'update'
[vchess.git] / client / src / views / Hall.vue
1 <template lang="pug">
2 main
3 input#modalNewgame.modal(type="checkbox")
4 div(role="dialog" aria-labelledby="titleFenedit")
5 .card.smallpad
6 label#closeNewgame.modal-close(for="modalNewgame")
7 fieldset
8 label(for="selectVariant") {{ st.tr["Variant"] }}
9 select#selectVariant(v-model="newchallenge.vid")
10 option(v-for="v in st.variants" :value="v.id") {{ v.name }}
11 fieldset
12 label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
13 select#selectNbPlayers(v-model="newchallenge.nbPlayers")
14 option(v-show="possibleNbplayers(2)" value="2" selected) 2
15 option(v-show="possibleNbplayers(3)" value="3") 3
16 option(v-show="possibleNbplayers(4)" value="4") 4
17 fieldset
18 label(for="timeControl") {{ st.tr["Time control"] }}
19 input#timeControl(type="text" v-model="newchallenge.timeControl"
20 placeholder="3m+2s, 1h+30s, 7d+1d ...")
21 fieldset(v-if="st.user.id > 0")
22 label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
23 #selectPlayers
24 input(type="text" v-model="newchallenge.to[0]")
25 input(v-show="newchallenge.nbPlayers>=3" type="text"
26 v-model="newchallenge.to[1]")
27 input(v-show="newchallenge.nbPlayers==4" type="text"
28 v-model="newchallenge.to[2]")
29 fieldset(v-if="st.user.id > 0")
30 label(for="inputFen") {{ st.tr["FEN (optional)"] }}
31 input#inputFen(type="text" v-model="newchallenge.fen")
32 button(@click="newChallenge") {{ st.tr["Send challenge"] }}
33 .row
34 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
35 button(onClick="doClick('modalNewgame')") New game
36 .row
37 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
38 .collapse
39 input#challengeSection(type="radio" checked aria-hidden="true" name="accordion")
40 label(for="challengeSection" aria-hidden="true") Challenges
41 div
42 .button-group
43 button(@click="cdisplay='live'") Live Challenges
44 button(@click="cdisplay='corr'") Correspondance challenges
45 ChallengeList(v-show="cdisplay=='live'"
46 :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
47 ChallengeList(v-show="cdisplay=='corr'"
48 :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
49 input#peopleSection(type="radio" aria-hidden="true" name="accordion")
50 label(for="peopleSection" aria-hidden="true") People
51 div
52 .button-group
53 button(@click="pdisplay='players'") Players
54 button(@click="pdisplay='chat'") Chat
55 #players(v-show="pdisplay=='players'")
56 h3 Online players
57 .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
58 :class="{anonymous: !!p.count}"
59 )
60 | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
61 #chat(v-show="pdisplay=='chat'")
62 h3 Chat (TODO)
63 input#gameSection(type="radio" aria-hidden="true" name="accordion")
64 label(for="gameSection" aria-hidden="true") Games
65 div
66 .button-group
67 button(@click="gdisplay='live'") Live games
68 button(@click="gdisplay='corr'") Correspondance games
69 GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
70 @show-game="showGame")
71 GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
72 @show-game="showGame")
73 </template>
74
75 <script>
76 import { store } from "@/store";
77 import { NbPlayers } from "@/data/nbPlayers";
78 import { checkChallenge } from "@/data/challengeCheck";
79 import { ArrayFun } from "@/utils/array";
80 import { ajax } from "@/utils/ajax";
81 import { getRandString, shuffle } from "@/utils/alea";
82 import { extractTime } from "@/utils/timeControl";
83 import GameList from "@/components/GameList.vue";
84 import ChallengeList from "@/components/ChallengeList.vue";
85 export default {
86 name: "my-hall",
87 components: {
88 GameList,
89 ChallengeList,
90 },
91 data: function () {
92 return {
93 st: store.state,
94 cdisplay: "live", //or corr
95 pdisplay: "players", //or chat
96 gdisplay: "live",
97 games: [],
98 challenges: [],
99 players: [], //online players (rename into "people" ?)
100 newchallenge: {
101 fen: "",
102 vid: 0,
103 nbPlayers: 0,
104 to: ["", "", ""], //name of challenged players
105 timeControl: "", //"2m+2s" ...etc
106 },
107 };
108 },
109 computed: {
110 uniquePlayers: function() {
111 // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
112 let anonymous = {id:0, name:"@nonymous", count:0};
113 let playerList = [];
114 this.players.forEach(p => {
115 if (p.id > 0)
116 playerList.push(p);
117 else
118 anonymous.count++;
119 });
120 if (anonymous.count > 0)
121 playerList.push(anonymous);
122 return playerList;
123 },
124 },
125 created: function() {
126 // Always add myself to players' list
127 this.players.push(this.st.user);
128 // Ask server for current corr games (all but mines)
129 // ajax(
130 // "",
131 // "GET",
132 // response => {
133 //
134 // }
135 // );
136 // // Also ask for corr challenges (all) --> + accepted status if I play
137 // ajax(
138 // "",
139 // "GET",
140 // response => {
141 //
142 // }
143 // );
144 // 0.1] Ask server for room composition:
145 const socketOpenListener = () => {
146 this.st.conn.send(JSON.stringify({code:"pollclients"}));
147 };
148 this.st.conn.onopen = socketOpenListener;
149 // TODO: is this required here?
150 this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
151 this.st.conn.onmessage = this.socketMessageListener;
152 const oldOnclose = this.st.conn.onclose;
153 const socketCloseListener = () => {
154 oldOnclose(); //reinitialize connexion (in store.js)
155 this.st.conn.addEventListener('message', this.socketMessageListener);
156 this.st.conn.addEventListener('close', socketCloseListener);
157 };
158 this.st.conn.onclose = socketCloseListener;
159 },
160 methods: {
161 // Helpers:
162 filterChallenges: function(type) {
163 return this.challenges.filter(c => c.type == type);
164 },
165 filterGames: function(type) {
166 return this.games.filter(c => c.type == type);
167 },
168 classifyObject: function(o) { //challenge or game
169 // Heuristic: should work for most cases... (TODO)
170 return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
171 },
172 possibleNbplayers: function(nbp) {
173 if (this.newchallenge.vid == 0)
174 return false;
175 const idxInVariants =
176 this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
177 return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
178 },
179 showGame: function(g) {
180 // NOTE: we are an observer, since only games I don't play are shown here
181 // ==> Moves sent by connected remote player(s) if live game
182 let url = "/" + g.id;
183 if (g.type == "live")
184 {
185 const sids = g.players.map(p => p.sid).join(",");
186 url += "?sids=" + sids;
187 }
188 this.$router.push(url);
189 },
190 getVname: function(vid) {
191 const vIdx = this.st.variants.findIndex(v => v.id == vid);
192 return this.st.variants[vIdx].name;
193 },
194 getSid: function(pname) {
195 const pIdx = this.players.findIndex(pl => pl.name == pname);
196 return (pIdx === -1 ? null : this.players[pIdx].sid);
197 },
198 getPname: function(sid) {
199 const pIdx = this.players.findIndex(pl => pl.sid == sid);
200 return (pIdx === -1 ? null : this.players[pIdx].name);
201 },
202 sendSomethingTo: function(to, code, obj, warnDisconnected) {
203 const doSend = (code, obj, sid) => {
204 this.st.conn.send(JSON.stringify(Object.assign(
205 {},
206 {code: code},
207 obj,
208 {target: sid}
209 )));
210 };
211 else if (!!to[0])
212 {
213 to.forEach(pname => {
214 // Challenge with targeted players
215 const targetSid = this.getSid(pname);
216 if (!targetSid)
217 {
218 if (!!warnDisconnected)
219 alert("Warning: " + pname + " is not connected");
220 }
221 else
222 doSend(code, obj, targetSid);
223 });
224 }
225 else
226 {
227 // Open challenge: send to all connected players (except us)
228 this.players.forEach(p => {
229 if (p.sid != this.st.user.sid) //only sid is always set
230 doSend(code, obj, p.sid);
231 });
232 }
233 },
234 // Messaging center:
235 socketMessageListener: function(msg) {
236 // Save and call current st.conn.onmessage if one was already defined
237 // --> also needed in future Game.vue (also in Chat.vue component)
238 this.oldOnmessage(msg);
239 const data = JSON.parse(msg.data);
240 switch (data.code)
241 {
242 // 0.2] Receive clients list (just socket IDs)
243 case "pollclients":
244 {
245 data.sockIds.forEach(sid => {
246 this.players.push({sid:sid, id:0, name:""});
247 // Ask identity, challenges and game(s)
248 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
249 this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
250 this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
251 });
252 break;
253 }
254 case "askidentity":
255 {
256 // Request for identification: reply if I'm not anonymous
257 if (this.st.user.id > 0)
258 {
259 this.st.conn.send(JSON.stringify(
260 {code:"identity", user:this.st.user, target:data.from}));
261 }
262 break;
263 }
264 case "askchallenge":
265 {
266 // Send my current live challenge (if any)
267 const cIdx = this.challenges
268 .findIndex(c => c.from.sid == this.st.user.sid && c.type == "live");
269 if (cIdx >= 0)
270 {
271 const c = this.challenges[cIdx];
272 const myChallenge =
273 {
274 // Minimal challenge informations: (from not required)
275 id: c.id,
276 to: c.to,
277 fen: c.fen,
278 vid: c.vid,
279 timeControl: c.timeControl
280 };
281 this.st.conn.send(JSON.stringify({code:"challenge",
282 challenge:myChallenge, target:data.from}));
283 }
284 break;
285 }
286 case "askgame":
287 {
288 // Send my current live game (if any)
289 if (!!localStorage["gid"])
290 {
291 const myGame =
292 {
293 // Minimal game informations: (fen+clock not required)
294 id: localStorage["gid"],
295 players: JSON.parse(localStorage["players"]), //array sid+name
296 vid: localStorage["vid"],
297 timeControl: localStorage["timeControl"],
298 };
299 this.st.conn.send(JSON.stringify({code:"game",
300 game:myGame, target:data.from}));
301 }
302 break;
303 }
304 case "identity":
305 {
306 const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
307 this.players[pIdx].id = data.user.id;
308 this.players[pIdx].name = data.user.name;
309 break;
310 }
311 case "challenge":
312 {
313 // Receive challenge from some player (+sid)
314 let newChall = data.chall;
315 newChall.type = this.classifyObject(data.chall);
316 const pIdx = this.players.findIndex(p => p.sid == data.from);
317 newChall.from = this.players[pIdx]; //may be anonymous
318 newChall.added = Date.now();
319 newChall.vname = this.getVname(newChall.vid);
320 this.challenges.push(newChall);
321 break;
322 }
323 case "game":
324 {
325 // Receive game from some player (+sid)
326 // NOTE: it may be correspondance (if newgame while we are connected)
327 let newGame = data.game;
328 newGame.type = this.classifyObject(data.game);
329 newGame.vname = this.getVname(newGame.vid);
330 this.games.push(newGame);
331 break;
332 }
333 // * - receive "new game": if live, store locally + redirect to game
334 // * If corr: notify "new game has started", give link, but do not redirect
335 case "newgame":
336 {
337 // Delete corresponding challenge:
338 ArrayFun.remove(this.challenges, c => c.id == data.cid);
339 // New game just started: data contain all informations
340 this.newGame(data.gameInfo);
341 break;
342 }
343 // * - receive "accept/withdraw/cancel challenge": apply action to challenges list
344 // NOTE: challenge "socket" actions accept+withdraw only for live challenges
345 case "acceptchallenge":
346 {
347 // Someone accept an open (or targeted) challenge
348 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
349 let c = this.challenges[cIdx];
350 if (!c.seats)
351 c.seats = [...Array(c.to.length)];
352 const pIdx = this.players.findIndex(p => p.sid == data.from);
353 // Put this player in the first empty seat we find:
354 let sIdx = 0;
355 for (; sIdx<c.seats.length; sIdx++)
356 {
357 if (!c.seats[sIdx])
358 {
359 c.seats[sIdx] = this.players[pIdx];
360 break;
361 }
362 }
363 if (sIdx == c.seats.length - 1)
364 {
365 // All seats are taken: game can start
366 this.launchGame(c);
367 }
368 break;
369 }
370 case "withdrawchallenge":
371 {
372 const cIdx = this.challenges.findIndex(c => c.id == data.cid);
373 let seats = this.challenges[cIdx].seats;
374 const sIdx = seats.findIndex(s => s.sid == data.sid);
375 seats[sIdx] = undefined;
376 break;
377 }
378 case "refusechallenge":
379 {
380 alert(this.getPname(data.from) + " refused your challenge");
381 ArrayFun.remove(this.challenges, c => c.id == data.cid);
382 break;
383 }
384 case "deletechallenge":
385 {
386 ArrayFun.remove(this.challenges, c => c.id == data.cid);
387 break;
388 }
389 case "connect":
390 {
391 this.players.push({name:"", id:0, sid:data.sid});
392 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
393 this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
394 this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
395 break;
396 }
397 case "disconnect":
398 {
399 ArrayFun.remove(this.players, p => p.sid == data.sid);
400 // Also remove all challenges sent by this player:
401 ArrayFun.remove(this.challenges, c => c.from.sid == data.sid);
402 // And all live games where he plays and no other opponent is online
403 ArrayFun.remove(this.games, g =>
404 g.type == "live" && (g.players.every(p => p.sid == data.sid
405 || !this.players.some(pl => pl.sid == p.sid))), "all");
406 break;
407 }
408 }
409 },
410 // Challenge lifecycle:
411 tryChallenge: function(player) {
412 if (player.id == 0)
413 return; //anonymous players cannot be challenged
414 this.newchallenge.to[0] = player.name;
415 doClick("modalNewgame");
416 },
417 newChallenge: async function() {
418 const vname = this.getVname(this.newchallenge.vid);
419 const vModule = await import("@/variants/" + vname + ".js");
420 window.V = vModule.VariantRules;
421 const error = checkChallenge(this.newchallenge);
422 if (!!error)
423 return alert(error);
424 const ctype = this.classifyObject(this.newchallenge);
425 const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
426 // NOTE: "from" information is not required here
427 let chall =
428 {
429 fen: this.newchallenge.fen,
430 to: cto,
431 timeControl: this.newchallenge.timeControl,
432 vid: this.newchallenge.vid,
433 };
434 const finishAddChallenge = (cid,warnDisconnected) => {
435 chall.id = cid || "c" + getRandString();
436 // Send challenge to peers (if connected)
437 this.sendSomethingTo(cto, "challenge", {chall:chall}, !!warnDisconnected);
438 chall.added = Date.now();
439 chall.type = ctype;
440 chall.vname = vname;
441 chall.from = this.st.user;
442 this.challenges.push(chall);
443 document.getElementById("modalNewgame").checked = false;
444 };
445 const cIdx = this.challenges.findIndex(
446 c => c.from.sid == this.st.user.sid && c.type == ctype);
447 if (cIdx >= 0)
448 {
449 // Delete current challenge (will be replaced now)
450 this.sendSomethingTo(this.challenges[cIdx].to,
451 "deletechallenge", {cid:this.challenges[cIdx].id});
452 if (ctype == "corr")
453 {
454 ajax(
455 "/challenges",
456 "DELETE",
457 {id: this.challenges[cIdx].id}
458 );
459 }
460 this.challenges.splice(cIdx, 1);
461 }
462 if (ctype == "live")
463 {
464 // Live challenges have a random ID
465 finishAddChallenge(null, "warnDisconnected");
466 }
467 else
468 {
469 // Correspondance game: send challenge to server
470 ajax(
471 "/challenges",
472 "POST",
473 chall,
474 response => { finishAddChallenge(response.cid); }
475 );
476 }
477 },
478 // * - accept challenge (corr or live) --> send info to challenge creator
479 // * - cancel challenge (click on sent challenge) --> send info to all concerned players
480 // * - withdraw from challenge (if >= 3 players and previously accepted)
481 // * --> send info to challenge creator
482 // * - refuse challenge: send "refuse" to challenge sender, and "delete" to others
483 // * - prepare and start new game (if challenge is full after acceptation)
484 // * --> include challenge ID (so that opponents can delete the challenge too)
485 clickChallenge: function(c) {
486 switch (c.type)
487 {
488 case "live":
489 if (!!c.accepted)
490 {
491 this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
492 cid: c.id, target: c.from.sid}));
493
494 break;
495 case "corr":
496 ajax(
497 "/challenges",
498 "PUT",
499 {action:"withdraw", id: this.challenges[cIdx].id}
500 );
501 break;
502 }
503 c.accepted = false;
504 {
505 }
506 else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
507 {
508 this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
509 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
510 }
511 else //accept (or refuse) a challenge
512 {
513 c.accepted = true;
514 if (!!c.to[0])
515 {
516 // TODO: if special FEN, show diagram after loading variant
517 c.accepted = confirm("Accept challenge?");
518 }
519 this.st.conn.send(JSON.stringify({
520 code: (c.accepted ? "accept" : "refuse") + "challenge",
521 cid: c.id, target: c.from.sid}));
522 if (!c.accepted)
523 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
524 }
525 },
526 // c.type == corr alors use id...sinon sid (figés)
527 // NOTE: only for live games ?
528 launchGame: function(c) {
529 // Just assign colors and pass the message
530 const vname = this.getVname(c.vid);
531 const vModule = await import("@/variants/" + vname + ".js");
532 window.V = vModule.VariantRules;
533 let players = [c.from];
534 Array.prototype.push.apply(players, c.seats);
535 let gameInfo =
536 {
537 fen: c.fen || V.GenRandInitFen(),
538 // Shuffle players order (white then black then other colors).
539 // Players' names may be required if game start when a player is offline
540 players: shuffle(players).map(p => {name:p.name, sid:p.sid},
541 vid: c.vid,
542 timeControl: c.timeControl,
543 };
544 c.seats.forEach(s => {
545 // NOTE: cid required to remove challenge
546 this.st.conn.send(JSON.stringify({code:"newgame",
547 gameInfo:gameInfo, cid:c.id, target:s.sid}));
548 });
549 // Delete corresponding challenge:
550 ArrayFun.remove(this.challenges, ch => ch.id == c.id);
551 this.newGame(gameInfo); //also!
552 },
553 // NOTE: for live games only (corr games are laucnhed on server)
554 newGame: function(gameInfo) {
555 // Extract times (in [milli]seconds), set clocks, store in localStorage
556 const tc = extractTime(gameInfo.timeControl);
557 dddddddd
558 // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
559 // //setStorage(game); //TODO
560 // if (this.settings.sound >= 1)
561 // new Audio("/sounds/newgame.mp3").play().catch(err => {});
562 },
563 },
564 };
565 </script>
566
567 <style lang="sass">
568 // TODO
569 </style>