h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }}
button(@click="abortGame") {{ st.tr["Sorry I have to go"] }}
button(@click="abortGame") {{ st.tr["Game seems over"] }}
- button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
Chat(:players="game.players")
</template>
-<!--
-// ==> après, implémenter/vérifier les passages de challenges + parties en cours
-// observer,
--->
-
<script>
import BaseGame from "@/components/BaseGame.vue";
import Chat from "@/components/Chat.vue";
// Always add myself to players' list
const my = this.st.user;
this.people.push({sid:my.sid, id:my.id, name:my.name});
- if (!!this.$route.params["id"])
- {
- this.gameRef.id = this.$route.params["id"];
- this.gameRef.rid = this.$route.query["rid"];
- this.loadGame();
- }
+ this.gameRef.id = this.$route.params["id"];
+ this.gameRef.rid = this.$route.query["rid"]; //may be undefined
+ if (!this.gameRef.rid)
+ this.loadGame(); //local or corr: can load from now
// TODO: mode analyse (/analyze/Atomic/rn
// ... fen = query[], vname=params[] ...
// 0.1] Ask server for room composition:
- const funcPollClients = () => {
+ const initialize = () => {
+ // Poll clients + load game if stored remotely
this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ if (!!this.gameRef.rid)
+ this.loadGame();
};
if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
- funcPollClients();
+ initialize();
else //socket not ready yet (initial loading)
- this.st.conn.onopen = funcPollClients;
+ this.st.conn.onopen = initialize;
this.st.conn.onmessage = this.socketMessageListener;
const socketCloseListener = () => {
store.socketCloseListener(); //reinitialize connexion (in store.js)
this.drawOffer = "received";
break;
case "askfullgame":
- // TODO: just give game; observers are listed here anyway:
- // ==> mark request SID as someone to send moves to
- // NOT to all people array: our opponent can send moves too!
+ // TODO: use data.id to retrieve game in indexedDB (but for now only one running game so OK)
+ this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
break;
case "fullgame":
- // and when receiving answer just call loadGame(received_game)
this.loadGame(data.game);
break;
// TODO: drawaccepted (click draw button before sending move
);
};
if (!!game)
- return afterRetrival(game);
+ return afterRetrieval(game);
if (!!this.gameRef.rid)
{
// Remote live game
+ // (TODO: send game ID as well, and receiver would pick the corresponding
+ // game in his current games; if allowed to play several)
this.st.conn.send(JSON.stringify(
{code:"askfullgame", target:this.gameRef.rid}));
// (send moves updates + resign/abort/draw actions)
obj[key] = move[key];
return obj;
}, {});
- // Send move ("newmove" event) to opponent(s) (if ours)
+ // Send move ("newmove" event) to people in the room (if our turn)
let addTime = 0;
if (move.color == this.game.mycolor)
{
if (this.game.type == "corr")
sendMove.message = this.corrMsg;
const oppsid = this.getOppSid();
- if (!!oppsid)
- {
- this.st.conn.send(JSON.stringify({
- code: "newmove",
- target: oppsid,
- move: sendMove,
- }));
- }
+ this.people.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: p.sid,
+ move: sendMove,
+ }));
+ }
+ });
if (this.game.type == "corr" && this.corrMsg != "")
{
// Add message to last move in BaseGame:
{code:"askchallenge",from:sid}));
break;
case "askgames":
+ {
// Check all clients playing, and send them a "askgame" message
+ let gameSids = {}; //game ID --> [sid1, sid2]
+ const regexpGid = /\/[a-zA-Z0-9]+$/;
Object.keys(clients).forEach(k => {
if (k != sid && clients[k].page.indexOf("/game/") >= 0)
{
- clients[k].sock.send(JSON.stringify(
- {code:"askgame", from: sid}));
+ const gid = clients[k].page.match(regexpGid)[0];
+ if (!gameSids[gid])
+ gameSids[gid] = [k];
+ else
+ gameSids[gid].push(k);
}
});
+ // Request only one client out of 2 (TODO: this is a bit heavy)
+ // Alt: ask game to all, and filter later?
+ Object.keys(gameSids).forEach(gid => {
+ const L = gameSids[gid].length;
+ const idx = L > 1
+ ? Math.floor(Math.random() * Math.floor(L))
+ : 0;
+ const rid = gameSids[gid][idx];
+ clients[rid].sock.send(JSON.stringify(
+ {code:"askgame", from: rid}));
+ });
+ break;
+ }
+ case "askfullgame":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"askfullgame", from:sid}));
+ break;
+ case "fullgame":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"fullgame", game:obj.game}));
break;
case "identity":
clients[obj.target].sock.send(JSON.stringify(