export default {
name: "my-chat",
// Prop 'pastChats' for corr games where chats are on server
- props: ["players","pastChats"],
+ props: ["players","pastChats","newChat"],
data: function() {
return {
st: store.state,
chats: [], //chat messages after human game
};
},
- created: function() {
- const curMsgListener = this.st.conn.onmessage; //from Game or Hall
- const socketMessageListener = msg => {
- curMsgListener(msg);
- const data = JSON.parse(msg.data);
- if (data.code == "newchat") //only event at this level
- {
- this.chats.unshift({msg:data.msg, name:data.name || "@nonymous"});
- this.$emit("newchat-received"); //data not required here
- }
- };
- const socketCloseListener = () => {
- store.socketCloseListener(); //reinitialize connexion (in store.js)
- this.st.conn.addEventListener("message", socketMessageListener);
- this.st.conn.addEventListener("close", socketCloseListener);
- };
- this.st.conn.onmessage = socketMessageListener;
- this.st.conn.onclose = socketCloseListener;
+ watch: {
+ newChat: function(chat) {
+ if (chat.msg != "")
+ this.chats.unshift({msg:chat.msg, name:chat.name || "@nonymous"});
+ },
},
methods: {
classObject: function(chat) {
return {
"my-chatmsg": chat.name == this.st.user.name,
- "opp-chatmsg": this.players.some(
+ "opp-chatmsg": !!this.players && this.players.some(
p => p.name == chat.name && p.name != this.st.user.name)
};
},
return; //nothing to send
chatInput.value = "";
const chat = {msg:chatTxt, name: this.st.user.name || "@nonymous"};
- this.$emit("newchat-sent", chat); //useful for corr games
+ this.$emit("mychat", chat);
this.chats.unshift(chat);
- this.st.conn.send(JSON.stringify({
- code:"newchat", msg:chatTxt, name:chat.name}));
},
},
};
#chat.card
label.modal-close(for="modalChat")
#participants
- span {{ Object.keys(people).length }} st.tr["participant(s):"]
+ span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
span(v-for="p in Object.values(people)" v-if="!!p.name")
| {{ p.name }}
span.anonymous(v-if="Object.values(people).some(p => !p.name)")
| + @nonymous
Chat(:players="game.players" :pastChats="game.chats"
- @newchat-sent="finishSendChat" @newchat-received="processChat")
+ :newChat="newChat" @mychat="processChat")
.row
#aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
span.variant-info
people: {}, //players + observers
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
+ newChat: "",
};
},
watch: {
this.drawOffer = "";
this.$set(this.game, "moveToPlay", data.move);
break;
+ case "newchat":
+ this.newChat = data.chat;
+ if (!document.getElementById("modalChat").checked)
+ document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+ break;
case "lastate": //got opponent infos about last move
{
this.lastate = data;
// TODO: this is called twice, once on opening an once on closing
document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
},
- finishSendChat: function(chat) {
+ processChat: function(chat) {
+ this.st.conn.send(JSON.stringify({code:"newchat", chat:chat}));
// NOTE: anonymous chats in corr games are not stored on server (TODO?)
if (this.game.type == "corr" && this.st.user.id > 0)
GameStorage.update(this.gameRef.id, {chat: chat});
},
- processChat: function() {
- if (!document.getElementById("modalChat").checked)
- document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
- },
gameOver: function(score, scoreMsg) {
this.game.score = score;
this.game.scoreMsg = this.st.tr[(!!scoreMsg
margin-top: 10px
button
display: inline-block
- width: 33%
margin: 0
@media screen and (max-width: 767px)
label(for="selectPlayers") {{ st.tr["Play with?"] }}
input#selectPlayers(type="text" v-model="newchallenge.to")
fieldset(v-if="st.user.id > 0 && newchallenge.to.length > 0")
- label(for="inputFen") {{ FEN }}
+ label(for="inputFen") FEN
input#inputFen(type="text" v-model="newchallenge.fen")
button(@click="newChallenge") {{ st.tr["Send challenge"] }}
.row
| {{ whatPlayerDoes(p) }}
p.anonymous @nonymous ({{ anonymousCount }})
#chat
- Chat(:players="[]")
+ Chat(:newChat="newChat" @mychat="processChat")
.clearer
div
.button-group
to: "", //name of challenged player (if any)
timeControl: localStorage.getItem("timeControl") || "",
},
+ newChat: "",
};
},
watch: {
// after we're sure WebSocket is initialized
this.st.conn.send(JSON.stringify({code:"connect"}));
this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ this.st.conn.send(JSON.stringify({code:"pollgamers"}));
};
if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
funcPollClients();
// this.st.variants might be uninitialized (variant == null)
return (!!variant ? variant.name : "");
},
+
+// TODO: now that we can distinguish people from Hall or Game,
+// improve this --> the info is already known
+
whatPlayerDoes: function(p) {
if (this.games.some(g => g.type == "live"
&& g.players.some(pl => pl.sid == p.sid)))
}
return "Challenge"; //player is available
},
+
+// Also debug: when from game going to Hall, player appears still connected.
+// when reloading a finished (observed) game, some ghost moveToPlay errors
+
+ processChat: function(chat) {
+ // When received on server, this will trigger a "notifyRoom"
+ this.st.conn.send(JSON.stringify({code:"newchat", chat: chat}));
+ },
sendSomethingTo: function(to, code, obj, warnDisconnected) {
const doSend = (code, obj, sid) => {
this.st.conn.send(JSON.stringify(Object.assign(
break;
// 0.2] Receive clients list (just socket IDs)
case "pollclients":
- {
data.sockIds.forEach(sid => {
this.$set(this.people, sid, {id:0, name:""});
- // Ask identity, challenges and game(s)
+ // Ask identity and challenges
this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
});
+ break;
+ case "pollgamers":
+ // NOTE: we could make a difference between people in hall
+ // and gamers, but is it necessary?
+ data.sockIds.forEach(sid => {
+ this.$set(this.people, sid, {id:0, name:""});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ });
// Also ask current games to all playing peers (TODO: some design issue)
this.st.conn.send(JSON.stringify({code:"askgames"}));
break;
- }
case "askidentity":
{
// Request for identification: reply if I'm not anonymous
}
break;
}
+ case "newchat":
+ this.newChat = data.chat;
+ break;
case "refusechallenge":
{
ArrayFun.remove(this.challenges, c => c.id == data.cid);
break;
}
case "connect":
- {
+ case "gconnect":
this.$set(this.people, data.from, {name:"", id:0});
this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
- this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
- this.st.conn.send(JSON.stringify({code:"askgame", target:data.from}));
+ if (data.code == "connect")
+ this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
+ else
+ this.st.conn.send(JSON.stringify({code:"askgame", target:data.from}));
break;
- }
case "disconnect":
- {
this.$delete(this.people, data.from);
- // Also remove all challenges sent by this player:
- ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
- // And all live games where he plays and no other opponent is online
- ArrayFun.remove(this.games, g =>
- g.type == "live" && (g.players.every(p => p.sid == data.from
- || !this.people[p.sid])), "all");
+ if (data.code == "disconnect")
+ {
+ // Also remove all challenges sent by this player:
+ ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+ }
+ else
+ {
+ // And all live games where he plays and no other opponent is online
+ ArrayFun.remove(this.games, g =>
+ g.type == "live" && (g.players.every(p => p.sid == data.from
+ || !this.people[p.sid])), "all");
+ }
break;
- }
}
},
// Challenge lifecycle:
let obj = JSON.parse(objtxt);
if (!!obj.target && !clients[obj.target])
return; //receiver not connected, nothing we can do
+
+// TODO: debug
+console.log(obj.code + " " + clients[sid].page);
+
switch (obj.code)
{
case "connect":
notifyRoom(query["page"], "connect"); //Hall or Game
if (query["page"].indexOf("/game/") >= 0)
- notifyRoom("/", "connect"); //notify main hall
+ notifyRoom("/", "gconnect"); //notify main hall
break;
case "pollclients":
+ {
const curPage = clients[sid].page;
socket.send(JSON.stringify({code:"pollclients",
- sockIds: Object.keys(clients).filter(k => k != sid &&
- (clients[k].page == curPage ||
- // Consider that people playing are in Hall too:
- (curPage == "/" && clients[k].page.indexOf("/game/") >= 0))
+ sockIds: Object.keys(clients).filter(k =>
+ k != sid && clients[k].page == curPage
)}));
break;
+ }
+ case "pollgamers":
+ {
+ const curPage = clients[sid].page;
+ socket.send(JSON.stringify({code:"pollgamers",
+ sockIds: Object.keys(clients).filter(k =>
+ k != sid && clients[k].page.indexOf("/game/") >= 0
+ )}));
+ break;
+ }
case "pagechange":
notifyRoom(clients[sid].page, "disconnect");
if (clients[sid].page.indexOf("/game/") >= 0)
- notifyRoom("/", "disconnect");
+ notifyRoom("/", "gdisconnect");
clients[sid].page = obj.page;
notifyRoom(obj.page, "connect");
if (obj.page.indexOf("/game/") >= 0)
- notifyRoom("/", "connect");
+ notifyRoom("/", "gconnect");
break;
case "askidentity":
clients[obj.target].sock.send(JSON.stringify(
}
break;
case "newchat":
- // WARNING: do not use query["page"], because the page may change
- notifyRoom(clients[sid].page, "newchat",
- {msg: obj.msg, name: obj.name});
+ notifyRoom(clients[sid].page, "newchat", {chat:obj.chat});
break;
// TODO: WebRTC instead in this case (most demanding?)
+ // --> At least do a "notifyRoom"
case "newmove":
clients[obj.target].sock.send(JSON.stringify(
{code:"newmove", move:obj.move}));
delete clients[sid];
notifyRoom(page, "disconnect");
if (page.indexOf("/game/") >= 0)
- notifyRoom("/", "disconnect"); //notify main hall
+ notifyRoom("/", "gdisconnect"); //notify main hall
});
});
}