X-Git-Url: https://git.auder.net/images/pieces/Cwda/bt.svg?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FHall.vue;h=9cc4284dfb17e7dbc0605007185170990f36eafd;hb=bb7dd7db3df3d1a0445dcd5e0840a2ce79b53297;hp=008ee0264e412253775b646861f48ef3aa00c13c;hpb=6855163c1b62ddbc83fa86a17d6d99bf0638060c;p=vchess.git diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue index 008ee026..9cc4284d 100644 --- a/client/src/views/Hall.vue +++ b/client/src/views/Hall.vue @@ -34,7 +34,7 @@ main .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-5.col-md-offset-1.col-lg-4.col-lg-offset-2 + .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 .collapse input#challengeSection(type="radio" checked aria-hidden="true" name="accordion") label(for="challengeSection" aria-hidden="true") Challenges @@ -46,9 +46,12 @@ main :challenges="filterChallenges('live')" @click-challenge="clickChallenge") ChallengeList(v-show="cdisplay=='corr'" :challenges="filterChallenges('corr')" @click-challenge="clickChallenge") - input#peopleSection(type="radio" checked aria-hidden="true" name="accordion") + input#peopleSection(type="radio" aria-hidden="true" name="accordion") label(for="peopleSection" aria-hidden="true") People div + .button-group + button(@click="pdisplay='players'") Players + button(@click="pdisplay='chat'") Chat #players(v-show="pdisplay=='players'") h3 Online players .player(v-for="p in uniquePlayers" @click="tryChallenge(p)" @@ -57,7 +60,7 @@ main | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }} #chat(v-show="pdisplay=='chat'") h3 Chat (TODO) - input#gameSection(type="radio" checked aria-hidden="true" name="accordion") + input#gameSection(type="radio" aria-hidden="true" name="accordion") label(for="gameSection" aria-hidden="true") Games div .button-group @@ -92,7 +95,7 @@ export default { gdisplay: "live", games: [], challenges: [], - players: [], //online players + players: [], //online players (rename into "people" ?) newchallenge: { fen: "", vid: 0, @@ -173,6 +176,7 @@ export default { { // 0.2] Receive clients list (just socket IDs) case "pollclients": + { data.sockIds.forEach(sid => { this.players.push({sid:sid, id:0, name:""}); // Ask identity, challenges and game(s) @@ -181,7 +185,9 @@ export default { this.st.conn.send(JSON.stringify({code:"askgame", target:sid})); }); break; + } case "askidentity": + { // Request for identification: reply if I'm not anonymous if (this.st.user.id > 0) { @@ -189,7 +195,9 @@ export default { {code:"identity", user:this.st.user, target:data.from})); } break; + } case "askchallenge": + { // Send my current live challenge (if any) const cIdx = this.challenges .findIndex(c => c.from.sid == this.st.user.sid && c.type == "live"); @@ -205,71 +213,109 @@ export default { timeControl: c.timeControl }; this.st.conn.send(JSON.stringify({code:"challenge", - challenge:myChallenge, target:data.from}) + challenge:myChallenge, target:data.from})); } break; + } case "askgame": + { // TODO: Send my current live game (if any): variant, players, movesCount break; + } case "identity": + { const pIdx = this.players.findIndex(p => p.sid == data.user.sid); this.players[pIdx].id = data.user.id; this.players[pIdx].name = data.user.name; break; + } case "challenge": + { // Receive challenge from some player (+sid) let newChall = data.chall; - newChall.type = classifyChallenge(data.chall); - const pIdx = this.players.findIndex(p => p.sid == data.sid); + newChall.type = this.classifyChallenge(data.chall); + const pIdx = this.players.findIndex(p => p.sid == data.from); newChall.from = this.players[pIdx]; //may be anonymous + newChall.added = Date.now(); + newChall.vname = this.getVname(newChall.vid); this.challenges.push(newChall); break; + } case "game": + { // Receive game from some player (+sid) // TODO: receive game summary (update, count moves) // (just players names, time control, and ID + player ID) // NOTE: it may be correspondance (if newgame while we are connected) break; + } // * - receive "new game": if live, store locally + redirect to game // * 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 break; + } // * - receive "accept/withdraw/cancel challenge": apply action to challenges list case "acceptchallenge": - // someone accept an open (or targeted) challenge - // ==> if (open and) full and I don't play, delete from list - // If I play: just add player. Then, if full send a "newgame" - // and (if full) in any case, remove challenge from list. - if (this.challenges.some(c => c.id == data.cid) //.............TODO - this.newGame(data.challenge, data.user); //user.id et user.name + { + // 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 players = this.challenges[cIdx].to; + const pIdx = this.players.findIndex(p => p.sid == data.from); + for (let i=0; i 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": + } + case "refusechallenge": + { + // TODO: show "player XXX refused challenge", and + // remove challenge from list. + break; + } + case "deletechallenge": + { ArrayFun.remove(this.challenges, c => c.id == data.cid); break; + } // TODO: distinguish hallConnect and gameConnect ? // Or 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 disconnect": remove from players list case "disconnect": + { ArrayFun.remove(this.players, p => p.sid == data.sid); // TODO: also remove all challenges sent by this player, // and all live games where he plays and no other opponent is online break; + } } }, showGame: function(game) { @@ -284,43 +330,41 @@ export default { this.newchallenge.to[0] = player.name; doClick("modalNewgame"); }, -// * - accept challenge (corr or live) --> send info to all concerned players +// * - accept challenge (corr or live) --> send info to challenge creator // * - 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 -// * - refuse challenge (or receive refusal): send to all challenge players (from + to) -// * except us ; graphics: modal again ? (inline ?) +// * --> send info to challenge creator +// * - refuse challenge: send "refuse" to challenge sender, and "delete" to others // * - prepare and start new game (if challenge is full after acceptation) // * --> include challenge ID (so that opponents can delete the challenge too) -// * Also send to all connected players (only from me) - clickChallenge: function(challenge) { + clickChallenge: function(c) { // TODO: also correspondance case (send to server) - const index = this.challenges.findIndex(c => c.id == challenge.id); - const toIdx = challenge.to.findIndex(name => name == this.st.user.name); - if (toIdx >= 0) + if (!!c.accepted) { // It's a multiplayer challenge I accepted: withdraw - this.st.conn.send(JSON.stringify({code:"withdrawchallenge", - cid:challenge.id, user:this.st.user.sid})); - this.challenges.to.splice(toIdx, 1); + this.sendSomethingTo(c.from.sid, "withdrawchallenge", + {cid:c.id, user:this.st.user.sid}); + c.accepted = false; } - else if (challenge.from.id == user.id) //it's my challenge: cancel it + else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it { - this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id})); - this.challenges.splice(index, 1); + this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id}); + ArrayFun.remove(this.challenges, ch => ch.id == c.id); } - else //accept a challenge + else //accept (or refuse) a challenge { - this.st.conn.send(JSON.stringify({code:"acceptchallenge", - cid:challenge.id, user:me})); - this.challenges[index].to.push(me); + c.accepted = true; + if (!!c.to[0]) + { + // TODO: if special FEN, show diagram after loading variant + c.accepted = confirm("Accept challenge?"); + } + this.sendSomethingTo(c.from.sid, + (c.accepted ? "accept" : "refuse") + "challenge", {cid: c.id}); + if (!c.accepted) + ArrayFun.remove(this.challenges, ch => ch.id == c.id); } - // TODO: accepter un challenge peut lancer une partie, il - // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici - // si pas le mien et FEN speciale :: (charger code variante et) - // montrer diagramme + couleur (orienté) }, - // user: last person to accept the challenge (TODO: revoir ça) // newGame: function(chall, user) { // const fen = chall.fen || V.GenRandInitFen(); // const game = {}; //TODO: fen, players, time ... @@ -332,118 +376,101 @@ export default { // if (this.settings.sound >= 1) // new Audio("/sounds/newgame.mp3").play().catch(err => {}); // }, - // Load a variant file (TODO: should probably be global) - loadVariant: async function(vid, variantArray) { - const idxInVariants = variantArray.findIndex(v => v.id == vid); - const vname = variantArray[idxInVariants].name; - const vModule = await import("@/variants/" + vname + ".js"); - window.V = vModule.VariantRules; - return vname; + getVname: function(vid) { + const vIdx = this.st.variants.findIndex(v => v.id == vid); + return this.st.variants[vIdx].name; + }, + sendSomethingTo: function(to, code, obj, warnDisconnected) { + const doSend = (code, obj, sid) => { + this.st.conn.send(JSON.stringify(Object.assign( + {}, + {code: code}, + obj, + {target: sid} + ))); + }; + const getSid = (pname) => { + const pIdx = this.players.findIndex(pl => pl.name == pname); + if (!!warnDisconnected && ctype == "live" && pIdx === -1) + alert("Warning: " + p.name + " is not connected"); + return this.players[pIdx].sid; + }; + if (!Array.isArray(to)) //pass sid directly + doSend(code, obj, to); + else if (!!to[0]) + { + // Challenge with targeted players + to.forEach(pname => { doSend(code, obj, getSid(pname)); }); + } + else + { + // Open challenge: send to all connected players (except us) + this.players.forEach(p => { + if (p.sid != this.st.user.sid) //only sid is always set + doSend(code, obj, p.sid); + }); + } }, // Send new challenge (corr or live, cf. time control), with button or click on player newChallenge: async function() { // TODO: put this "load variant" block elsewhere - const vname = this.loadVariant(this.newchallenge.vid, this.st.variants); - // checkChallenge side-effect = , and mainTime + increment in seconds - // TODO: should not be a side-effect but set here ; for received server challenges we do not have mainTime+increment + const vname = this.getVname(this.newchallenge.vid); + const vModule = await import("@/variants/" + vname + ".js"); + window.V = vModule.VariantRules; const error = checkChallenge(this.newchallenge); if (!!error) return alert(error); - if (this.challenges.some(c => c.from.sid == this.st.user.sid && c.liveGame)) + const ctype = this.classifyChallenge(this.newchallenge); + const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers); + // NOTE: "from" information is not required here + let chall = { - document.getElementById("modalNewgame").checked = false; - return alert("You already have a pending live challenge"); - // TODO: better to just replace current challenge - // --> also for corr challenges - } - // Check that the players (if any indicated) are online - let chall = Object.Assign( - {}, - this.newchallenge, - { - from: this.st.user, - added: Date.now(), fen: this.newchallenge.fen || V.GenRandInitFen(), - variant: {id: this.newchallenge.vid, name: vname}, - nbPlayers: this.newchallenge.nbPlayers, - to: [ - {id: 0, name: this.newchallenge.to[0], sid: ""}, - {id: 0, name: this.newchallenge.to[1], sid: ""}, - {id: 0, name: this.newchallenge.to[2], sid: ""}, - ], + to: cto, timeControl: this.newchallenge.timeControl, + vid: this.newchallenge.vid, }; - for (let p of chall.to) - { - if (p.name != "") - { - const pIdx = this.players.findIndex(pl => pl.name == p.name); - // NOTE: id (server DB) and sid (socket ID). - // Anonymous players just have a socket ID. - // NOTE: for correspondance play we don't require players to be online - // (==> we don't have IDs, and no sid) - if (liveGame && pIdx === -1) - return alert(p.name + " is not connected"); - p.id = this.players[pIdx].id; - p.sid = this.players[pIdx].sid; - } - } const finishAddChallenge = (cid) => { chall.id = cid || "c" + getRandString(); - this.challenges.push(chall); // Send challenge to peers - let challSock = - { - code: "newchallenge", - chall: chall, - target: "", - }; - const sendChallengeTo = (sid) => { - challSock.target = sid; - this.st.conn.send(JSON.stringify(challSock)); - }; - if (chall.to[0].id > 0) - { - // Challenge with targeted players - chall.to.forEach(p => { - if (p.id > 0) - sendChallengeTo(p.sid); - }); - } - else - { - // Open challenge: send to all connected players (except us) - this.players.forEach(p => { - if (p.sid != this.st.user.sid) //only sid is always set - sendChallengeTo(p.sid); - }); - } + this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected"); + chall.added = Date.now(); + chall.type = ctype; + chall.vname = vname; + chall.from = this.st.user; + this.challenges.push(chall); document.getElementById("modalNewgame").checked = false; }; - if (this.newchallenge.liveGame) + const cIdx = this.challenges.findIndex( + c => c.from.sid == this.st.user.sid && c.type == ctype); + if (cIdx >= 0) { - // Live challenges have cid = 0 + // Delete current challenge (will be replaced now) + this.sendSomethingTo(this.challenges[cIdx].to, + "deletechallenge", {cid:this.challenges[cIdx].id}); + if (ctype == "corr") + { + ajax( + "/challenges", + "DELETE", + {id: this.challenges[cIdx].id} + ); + } + this.challenges.splice(cIdx, 1); + } + if (ctype == "live") + { + // Live challenges have a random ID finishAddChallenge(); } else { - const chall = { - uid: req.body["from"], - vid: req.body["vid"], - fen: req.body["fen"], - timeControl: req.body["timeControl"], - nbPlayers: req.body["nbPlayers"], - to: req.body["to"], //array of IDs - }; // Correspondance game: send challenge to server ajax( - "/challenges/" + this.newchallenge.vid, + "/challenges", "POST", chall, - response => { - chall.id = response.cid; - finishAddChallenge(); - } + response => { finishAddChallenge(response.cid); } ); } }, @@ -455,6 +482,10 @@ export default { variants.findIndex(v => v.id == this.newchallenge.vid); return NbPlayers[variants[idxInVariants].name].includes(nbp); }, + newGame: function(cid) { + // TODO: don't forget to send "deletechallenge" message to all concerned players + // + setup colors and send game infos to players (message "newgame") + }, }, };