From: Benjamin Auder <benjamin.auder@somewhere>
Date: Mon, 4 Mar 2019 15:18:27 +0000 (+0100)
Subject: Save state
X-Git-Url: https://git.auder.net/variants/Chakart/doc/css/img/DESCRIPTION?a=commitdiff_plain;h=5bd05dba30fc83821637b6f3f080ca72da4bb157;p=vchess.git

Save state
---

diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue
index 16ce9bc7..f4ccc484 100644
--- a/client/src/views/Hall.vue
+++ b/client/src/views/Hall.vue
@@ -79,6 +79,7 @@ import { checkChallenge } from "@/data/challengeCheck";
 import { ArrayFun } from "@/utils/array";
 import { ajax } from "@/utils/ajax";
 import { getRandString, shuffle } from "@/utils/alea";
+import { extractTime } from "@/utils/timeControl";
 import GameList from "@/components/GameList.vue";
 import ChallengeList from "@/components/ChallengeList.vue";
 export default {
@@ -176,10 +177,10 @@ export default {
       return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp);
     },
     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.$router.push("/" + game.id);
+      // NOTE: we are an observer, since only games I don't play are shown here
+      // ==> Moves sent by connected remote player(s)
+      const sids = game.players.map(p => p.sid).join(",");
+      this.$router.push("/" + game.id + "?sids=" + sids);
     },
     getVname: function(vid) {
       const vIdx = this.st.variants.findIndex(v => v.id == vid);
@@ -189,6 +190,10 @@ export default {
       const pIdx = this.players.findIndex(pl => pl.name == pname);
       return (pIdx === -1 ? null : this.players[pIdx].sid);
     },
+    getPname: function(sid) {
+      const pIdx = this.players.findIndex(pl => pl.sid == sid);
+      return (pIdx === -1 ? null : this.players[pIdx].name);
+    },
     sendSomethingTo: function(to, code, obj, warnDisconnected) {
       const doSend = (code, obj, sid) => {
         this.st.conn.send(JSON.stringify(Object.assign(
@@ -308,9 +313,10 @@ export default {
 // *    If corr: notify "new game has started", give link, but do not redirect
         case "newgame":
         {
-          // TODO: new game just started: data contain all informations
-          // (id, players, time control, fenStart ...)
-          // + cid to remove challenge from list
+          // Delete corresponding challenge:
+          ArrayFun.remove(this.challenges, c => c.id == data.cid);
+          // New game just started: data contain all informations
+          this.newGame(data.gameInfo);
           break;
         }
 // *  - receive "accept/withdraw/cancel challenge": apply action to challenges list
@@ -318,7 +324,6 @@ export default {
         case "acceptchallenge":
         {
           // 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 c = this.challenges[cIdx];
           if (!c.seats)
@@ -351,8 +356,8 @@ export default {
         }
         case "refusechallenge":
         {
-          // TODO: show "player XXX refused challenge", and
-          // remove challenge from list.
+          alert(this.getPname(data.from) + " refused your challenge");
+          ArrayFun.remove(this.challenges, c => c.id == data.cid);
           break;
         }
         case "deletechallenge":
@@ -360,15 +365,13 @@ export default {
           ArrayFun.remove(this.challenges, c => c.id == data.cid);
           break;
         }
-        // TODO: distinguish hallConnect and gameConnect?
-        // Or (better) global variable players + game variable: "observers"
         case "connect":
-// *  - receive "player connect": send our current challenge (to him or global)
-// *    Also send all our games (live - max 1 - and corr) [in web worker ?]
         {
           this.players.push({name:"", id:0, sid:data.sid});
           this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
           break;
+// *  - receive "player connect": TODO = send our current challenge (to him or global)
+// *    Also send all our games (live - max 1 - and corr) [in web worker ?]
         }
 // *  - receive "player disconnect": remove from players list
         case "disconnect":
@@ -490,6 +493,8 @@ export default {
           ArrayFun.remove(this.challenges, ch => ch.id == c.id);
       }
     },
+    // c.type == corr alors use id...sinon sid (figés)
+    // NOTE: only for live games ?
     launchGame: function(c) {
       // Just assign colors and pass the message
       const vname = this.getVname(c.vid);
@@ -497,33 +502,31 @@ export default {
       window.V = vModule.VariantRules;
       let players = [c.from];
       Array.prototype.push.apply(players, c.seats);
-      c.type == corr alors use id...sinon sid (figés)
       let gameInfo =
       {
-        cid: c.id, //required to remove challenge
         fen: c.fen || V.GenRandInitFen(),
         // Shuffle players order (white then black then other colors).
-        // Players' names are not required
-        players: shuffle(players).map(p => {id:p.id, sid:p.sid},
+        // Players' names may be required if game start when a player is offline
+        players: shuffle(players).map(p => {name:p.name, sid:p.sid},
         vid: c.vid,
         timeControl: c.timeControl,
       };
       c.seats.forEach(s => {
+        // NOTE: cid required to remove challenge
         this.st.conn.send(JSON.stringify({code:"newgame",
-          gameInfo:gameInfo, target:s.sid}));
+          gameInfo:gameInfo, cid:c.id, target:s.sid}));
       });
+      // Delete corresponding challenge:
+      ArrayFun.remove(this.challenges, ch => ch.id == c.id);
       this.newGame(gameInfo); //also!
     },
+    // NOTE: for live games only (corr games are laucnhed on server)
     newGame: function(gameInfo) {
-      // Extract times (in [milli?]seconds), set clocks,
-      // store in localStorage if live (on server otherwise)
-//      const fen = chall.fen || V.GenRandInitFen();
-//      const game = {}; //TODO: fen, players, time ...
-//      //setStorage(game); //TODO
-//      game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
-//        this.conn.send(
-//          JSON.stringify({code:"newgame", oppid:p.id, game:game}));
-//      });
+      // Extract times (in [milli]seconds), set clocks, store in localStorage
+      const tc = extractTime(gameInfo.timeControl);
+      dddddddd
+      // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
+      //      //setStorage(game); //TODO
 //      if (this.settings.sound >= 1)
 //        new Audio("/sounds/newgame.mp3").play().catch(err => {});
     },
diff --git a/server/sockets.js b/server/sockets.js
index a8e393e6..f3d1928d 100644
--- a/server/sockets.js
+++ b/server/sockets.js
@@ -3,52 +3,50 @@ const url = require('url');
 // Node version in Ubuntu 16.04 does not know about URL class
 function getJsonFromUrl(url)
 {
-	const query = url.substr(2); //starts with "/?"
-	let result = {};
-	query.split("&").forEach((part) => {
-		const item = part.split("=");
-		result[item[0]] = decodeURIComponent(item[1]);
-	});
-	return result;
+  const query = url.substr(2); //starts with "/?"
+  let result = {};
+  query.split("&").forEach((part) => {
+    const item = part.split("=");
+    result[item[0]] = decodeURIComponent(item[1]);
+  });
+  return result;
 }
 
 // Removal in array of strings (socket IDs)
 function remInArray(arr, item)
 {
-	const idx = arr.indexOf(item);
-	if (idx >= 0)
-		arr.splice(idx, 1);
+  const idx = arr.indexOf(item);
+  if (idx >= 0)
+    arr.splice(idx, 1);
 }
 
 // TODO: empêcher multi-log du même user (envoyer le user ID + secret en même temps que name et...)
 // --> si secret ne matche pas celui trouvé en DB, stop
-// TODO: this file "in the end" would be much simpler, essentially just tracking connect/disconnect
-// (everything else using WebRTC)
 // TODO: lorsque challenge accepté, seul le dernier joueur à accepter envoi message "please start game"
 // avec les coordonnées des participants. Le serveur renvoit alors les détails de la partie (couleurs, position)
 //TODO: programmatic re-navigation on current game if we receive a move and are not there
 
 module.exports = function(wss) {
-	let clients = {}; //associative array sid --> socket
-	wss.on("connection", (socket, req) => {
-		const query = getJsonFromUrl(req.url);
-		const sid = query["sid"];
+  let clients = {}; //associative array sid --> socket
+  wss.on("connection", (socket, req) => {
+    const query = getJsonFromUrl(req.url);
+    const sid = query["sid"];
     // Ignore duplicate connections (on the same live game that we play):
-		if (!!clients[sid])
-			return socket.send(JSON.stringify({code:"duplicate"}));
-		clients[sid] = socket;
-		// Notify room:
+    if (!!clients[sid])
+      return socket.send(JSON.stringify({code:"duplicate"}));
+    clients[sid] = socket;
+    // Notify room:
     Object.keys(clients).forEach(k => {
       if (k != sid)
         clients[k].send(JSON.stringify({code:"connect",sid:sid}));
     });
     socket.on("message", objtxt => {
-			let obj = JSON.parse(objtxt);
+      let obj = JSON.parse(objtxt);
       if (!!obj.target && !clients[obj.target])
         return; //receiver not connected, nothing we can do
       //console.log(obj.code);
-			switch (obj.code)
-			{
+      switch (obj.code)
+      {
         case "pollclients":
           socket.send(JSON.stringify({code:"pollclients",
             sockIds:Object.keys(clients).filter(k => k != sid)}));
@@ -70,7 +68,6 @@ module.exports = function(wss) {
             JSON.stringify({code:"identity",user:obj.user}));
           break;
         case "challenge":
-          // Relay challenge to other player
           clients[obj.target].send(
             JSON.stringify({code:"challenge", chall:obj.chall, from:sid}));
           break;
@@ -82,45 +79,49 @@ module.exports = function(wss) {
           clients[obj.target].send(
             JSON.stringify({code:"withdrawchallenge", cid:obj.cid, from:sid}));
           break;
+        case "refusechallenge":
+          clients[obj.target].send(
+            JSON.stringify({code:"refusechallenge", cid:obj.cid, from:sid}));
+          break;
         case "newgame":
           clients[obj.target].send(JSON.stringify(
-            {code:"newgame", gameInfo:obj.gameInfo}));
+            {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid}));
           break;
         case "game":
           // TODO: relay (live) game to other player
           break;
-				case "newchat":
+        case "newchat":
           clients[obj.target].send(JSON.stringify({code:"newchat",msg:obj.msg}));
-					break;
-				// Transmit chats and moves to current room
-				// TODO: WebRTC instead in this case (most demanding?)
-				case "newmove":
+          break;
+        // Transmit chats and moves to current room
+        // TODO: WebRTC instead in this case (most demanding?)
+        case "newmove":
           clients[obj.target].send(JSON.stringify({code:"newmove",move:obj.move}));
-					break;
-				// TODO: generalize that for several opponents
-				case "ping":
-					socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
-					break;
-				case "lastate":
+          break;
+        // TODO: generalize that for several opponents
+        case "ping":
+          socket.send(JSON.stringify({code:"pong",gameId:obj.gameId}));
+          break;
+        case "lastate":
           const oppId = obj.target;
           obj.oppid = sid; //I'm the opponent of my opponent(s)
           clients[oppId].send(JSON.stringify(obj));
-					break;
-				// TODO: moreover, here, game info should be sent (through challenge; not stored here)
-				// TODO: also other challenge events
-				case "resign":
+          break;
+        // TODO: moreover, here, game info should be sent (through challenge; not stored here)
+        // TODO: also other challenge events
+        case "resign":
           clients[obj.target].send(JSON.stringify({code:"resign"}));
-					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
-			}
-		});
-		socket.on("close", () => {
-			delete clients[sid];
+          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
+      }
+    });
+    socket.on("close", () => {
+      delete clients[sid];
       // Notify every other connected client
       Object.keys(clients).forEach( k => {
         clients[k].send(JSON.stringify({code:"disconnect",sid:sid}));
       });
-		});
-	});
+    });
+  });
 }