seat];
// These game informations will be sent to other players
const gameInfo =
{
gameId: getRandString(),
fen: c.fen || V.GenRandInitFen(),
- // Players' names may be required if game start when a player is offline
- // Shuffle players order (white then black).
- players: shuffle(players.map(p => { return {name:p.name, sid:p.sid} })),
+ players: shuffle([c.from, c.seat]), //white then black
vid: c.vid,
timeControl: c.timeControl,
};
);
}
},
- // NOTE: for live games only (corr games are launched on server)
+ // NOTE: for live games only (corr games start on the server)
startNewGame: function(gameInfo) {
- // Extract times (in [milli]seconds), set clocks
- const tc = extractTime(gameInfo.timeControl);
- let initime = [...Array(gameInfo.players.length)];
- initime[0] = Date.now();
- const game =
- {
- // Game infos: constant
- gameId: gameInfo.gameId,
- vname: this.getVname(gameInfo.vid),
+ const game = Object.assign({}, gameInfo, {
+ // (other) Game infos: constant
fenStart: gameInfo.fen,
- players: gameInfo.players,
- timeControl: gameInfo.timeControl,
- increment: tc.increment,
- mode: "live", //function for live games only
- // Game state: will be updated
- fen: gameInfo.fen,
+ // Game state (including FEN): will be updated
moves: [],
- clocks: [...Array(gameInfo.players.length)].fill(tc.mainTime),
- initime: initime,
+ clocks: [-1, -1], //-1 = unstarted
+ initime: [0, 0], //timer starts after first 2 half-moves
score: "*",
- };
+ });
GameStorage.add(game);
if (this.st.settings.sound >= 1)
new Audio("/sounds/newgame.mp3").play().catch(err => {});