import { getRandString, shuffle } from "@/utils/alea";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
+import { GameStorage } from "@/utils/storage";
export default {
name: "my-hall",
components: {
fen: "",
vid: 0,
nbPlayers: 0,
- to: ["", "", ""], //name of challenged players
+ to: ["", "", ""], //name(s) of challenged player(s)
timeControl: "", //"2m+2s" ...etc
},
};
created: function() {
// Always add myself to players' list
this.players.push(this.st.user);
+ 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 (all)
-// ajax(
-// "",
-// "GET",
-// response => {
-//
-// }
-// );
- // 0.1] Ask server for for room composition:
+ // Also ask for corr challenges (open + sent to me)
+ ajax(
+ "/challenges",
+ "GET",
+ {uid: this.st.user.id},
+ response => {
+ console.log(response.challenges);
+ // TODO: post-treatment on challenges ?
+ this.challenges = this.challenges.concat(response.challenges);
+ }
+ );
+ }
+ // 0.1] Ask server for room composition:
const socketOpenListener = () => {
this.st.conn.send(JSON.stringify({code:"pollclients"}));
};
filterGames: function(type) {
return this.games.filter(c => c.type == type);
},
- classifyChallenge: function(c) {
+ classifyObject: function(o) { //challenge or game
// Heuristic: should work for most cases... (TODO)
- return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
},
possibleNbplayers: function(nbp) {
if (this.newchallenge.vid == 0)
this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
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.$router.push("/" + game.id);
+ showGame: function(g) {
+ // NOTE: we are an observer, since only games I don't play are shown here
+ // ==> Moves sent by connected remote player(s) if live game
+ let url = "/" + g.id;
+ if (g.type == "live")
+ {
+ const sids = g.players.map(p => p.sid).join(",");
+ url += "?sids=" + sids;
+ }
+ this.$router.push(url);
},
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(
{target: sid}
)));
};
- else if (!!to[0])
+ if (!!to[0])
{
to.forEach(pname => {
// Challenge with targeted players
this.players.push({sid:sid, id:0, name:""});
// Ask identity, challenges and game(s)
this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
- this.st.conn.send(JSON.stringify({code:"askchallenges", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
});
break;
const myChallenge =
{
// Minimal challenge informations: (from not required)
+ id: c.id,
to: c.to,
fen: c.fen,
vid: c.vid,
}
case "askgame":
{
- // TODO: Send my current live game (if any): variant, players, movesCount
+ // Send my current live game (if any)
+ if (!!localStorage["gid"])
+ {
+ const myGame =
+ {
+ // Minimal game informations: (fen+clock not required)
+ id: localStorage["gid"],
+ players: JSON.parse(localStorage["players"]), //array sid+id+name
+ vname: localStorage["vname"],
+ timeControl: localStorage["timeControl"],
+ };
+ this.st.conn.send(JSON.stringify({code:"game",
+ game:myGame, target:data.from}));
+ }
break;
}
case "identity":
{
// Receive challenge from some player (+sid)
let newChall = data.chall;
- newChall.type = this.classifyChallenge(data.chall);
+ newChall.type = this.classifyObject(data.chall);
const pIdx = this.players.findIndex(p => p.sid == data.from);
newChall.from = this.players[pIdx]; //may be anonymous
newChall.added = Date.now();
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)
+ let newGame = data.game;
+ newGame.type = this.classifyObject(data.game);
+ newGame.vname = newGame.vname;
+ this.games.push(newGame);
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
+ // 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}));
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.sid}));
+ this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid}));
break;
}
-// * - receive "player disconnect": remove from players list
case "disconnect":
{
ArrayFun.remove(this.players, p => p.sid == data.sid);
// Also remove all challenges sent by this player:
- for (let cIdx = this.challenges.length-1; cIdx >= 0; cIdx--)
- {
- if (this.challenges[cIdx].from.sid == data.sid)
- this.challenges.splice(cIdx, 1);
- }
- // and all live games where he plays and no other opponent is online
- // TODO
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.sid);
+ // And all live games where he plays and no other opponent is online
+ ArrayFun.remove(this.games, g =>
+ g.type == "live" && (g.players.every(p => p.sid == data.sid
+ || !this.players.some(pl => pl.sid == p.sid))), "all");
break;
}
}
const error = checkChallenge(this.newchallenge);
if (!!error)
return alert(error);
- const ctype = this.classifyChallenge(this.newchallenge);
- const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
+ const ctype = this.classifyObject(this.newchallenge);
+ const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers - 1);
// NOTE: "from" information is not required here
let chall =
{
timeControl: this.newchallenge.timeControl,
vid: this.newchallenge.vid,
};
- const finishAddChallenge = (cid) => {
+ const finishAddChallenge = (cid,warnDisconnected) => {
chall.id = cid || "c" + getRandString();
- // Send challenge to peers
- this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected");
+ // Send challenge to peers (if connected)
+ this.sendSomethingTo(cto, "challenge", {chall:chall}, !!warnDisconnected);
chall.added = Date.now();
chall.type = ctype;
chall.vname = vname;
if (ctype == "live")
{
// Live challenges have a random ID
- finishAddChallenge();
+ finishAddChallenge(null, "warnDisconnected");
}
else
{
// * - prepare and start new game (if challenge is full after acceptation)
// * --> include challenge ID (so that opponents can delete the challenge too)
clickChallenge: function(c) {
- // TODO: also correspondance case (send to server)
+
+ console.log("click challenge");
+ console.log(c);
+
if (!!c.accepted)
{
- // It's a multiplayer challenge I accepted: withdraw
this.st.conn.send(JSON.stringify({code: "withdrawchallenge",
cid: c.id, target: c.from.sid}));
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "PUT",
+ {action:"withdraw", id: this.challenges[cIdx].id}
+ );
+ }
c.accepted = false;
}
- else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it
+ else if (c.from.sid == this.st.user.sid
+ || (this.st.user.id > 0 && c.from.id == this.st.user.id))
{
+ // It's my challenge: cancel it
this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
}
else //accept (or refuse) a challenge
{
this.st.conn.send(JSON.stringify({
code: (c.accepted ? "accept" : "refuse") + "challenge",
cid: c.id, target: c.from.sid}));
+ if (c.type == "corr" && c.accepted)
+ {
+ ajax(
+ "/challenges",
+ "PUT",
+ {action: "accept", id: this.challenges[cIdx].id}
+ );
+ }
if (!c.accepted)
+ {
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+ if (c.type == "corr")
+ {
+ ajax(
+ "/challenges",
+ "DELETE",
+ {id: this.challenges[cIdx].id}
+ );
+ }
+ }
}
},
- launchGame: function(c) {
+ // NOTE: for live games only (corr games are launched on server)
+ launchGame: async function(c) {
// Just assign colors and pass the message
const vname = this.getVname(c.vid);
const vModule = await import("@/variants/" + vname + ".js");
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 =
+ // These game informations will be sent to other players
+ const gameInfo =
{
- cid: c.id, //required to remove challenge
+ 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 then other colors).
- // Players' names are not required
- players: shuffle(players).map(p => {id:p.id, sid:p.sid},
+ players: shuffle(players.map(p => { return {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 launched 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}));
-// });
-// if (this.settings.sound >= 1)
-// new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ GameStorage.init({
+ gameId: gameInfo.gameId,
+ vname: this.getVname(gameInfo.vid),
+ fenStart: gameInfo.fen,
+ players: gameInfo.players,
+ timeControl: gameInfo.timeControl,
+ initime: (gameInfo.players[0].sid == this.st.user.sid),
+ });
+ if (this.st.settings.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ // TODO: redirect to game
},
},
};