From: Benjamin Auder Date: Wed, 27 Feb 2019 01:15:18 +0000 (+0100) Subject: Can create, send and accept challenge. Next step: targetted, launch game X-Git-Url: https://git.auder.net/variants/Chakart/%7B%7B%20asset%28%27mixstore/css/current/git-favicon.png?a=commitdiff_plain;h=bb7dd7db3df3d1a0445dcd5e0840a2ce79b53297;p=vchess.git Can create, send and accept challenge. Next step: targetted, launch game --- diff --git a/client/src/components/ChallengeList.vue b/client/src/components/ChallengeList.vue index 1aafa95b..85005157 100644 --- a/client/src/components/ChallengeList.vue +++ b/client/src/components/ChallengeList.vue @@ -6,11 +6,11 @@ table th To th Cadence tr(v-for="c in challenges" @click="$emit('click-challenge',c)") - td {{ c.variant.name }} + td {{ c.vname }} td {{ c.from.name }} - td(v-if="c.to[0].id > 0") - span(v-for="p in c.to") {{ p.name }} - td(v-else) {{ c.nbPlayers - 1 }} player{{ c.nbPlayers >= 3 ? 's' : '' }} + td(v-if="!!c.to[0]") + span(v-for="pname in c.to") {{ pname }} + td(v-else) {{ c.to.length - 1 }} player{{ c.to.length >= 3 ? 's' : '' }} td {{ c.timeControl }} diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue index c0736a1a..9cc4284d 100644 --- a/client/src/views/Hall.vue +++ b/client/src/views/Hall.vue @@ -233,10 +233,11 @@ export default { { // 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.type = this.classifyChallenge(data.chall); + const pIdx = this.players.findIndex(p => p.sid == data.from); newChall.from = this.players[pIdx]; //may be anonymous newChall.added = Date.now(); + newChall.vname = this.getVname(newChall.vid); this.challenges.push(newChall); break; } @@ -260,11 +261,11 @@ export default { // * - receive "accept/withdraw/cancel challenge": apply action to challenges list case "acceptchallenge": { - // Someone accept an open (or targeted) challenge, - // of 3 or more players and empty slots remain. + // Someone accept an open (or targeted) challenge + // TODO: keep SIDs, since we need them to notify newgame after chall is complete const cIdx = this.challenges.findIndex(c => c.id == data.cid); let players = this.challenges[cIdx].to; - const pIdx = this.players.fndIndex(p => p.sid == data.from); + const pIdx = this.players.findIndex(p => p.sid == data.from); for (let i=0; i c.id == data.cid); @@ -321,44 +330,41 @@ export default { this.newchallenge.to[0] = player.name; doClick("modalNewgame"); }, -// * - accept challenge (corr or live) --> send info to all concerned players +// * - accept challenge (corr or live) --> send info to challenge creator // * - cancel challenge (click on sent challenge) --> send info to all concerned players // * - withdraw from challenge (if >= 3 players and previously accepted) -// * --> send info to all concerned players -// * - refuse challenge (or receive refusal): send to all challenge players (from + to) -// * except us ; graphics: modal again ? (inline ?) +// * --> send info to challenge creator +// * - refuse challenge: send "refuse" to challenge sender, and "delete" to others // * - prepare and start new game (if challenge is full after acceptation) // * --> include challenge ID (so that opponents can delete the challenge too) -// * Also send to all connected players (only from me) - clickChallenge: function(challenge) { + clickChallenge: function(c) { // TODO: also correspondance case (send to server) - const index = this.challenges.findIndex(c => c.id == challenge.id); - const toIdx = challenge.to.findIndex(name => name == this.st.user.name); - if (toIdx >= 0) + if (!!c.accepted) { // It's a multiplayer challenge I accepted: withdraw - this.st.conn.send(JSON.stringify({code:"withdrawchallenge", - cid:challenge.id, user:this.st.user.sid})); - this.challenges.to.splice(toIdx, 1); + this.sendSomethingTo(c.from.sid, "withdrawchallenge", + {cid:c.id, user:this.st.user.sid}); + c.accepted = false; } - else if (challenge.from.id == user.id) //it's my challenge: cancel it + else if (c.from.sid == this.st.user.sid) //it's my challenge: cancel it { - this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id})); - this.challenges.splice(index, 1); + this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id}); + ArrayFun.remove(this.challenges, ch => ch.id == c.id); } - else //accept a challenge + else //accept (or refuse) a challenge { - this.st.conn.send(JSON.stringify({code:"acceptchallenge", - cid:challenge.id, user:me})); - this.challenges[index].to.push(me); + c.accepted = true; + if (!!c.to[0]) + { + // TODO: if special FEN, show diagram after loading variant + c.accepted = confirm("Accept challenge?"); + } + this.sendSomethingTo(c.from.sid, + (c.accepted ? "accept" : "refuse") + "challenge", {cid: c.id}); + if (!c.accepted) + ArrayFun.remove(this.challenges, ch => ch.id == c.id); } - // TODO: accepter un challenge peut lancer une partie, il - // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici - // si pas le mien et FEN speciale :: (charger code variante et) - // montrer diagramme + couleur (orienté) - //this.newGame(data.challenge, data.user); //user.id et user.name }, - // user: last person to accept the challenge (TODO: revoir ça) // newGame: function(chall, user) { // const fen = chall.fen || V.GenRandInitFen(); // const game = {}; //TODO: fen, players, time ... @@ -370,11 +376,45 @@ export default { // if (this.settings.sound >= 1) // new Audio("/sounds/newgame.mp3").play().catch(err => {}); // }, + getVname: function(vid) { + const vIdx = this.st.variants.findIndex(v => v.id == vid); + return this.st.variants[vIdx].name; + }, + sendSomethingTo: function(to, code, obj, warnDisconnected) { + const doSend = (code, obj, sid) => { + this.st.conn.send(JSON.stringify(Object.assign( + {}, + {code: code}, + obj, + {target: sid} + ))); + }; + const getSid = (pname) => { + const pIdx = this.players.findIndex(pl => pl.name == pname); + if (!!warnDisconnected && ctype == "live" && pIdx === -1) + alert("Warning: " + p.name + " is not connected"); + return this.players[pIdx].sid; + }; + if (!Array.isArray(to)) //pass sid directly + doSend(code, obj, to); + else if (!!to[0]) + { + // Challenge with targeted players + to.forEach(pname => { doSend(code, obj, getSid(pname)); }); + } + else + { + // Open challenge: send to all connected players (except us) + this.players.forEach(p => { + if (p.sid != this.st.user.sid) //only sid is always set + doSend(code, obj, p.sid); + }); + } + }, // 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 vIdx = this.st.variants.findIndex(v => v.id == this.newchallenge.vid); - const vname = this.st.variants[vIdx].name; + const vname = this.getVname(this.newchallenge.vid); const vModule = await import("@/variants/" + vname + ".js"); window.V = vModule.VariantRules; const error = checkChallenge(this.newchallenge); @@ -382,48 +422,22 @@ export default { return alert(error); const ctype = this.classifyChallenge(this.newchallenge); const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers); + // NOTE: "from" information is not required here let chall = { fen: this.newchallenge.fen || V.GenRandInitFen(), to: cto, timeControl: this.newchallenge.timeControl, - from: this.st.user.sid, vid: this.newchallenge.vid, }; - const sendSomethingTo = (to, code, obj) => { - const doSend = (code, obj, sid) => { - this.st.conn.send(JSON.stringify(Object.assign( - {}, - {code: code}, - obj, - {target: sid} - ))); - }; - const getSid = (pname) => { - const pIdx = this.players.findIndex(pl => pl.name == pname); - if (ctype == "live" && pIdx === -1) - alert("Warning: " + p.name + " is not connected"); - return this.players[pIdx].sid; - }; - if (!!to[0]) - { - // Challenge with targeted players - to.forEach(pname => { doSend(code, obj, getSid(pname)); }); - } - else - { - // Open challenge: send to all connected players (except us) - this.players.forEach(p => { - if (p.sid != this.st.user.sid) //only sid is always set - doSend(code, obj, p.sid); - }); - } - }; const finishAddChallenge = (cid) => { chall.id = cid || "c" + getRandString(); // Send challenge to peers - sendSomethingTo(cto, "challenge", chall); + this.sendSomethingTo(cto, "challenge", {chall:chall}, "warnDisconnected"); chall.added = Date.now(); + chall.type = ctype; + chall.vname = vname; + chall.from = this.st.user; this.challenges.push(chall); document.getElementById("modalNewgame").checked = false; }; @@ -432,7 +446,7 @@ export default { if (cIdx >= 0) { // Delete current challenge (will be replaced now) - sendSomethingTo(this.challenges[cIdx].to, + this.sendSomethingTo(this.challenges[cIdx].to, "deletechallenge", {cid:this.challenges[cIdx].id}); if (ctype == "corr") { diff --git a/server/sockets.js b/server/sockets.js index 2a8e163f..e146ca5f 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -72,10 +72,14 @@ module.exports = function(wss) { case "challenge": // Relay challenge to other player clients[obj.target].send( - JSON.stringify({code:"challenge", chall:obj.challenge, from:sid})); + JSON.stringify({code:"challenge", chall:obj.chall, from:sid})); + break; + case "acceptchallenge": + clients[obj.target].send( + JSON.stringify({code:"acceptchallenge", cid:obj.cid, from:sid})); break; case "game": - // Relay (live) game to other player + // TODO: relay (live) game to other player break; case "newchat": clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg})); @@ -108,11 +112,6 @@ module.exports = function(wss) { break; // TODO: case "challenge" (get ID) --> send to all, "acceptchallenge" (with ID) --> send to all, "cancelchallenge" --> send to all // also, "sendgame" (give current game info, if any) --> to new connections, "sendchallenges" (same for challenges) --> to new connections - case "newchallenge": - console.log("challenge received"); - console.log(obj.sender); - console.log(obj); - break; } }); socket.on("close", () => {