import { checkChallenge } from "@/data/challengeCheck";
import { ArrayFun } from "@/utils/array";
import { ajax } from "@/utils/ajax";
+import { getRandString } from "@/utils/alea";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
export default {
created: function() {
// Always add myself to players' list
this.players.push(this.st.user);
- // TODO: ask server for current corr games (all but mines: names, ID, time control)
- // also ask for corr challenges
- // Ask server for for room composition:
+ // Ask server for current corr games (all but mines)
+// ajax(
+// "",
+// "GET",
+// response => {
+//
+// }
+// );
+// // Also ask for corr challenges (all)
+// ajax(
+// "",
+// "GET",
+// response => {
+//
+// }
+// );
+ // 0.1] Ask server for for room composition:
const socketOpenListener = () => {
- this.st.conn.send(JSON.stringify({code:"askplayers"}));
+ this.st.conn.send(JSON.stringify({code:"askclients"}));
};
this.st.conn.onopen = socketOpenListener;
+ this.oldOnmessage = this.st.conn.onmessage || Function.prototype; //TODO: required here?
this.st.conn.onmessage = this.socketMessageListener;
+ const oldOnclose = this.st.conn.onclose;
const socketCloseListener = () => {
- // connexion is reinitialized in store.js
+ oldOnclose(); //reinitialize connexion (in store.js)
this.st.conn.addEventListener('message', this.socketMessageListener);
this.st.conn.addEventListener('close', socketCloseListener);
};
},
methods: {
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)
{
- case "room":
- // TODO: receive room composition (sids at least, id + names if registered)
- // TODO: also receive "askchallenges", "askgames"
+ // 0.2] Receive clients list (just socket IDs)
+ case "clients":
+ data.sockIds.forEach(sid => {
+ this.players.push({sid:sid, id:0, name:""});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ });
+ break;
+ // TODO: also receive "askchallenges", "askgames"
+ case "identify":
+ // Request for identification
+ this.st.conn.send(JSON.stringify(
+ {code:"identity", user:this.st.user, target:data.from}));
+ 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;
+ }
+ break;
// * - receive "new game": if live, store locally + redirect to game
// * If corr: notify "new game has started", give link, but do not redirect
case "newgame":
// * - 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":
// * - receive "player connect": send all our current challenges (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:data.name, id:data.uid});
+ 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":
- ArrayFun.remove(this.players, p => p.id == data.uid);
+ ArrayFun.remove(this.players, p => p.sid == data.sid);
// TODO: also remove all challenges sent by this player,
// and all live games where he plays and no other opponent is online
break;
// if (this.settings.sound >= 1)
// new Audio("/sounds/newgame.mp3").play().catch(err => {});
// },
+ // Load a variant file (TODO: should probably be global)
+ loadVariant: async function(vid, variantArray) {
+ const idxInVariants = variantArray.findIndex(v => v.id == vid);
+ const vname = variantArray[idxInVariants].name;
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ return vname;
+ },
// 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");
}
- const idxInVariants =
- this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
- const vname = this.st.variants[idxInVariants].name;
- const vModule = await import("@/variants/" + vname + ".js");
- window.V = vModule.VariantRules;
+ // 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
+ // 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;
p.sid = this.players[pIdx].sid;
}
}
- const finishAddChallenge = () => {
+ const finishAddChallenge = (cid) => {
+ chall.id = cid || "c" + getRandString();
this.challenges.push(chall);
// Send challenge to peers
- const challSock =
+ let challSock =
{
code: "newchallenge",
chall: chall,
+ target: "",
+ };
+ const sendChallengeTo = (sid) => {
+ challSock.target = sid;
+ this.st.conn.send(JSON.stringify(challSock));
};
if (chall.to[0].id > 0)
{
// Challenge with targeted players
chall.to.forEach(p => {
if (p.id > 0)
- {
- this.st.conn.send(JSON.stringify(Object.assign(
- {},
- challSock,
- {receiver: p.sid}
- )));
- }
+ sendChallengeTo(p.sid);
});
}
else
{
// Open challenge: send to all connected players (except us)
- const strChallSock = JSON.stringify(challSock);
this.players.forEach(p => {
if (p.sid != this.st.user.sid) //only sid is always set
- this.st.conn.send(strChallSock);
+ sendChallengeTo(p.sid);
});
}
document.getElementById("modalNewgame").checked = false;
}
else
{
+ const chall = {
+ uid: req.body["from"],
+ vid: req.body["vid"],
+ fen: req.body["fen"],
+ timeControl: req.body["timeControl"],
+ nbPlayers: req.body["nbPlayers"],
+ to: req.body["to"], //array of IDs
+ };
// Correspondance game: send challenge to server
ajax(
"/challenges/" + this.newchallenge.vid,