diff --git a/frontend/src/pages/ttt/socket.ts b/frontend/src/pages/ttt/socket.ts index a354195..a1fcbad 100644 --- a/frontend/src/pages/ttt/socket.ts +++ b/frontend/src/pages/ttt/socket.ts @@ -28,8 +28,8 @@ export interface ClientToServer { gameMove: (up: GameMove) => void; keepalive: () => void; connectedToGame: (gameId: string) => void; - // TODO - requestNewGame: () => void; + // TODO: + joinQueueButton: () => void; }; export interface ServerToClient { diff --git a/frontend/src/pages/ttt/ttt.html b/frontend/src/pages/ttt/ttt.html index 933bcf1..93d0484 100644 --- a/frontend/src/pages/ttt/ttt.html +++ b/frontend/src/pages/ttt/ttt.html @@ -1,6 +1,6 @@
- +

Tic-tac-toe Box


diff --git a/frontend/src/pages/ttt/ttt.ts b/frontend/src/pages/ttt/ttt.ts index 8abf1b4..f4546a0 100644 --- a/frontend/src/pages/ttt/ttt.ts +++ b/frontend/src/pages/ttt/ttt.ts @@ -45,20 +45,20 @@ async function handleTTT(): Promise { if (user === null) return; - const newGameBtn = document.querySelector("#NewGameBtn"); + const joinQueueBtn = document.querySelector("#JoinQueueBtn"); - if (!newGameBtn) { + if (!joinQueueBtn) { return showError('fatal error'); } - // TODO + // TODO: Join queue button // When clicking on this button, two scenarios: // not in a game -> Join queue // In a game -> user clicking on the button loses the game and joins the queue, board is cleaned // Should I differentiate the scenarios here or inside the requestNewGame function ? - newGameBtn.addEventListener("click", () => { - console.log('===== NEW GAME REQUESTED ====='); - socket.emit("requestNewGame"); + joinQueueBtn.addEventListener("click", () => { + console.log('===== JOIN QUEUE BUTTON PRESSED ====='); + socket.emit("joinQueueButton"); }); let curGame: CurrentGameInfo | null = null; diff --git a/src/tic-tac-toe/src/socket.ts b/src/tic-tac-toe/src/socket.ts index 7b290f7..9ca00ef 100644 --- a/src/tic-tac-toe/src/socket.ts +++ b/src/tic-tac-toe/src/socket.ts @@ -28,7 +28,8 @@ export interface ClientToServer { gameMove: (up: GameMove) => void; keepalive: () => void; connectedToGame: (gameId: string) => void; - requestNewGame: () => void; + // TODO: + joinQueueButton: () => void; }; export interface ServerToClient { diff --git a/src/tic-tac-toe/src/state.ts b/src/tic-tac-toe/src/state.ts index 2e083ed..e7d03b1 100644 --- a/src/tic-tac-toe/src/state.ts +++ b/src/tic-tac-toe/src/state.ts @@ -48,8 +48,8 @@ export class StateI { socket.on('enqueue', () => this.enqueueUser(socket)); socket.on('dequeue', () => this.dequeueUser(socket)); socket.on('debugInfo', () => this.debugSocket(socket)); - // TODO - socket.on('requestNewGame', () => this.requestNewGame(socket)); + // TODO: + socket.on('joinQueueButton', () => this.joinQueueButton(socket)); socket.on('gameMove', (e) => this.gameMove(socket, e)); socket.on('keepalive', () => this.keepAlive(socket)); @@ -205,11 +205,11 @@ export class StateI { game?.makeMove(socket.authUser.id, update.index); } - // TODO - private requestNewGame(socket: SSocket) { + // TODO: + private joinQueueButton(socket: SSocket) { void socket; - // TODO - this.fastify.log.info('===== NEW GAME REQUESTED ====='); + // TODO: + this.fastify.log.info('===== JOIN QUEUE BUTTON PRESSED ====='); } }