label(for="inputFen") {{ st.tr["FEN (optional)"] }}
input#inputFen(type="text" v-model="newchallenge.fen")
button(@click="newChallenge") {{ st.tr["Send challenge"] }}
- .row
- .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
- .button-group
- button(@click="cpdisplay='challenges'") Challenges
- button(@click="cpdisplay='players'") Players
- ChallengeList(v-show="cpdisplay=='challenges'"
- :challenges="challenges" @click-challenge="clickChallenge")
- #players(v-show="cpdisplay=='players'")
- h3 Online players
- .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
- :class="{anonymous: !!p.count}"
- )
- | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
.row
.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-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- .button-group
- button(@click="gdisplay='live'") Live games
- button(@click="gdisplay='corr'") Correspondance games
- GameList(v-show="gdisplay=='live'" :games="liveGames"
- @show-game="showGame")
- GameList(v-show="gdisplay=='corr'" :games="corrGames"
- @show-game="showGame")
+ .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
+ .collapse
+ input#challengeSection(type="radio" checked aria-hidden="true" name="accordion")
+ label(for="challengeSection" aria-hidden="true") Challenges
+ div
+ .button-group
+ button(@click="cdisplay='live'") Live Challenges
+ button(@click="cdisplay='corr'") Correspondance challenges
+ ChallengeList(v-show="cdisplay=='live'"
+ :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")
+ label(for="peopleSection" aria-hidden="true") People
+ div
+ #players(v-show="pdisplay=='players'")
+ h3 Online players
+ .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
+ :class="{anonymous: !!p.count}"
+ )
+ | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
+ #chat(v-show="pdisplay=='chat'")
+ h3 Chat (TODO)
+ input#gameSection(type="radio" checked aria-hidden="true" name="accordion")
+ label(for="gameSection" aria-hidden="true") Games
+ div
+ .button-group
+ button(@click="gdisplay='live'") Live games
+ button(@click="gdisplay='corr'") Correspondance games
+ GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
+ @show-game="showGame")
+ GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
+ @show-game="showGame")
</template>
<script>
data: function () {
return {
st: store.state,
- cpdisplay: "challenges",
+ cdisplay: "live", //or corr
+ pdisplay: "players", //or chat
gdisplay: "live",
- liveGames: [],
- corrGames: [],
+ games: [],
challenges: [],
players: [], //online players
newchallenge: {
},
computed: {
uniquePlayers: function() {
- // Show e.g. "5 @nonymous", and do nothing on click on anonymous
+ // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
let anonymous = {id:0, name:"@nonymous", count:0};
let playerList = [];
this.players.forEach(p => {
this.st.conn.onclose = socketCloseListener;
},
methods: {
+ filterChallenges: function(type) {
+ return this.challenges.filter(c => c.type == type);
+ },
+ filterGames: function(type) {
+ return this.games.filter(c => c.type == type);
+ },
+ classifyChallenge: function(c) {
+ // Heuristic: should work for most cases... (TODO)
+ return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
+ },
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)
- // TODO: merge Game.vue and MoveList.vue (one logic entity, no ?)
this.oldOnmessage(msg);
const data = JSON.parse(msg.data);
switch (data.code)
});
break;
case "askidentity":
- // Request for identification
- this.st.conn.send(JSON.stringify(
- {code:"identity", user:this.st.user, target:data.from}));
+ // Request for identification: reply if I'm not anonymous
+ if (this.st.user.id > 0)
+ {
+ this.st.conn.send(JSON.stringify(
+ {code:"identity", user:this.st.user, target:data.from}));
+ }
break;
- case "askchallenges":
- // Send my current challenges
- const myChallenges = this.challenges
- .filter(c => c.from.sid == this.st.user.sid)
- .map(c => {
+ 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");
+ if (cIdx >= 0)
+ {
+ const c = this.challenges[cIdx];
+ const myChallenge =
+ {
// Minimal challenge informations: (from not required)
to: c.to,
fen: c.fen,
vid: c.vid,
timeControl: c.timeControl
- });
- if (myChallenges.length > 0)
- {
- this.st.conn.send(JSON.stringify({code:"challenges",
- challenges:myChallenges, target:data.from})
+ };
+ this.st.conn.send(JSON.stringify({code:"challenge",
+ challenge:myChallenge, target:data.from})
}
break;
case "askgame":
- // TODO: Send my current live game (if any)
+ // TODO: Send my current live game (if any): variant, players, movesCount
break;
case "identity":
- if (data.user.id > 0) //otherwise "anonymous", nothing to retrieve
- {
- 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;
- }
+ 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 "challenges":
- // Receive challenges from some player
+ 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.from = this.players[pIdx]; //may be anonymous
+ this.challenges.push(newChall);
break;
- case "games":
- // Receive live game from some player
+ 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
// (id, players, time control, fenStart ...)
// + cid to remove challenge from list
break;
-// * - receive "playergame": a live game by some connected player (NO corr)
- case "playergame":
- // TODO: receive live game summary (update, count moves)
- // (just players names, time control, and ID + player ID)
- break;
-// * - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
- case "playerchallenges":
- // TODO: receive challenge + challenge updates
- break;
- case "newmove": //live or corr
- // TODO: name conflict ? (game "newmove" event)
- break;
-// * - receive new challenge: if targeted, replace our name with sender name
- case "newchallenge":
- // receive live or corr challenge
- this.challenges.push(data.chall);
- break;
// * - receive "accept/withdraw/cancel challenge": apply action to challenges list
case "acceptchallenge":
- if (true) //TODO: if challenge is full
+ // 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
break;
case "withdrawchallenge":
case "cancelchallenge":
ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
-// NOTE: finally only one connect / disconnect couple of events
-// (because on server side we wouldn't know which to choose)
+ // TODO: distinguish hallConnect and gameConnect ?
+ // Or global variable players
+ // + game variable: "observers"
case "connect":
-// * - receive "player connect": send all our current challenges (to him or global)
+// * - receive "player connect": send our current challenge (to him or global)
// * Also send all our games (live - max 1 - and corr) [in web worker ?]
-// * + all our sent challenges.
this.players.push({name:"", id:0, sid:data.sid});
this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
- // TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
- // envoyer aussi nos défis
break;
// * - receive "player disconnect": remove from players list
case "disconnect":
// 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.$router.push("/" + game.id)
+ this.$router.push("/" + game.id);
},
tryChallenge: function(player) {
if (player.id == 0)
},
// Send new challenge (corr or live, cf. time control), with button or click on player
newChallenge: async function() {
- if (this.challenges.some(c => c.from.sid == this.st.user.sid))
- {
- document.getElementById("modalNewgame").checked = false;
- return alert("You already have a pending challenge");
- }
// TODO: put this "load variant" block elsewhere
const vname = this.loadVariant(this.newchallenge.vid, this.st.variants);
- // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
+ // 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 error = checkChallenge(this.newchallenge);
if (!!error)
return alert(error);
-// TODO: set FEN, set mainTime and increment ?!
-//else //generate a FEN
-// c.fen = V.GenRandInitFen();
- // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
- const liveGame =
- this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
+ if (this.challenges.some(c => c.from.sid == this.st.user.sid && c.liveGame))
+ {
+ 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(
{},
{
from: this.st.user,
added: Date.now(),
- fen: this.newchallenge.fen,
+ fen: this.newchallenge.fen || V.GenRandInitFen(),
variant: {id: this.newchallenge.vid, name: vname},
nbPlayers: this.newchallenge.nbPlayers,
to: [
}
document.getElementById("modalNewgame").checked = false;
};
- if (liveGame)
+ if (this.newchallenge.liveGame)
{
// Live challenges have cid = 0
finishAddChallenge();