4 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
6 button.tabbtn#liveGames(@click="setDisplay('live',$event)")
7 | {{ st.tr["Live games"] }}
8 button.tabbtn#corrGames(@click="setDisplay('corr',$event)")
9 | {{ st.tr["Correspondance games"] }}
12 v-show="display=='live'"
15 @abortgame="abortGame"
17 div(v-show="display=='corr'")
22 @abortgame="abortGame"
28 | {{ st.tr["Load more"] }}
32 import { store } from "@/store";
33 import { GameStorage } from "@/utils/gameStorage";
34 import { ajax } from "@/utils/ajax";
35 import { getScoreMessage } from "@/utils/scoring";
36 import params from "@/parameters";
37 import { getRandString } from "@/utils/alea";
38 import GameList from "@/components/GameList.vue";
50 // timestamp of last showed (oldest) corr game:
51 cursor: Number.MAX_SAFE_INTEGER,
52 // hasMore == TRUE: a priori there could be more games to load
59 // Initialize connection
60 this.connexionString =
69 encodeURIComponent(this.$route.path);
70 this.conn = new WebSocket(this.connexionString);
71 this.conn.onmessage = this.socketMessageListener;
72 this.conn.onclose = this.socketCloseListener;
75 const adjustAndSetDisplay = () => {
76 // showType is the last type viwed by the user (default)
77 let showType = localStorage.getItem("type-myGames") || "live";
78 // Live games, my turn: highest priority:
79 if (this.liveGames.some(g => !!g.myTurn)) showType = "live";
80 // Then corr games, my turn:
81 else if (this.corrGames.some(g => !!g.myTurn)) showType = "corr";
83 // If a listing is empty, try showing the other (if non-empty)
84 const types = ["corr", "live"];
85 for (let i of [0,1]) {
87 this[types[i] + "Games"].length > 0 &&
88 this[types[1-i] + "Games"].length == 0
94 this.setDisplay(showType);
96 GameStorage.getAll(localGames => {
97 localGames.forEach(g => g.type = "live");
98 this.decorate(localGames);
99 this.liveGames = localGames;
100 if (this.st.user.id > 0) {
101 // Ask running corr games first
107 // These games are garanteed to not be deleted
108 this.corrGames = res.games;
109 this.corrGames.forEach(g => g.type = "corr");
110 this.decorate(this.corrGames);
111 // Now ask completed games (partial list)
116 data: { cursor: this.cursor },
118 if (res2.games.length > 0) {
119 const L = res2.games.length;
120 this.cursor = res2.games[L - 1].created;
121 let completedGames = res2.games;
122 completedGames.forEach(g => g.type = "corr");
123 this.decorate(completedGames);
124 this.corrGames = this.corrGames.concat(completedGames);
125 adjustAndSetDisplay();
133 } else adjustAndSetDisplay();
136 beforeDestroy: function() {
137 this.conn.send(JSON.stringify({code: "disconnect"}));
140 setDisplay: function(type, e) {
142 localStorage.setItem("type-myGames", type);
143 let elt = e ? e.target : document.getElementById(type + "Games");
144 elt.classList.add("active");
145 elt.classList.remove("somethingnew"); //in case of
146 if (elt.previousElementSibling)
147 elt.previousElementSibling.classList.remove("active");
148 else elt.nextElementSibling.classList.remove("active");
150 tryShowNewsIndicator: function(type) {
152 (type == "live" && this.display == "corr") ||
153 (type == "corr" && this.display == "live")
156 .getElementById(type + "Games")
157 .classList.add("somethingnew");
160 // Called at loading to augment games with myColor + myTurn infos
161 decorate: function(games) {
164 (g.type == "corr" && g.players[0].id == this.st.user.id) ||
165 (g.type == "live" && g.players[0].sid == this.st.user.sid)
168 // If game is over, myTurn doesn't exist:
169 if (g.score == "*") {
170 const rem = g.movesCount % 2;
171 if ((rem == 0 && g.myColor == 'w') || (rem == 1 && g.myColor == 'b'))
176 socketMessageListener: function(msg) {
177 const data = JSON.parse(msg.data);
179 "corr": this.corrGames,
180 "live": this.liveGames
184 case "notifyscore": {
185 const info = data.data;
186 const type = (!!parseInt(info.gid) ? "corr" : "live");
187 let game = gamesArrays[type].find(g => g.id == info.gid);
188 // "notifything" --> "thing":
189 const thing = data.code.substr(6);
190 game[thing] = info[thing];
191 if (thing == "turn") {
192 game.myTurn = !game.myTurn;
193 if (game.myTurn) this.tryShowNewsIndicator(type);
195 // TODO: forcing refresh like that is ugly and wrong.
196 // How to do it cleanly?
197 this.$refs[type + "games"].$forceUpdate();
200 case "notifynewgame": {
201 const gameInfo = data.data;
202 // st.variants might be uninitialized,
203 // if unlucky and newgame right after connect:
204 const v = this.st.variants.find(v => v.id == gameInfo.vid);
205 const vname = !!v ? v.name : "";
206 const type = (gameInfo.cadence.indexOf('d') >= 0 ? "corr": "live");
207 let game = Object.assign(
217 (type == "corr" && game.players[0].id == this.st.user.id) ||
218 (type == "live" && game.players[0].sid == this.st.user.sid);
219 gamesArrays[type].push(game);
220 if (game.myTurn) this.tryShowNewsIndicator(type);
221 // TODO: cleaner refresh
222 this.$refs[type + "games"].$forceUpdate();
227 socketCloseListener: function() {
228 this.conn = new WebSocket(this.connexionString);
229 this.conn.addEventListener("message", this.socketMessageListener);
230 this.conn.addEventListener("close", this.socketCloseListener);
232 showGame: function(game) {
233 if (game.type == "live" || !game.myTurn) {
234 this.$router.push("/game/" + game.id);
237 // It's my turn in this game. Are there others?
239 let otherCorrGamesMyTurn = this.corrGames.filter(g =>
240 g.id != game.id && !!g.myTurn);
241 if (otherCorrGamesMyTurn.length > 0) {
242 nextIds += "/?next=[";
243 otherCorrGamesMyTurn.forEach(g => { nextIds += g.id + ","; });
244 // Remove last comma and close array:
245 nextIds = nextIds.slice(0, -1) + "]";
247 this.$router.push("/game/" + game.id + nextIds);
249 abortGame: function(game) {
250 // Special "trans-pages" case: from MyGames to Game
251 // TODO: also for corr games? (It's less important)
252 if (game.type == "live") {
254 game.players[0].sid == this.st.user.sid
255 ? game.players[1].sid
256 : game.players[0].sid;
262 // NOTE: target might not be online
268 else if (!game.deletedByWhite || !game.deletedByBlack) {
269 // Set score if game isn't deleted on server:
278 scoreMsg: getScoreMessage("?")
285 loadMore: function() {
290 data: { cursor: this.cursor },
292 if (res.games.length > 0) {
293 const L = res.games.length;
294 this.cursor = res.games[L - 1].created;
295 let moreGames = res.games;
296 moreGames.forEach(g => g.type = "corr");
297 this.decorate(moreGames);
298 this.corrGames = this.corrGames.concat(moreGames);
299 } else this.hasMore = false;
313 background-color: #f9faee
323 background-color: #c5fefe !important