+ watch: {
+ "st.conn": 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)
+ 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;
+ }
+ };
+ const socketCloseListener = () => {
+ this.st.conn.addEventListener('message', socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ };
+ this.st.conn.onmessage = socketMessageListener;
+ this.st.conn.onclose = socketCloseListener;
+ },
+ },
+ methods: {
+ showGame: function(game) {
+ // NOTE: if we are an observer, the game will be found in main games list
+ // (sent by connected remote players)
+ this.$router.push("/" + game.id)
+ },
+ challenge: function(player) {
+ this.st.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
+ user:{name:this.st.user.name,id:this.st.user.id}}));
+ },
+ 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)
+ {
+ // It's a multiplayer challenge I accepted: withdraw
+ this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
+ cid:challenge.id, user:me}));
+ this.challenges.to.splice(toIdx, 1);
+ }
+ else if (challenge.from.id == user.id) //it's my challenge: cancel it
+ {
+ this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
+ this.challenges.splice(index, 1);
+ }
+ else //accept a challenge
+ {
+ this.st.conn.send(JSON.stringify({code:"acceptchallenge",
+ cid:challenge.id, user:me}));
+ this.challenges[index].to.push(me);
+ }
+ // TODO: accepter un challenge peut lancer une partie, il
+ // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
+ // autres actions:
+ // supprime mon défi
+ // accepte un défi
+ // annule l'acceptation d'un défi (si >= 3 joueurs)
+ //
+ // si pas le mien et FEN speciale :: (charger code variante et)
+ // montrer diagramme + couleur (orienté)
+ },
+ // user: last person to accept the challenge
+ newGameLive: function(chall, user) {
+ const fen = chall.fen || V.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}));