From: Benjamin Auder <benjamin.auder@somewhere> Date: Fri, 28 Jun 2019 14:59:14 +0000 (+0200) Subject: Refactor, forget about 3 or 4 players games X-Git-Url: https://git.auder.net/variants/current/css/img/pieces/doc/%3C?a=commitdiff_plain;h=6fba6e0c029afc74a780ef845a02659da53c84e0;p=vchess.git Refactor, forget about 3 or 4 players games --- diff --git a/client/src/data/nbPlayers.js b/client/src/data/nbPlayers.js deleted file mode 100644 index 2f58d168..00000000 --- a/client/src/data/nbPlayers.js +++ /dev/null @@ -1,21 +0,0 @@ -export const NbPlayers = -{ - "Alice": [2,3,4], - "Antiking": [2,3,4], - "Atomic": [2,3,4], - "Baroque": [2,3,4], - "Berolina": [2,4], - "Checkered": [2,3,4], - "Chess960": [2,3,4], - "Crazyhouse": [2,3,4], - "Dark": [2,3,4], - "Extinction": [2,3,4], - "Grand": [2], - "Losers": [2,3,4], - "Magnetic": [2], - "Marseille": [2], - "Switching": [2,3,4], - "Upsidedown": [2], - "Wildebeest": [2], - "Zen": [2,3,4], -}; diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 96c711b6..7d20dbe0 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -11,7 +11,7 @@ button(@click="abortGame") {{ st.tr["Game is too boring"] }} BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove" @gameover="gameOver") - // TODO: show players names + clocks state + // TODO: also show players names div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }} .button-group(v-if="game.mode!='analyze' && game.score=='*'") button(@click="offerDraw") Draw @@ -24,12 +24,18 @@ <!-- // TODO: movelist dans basegame et chat ici -// se limiter à 2 joueurs pour l'instant au moins tout en restant général // ==> après, implémenter/vérifier les passages de challenges + parties en cours // observer, // + problèmes, habiller et publier. (+ corr...) - -// refactor players.forEach(...) into sendTo(opponent, ...) + // TODO: how to know who is observing ? Send message to everyone with game ID ? + // and then just listen to (dis)connect events + // server always send "connect on " + URL ; then add to observers if game... +// router when access a game page tell to server I joined + game ID (no need rid) +// and ask server for current joined (= observers) +// when send to chat (or a move), reach only this group (send gid along) +// -> doivent être enregistrés comme observers au niveau du serveur... + // non: poll users + events startObserving / stopObserving + // (à faire au niveau du routeur ?) --> <script> @@ -54,9 +60,11 @@ export default { rid: "" }, game: { }, //passed to BaseGame + oppConnected: false, + corrMsg: "", //to send offline messages in corr games virtualClocks: [0, 0], //initialized with true game.clocks vr: null, //"variant rules" object initialized from FEN - drawOfferSent: false, //did I just ask for draw? (TODO: use for button style) + drawOffer: "", //TODO: use for button style people: [ ], //potential observers (TODO) }; }, @@ -72,7 +80,7 @@ export default { "game.clocks": function(newState) { this.virtualClocks = newState.map(s => ppt(s)); const currentTurn = this.vr.turn; - const colorIdx = ["w","b","g","r"].indexOf(currentTurn); + const colorIdx = ["w","b"].indexOf(currentTurn); let countdown = newState[colorIdx] - (Date.now() - this.game.initime[colorIdx])/1000; const myTurn = (currentTurn == this.game.mycolor); @@ -84,15 +92,10 @@ export default { { this.$refs["basegame"].endGame( this.game.mycolor=="w" ? "0-1" : "1-0", "Time"); - this.game.players.forEach(p => { - if (p.sid != this.st.user.sid) - { - this.st.conn.send(JSON.stringify({ - code: "timeover", - target: p.sid, - })); - } - }); + this.st.conn.send(JSON.stringify({ + code: "timeover", + target: this.game.oppid, + })); } } else @@ -110,23 +113,8 @@ export default { this.gameRef.rid = this.$route.query["rid"]; this.loadGame(); } - // TODO: how to know who is observing ? Send message to everyone with game ID ? - // and then just listen to (dis)connect events - // server always send "connect on " + URL ; then add to observers if game... - // detect multiple tabs connected (when connect ask server if my SID is already in use) -// router when access a game page tell to server I joined + game ID (no need rid) -// and ask server for current joined (= observers) -// when send to chat (or a move), reach only this group (send gid along) - // --> doivent être enregistrés comme observers au niveau du serveur... - // non: poll users + events startObserving / stopObserving - // (à faire au niveau du routeur ?) - - // TODO: also handle "draw accepted" (use opponents array?) - // --> must give this info also when sending lastState... - // and, if all players agree then OK draw (end game ...etc) const socketMessageListener = msg => { const data = JSON.parse(msg.data); - let L = undefined; switch (data.code) { case "newmove": @@ -135,54 +123,57 @@ export default { "receive", this.game.vname!="Dark" ? "animate" : null); break; case "pong": //received if we sent a ping (game still alive on our side) - if (this.gameRef.id != data.gameId) - break; //games IDs don't match: the game is definitely over... + { this.oppConnected = true; // Send our "last state" informations to opponent(s) - L = this.vr.moves.length; - Object.keys(this.opponents).forEach(oid => { - this.st.conn.send(JSON.stringify({ - code: "lastate", - oppid: oid, - gameId: this.gameRef.id, - lastMove: (L>0?this.vr.moves[L-1]:undefined), - movesCount: L, - })); - }); + const L = this.game.moves.length; + this.st.conn.send(JSON.stringify({ + code: "lastate", + target: this.game.oppid, + gameId: this.gameRef.id, + lastMove: (L>0 ? this.game.moves[L-1] : undefined), + score: this.game.score, + movesCount: L, + drawOffer: this.drawOffer, + clocks: this.game.clocks, + })); break; - // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves - // TODO: need to send along clock state (my current time) with my last move + } case "lastate": //got opponent infos about last move - L = this.vr.moves.length; + { + const L = this.game.moves.length; if (this.gameRef.id != data.gameId) break; //games IDs don't match: nothing we can do... // OK, opponent still in game (which might be over) - if (this.score != "*") + if (data.movesCount > L) { - // We finished the game (any result possible) - this.st.conn.send(JSON.stringify({ - code: "lastate", - oppid: data.oppid, - gameId: this.gameRef.id, - score: this.score, - })); + // Just got last move from him + this.$refs["basegame"].play(data.lastMove, "receive"); + if (data.score != "*" && this.game.score == "*") + { + // Opponent resigned or aborted game, or accepted draw offer + // (this is not a stalemate or checkmate) + this.$refs["basegame"].endGame(data.score, "Opponent action"); + } + this.game.clocks = data.clocks; + this.drawOffer = data.drawOffer; } - else if (!!data.score) //opponent finished the game - this.endGame(data.score); else if (data.movesCount < L) { // We must tell last move to opponent this.st.conn.send(JSON.stringify({ code: "lastate", - oppid: this.opponent.id, + target: this.game.oppid, gameId: this.gameRef.id, - lastMove: this.vr.moves[L-1], + lastMove: (L>0 ? this.game.moves[L-1] : undefined), + score: this.game.score, movesCount: L, + drawOffer: this.drawOffer, + clocks: this.game.clocks, })); } - else if (data.movesCount > L) //just got last move from him - this.play(data.lastMove, "animate"); //TODO: wrong call (3 args) break; + } case "resign": this.$refs["basegame"].endGame( this.game.mycolor=="w" ? "1-0" : "0-1", "Resign"); @@ -199,20 +190,17 @@ export default { // TODO: also use (dis)connect info to count online players? case "gameconnect": case "gamedisconnect": - if (this.mode=="human") + const online = (data.code == "gameconnect"); + // If this is an opponent ? + if (this.game.oppid == data.id) + this.oppConnected = true; + else { - const online = (data.code == "connect"); - // If this is an opponent ? - if (!!this.opponents[data.id]) - this.opponents[data.id].online = online; + // Or an observer ? + if (!online) + delete this.people[data.id]; else - { - // Or an observer ? - if (!online) - delete this.people[data.id]; - else - this.people[data.id] = data.name; - } + this.people[data.id] = data.name; } break; } @@ -224,12 +212,19 @@ export default { this.st.conn.onmessage = socketMessageListener; this.st.conn.onclose = socketCloseListener; }, - // dans variant.js (plutôt room.js) conn gère aussi les challenges - // et les chats dans chat.js. Puis en webRTC, repenser tout ça. methods: { offerDraw: function() { - if (!confirm("Offer draw?")) - return; + if (this.drawOffer == "received") + { + if (!confirm("Offer draw?")) + return; + this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid})); + else if (this.drawOffer == "sent") + this.drawOffer = ""; + else + { + if (!confirm("Offer draw?")) + return; // Stay in "draw offer sent" state until next move is played this.drawOfferSent = true; if (this.subMode == "corr") @@ -242,7 +237,6 @@ export default { if (!!o.online) { try { - this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id})); } catch (INVALID_STATE_ERR) { return; } @@ -269,30 +263,20 @@ export default { const message = event.target.innerText; // Next line will trigger a "gameover" event, bubbling up till here this.$refs["basegame"].endGame("?", "Abort: " + message); - this.game.players.forEach(p => { - if (!!p.sid && p.sid != this.st.user.sid) - { - this.st.conn.send(JSON.stringify({ - code: "abort", - msg: message, - target: p.sid, - })); - } - }); + this.st.conn.send(JSON.stringify({ + code: "abort", + msg: message, + target: this.game.oppid, + })); } }, resign: function(e) { if (!confirm("Resign the game?")) return; - this.game.players.forEach(p => { - if (!!p.sid && p.sid != this.st.user.sid) - { - this.st.conn.send(JSON.stringify({ - code: "resign", - target: p.sid, - })); - } - }); + this.st.conn.send(JSON.stringify({ + code: "resign", + target: this.game.oppid, + })); // Next line will trigger a "gameover" event, bubbling up till here this.$refs["basegame"].endGame( this.game.mycolor=="w" ? "0-1" : "1-0", "Resign"); @@ -306,12 +290,22 @@ export default { const vModule = await import("@/variants/" + game.vname + ".js"); window.V = vModule.VariantRules; this.vr = new V(game.fen); + const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid); this.game = Object.assign({}, game, // NOTE: assign mycolor here, since BaseGame could also bs VS computer - {mycolor: [undefined,"w","b"][1 + game.players.findIndex( - p => p.sid == this.st.user.sid)]}, + { + mycolor: [undefined,"w","b"][myIdx+1], + // opponent sid not strictly required, but easier + oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid), + } ); + if (!!this.game.oppid) + { + // Send ping to server (answer pong if players[s] are connected) + this.st.conn.send(JSON.stringify({code:"ping", + target:this.game.oppid, gameId:this.gameRef.id})); + } }; if (!!game) return afterRetrival(game); @@ -321,7 +315,6 @@ export default { // and when receiving answer just call loadGame(received_game) // + remote peer should have registered us as an observer // (send moves updates + resign/abort/draw actions) - return; } else { @@ -329,26 +322,13 @@ export default { afterRetrieval(game); }); } -// // Poll all players except me (if I'm playing) to know online status. -// // --> Send ping to server (answer pong if players[s] are connected) -// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid)) -// { -// this.game.players.forEach(p => { -// if (p.sid != this.st.user.sid) -// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid})); -// }); -// } }, - // TODO: refactor this old "oppConnected" logic -// oppConnected: function(uid) { -// return this.opponents.some(o => o.id == uid && o.online); -// }, // Post-process a move (which was just played) processMove: function(move) { if (!this.game.mycolor) return; //I'm just an observer // Update storage (corr or live) - const colorIdx = ["w","b","g","r"].indexOf(move.color); + const colorIdx = ["w","b"].indexOf(move.color); // https://stackoverflow.com/a/38750895 const allowed_fields = ["appear", "vanish", "start", "end"]; const filtered_move = Object.keys(move) @@ -364,20 +344,15 @@ export default { const elapsed = Date.now() - this.game.initime[colorIdx]; // elapsed time is measured in milliseconds addTime = this.game.increment - elapsed/1000; - this.game.players.forEach(p => { - if (p.sid != this.st.user.sid) - { - this.st.conn.send(JSON.stringify({ - code: "newmove", - target: p.sid, - move: Object.assign({}, filtered_move, {addTime: addTime}), - })); - } - }); + this.st.conn.send(JSON.stringify({ + code: "newmove", + target: this.game.oppid, + move: Object.assign({}, filtered_move, {addTime: addTime}), + })); } else addTime = move.addTime; //supposed transmitted - const nextIdx = ["w","b","g","r"].indexOf(this.vr.turn); + const nextIdx = ["w","b"].indexOf(this.vr.turn); GameStorage.update(this.gameRef.id, { colorIdx: colorIdx, diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue index 4d1d8095..209dae30 100644 --- a/client/src/views/Hall.vue +++ b/client/src/views/Hall.vue @@ -8,24 +8,13 @@ main label(for="selectVariant") {{ st.tr["Variant"] }} select#selectVariant(v-model="newchallenge.vid") option(v-for="v in st.variants" :value="v.id") {{ v.name }} - fieldset - label(for="selectNbPlayers") {{ st.tr["Number of players"] }} - select#selectNbPlayers(v-model="newchallenge.nbPlayers") - 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 label(for="timeControl") {{ st.tr["Time control"] }} input#timeControl(type="text" v-model="newchallenge.timeControl" placeholder="3m+2s, 1h+30s, 7d+1d ...") fieldset(v-if="st.user.id > 0") label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }} - #selectPlayers - input(type="text" v-model="newchallenge.to[0]") - input(v-show="newchallenge.nbPlayers>=3" type="text" - v-model="newchallenge.to[1]") - input(v-show="newchallenge.nbPlayers==4" type="text" - v-model="newchallenge.to[2]") + input#selectPlayers(type="text" v-model="newchallenge.to") fieldset(v-if="st.user.id > 0") label(for="inputFen") {{ st.tr["FEN (optional)"] }} input#inputFen(type="text" v-model="newchallenge.fen") @@ -74,7 +63,6 @@ main <script> import { store } from "@/store"; -import { NbPlayers } from "@/data/nbPlayers"; import { checkChallenge } from "@/data/challengeCheck"; import { ArrayFun } from "@/utils/array"; import { ajax } from "@/utils/ajax"; @@ -97,12 +85,11 @@ export default { gdisplay: "live", games: [], challenges: [], - players: [], //online players (rename into "people" ?) + people: [], //(all) online players newchallenge: { fen: "", vid: 0, - nbPlayers: 0, - to: ["", "", ""], //name(s) of challenged player(s) + to: "", //name of challenged player (if any) timeControl: "", //"2m+2s" ...etc }, }; @@ -112,7 +99,7 @@ export default { // 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 => { + this.people.forEach(p => { if (p.id > 0) playerList.push(p); else @@ -125,7 +112,7 @@ export default { }, created: function() { // Always add myself to players' list - this.players.push(this.st.user); + this.people.push(this.st.user); if (this.st.user.id > 0) { // Ask server for current corr games (all but mines) @@ -177,16 +164,12 @@ export default { // Heuristic: should work for most cases... (TODO) return (o.timeControl.indexOf('d') === -1 ? "live" : "corr"); }, - possibleNbplayers: function(nbp) { - if (this.newchallenge.vid == 0) - return false; - const idxInVariants = - this.st.variants.findIndex(v => v.id == this.newchallenge.vid); - return NbPlayers[this.st.variants[idxInVariants].name].includes(nbp); - }, showGame: function(g) { // NOTE: we are an observer, since only games I don't play are shown here // ==> Moves sent by connected remote player(s) if live game + +// TODO: this doesn't work: choose a SID at random + let url = "/" + g.id; if (g.type == "live") { @@ -200,12 +183,12 @@ export default { return this.st.variants[vIdx].name; }, getSid: function(pname) { - const pIdx = this.players.findIndex(pl => pl.name == pname); - return (pIdx === -1 ? null : this.players[pIdx].sid); + const pIdx = this.people.findIndex(pl => pl.name == pname); + return (pIdx === -1 ? null : this.people[pIdx].sid); }, getPname: function(sid) { - const pIdx = this.players.findIndex(pl => pl.sid == sid); - return (pIdx === -1 ? null : this.players[pIdx].name); + const pIdx = this.people.findIndex(pl => pl.sid == sid); + return (pIdx === -1 ? null : this.people[pIdx].name); }, sendSomethingTo: function(to, code, obj, warnDisconnected) { const doSend = (code, obj, sid) => { @@ -233,7 +216,7 @@ export default { else { // Open challenge: send to all connected players (except us) - this.players.forEach(p => { + this.people.forEach(p => { if (p.sid != this.st.user.sid) //only sid is always set doSend(code, obj, p.sid); }); @@ -251,7 +234,7 @@ export default { case "pollclients": { data.sockIds.forEach(sid => { - this.players.push({sid:sid, id:0, name:""}); + this.people.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:"askchallenge", target:sid})); @@ -312,9 +295,9 @@ export default { } 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; + const pIdx = this.people.findIndex(p => p.sid == data.user.sid); + this.people[pIdx].id = data.user.id; + this.people[pIdx].name = data.user.name; break; } case "challenge": @@ -322,8 +305,8 @@ export default { // Receive challenge from some player (+sid) let newChall = data.chall; newChall.type = this.classifyObject(data.chall); - const pIdx = this.players.findIndex(p => p.sid == data.from); - newChall.from = this.players[pIdx]; //may be anonymous + const pIdx = this.people.findIndex(p => p.sid == data.from); + newChall.from = this.people[pIdx]; //may be anonymous newChall.added = Date.now(); newChall.vname = this.getVname(newChall.vid); this.challenges.push(newChall); @@ -350,39 +333,16 @@ export default { this.newGame(data.gameInfo); break; } -// * - receive "accept/withdraw/cancel challenge": apply action to challenges list +// * - receive "accept/cancel challenge": apply action to challenges list // NOTE: challenge "socket" actions accept+withdraw only for live challenges case "acceptchallenge": { // Someone accept an open (or targeted) challenge const cIdx = this.challenges.findIndex(c => c.id == data.cid); let c = this.challenges[cIdx]; - if (!c.seats) - c.seats = [...Array(c.to.length)]; - const pIdx = this.players.findIndex(p => p.sid == data.from); - // Put this player in the first empty seat we find: - let sIdx = 0; - for (; sIdx<c.seats.length; sIdx++) - { - if (!c.seats[sIdx]) - { - c.seats[sIdx] = this.players[pIdx]; - break; - } - } - if (sIdx == c.seats.length - 1) - { - // All seats are taken: game can start - this.launchGame(c); - } - break; - } - case "withdrawchallenge": - { - const cIdx = this.challenges.findIndex(c => c.id == data.cid); - let seats = this.challenges[cIdx].seats; - const sIdx = seats.findIndex(s => s.sid == data.sid); - seats[sIdx] = undefined; + const pIdx = this.people.findIndex(p => p.sid == data.from); + c.seat = this.people[pIdx]; + this.launchGame(c); break; } case "refusechallenge": @@ -398,7 +358,7 @@ export default { } case "connect": { - this.players.push({name:"", id:0, sid:data.sid}); + this.people.push({name:"", id:0, sid:data.sid}); this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid})); this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.sid})); this.st.conn.send(JSON.stringify({code:"askgame", target:data.sid})); @@ -406,13 +366,13 @@ export default { } case "disconnect": { - ArrayFun.remove(this.players, p => p.sid == data.sid); + ArrayFun.remove(this.people, p => p.sid == data.sid); // Also remove all challenges sent by this player: ArrayFun.remove(this.challenges, c => c.from.sid == data.sid); // 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.sid - || !this.players.some(pl => pl.sid == p.sid))), "all"); + || !this.people.some(pl => pl.sid == p.sid))), "all"); break; } } @@ -432,12 +392,11 @@ export default { if (!!error) return alert(error); const ctype = this.classifyObject(this.newchallenge); - const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers - 1); // NOTE: "from" information is not required here let chall = { fen: this.newchallenge.fen, - to: cto, + to: this.newchallenge.to, timeControl: this.newchallenge.timeControl, vid: this.newchallenge.vid, }; @@ -487,7 +446,6 @@ export default { }, // * - 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 challenge creator // * - refuse challenge: send "refuse" to challenge sender, and "delete" to others // * - prepare and start new game (if challenge is full after acceptation) @@ -497,20 +455,6 @@ export default { console.log("click challenge"); console.log(c); - if (!!c.accepted) - { - this.st.conn.send(JSON.stringify({code: "withdrawchallenge", - cid: c.id, target: c.from.sid})); - if (c.type == "corr") - { - ajax( - "/challenges", - "PUT", - {action:"withdraw", id: this.challenges[cIdx].id} - ); - } - c.accepted = false; - } else if (c.from.sid == this.st.user.sid || (this.st.user.id > 0 && c.from.id == this.st.user.id)) { @@ -542,7 +486,7 @@ export default { ajax( "/challenges", "PUT", - {action: "accept", id: this.challenges[cIdx].id} + {id: this.challenges[cIdx].id} ); } if (!c.accepted) @@ -565,8 +509,7 @@ export default { const vname = this.getVname(c.vid); const vModule = await import("@/variants/" + vname + ".js"); window.V = vModule.VariantRules; - let players = [c.from]; - Array.prototype.push.apply(players, c.seats); + let players = [c.from, c.seat]; // These game informations will be sent to other players const gameInfo = { @@ -578,11 +521,9 @@ export default { 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, cid:c.id, target:s.sid})); - }); + // NOTE: cid required to remove challenge + this.st.conn.send(JSON.stringify({code:"newgame", + gameInfo:gameInfo, cid:c.id, target:c.seat.sid})); // Delete corresponding challenge: ArrayFun.remove(this.challenges, ch => ch.id == c.id); this.newGame(gameInfo); //also! diff --git a/server/routes/challenges.js b/server/routes/challenges.js index 3f6840c0..1348cf45 100644 --- a/server/routes/challenges.js +++ b/server/routes/challenges.js @@ -51,21 +51,13 @@ router.post("/challenges", access.logged, access.ajax, (req,res) => { // Nothing to do if challenge is refused (just removal) router.put("/challenges", access.logged, access.ajax, (req,res) => { - switch (req.body.action) - { - case "withdraw": - // turn WillPlay to false (TODO?) - break; - case "accept": - // turn WillPlay to true; if then challenge is full, launch game - ChallengeModel.getSeatCount(req.body.id, (scount) => { - if (scount == 1) - launchGame(req.body.id, req.userId); - else - ChallengeModel.setSeat(req.body.id, req.userId); - }) - break; - } + // Accept challenge: turn WillPlay to true; if then challenge is full, launch game + ChallengeModel.getSeatCount(req.body.id, (scount) => { + if (scount == 1) + launchGame(req.body.id, req.userId); + else + ChallengeModel.setSeat(req.body.id, req.userId); + }); res.json({}); }); diff --git a/server/sockets.js b/server/sockets.js index d92778c0..09434a02 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -12,27 +12,12 @@ function getJsonFromUrl(url) 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); -} - -// 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: 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"]; // TODO: later, allow duplicate connections (shouldn't be much more complicated) - // Ignore duplicate connections (on the same live game that we play): if (!!clients[sid]) return socket.send(JSON.stringify({code:"duplicate"})); clients[sid] = socket;