-<!-- Main playing hall: online players + current challenges + button "new game" -->
-
<template lang="pug">
main
input#modalNewgame.modal(type="checkbox")
fieldset
label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
select#selectNbPlayers(v-model="newchallenge.nbPlayers")
- option(v-show="possibleNbplayers(2)" value="2") 2
+ option(v-show="possibleNbplayers(2)" value="2" selected) 2
option(v-show="possibleNbplayers(3)" value="3") 3
option(v-show="possibleNbplayers(4)" value="4") 4
fieldset
fieldset(v-if="st.user.id > 0")
label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
#selectPlayers
- input(type="text" v-model="newchallenge.to[0].name")
+ input(type="text" v-model="newchallenge.to[0]")
input(v-show="newchallenge.nbPlayers>=3" type="text"
- v-model="newchallenge.to[1].name")
+ v-model="newchallenge.to[1]")
input(v-show="newchallenge.nbPlayers==4" type="text"
- v-model="newchallenge.to[2].name")
+ v-model="newchallenge.to[2]")
fieldset(v-if="st.user.id > 0")
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
- div(v-for="p in uniquePlayers" @click="tryChallenge(p)")
- | {{ 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>
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 {
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
- let playerList = [{id:0, name:"@nonymous", count:0}];
+ // 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 => {
if (p.id > 0)
playerList.push(p);
else
- playerList[0].count++;
+ anonymous.count++;
});
+ if (anonymous.count > 0)
+ playerList.push(anonymous);
return playerList;
},
},
- // TODO: this looks ugly... (use VueX ?!)
- watch: {
- "st.conn": function() {
- this.st.conn.onmessage = this.socketMessageListener;
- this.st.conn.onclose = this.socketCloseListener;
- // Ask server for for room composition:
- this.st.conn.send(JSON.stringify({code:"askplayers"}));
- },
- },
created: function() {
- // TODO: ask server for current corr games (all but mines: names, ID, time control)
- // also ask for corr challenges
- if (!!this.st.conn)
- {
- this.st.conn.onmessage = this.socketMessageListener;
- this.st.conn.onclose = this.socketCloseListener;
- // Ask server for for room composition:
- this.st.conn.send(JSON.stringify({code:"askplayers"}));
- }
+ // Always add myself to players' list
+ this.players.push(this.st.user);
+ // 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:"pollclients"}));
+ };
+ this.st.conn.onopen = socketOpenListener;
+ // TODO: is this required here?
+ this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
+ this.st.conn.onmessage = this.socketMessageListener;
+ const oldOnclose = this.st.conn.onclose;
+ const socketCloseListener = () => {
+ oldOnclose(); //reinitialize connexion (in store.js)
+ this.st.conn.addEventListener('message', this.socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ };
+ 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)
+ 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)
- // Add myself to players
- this.players.push(this.st.user);
- // TODO: also receive "askchallenges", "askgames"
+ // 0.2] Receive clients list (just socket IDs)
+ case "pollclients":
+ data.sockIds.forEach(sid => {
+ this.players.push({sid:sid, id:0, name:""});
+ // Ask identity, challenges and game(s)
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askchallenges", target:sid}));
+ this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
+ });
+ break;
+ case "askidentity":
+ // 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 "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
+ };
+ this.st.conn.send(JSON.stringify({code:"challenge",
+ challenge:myChallenge, target:data.from})
+ }
+ break;
+ case "askgame":
+ // TODO: Send my current live game (if any): variant, players, movesCount
+ break;
+ case "identity":
+ 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 "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 "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
case "newgame":
// (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
- 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:data.name, id:data.uid});
- // TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
- // envoyer aussi nos défis
+ this.players.push({name:"", id:0, sid:data.sid});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
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;
}
},
- socketCloseListener: function() {
- // connexion is reinitialized in store.js
- this.st.conn.addEventListener('message', this.socketMessageListener);
- this.st.conn.addEventListener('close', this.socketCloseListener);
- },
showGame: function(game) {
// 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)
return; //anonymous players cannot be challenged
- this.newchallenge.players[0] = {
- name: player.name,
- id: player.id,
- sid: player.sid,
- };
+ this.newchallenge.to[0] = player.name;
doClick("modalNewgame");
},
// * - accept challenge (corr or live) --> send info to all concerned players
// * --> include challenge ID (so that opponents can delete the challenge too)
// * Also send to all connected players (only from me)
clickChallenge: function(challenge) {
+ // TODO: also correspondance case (send to server)
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};
+ const toIdx = challenge.to.findIndex(name => name == this.st.user.name);
if (toIdx >= 0)
{
// It's a multiplayer challenge I accepted: withdraw
this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
- cid:challenge.id, user:me}));
+ cid:challenge.id, user:this.st.user.sid}));
this.challenges.to.splice(toIdx, 1);
}
else if (challenge.from.id == user.id) //it's my challenge: cancel it
// if (this.settings.sound >= 1)
// new Audio("/sounds/newgame.mp3").play().catch(err => {});
// },
- // 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;
+ // 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;
- // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
+ return vname;
+ },
+ // Send new challenge (corr or live, cf. time control), with button or click on player
+ newChallenge: async function() {
+ // TODO: put this "load variant" block elsewhere
+ const vname = this.loadVariant(this.newchallenge.vid, this.st.variants);
+ // 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);
- // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
- const liveGame =
- this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
- // Check that the players (if any indicated) are online
- let chall =
+ if (this.challenges.some(c => c.from.sid == this.st.user.sid && c.liveGame))
{
- id: 0, //unknown yet (no ID for live challenges)
- from: this.st.user,
- added: Date.now(),
- fen: this.newchallenge.fen,
+ 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(
+ {},
+ this.newchallenge,
+ {
+ from: this.st.user,
+ added: Date.now(),
+ fen: this.newchallenge.fen || V.GenRandInitFen(),
variant: {id: this.newchallenge.vid, name: vname},
nbPlayers: this.newchallenge.nbPlayers,
to: [
{id: 0, name: this.newchallenge.to[2], sid: ""},
],
timeControl: this.newchallenge.timeControl,
- mainTime: this.newchallenge.mainTime,
- increment: this.newchallenge.increment,
};
for (let p of chall.to)
{
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;
};
- if (liveGame)
+ if (this.newchallenge.liveGame)
{
// Live challenges have cid = 0
finishAddChallenge();
}
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,