-// TODO: main playing hall, chat + online players + current challenges + button "new game"
-/*
-input#modal-newgame.modal(type="checkbox")
-div(role="dialog" aria-labelledby="newGameTxt")
- .card.smallpad.small-modal
- label#close-newgame.modal-close(for="modal-newgame")
- h3#newGameTxt= translations["New game"]
- p= translations["Waiting for opponent..."]
-*/
+// main playing hall: chat + online players + current challenges + button "new game"
// TODO: my-challenge-list, gérant clicks sur challenges, affichage, réception/émission des infos sur challenges ; de même, my-player-list
// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
/*
-Players + challenges : == "room" home of variant (surligner si nouveau défi perso et pas affichage courant)
-joueurs en ligne (dte),
-Nouvelle partie + défis en temps réel + parties en cours (milieu, tabs),
-chat général (gauche, activé ou non (bool global storage)).
+TODO: surligner si nouveau défi perso et pas affichage courant
(cadences base + incrément, corr == incr >= 1jour ou base >= 7j)
---> correspondance: stocker sur serveur lastMove + peerId + color + movesCount + gameId + variant + timeleft
-quand je poste un lastMove corr, supprimer mon ancien lastMove le cas échéant (tlm l'a eu)
-fin de partie corr: garder maxi nbPlayers lastMove sur serveur, pendant 7 jours (arbitraire)
+--> correspondance: stocker sur serveur lastMove + uid + color + movesCount + gameId + variant + timeleft
+fin de partie corr: supprimer partie du serveur au bout de 7 jours (arbitraire)
+main time should be positive (no 0+2 & cie...)
*/
+// TODO: au moins l'échange des coups en P2P ?
+// TODO: objet game, objet challenge ? et player ?
Vue.component('my-room', {
props: ["conn","settings"],
- data: {
- something: "", //TODO
+ data: function () {
+ return {
+ gdisplay: "live",
+ user: user,
+ liveGames: [],
+ corrGames: [],
+ players: [], //online players
+ challenges: [], //live challenges
+ people: [], //people who connect to this room (or disconnect)
+ };
},
-
-});
-
- case "newgame": //challenge accepted
+ // Modal new game, and then sub-components
+ template: `
+ <div>
+ <input id="modalNewgame" type="checkbox" class="modal"/>
+ <div role="dialog" aria-labelledby="titleFenedit">
+ <div class="card smallpad">
+ <label id="closeNewgame" for="modalNewgame" class="modal-close">
+ </label>
+ <h3 id="titleFenedit" class="section">
+ {{ translate("Game state (FEN):") }}
+ </h3>
+ <input id="input-fen" type="text"/>
+ <p>TODO: cadence, adversaire (pre-filled if click on name)</p>
+ <p>cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment</p>
+ <p>Note: leave FEN blank for random; FEN only for targeted challenge</p>
+ <button @click="newGame">Launch game</button>
+ </div>
+ </div>
+ <div>
+ <my-chat :conn="conn" :myname="user.name" :people="people"></my-chat>
+ <my-challenge-list :challenges="challenges" @click-challenge="clickChallenge">
+ </my-challenge-list>
+ </div>
+ <button onClick="doClick('modalNewgame')">New game</button>
+ <div>
+ <div style="border:1px solid black">
+ <h3>Online players</h3>
+ <div v-for="p in players" @click="challenge(p)">
+ {{ p.name }}
+ </div>
+ </div>
+ <div class="button-group">
+ <button @click="gdisplay='live'">Live games</button>
+ <button @click="gdisplay='corr'">Correspondance games</button>
+ </div>
+ <my-game-list v-show="gdisplay=='live'" :games="liveGames"
+ @show-game="showGame">
+ </my-game-list>
+ <my-game-list v-show="gdisplay=='corr'" :games="corrGames"
+ @show-game="showGame">
+ </my-game-list>
+ </div>
+ </div>
+ `,
+ created: function() {
+ // TODO: ask server for current corr games (all but mines: names, ID, time control)
+ const socketMessageListener = msg => {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ case "newgame":
+ // TODO: new game just started: data contain all informations
+ // (id, players, time control, fenStart ...)
+ break;
+ // TODO: also receive live games summaries (update)
+ // (just players names, time control, and ID + player ID)
+ case "acceptchallenge":
// oppid: opponent socket ID (or DB id if registered)
- this.newGame("human", data.fen, data.color, data.oppid, data.gameid);
+ if (true) //TODO: if challenge is full
+ this.newGame(data.challenge, data.user); //user.id et user.name
+ break;
+ case "withdrawchallenge":
+ // TODO
+ break;
+ case "cancelchallenge":
+ // TODO
+ break;
+ // TODO: distinguish these (dis)connect events from their analogs in game.js
+ case "connect":
+ this.players.push({name:data.name, id:data.uid});
+ break;
+ case "disconnect":
+ const pIdx = this.players.findIndex(p => p.id == data.uid);
+ this.players.splice(pIdx);
break;
-
- clickGameSeek: function(e) {
- if (this.mode == "human" && this.score == "*")
- return; //no newgame while playing
- if (this.seek)
- {
- this.conn.send(JSON.stringify({code:"cancelnewgame"}));
- this.seek = false;
}
- else
- this.newGame("human");
+ };
+ const socketCloseListener = () => {
+ this.conn.addEventListener('message', socketMessageListener);
+ this.conn.addEventListener('close', socketCloseListener);
+ };
+ this.conn.onmessage = socketMessageListener;
+ this.conn.onclose = socketCloseListener;
+ },
+ methods: {
+ translate: translate,
+ showGame: function(game) {
+ let hash = "#game?id=" + game.id;
+ if (!!game.uid)
+ hash += "&uid=" + game.uid;
+ location.hash = hash;
},
- clickComputerGame: function(e) {
- if (this.mode == "computer" && this.score == "*"
- && this.vr.turn != this.mycolor)
- {
- // Wait for computer reply first (avoid potential "ghost move" bug)
- return;
- }
- this.newGame("computer");
+ challenge: function(player) {
+ this.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
+ user:{name:user.name,id:user.id}}));
},
- newGame: function(mode, fenInit, color, oppId, gameId) {
- const fen = fenInit || VariantRules.GenRandInitFen();
- console.log(fen); //DEBUG
- if (mode=="human" && !oppId)
+ clickChallenge: function(challenge) {
+ const index = this.challenges.findIndex(c => c.id == challenge.id);
+ const toIdx = challenge.to.findIndex(p => p.id == user.id);
+ const me = {name:user.name,id:user.id};
+ if (toIdx >= 0)
{
- const storageVariant = localStorage.getItem("variant");
- if (!!storageVariant && storageVariant !== variant.name
- && localStorage["score"] == "*")
- {
- return alert(translations["Finish your "] +
- storageVariant + translations[" game first!"]);
- }
- // Send game request and wait..
- try {
- this.conn.send(JSON.stringify({code:"newgame", fen:fen, gameid: getRandString() }));
- } catch (INVALID_STATE_ERR) {
- return; //nothing achieved
- }
- this.seek = true;
- let modalBox = document.getElementById("modal-newgame");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
- return;
+ // It's a multiplayer challenge I accepted: withdraw
+ this.conn.send(JSON.stringify({code:"withdrawchallenge",
+ cid:challenge.id, user:me}));
+ this.challenges.to.splice(toIdx, 1);
}
- const prefix = this.getStoragePrefix(mode);
- if (mode == "computer")
+ else if (challenge.from.id == user.id) //it's my challenge: cancel it
{
- const storageVariant = localStorage.getItem(prefix+"variant");
- if (!!storageVariant)
- {
- const score = localStorage.getItem(prefix+"score");
- if (storageVariant !== variant.name && score == "*")
- {
- if (!confirm(storageVariant +
- translations[": unfinished computer game will be erased"]))
- {
- return;
- }
- }
- }
+ this.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
+ this.challenges.splice(index, 1);
}
- else if (mode == "friend")
+ else //accept a challenge
{
- const storageVariant = localStorage.getItem(prefix+"variant");
- if (!!storageVariant)
- {
- const score = localStorage.getItem(prefix+"score");
- if (storageVariant !== variant.name && score == "*")
- {
- if (!confirm(storageVariant +
- translations[": current analysis will be erased"]))
- {
- return;
- }
- }
- }
+ this.conn.send(JSON.stringify({code:"acceptchallenge",
+ cid:challenge.id, user:me}));
+ this.challenges[index].to.push(me);
}
- this.vr = new VariantRules(fen, []);
- this.score = "*";
- this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
- this.mode = mode;
- this.incheck = [];
- this.fenStart = V.ParseFen(fen).position; //this is enough
- if (mode=="human")
- {
- // Opponent found!
- this.gameId = gameId;
- this.oppid = oppId;
- this.oppConnected = true;
- this.mycolor = color;
- this.seek = false;
- if (this.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().catch(err => {});
- document.getElementById("modal-newgame").checked = false;
- }
- else if (mode == "computer")
- {
- this.compWorker.postMessage(["init",this.vr.getFen()]);
- this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
- if (this.mycolor != this.vr.turn)
- this.playComputerMove();
- }
- else if (mode == "friend")
- this.mycolor = "w"; //convention...
- //else: problem solving: nothing more to do
- if (mode != "problem")
- this.setStorage(); //store game state in case of interruptions
},
- continueGame: function(mode) {
- this.mode = mode;
- this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined);
- const prefix = this.getStoragePrefix(mode);
- this.mycolor = localStorage.getItem(prefix+"mycolor");
- const moves = JSON.parse(localStorage.getItem(prefix+"moves"));
- const fen = localStorage.getItem(prefix+"fen");
- const score = localStorage.getItem(prefix+"score"); //set in "endGame()"
- this.fenStart = localStorage.getItem(prefix+"fenStart");
- this.vr = new VariantRules(fen, moves);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (mode == "human")
- {
- this.gameId = localStorage.getItem("gameId");
- // Send ping to server (answer pong if opponent is connected)
- this.conn.send(JSON.stringify({
- code:"ping",oppid:this.oppid,gameId:this.gameId}));
- }
- else if (mode == "computer")
- {
- this.compWorker.postMessage(["init",fen]);
- if (score == "*" && this.mycolor != this.vr.turn)
- this.playComputerMove();
- }
- //else: nothing special to do in friend mode
- if (score != "*")
- {
- // Small delay required when continuation run faster than drawing page
- setTimeout(() => this.endGame(score), 100);
- }
+ // user: last person to accept the challenge
+ newGame: function(chall, user) {
+ const fen = chall.fen || VariantRules.GenRandInitFen();
+ const game = {}; //TODO: fen, players, time ...
+ //setStorage(game); //TODO
+ game.players.forEach(p => {
+ 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 => {});
},
-
-
- // TODO: option du bouton "new game" :: seulement pour challenge indiv
- const modalFenEdit = [
- h('input',
- {
- attrs: { "id": "modal-fenedit", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "titleFenedit" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "id": "close-fenedit", "for": "modal-fenedit" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- attrs: { "id": "titleFenedit" },
- "class": { "section": true },
- domProps: { innerHTML: translations["Game state (FEN):"] },
- }
- ),
- h('input',
- {
- attrs: {
- "id": "input-fen",
- type: "text",
- value: VariantRules.GenRandInitFen(),
- },
- }
- ),
- h('button',
- {
- on: { click:
- () => {
- const fen = document.getElementById("input-fen").value;
- document.getElementById("modal-fenedit").checked = false;
- this.newGame("friend", fen);
- }
- },
- domProps: { innerHTML: translations["Ok"] },
- }
- ),
- h('button',
- {
- on: { click:
- () => {
- document.getElementById("input-fen").value =
- VariantRules.GenRandInitFen();
- }
- },
- domProps: { innerHTML: translations["Random"] },
- }
- ),
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalFenEdit);
+ },
+});