(tic-tac-toe): Erratum, it's the join/leave queue button
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5 changed files with 17 additions and 16 deletions
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@ -28,8 +28,8 @@ export interface ClientToServer {
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gameMove: (up: GameMove) => void;
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keepalive: () => void;
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connectedToGame: (gameId: string) => void;
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// TODO
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requestNewGame: () => void;
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// TODO:
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joinQueueButton: () => void;
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};
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export interface ServerToClient {
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@ -1,6 +1,6 @@
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<div class="displaybox">
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<div id="mainbox" class="mainboxDisplay">
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<button id="NewGameBtn" class="btn-style absolute top-4 right-6">New Game</button>
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<button id="JoinQueueBtn" class="btn-style absolute top-4 right-6">New Game</button>
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<h1 class="text-3xl font-bold text-gray-800">
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Tic-tac-toe Box<span id="t-username"></span>
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</h1><br>
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@ -45,20 +45,20 @@ async function handleTTT(): Promise<RouteHandlerReturn> {
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if (user === null)
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return;
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const newGameBtn = document.querySelector<HTMLButtonElement>("#NewGameBtn");
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const joinQueueBtn = document.querySelector<HTMLButtonElement>("#JoinQueueBtn");
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if (!newGameBtn) {
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if (!joinQueueBtn) {
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return showError('fatal error');
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}
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// TODO
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// TODO: Join queue button
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// When clicking on this button, two scenarios:
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// not in a game -> Join queue
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// In a game -> user clicking on the button loses the game and joins the queue, board is cleaned
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// Should I differentiate the scenarios here or inside the requestNewGame function ?
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newGameBtn.addEventListener("click", () => {
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console.log('===== NEW GAME REQUESTED =====');
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socket.emit("requestNewGame");
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joinQueueBtn.addEventListener("click", () => {
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console.log('===== JOIN QUEUE BUTTON PRESSED =====');
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socket.emit("joinQueueButton");
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});
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let curGame: CurrentGameInfo | null = null;
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@ -28,7 +28,8 @@ export interface ClientToServer {
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gameMove: (up: GameMove) => void;
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keepalive: () => void;
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connectedToGame: (gameId: string) => void;
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requestNewGame: () => void;
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// TODO:
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joinQueueButton: () => void;
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};
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export interface ServerToClient {
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@ -48,8 +48,8 @@ export class StateI {
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socket.on('enqueue', () => this.enqueueUser(socket));
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socket.on('dequeue', () => this.dequeueUser(socket));
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socket.on('debugInfo', () => this.debugSocket(socket));
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// TODO
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socket.on('requestNewGame', () => this.requestNewGame(socket));
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// TODO:
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socket.on('joinQueueButton', () => this.joinQueueButton(socket));
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socket.on('gameMove', (e) => this.gameMove(socket, e));
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socket.on('keepalive', () => this.keepAlive(socket));
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@ -205,11 +205,11 @@ export class StateI {
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game?.makeMove(socket.authUser.id, update.index);
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}
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// TODO
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private requestNewGame(socket: SSocket) {
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// TODO:
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private joinQueueButton(socket: SSocket) {
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void socket;
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// TODO
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this.fastify.log.info('===== NEW GAME REQUESTED =====');
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// TODO:
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this.fastify.log.info('===== JOIN QUEUE BUTTON PRESSED =====');
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}
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}
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