response.games.map(g => {
const type = this.classifyObject(g);
const vname = this.getVname(g.vid);
- return Object.assign({}, g, { type: type, vname: vname });
+ return Object.assign(
+ {},
+ g,
+ {
+ type: type,
+ vname: vname,
+ priority: g.score == "*" ? 1 : 0 //for display
+ }
+ );
})
);
}
params.socketUrl +
"/?sid=" +
this.st.user.sid +
+ "&id=" +
+ this.st.user.id +
"&tmpId=" +
getRandString() +
"&page=" +
}
case "game": //individual request
case "newgame": {
- // NOTE: it may be live or correspondance
const game = data.data;
- // Ignore games where I play (corr games)
+ // Ignore games where I play (will go in MyGames page)
if (game.players.every(p =>
- p.sid != this.st.user.sid || p.id != this.st.user.id))
+ p.sid != this.st.user.sid || p.uid != this.st.user.id))
{
let locGame = this.games.find(g => g.id == game.id);
if (!locGame) {
let newGame = game;
newGame.type = this.classifyObject(game);
newGame.vname = this.getVname(game.vid);
+ newGame.priority = 0;
if (!game.score)
- //if new game from Hall
+ // New game from Hall
newGame.score = "*";
+ if (newGame.score == "*") newGame.priority++;
newGame.rids = [game.rid];
delete newGame["rid"];
this.games.push(newGame);
}
case "result": {
let g = this.games.find(g => g.id == data.gid);
- if (!!g) g.score = data.score;
+ if (!!g) {
+ g.score = data.score;
+ g.priority = 0;
+ }
break;
}
case "startgame": {
- // New game just started: data contain all information
+ // New game just started, I'm involved
const gameInfo = data.data;
if (this.classifyObject(gameInfo) == "live")
this.startNewGame(gameInfo);
"#/game/" +
gameInfo.id +
"</a>";
- let modalBox = document.getElementById("modalInfo");
- modalBox.checked = true;
+ document.getElementById("modalInfo").checked = true;
}
break;
}
}
this.send("deletechallenge", { data: c.id });
},
+ // TODO: if several players click same challenge at the same time: problem
clickChallenge: async function(c) {
const myChallenge =
c.from.sid == this.st.user.sid || //live
},
// NOTE: when launching game, the challenge is already being deleted
launchGame: function(c) {
+ let players =
+ !!c.mycolor
+ ? (c.mycolor == "w" ? [c.seat, c.from] : [c.from, c.seat])
+ : shuffle([c.from, c.seat]);
+ // Convention for players IDs in stored games is 'uid'
+ players.forEach(p => {
+ let pWithUid = p;
+ pWithUid["uid"] = p.id;
+ delete pWithUid["id"];
+ });
// These game informations will be shared
let gameInfo = {
id: getRandString(),
const notifyNewgame = () => {
const oppsid = this.getOppsid(c);
if (!!oppsid)
- //opponent is online
+ // Opponent is online
this.send("startgame", { data: gameInfo, target: oppsid });
- // Send game info (only if live) to everyone except me in this tab
- this.send("newgame", { data: gameInfo });
+ // Send game info (only if live) to everyone except me and opponent
+ // TODO: this double message send could be avoided.
+ this.send("newgame", { data: gameInfo, oppsid: oppsid });
+ // Also to MyGames page:
+ this.send(
+ "notifynewgame",
+ {
+ data: gameInfo,
+ targets: gameInfo.players.map(p => {
+ return { sid: p.sid, uid: p.uid };
+ })
+ }
+ );
};
if (c.type == "live") {
notifyNewgame();
this.startNewGame(gameInfo);
- } //corr: game only on server
- else {
+ } else {
+ // corr: game only on server
ajax(
"/games",
"POST",
},
// NOTE: for live games only (corr games start on the server)
startNewGame: function(gameInfo) {
- const game = Object.assign({}, gameInfo, {
- // (other) Game infos: constant
- fenStart: gameInfo.fen,
- vname: this.getVname(gameInfo.vid),
- created: Date.now(),
- // Game state (including FEN): will be updated
- moves: [],
- clocks: [-1, -1], //-1 = unstarted
- initime: [0, 0], //initialized later
- score: "*"
- });
- GameStorage.add(game, (err) => {
- // If an error occurred, game is not added: abort
- if (!err) {
- if (this.st.settings.sound)
- new Audio("/sounds/newgame.flac").play().catch(() => {});
- this.$router.push("/game/" + gameInfo.id);
+ const game = Object.assign(
+ {},
+ gameInfo,
+ {
+ // (other) Game infos: constant
+ fenStart: gameInfo.fen,
+ vname: this.getVname(gameInfo.vid),
+ created: Date.now(),
+ // Game state (including FEN): will be updated
+ moves: [],
+ clocks: [-1, -1], //-1 = unstarted
+ initime: [0, 0], //initialized later
+ score: "*"
}
- });
+ );
+ setTimeout(
+ () => {
+ GameStorage.add(game, (err) => {
+ // If an error occurred, game is not added: a tab already
+ // added the game and (if focused) is redirected toward it.
+ // If no error and the tab is hidden: do not show anything.
+ if (!err && !document.hidden) {
+ if (this.st.settings.sound)
+ new Audio("/sounds/newgame.flac").play().catch(() => {});
+ this.$router.push("/game/" + gameInfo.id);
+ }
+ });
+ },
+ document.hidden ? 500 + 1000 * Math.random() : 0
+ );
}
}
};