Fix computer games for Apocalypse variant
[vchess.git] / client / src / views / Game.vue
... / ...
CommitLineData
1<template lang="pug">
2main
3 input#modalInfo.modal(type="checkbox")
4 div#infoDiv(
5 role="dialog"
6 data-checkbox="modalInfo"
7 )
8 .card.text-center
9 label.modal-close(for="modalInfo")
10 a(
11 :href="'#/game/' + rematchId"
12 onClick="document.getElementById('modalInfo').checked=false"
13 )
14 | {{ st.tr["Rematch in progress"] }}
15 input#modalChat.modal(
16 type="checkbox"
17 @click="toggleChat()"
18 )
19 div#chatWrap(
20 role="dialog"
21 data-checkbox="modalChat"
22 )
23 .card
24 label.modal-close(for="modalChat")
25 #participants
26 span {{ st.tr["Participant(s):"] }}
27 span(
28 v-for="p in Object.values(people)"
29 v-if="participateInChat(p)"
30 )
31 | {{ p.name }}
32 span.anonymous(v-if="someAnonymousPresent()") + @nonymous
33 Chat(
34 ref="chatcomp"
35 :players="game.players"
36 :pastChats="game.chats"
37 @mychat="processChat"
38 @chatcleared="clearChat"
39 )
40 input#modalConfirm.modal(type="checkbox")
41 div#confirmDiv(role="dialog")
42 .card
43 .diagram(
44 v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
45 v-html="curDiag"
46 )
47 p.text-center(v-else)
48 span {{ st.tr["Move played:"] + " " }}
49 span.bold {{ moveNotation }}
50 br
51 span {{ st.tr["Are you sure?"] }}
52 .button-group#buttonsConfirm
53 // onClick for acceptBtn: set dynamically
54 button.acceptBtn
55 span {{ st.tr["Validate"] }}
56 button.refuseBtn(@click="cancelMove()")
57 span {{ st.tr["Cancel"] }}
58 .row
59 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
60 span.variant-cadence {{ game.cadence }}
61 span.variant-name {{ game.vname }}
62 span#nextGame(
63 v-if="nextIds.length > 0"
64 @click="showNextGame()"
65 )
66 | {{ st.tr["Next_g"] }}
67 button#chatBtn.tooltip(
68 onClick="window.doClick('modalChat')"
69 aria-label="Chat"
70 )
71 img(src="/images/icons/chat.svg")
72 #actions(v-if="game.score=='*'")
73 button.tooltip(
74 @click="clickDraw()"
75 :class="{['draw-' + drawOffer]: true}"
76 :aria-label="st.tr['Draw']"
77 )
78 img(src="/images/icons/draw.svg")
79 button.tooltip(
80 v-if="!!game.mycolor"
81 @click="abortGame()"
82 :aria-label="st.tr['Abort']"
83 )
84 img(src="/images/icons/abort.svg")
85 button.tooltip(
86 v-if="!!game.mycolor"
87 @click="resign()"
88 :aria-label="st.tr['Resign']"
89 )
90 img(src="/images/icons/resign.svg")
91 button.tooltip(
92 v-else
93 @click="clickRematch()"
94 :class="{['rematch-' + rematchOffer]: true}"
95 :aria-label="st.tr['Rematch']"
96 )
97 img(src="/images/icons/rematch.svg")
98 #playersInfo
99 p
100 span.name(:class="{connected: isConnected(0)}")
101 | {{ game.players[0].name || "@nonymous" }}
102 span.time(
103 v-if="game.score=='*'"
104 :class="{yourturn: !!vr && vr.turn == 'w'}"
105 )
106 span.time-left {{ virtualClocks[0][0] }}
107 span.time-separator(v-if="!!virtualClocks[0][1]") :
108 span.time-right(v-if="!!virtualClocks[0][1]")
109 | {{ virtualClocks[0][1] }}
110 span.split-names -
111 span.name(:class="{connected: isConnected(1)}")
112 | {{ game.players[1].name || "@nonymous" }}
113 span.time(
114 v-if="game.score=='*'"
115 :class="{yourturn: !!vr && vr.turn == 'b'}"
116 )
117 span.time-left {{ virtualClocks[1][0] }}
118 span.time-separator(v-if="!!virtualClocks[1][1]") :
119 span.time-right(v-if="!!virtualClocks[1][1]")
120 | {{ virtualClocks[1][1] }}
121 BaseGame(
122 ref="basegame"
123 :game="game"
124 @newmove="processMove"
125 )
126</template>
127
128<script>
129import BaseGame from "@/components/BaseGame.vue";
130import Chat from "@/components/Chat.vue";
131import { store } from "@/store";
132import { GameStorage } from "@/utils/gameStorage";
133import { ppt } from "@/utils/datetime";
134import { notify } from "@/utils/notifications";
135import { ajax } from "@/utils/ajax";
136import { extractTime } from "@/utils/timeControl";
137import { getRandString } from "@/utils/alea";
138import { getScoreMessage } from "@/utils/scoring";
139import { getFullNotation } from "@/utils/notation";
140import { getDiagram } from "@/utils/printDiagram";
141import { processModalClick } from "@/utils/modalClick";
142import { playMove, getFilteredMove } from "@/utils/playUndo";
143import { ArrayFun } from "@/utils/array";
144import params from "@/parameters";
145export default {
146 name: "my-game",
147 components: {
148 BaseGame,
149 Chat
150 },
151 data: function() {
152 return {
153 st: store.state,
154 // gameRef can point to a corr game, local game or remote live game
155 gameRef: "",
156 nextIds: [],
157 game: {}, //passed to BaseGame
158 focus: !document.hidden, //will not always work... TODO
159 // virtualClocks will be initialized from true game.clocks
160 virtualClocks: [],
161 vr: null, //"variant rules" object initialized from FEN
162 drawOffer: "",
163 rematchId: "",
164 rematchOffer: "",
165 lastateAsked: false,
166 people: {}, //players + observers
167 lastate: undefined, //used if opponent send lastate before game is ready
168 repeat: {}, //detect position repetition
169 curDiag: "", //for corr moves confirmation
170 conn: null,
171 roomInitialized: false,
172 // If newmove has wrong index: ask fullgame again:
173 askGameTime: 0,
174 gameIsLoading: false,
175 // If asklastate got no reply, ask again:
176 gotLastate: false,
177 gotMoveIdx: -1, //last move index received
178 // If newmove got no pingback, send again:
179 opponentGotMove: false,
180 connexionString: "",
181 socketCloseListener: 0,
182 // Incomplete info games: show move played
183 moveNotation: "",
184 // Intervals from setInterval():
185 askLastate: null,
186 retrySendmove: null,
187 clockUpdate: null,
188 // Related to (killing of) self multi-connects:
189 newConnect: {},
190 killed: {}
191 };
192 },
193 watch: {
194 $route: function(to, from) {
195 if (to.path.length < 6 || to.path.substr(0, 6) != "/game/")
196 // Page change
197 this.cleanBeforeDestroy();
198 else if (from.params["id"] != to.params["id"]) {
199 // Change everything:
200 this.cleanBeforeDestroy();
201 let boardDiv = document.querySelector(".game");
202 if (!!boardDiv)
203 // In case of incomplete information variant:
204 boardDiv.style.visibility = "hidden";
205 this.atCreation();
206 } else
207 // Same game ID
208 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
209 }
210 },
211 // NOTE: some redundant code with Hall.vue (mostly related to people array)
212 created: function() {
213 this.atCreation();
214 },
215 mounted: function() {
216 ["chatWrap", "infoDiv"].forEach(eltName => {
217 document.getElementById(eltName)
218 .addEventListener("click", processModalClick);
219 });
220 if ("ontouchstart" in window) {
221 // Disable tooltips on smartphones:
222 document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
223 elt.classList.remove("tooltip");
224 });
225 }
226 },
227 beforeDestroy: function() {
228 this.cleanBeforeDestroy();
229 },
230 methods: {
231 cleanBeforeDestroy: function() {
232 clearInterval(this.socketCloseListener);
233 document.removeEventListener('visibilitychange', this.visibilityChange);
234 window.removeEventListener('focus', this.onFocus);
235 window.removeEventListener('blur', this.onBlur);
236 if (!!this.askLastate) clearInterval(this.askLastate);
237 if (!!this.retrySendmove) clearInterval(this.retrySendmove);
238 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
239 this.conn.removeEventListener("message", this.socketMessageListener);
240 this.send("disconnect");
241 this.conn = null;
242 },
243 visibilityChange: function() {
244 // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
245 this.focus = (document.visibilityState == "visible");
246 if (!this.focus && !!this.rematchOffer) {
247 this.rematchOffer = "";
248 this.send("rematchoffer", { data: false });
249 // Do not remove rematch offer from (local) storage
250 }
251 this.send(this.focus ? "getfocus" : "losefocus");
252 },
253 onFocus: function() {
254 this.focus = true;
255 this.send("getfocus");
256 },
257 onBlur: function() {
258 this.focus = false;
259 if (!!this.rematchOffer) {
260 this.rematchOffer = "";
261 this.send("rematchoffer", { data: false });
262 }
263 this.send("losefocus");
264 },
265 participateInChat: function(p) {
266 return Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) && !!p.name;
267 },
268 someAnonymousPresent: function() {
269 return (
270 Object.values(this.people).some(p =>
271 !p.name && Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus)
272 )
273 );
274 },
275 atCreation: function() {
276 document.addEventListener('visibilitychange', this.visibilityChange);
277 window.addEventListener('focus', this.onFocus);
278 window.addEventListener('blur', this.onBlur);
279 // 0] (Re)Set variables
280 this.gameRef = this.$route.params["id"];
281 // next = next corr games IDs to navigate faster (if applicable)
282 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
283 // Always add myself to players' list
284 const my = this.st.user;
285 const tmpId = getRandString();
286 this.$set(
287 this.people,
288 my.sid,
289 {
290 id: my.id,
291 name: my.name,
292 tmpIds: {
293 tmpId: { focus: true }
294 }
295 }
296 );
297 this.game = {
298 players: [{ name: "" }, { name: "" }],
299 chats: [],
300 rendered: false
301 };
302 let chatComp = this.$refs["chatcomp"];
303 if (!!chatComp) chatComp.chats = [];
304 this.virtualClocks = [[0,0], [0,0]];
305 this.vr = null;
306 this.drawOffer = "";
307 this.lastateAsked = false;
308 this.rematchOffer = "";
309 this.lastate = undefined;
310 this.roomInitialized = false;
311 this.askGameTime = 0;
312 this.gameIsLoading = false;
313 this.gotLastate = false;
314 this.gotMoveIdx = -1;
315 this.opponentGotMove = false;
316 this.askLastate = null;
317 this.retrySendmove = null;
318 this.clockUpdate = null;
319 this.newConnect = {};
320 this.killed = {};
321 // 1] Initialize connection
322 this.connexionString =
323 params.socketUrl +
324 "/?sid=" + this.st.user.sid +
325 "&id=" + this.st.user.id +
326 "&tmpId=" + tmpId +
327 "&page=" +
328 // Discard potential "/?next=[...]" for page indication:
329 encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
330 this.conn = new WebSocket(this.connexionString);
331 this.conn.addEventListener("message", this.socketMessageListener);
332 this.socketCloseListener = setInterval(
333 () => {
334 if (this.conn.readyState == 3) {
335 this.conn.removeEventListener("message", this.socketMessageListener);
336 this.conn = new WebSocket(this.connexionString);
337 this.conn.addEventListener("message", this.socketMessageListener);
338 }
339 },
340 1000
341 );
342 // Socket init required before loading remote game:
343 const socketInit = callback => {
344 if (this.conn.readyState == 1)
345 // 1 == OPEN state
346 callback();
347 else
348 // Socket not ready yet (initial loading)
349 // NOTE: first arg is Websocket object, unused here:
350 this.conn.onopen = () => callback();
351 };
352 this.fetchGame((game) => {
353 if (!!game)
354 this.loadVariantThenGame(game, () => socketInit(this.roomInit));
355 else
356 // Live game stored remotely: need socket to retrieve it
357 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
358 // --> It will be given when receiving "fullgame" socket event.
359 socketInit(() => { this.send("askfullgame"); });
360 });
361 },
362 roomInit: function() {
363 if (!this.roomInitialized) {
364 // Notify the room only now that I connected, because
365 // messages might be lost otherwise (if game loading is slow)
366 this.send("connect");
367 this.send("pollclients");
368 // We may ask fullgame several times if some moves are lost,
369 // but room should be init only once:
370 this.roomInitialized = true;
371 }
372 },
373 send: function(code, obj) {
374 if (!!this.conn)
375 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
376 },
377 isConnected: function(index) {
378 const player = this.game.players[index];
379 // Is it me ? In this case no need to bother with focus
380 if (this.st.user.sid == player.sid || this.st.user.id == player.id)
381 // Still have to check for name (because of potential multi-accounts
382 // on same browser, although this should be rare...)
383 return (!this.st.user.name || this.st.user.name == player.name);
384 // Try to find a match in people:
385 return (
386 (
387 !!player.sid &&
388 Object.keys(this.people).some(sid => {
389 return (
390 sid == player.sid &&
391 Object.values(this.people[sid].tmpIds).some(v => v.focus)
392 );
393 })
394 )
395 ||
396 (
397 !!player.id &&
398 Object.values(this.people).some(p => {
399 return (
400 p.id == player.id &&
401 Object.values(p.tmpIds).some(v => v.focus)
402 );
403 })
404 )
405 );
406 },
407 getOppsid: function() {
408 let oppsid = this.game.oppsid;
409 if (!oppsid) {
410 oppsid = Object.keys(this.people).find(
411 sid => this.people[sid].id == this.game.oppid
412 );
413 }
414 // oppsid is useful only if opponent is online:
415 if (!!oppsid && !!this.people[oppsid]) return oppsid;
416 return null;
417 },
418 toggleChat: function() {
419 if (document.getElementById("modalChat").checked)
420 // Entering chat
421 document.getElementById("inputChat").focus();
422 // TODO: next line is only required when exiting chat,
423 // but the event for now isn't well detected.
424 document.getElementById("chatBtn").classList.remove("somethingnew");
425 },
426 processChat: function(chat) {
427 this.send("newchat", { data: chat });
428 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
429 if (this.game.type == "corr" && this.st.user.id > 0)
430 this.updateCorrGame({ chat: chat });
431 else if (this.game.type == "live") {
432 chat.added = Date.now();
433 GameStorage.update(this.gameRef, { chat: chat });
434 }
435 },
436 clearChat: function() {
437 if (!!this.game.mycolor) {
438 if (this.game.type == "corr") {
439 ajax(
440 "/chats",
441 "DELETE",
442 { data: { gid: this.game.id } }
443 );
444 } else {
445 // Live game
446 GameStorage.update(this.gameRef, { delchat: true });
447 }
448 this.$set(this.game, "chats", []);
449 }
450 },
451 getGameType: function(game) {
452 return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
453 },
454 // Notify something after a new move (to opponent and me on MyGames page)
455 notifyMyGames: function(thing, data) {
456 this.send(
457 "notify" + thing,
458 {
459 data: data,
460 targets: this.game.players.map(p => {
461 return { sid: p.sid, id: p.id };
462 })
463 }
464 );
465 },
466 showNextGame: function() {
467 // Did I play in current game? If not, add it to nextIds list
468 if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
469 this.nextIds.unshift(this.game.id);
470 const nextGid = this.nextIds.pop();
471 this.$router.push(
472 "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
473 },
474 askGameAgain: function() {
475 this.gameIsLoading = true;
476 const currentUrl = document.location.href;
477 const doAskGame = () => {
478 if (document.location.href != currentUrl) return; //page change
479 this.fetchGame((game) => {
480 if (!!game)
481 // This is my game: just reload.
482 this.loadGame(game);
483 else
484 // Just ask fullgame again (once!), this is much simpler.
485 // If this fails, the user could just reload page :/
486 this.send("askfullgame");
487 });
488 };
489 // Delay of at least 2s between two game requests
490 const now = Date.now();
491 const delay = Math.max(2000 - (now - this.askGameTime), 0);
492 this.askGameTime = now;
493 setTimeout(doAskGame, delay);
494 },
495 socketMessageListener: function(msg) {
496 if (!this.conn) return;
497 const data = JSON.parse(msg.data);
498 switch (data.code) {
499 case "pollclients":
500 // TODO: shuffling and random filtering on server,
501 // if the room is really crowded.
502 Object.keys(data.sockIds).forEach(sid => {
503 if (sid != this.st.user.sid) {
504 this.send("askidentity", { target: sid });
505 this.people[sid] = { tmpIds: data.sockIds[sid] };
506 } else {
507 // Complete my tmpIds:
508 Object.assign(this.people[sid].tmpIds, data.sockIds[sid]);
509 }
510 });
511 break;
512 case "connect":
513 if (!this.people[data.from[0]]) {
514 // focus depends on the tmpId (e.g. tab)
515 this.$set(
516 this.people,
517 data.from[0],
518 {
519 tmpIds: {
520 [data.from[1]]: { focus: true }
521 }
522 }
523 );
524 this.newConnect[data.from] = true; //for self multi-connects tests
525 this.send("askidentity", { target: data.from[0] });
526 } else {
527 this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
528 this.$forceUpdate(); //TODO: shouldn't be required
529 }
530 break;
531 case "disconnect":
532 if (!this.people[data.from[0]]) return;
533 delete this.people[data.from[0]].tmpIds[data.from[1]];
534 if (Object.keys(this.people[data.from[0]].tmpIds).length == 0)
535 this.$delete(this.people, data.from[0]);
536 else this.$forceUpdate(); //TODO: shouldn't be required
537 break;
538 case "getfocus": {
539 let player = this.people[data.from[0]];
540 if (!!player) {
541 player.tmpIds[data.from[1]].focus = true;
542 this.$forceUpdate(); //TODO: shouldn't be required
543 }
544 break;
545 }
546 case "losefocus": {
547 let player = this.people[data.from[0]];
548 if (!!player) {
549 player.tmpIds[data.from[1]].focus = false;
550 this.$forceUpdate(); //TODO: shouldn't be required
551 }
552 break;
553 }
554 case "killed":
555 // I logged in elsewhere:
556 this.conn.removeEventListener("message", this.socketMessageListener);
557 this.conn.removeEventListener("close", this.socketCloseListener);
558 this.conn = null;
559 alert(this.st.tr["New connexion detected: tab now offline"]);
560 break;
561 case "askidentity": {
562 // Request for identification
563 const me = {
564 // Decompose to avoid revealing email
565 name: this.st.user.name,
566 sid: this.st.user.sid,
567 id: this.st.user.id
568 };
569 this.send("identity", { data: me, target: data.from });
570 break;
571 }
572 case "identity": {
573 const user = data.data;
574 let player = this.people[user.sid];
575 // player.tmpIds is already set
576 player.name = user.name;
577 player.id = user.id;
578 this.$forceUpdate(); //TODO: shouldn't be required
579 // If I multi-connect, kill current connexion if no mark (I'm older)
580 if (this.newConnect[user.sid]) {
581 if (
582 user.id > 0 &&
583 user.id == this.st.user.id &&
584 user.sid != this.st.user.sid &&
585 !this.killed[this.st.user.sid]
586 ) {
587 this.send("killme", { sid: this.st.user.sid });
588 this.killed[this.st.user.sid] = true;
589 }
590 delete this.newConnect[user.sid];
591 }
592 if (!this.killed[this.st.user.sid]) {
593 // Ask potentially missed last state, if opponent and I play
594 if (
595 !this.gotLastate &&
596 !!this.game.mycolor &&
597 this.game.type == "live" &&
598 this.game.score == "*" &&
599 this.game.players.some(p => p.sid == user.sid)
600 ) {
601 this.send("asklastate", { target: user.sid });
602 let counter = 1;
603 this.askLastate = setInterval(
604 () => {
605 // Ask at most 3 times:
606 // if no reply after that there should be a network issue.
607 if (
608 counter < 3 &&
609 !this.gotLastate &&
610 !!this.people[user.sid]
611 ) {
612 this.send("asklastate", { target: user.sid });
613 counter++;
614 } else {
615 clearInterval(this.askLastate);
616 }
617 },
618 1500
619 );
620 }
621 }
622 break;
623 }
624 case "askgame":
625 // Send current (live) game if not asked by any of the players
626 if (
627 this.game.type == "live" &&
628 this.game.players.every(p => p.sid != data.from[0])
629 ) {
630 const myGame = {
631 id: this.game.id,
632 fen: this.game.fen,
633 players: this.game.players,
634 vid: this.game.vid,
635 cadence: this.game.cadence,
636 score: this.game.score
637 };
638 this.send("game", { data: myGame, target: data.from });
639 }
640 break;
641 case "askfullgame":
642 const gameToSend = Object.keys(this.game)
643 .filter(k =>
644 [
645 "id","fen","players","vid","cadence","fenStart","vname",
646 "moves","clocks","score","drawOffer","rematchOffer"
647 ].includes(k))
648 .reduce(
649 (obj, k) => {
650 obj[k] = this.game[k];
651 return obj;
652 },
653 {}
654 );
655 this.send("fullgame", { data: gameToSend, target: data.from });
656 break;
657 case "fullgame":
658 if (!!data.data.empty) {
659 alert(this.st.tr["The game should be in another tab"]);
660 this.$router.go(-1);
661 }
662 else
663 // Callback "roomInit" to poll clients only after game is loaded
664 this.loadVariantThenGame(data.data, this.roomInit);
665 break;
666 case "asklastate":
667 // Sending informative last state if I played a move or score != "*"
668 // If the game or moves aren't loaded yet, delay the sending:
669 // TODO: since socket init after game load, the game is supposedly ready
670 if (!this.game || !this.game.moves) this.lastateAsked = true;
671 else this.sendLastate(data.from);
672 break;
673 case "lastate": {
674 // Got opponent infos about last move
675 this.gotLastate = true;
676 this.lastate = data.data;
677 if (this.game.rendered)
678 // Game is rendered (Board component)
679 this.processLastate();
680 // Else: will be processed when game is ready
681 break;
682 }
683 case "newmove": {
684 const movePlus = data.data;
685 const movesCount = this.game.moves.length;
686 if (movePlus.index > movesCount) {
687 // This can only happen if I'm an observer and missed a move.
688 if (this.gotMoveIdx < movePlus.index)
689 this.gotMoveIdx = movePlus.index;
690 if (!this.gameIsLoading) this.askGameAgain();
691 }
692 else {
693 if (
694 movePlus.index < movesCount ||
695 this.gotMoveIdx >= movePlus.index
696 ) {
697 // Opponent re-send but we already have the move:
698 // (maybe he didn't receive our pingback...)
699 this.send("gotmove", {data: movePlus.index, target: data.from});
700 } else {
701 this.gotMoveIdx = movePlus.index;
702 const receiveMyMove = (movePlus.color == this.game.mycolor);
703 const moveColIdx = ["w", "b"].indexOf(movePlus.color);
704 if (!receiveMyMove && !!this.game.mycolor) {
705 // Notify opponent that I got the move:
706 this.send("gotmove", {data: movePlus.index, target: data.from});
707 // And myself if I'm elsewhere:
708 if (!this.focus) {
709 notify(
710 "New move",
711 {
712 body:
713 (this.game.players[moveColIdx].name || "@nonymous") +
714 " just played."
715 }
716 );
717 }
718 }
719 if (movePlus.cancelDrawOffer) {
720 // Opponent refuses draw
721 this.drawOffer = "";
722 // NOTE for corr games: drawOffer reset by player in turn
723 if (
724 this.game.type == "live" &&
725 !!this.game.mycolor &&
726 !receiveMyMove
727 ) {
728 GameStorage.update(this.gameRef, { drawOffer: "" });
729 }
730 }
731 this.$refs["basegame"].play(movePlus.move, "received", null, true);
732 this.game.clocks[moveColIdx] = movePlus.clock;
733 this.processMove(
734 movePlus.move,
735 { receiveMyMove: receiveMyMove }
736 );
737 }
738 }
739 break;
740 }
741 case "gotmove": {
742 this.opponentGotMove = true;
743 // Now his clock starts running on my side:
744 const oppIdx = ['w','b'].indexOf(this.vr.turn);
745 // NOTE: next line to avoid multi-resetClocks when several tabs
746 // on same game, resulting in a faster countdown.
747 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
748 this.re_setClocks();
749 break;
750 }
751 case "resign":
752 const score = (data.data == "b" ? "1-0" : "0-1");
753 const side = (data.data == "w" ? "White" : "Black");
754 this.gameOver(score, side + " surrender");
755 break;
756 case "abort":
757 this.gameOver("?", "Stop");
758 break;
759 case "draw":
760 this.gameOver("1/2", data.data);
761 break;
762 case "drawoffer":
763 // NOTE: observers don't know who offered draw
764 this.drawOffer = "received";
765 if (this.game.type == "live") {
766 GameStorage.update(
767 this.gameRef,
768 { drawOffer: V.GetOppCol(this.game.mycolor) }
769 );
770 }
771 break;
772 case "rematchoffer":
773 // NOTE: observers don't know who offered rematch
774 this.rematchOffer = data.data ? "received" : "";
775 if (this.game.type == "live") {
776 GameStorage.update(
777 this.gameRef,
778 { rematchOffer: V.GetOppCol(this.game.mycolor) }
779 );
780 }
781 break;
782 case "newgame": {
783 // A game started, redirect if I'm playing in
784 const gameInfo = data.data;
785 const gameType = this.getGameType(gameInfo);
786 if (
787 gameType == "live" &&
788 gameInfo.players.some(p => p.sid == this.st.user.sid)
789 ) {
790 this.addAndGotoLiveGame(gameInfo);
791 } else if (
792 gameType == "corr" &&
793 gameInfo.players.some(p => p.id == this.st.user.id)
794 ) {
795 this.$router.push("/game/" + gameInfo.id);
796 } else {
797 this.rematchId = gameInfo.id;
798 document.getElementById("modalInfo").checked = true;
799 }
800 break;
801 }
802 case "newchat": {
803 let chat = data.data;
804 this.$refs["chatcomp"].newChat(chat);
805 if (this.game.type == "live") {
806 chat.added = Date.now();
807 GameStorage.update(this.gameRef, { chat: chat });
808 }
809 if (!document.getElementById("modalChat").checked)
810 document.getElementById("chatBtn").classList.add("somethingnew");
811 break;
812 }
813 }
814 },
815 updateCorrGame: function(obj, callback) {
816 ajax(
817 "/games",
818 "PUT",
819 {
820 data: {
821 gid: this.gameRef,
822 newObj: obj
823 },
824 success: () => {
825 if (!!callback) callback();
826 }
827 }
828 );
829 },
830 sendLastate: function(target) {
831 // Send our "last state" informations to opponent
832 const L = this.game.moves.length;
833 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
834 const myLastate = {
835 lastMove:
836 (L > 0 && this.vr.turn != this.game.mycolor)
837 ? this.game.moves[L - 1]
838 : undefined,
839 clock: this.game.clocks[myIdx],
840 // Since we played a move (or abort or resign),
841 // only drawOffer=="sent" is possible
842 drawSent: this.drawOffer == "sent",
843 rematchSent: this.rematchOffer == "sent",
844 score: this.game.score != "*" ? this.game.score : undefined,
845 scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
846 movesCount: L
847 };
848 this.send("lastate", { data: myLastate, target: target });
849 },
850 // lastate was received, but maybe game wasn't ready yet:
851 processLastate: function() {
852 const data = this.lastate;
853 this.lastate = undefined; //security...
854 const L = this.game.moves.length;
855 const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
856 this.game.clocks[oppIdx] = data.clock;
857 if (data.movesCount > L) {
858 // Just got last move from him
859 this.$refs["basegame"].play(data.lastMove, "received", null, true);
860 this.processMove(data.lastMove);
861 } else {
862 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
863 this.re_setClocks();
864 }
865 if (data.drawSent) this.drawOffer = "received";
866 if (data.rematchSent) this.rematchOffer = "received";
867 if (!!data.score) {
868 this.drawOffer = "";
869 if (this.game.score == "*")
870 this.gameOver(data.score, data.scoreMsg);
871 }
872 },
873 clickDraw: function() {
874 if (!this.game.mycolor) return; //I'm just spectator
875 if (["received", "threerep"].includes(this.drawOffer)) {
876 if (!confirm(this.st.tr["Accept draw?"])) return;
877 const message =
878 this.drawOffer == "received"
879 ? "Mutual agreement"
880 : "Three repetitions";
881 this.send("draw", { data: message });
882 this.gameOver("1/2", message);
883 } else if (this.drawOffer == "") {
884 // No effect if drawOffer == "sent"
885 if (this.game.mycolor != this.vr.turn) {
886 alert(this.st.tr["Draw offer only in your turn"]);
887 return;
888 }
889 if (!confirm(this.st.tr["Offer draw?"])) return;
890 this.drawOffer = "sent";
891 this.send("drawoffer");
892 if (this.game.type == "live") {
893 GameStorage.update(
894 this.gameRef,
895 { drawOffer: this.game.mycolor }
896 );
897 } else this.updateCorrGame({ drawOffer: this.game.mycolor });
898 }
899 },
900 addAndGotoLiveGame: function(gameInfo, callback) {
901 const game = Object.assign(
902 {},
903 gameInfo,
904 {
905 // (other) Game infos: constant
906 fenStart: gameInfo.fen,
907 vname: this.game.vname,
908 created: Date.now(),
909 // Game state (including FEN): will be updated
910 moves: [],
911 clocks: [-1, -1], //-1 = unstarted
912 score: "*"
913 }
914 );
915 GameStorage.add(game, (err) => {
916 // No error expected.
917 if (!err) {
918 if (this.st.settings.sound)
919 new Audio("/sounds/newgame.flac").play().catch(() => {});
920 if (!!callback) callback();
921 this.$router.push("/game/" + gameInfo.id);
922 }
923 });
924 },
925 clickRematch: function() {
926 if (!this.game.mycolor) return; //I'm just spectator
927 if (this.rematchOffer == "received") {
928 // Start a new game!
929 let gameInfo = {
930 id: getRandString(), //ignored if corr
931 fen: V.GenRandInitFen(this.game.randomness),
932 players: this.game.players.reverse(),
933 vid: this.game.vid,
934 cadence: this.game.cadence
935 };
936 const notifyNewGame = () => {
937 const oppsid = this.getOppsid(); //may be null
938 this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
939 // To main Hall if corr game:
940 if (this.game.type == "corr")
941 this.send("newgame", { data: gameInfo, page: "/" });
942 // Also to MyGames page:
943 this.notifyMyGames("newgame", gameInfo);
944 };
945 if (this.game.type == "live")
946 this.addAndGotoLiveGame(gameInfo, notifyNewGame);
947 else {
948 // corr game
949 ajax(
950 "/games",
951 "POST",
952 {
953 // cid is useful to delete the challenge:
954 data: { gameInfo: gameInfo },
955 success: (response) => {
956 gameInfo.id = response.gameId;
957 notifyNewGame();
958 this.$router.push("/game/" + response.gameId);
959 }
960 }
961 );
962 }
963 } else if (this.rematchOffer == "") {
964 this.rematchOffer = "sent";
965 this.send("rematchoffer", { data: true });
966 if (this.game.type == "live") {
967 GameStorage.update(
968 this.gameRef,
969 { rematchOffer: this.game.mycolor }
970 );
971 } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
972 } else if (this.rematchOffer == "sent") {
973 // Toggle rematch offer (on --> off)
974 this.rematchOffer = "";
975 this.send("rematchoffer", { data: false });
976 if (this.game.type == "live") {
977 GameStorage.update(
978 this.gameRef,
979 { rematchOffer: '' }
980 );
981 } else this.updateCorrGame({ rematchOffer: 'n' });
982 }
983 },
984 abortGame: function() {
985 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
986 this.gameOver("?", "Stop");
987 this.send("abort");
988 },
989 resign: function() {
990 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
991 return;
992 this.send("resign", { data: this.game.mycolor });
993 const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
994 const side = (this.game.mycolor == "w" ? "White" : "Black");
995 this.gameOver(score, side + " surrender");
996 },
997 loadGame: function(game, callback) {
998 this.vr = new V(game.fen);
999 const gtype = this.getGameType(game);
1000 const tc = extractTime(game.cadence);
1001 const myIdx = game.players.findIndex(p => {
1002 return p.sid == this.st.user.sid || p.id == this.st.user.id;
1003 });
1004 const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
1005 // Live games before 26/03/2020 don't have chat history. TODO: remove next line
1006 if (!game.chats) game.chats = [];
1007 // Sort chat messages from newest to oldest
1008 game.chats.sort((c1, c2) => c2.added - c1.added);
1009 if (gtype == "corr") {
1010 // NOTE: clocks in seconds
1011 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
1012 game.clocks = [tc.mainTime, tc.mainTime];
1013 const L = game.moves.length;
1014 if (game.score == "*") {
1015 // Adjust clocks
1016 if (L >= 2) {
1017 game.clocks[L % 2] -=
1018 (Date.now() - game.moves[L-1].played) / 1000;
1019 }
1020 }
1021 if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
1022 // Did a chat message arrive after my last move?
1023 let dtLastMove = 0;
1024 if (L == 1 && myIdx == 0)
1025 dtLastMove = game.moves[0].played;
1026 else if (L >= 2) {
1027 if (L % 2 == 0) {
1028 // It's now white turn
1029 dtLastMove = game.moves[L-1-(1-myIdx)].played;
1030 } else {
1031 // Black turn:
1032 dtLastMove = game.moves[L-1-myIdx].played;
1033 }
1034 }
1035 if (dtLastMove < game.chats[0].added)
1036 document.getElementById("chatBtn").classList.add("somethingnew");
1037 }
1038 // Now that we used idx and played, re-format moves as for live games
1039 game.moves = game.moves.map(m => m.squares);
1040 }
1041 if (gtype == "live") {
1042 if (
1043 game.chats.length > 0 &&
1044 (!game.initime || game.initime < game.chats[0].added)
1045 ) {
1046 document.getElementById("chatBtn").classList.add("somethingnew");
1047 }
1048 if (game.clocks[0] < 0) {
1049 // Game is unstarted. clock is ignored until move 2
1050 game.clocks = [tc.mainTime, tc.mainTime];
1051 if (myIdx >= 0) {
1052 // I play in this live game
1053 GameStorage.update(game.id, {
1054 clocks: game.clocks
1055 });
1056 }
1057 } else {
1058 if (!!game.initime)
1059 // It's my turn: clocks not updated yet
1060 game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
1061 }
1062 }
1063 // TODO: merge next 2 "if" conditions
1064 if (!!game.drawOffer) {
1065 if (game.drawOffer == "t")
1066 // Three repetitions
1067 this.drawOffer = "threerep";
1068 else {
1069 // Draw offered by any of the players:
1070 if (myIdx < 0) this.drawOffer = "received";
1071 else {
1072 // I play in this game:
1073 if (
1074 (game.drawOffer == "w" && myIdx == 0) ||
1075 (game.drawOffer == "b" && myIdx == 1)
1076 )
1077 this.drawOffer = "sent";
1078 else this.drawOffer = "received";
1079 }
1080 }
1081 }
1082 if (!!game.rematchOffer) {
1083 if (myIdx < 0) this.rematchOffer = "received";
1084 else {
1085 // I play in this game:
1086 if (
1087 (game.rematchOffer == "w" && myIdx == 0) ||
1088 (game.rematchOffer == "b" && myIdx == 1)
1089 )
1090 this.rematchOffer = "sent";
1091 else this.rematchOffer = "received";
1092 }
1093 }
1094 this.repeat = {}; //reset: scan past moves' FEN:
1095 let repIdx = 0;
1096 let vr_tmp = new V(game.fenStart);
1097 let curTurn = "n";
1098 game.moves.forEach(m => {
1099 playMove(m, vr_tmp);
1100 const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
1101 this.repeat[fenIdx] = this.repeat[fenIdx]
1102 ? this.repeat[fenIdx] + 1
1103 : 1;
1104 });
1105 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
1106 this.game = Object.assign(
1107 // NOTE: assign mycolor here, since BaseGame could also be VS computer
1108 {
1109 type: gtype,
1110 increment: tc.increment,
1111 mycolor: mycolor,
1112 // opponent sid not strictly required (or available), but easier
1113 // at least oppsid or oppid is available anyway:
1114 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
1115 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
1116 },
1117 game
1118 );
1119 this.$refs["basegame"].re_setVariables(this.game);
1120 if (!this.gameIsLoading) {
1121 // Initial loading:
1122 this.gotMoveIdx = game.moves.length - 1;
1123 // If we arrive here after 'nextGame' action, the board might be hidden
1124 let boardDiv = document.querySelector(".game");
1125 if (!!boardDiv && boardDiv.style.visibility == "hidden")
1126 boardDiv.style.visibility = "visible";
1127 }
1128 this.re_setClocks();
1129 this.$nextTick(() => {
1130 this.game.rendered = true;
1131 // Did lastate arrive before game was rendered?
1132 if (this.lastate) this.processLastate();
1133 });
1134 if (this.lastateAsked) {
1135 this.lastateAsked = false;
1136 this.sendLastate(game.oppsid);
1137 }
1138 if (this.gameIsLoading) {
1139 this.gameIsLoading = false;
1140 if (this.gotMoveIdx >= game.moves.length)
1141 // Some moves arrived meanwhile...
1142 this.askGameAgain();
1143 }
1144 if (!!callback) callback();
1145 },
1146 loadVariantThenGame: async function(game, callback) {
1147 await import("@/variants/" + game.vname + ".js")
1148 .then((vModule) => {
1149 window.V = vModule[game.vname + "Rules"];
1150 this.loadGame(game, callback);
1151 });
1152 },
1153 // 3 cases for loading a game:
1154 // - from indexedDB (running or completed live game I play)
1155 // - from server (one correspondance game I play[ed] or not)
1156 // - from remote peer (one live game I don't play, finished or not)
1157 fetchGame: function(callback) {
1158 if (Number.isInteger(this.gameRef) || !isNaN(parseInt(this.gameRef))) {
1159 // corr games identifiers are integers
1160 ajax(
1161 "/games",
1162 "GET",
1163 {
1164 data: { gid: this.gameRef },
1165 success: (res) => {
1166 res.game.moves.forEach(m => {
1167 m.squares = JSON.parse(m.squares);
1168 });
1169 callback(res.game);
1170 }
1171 }
1172 );
1173 } else
1174 // Local game (or live remote)
1175 GameStorage.get(this.gameRef, callback);
1176 },
1177 re_setClocks: function() {
1178 this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
1179 if (this.game.moves.length < 2 || this.game.score != "*") {
1180 // 1st move not completed yet, or game over: freeze time
1181 return;
1182 }
1183 const currentTurn = this.vr.turn;
1184 const currentMovesCount = this.game.moves.length;
1185 const colorIdx = ["w", "b"].indexOf(currentTurn);
1186 this.clockUpdate = setInterval(
1187 () => {
1188 if (
1189 this.game.clocks[colorIdx] < 0 ||
1190 this.game.moves.length > currentMovesCount ||
1191 this.game.score != "*"
1192 ) {
1193 clearInterval(this.clockUpdate);
1194 this.clockUpdate = null;
1195 if (this.game.clocks[colorIdx] < 0)
1196 this.gameOver(
1197 currentTurn == "w" ? "0-1" : "1-0",
1198 "Time"
1199 );
1200 } else {
1201 this.$set(
1202 this.virtualClocks,
1203 colorIdx,
1204 ppt(Math.max(0, --this.game.clocks[colorIdx])).split(':')
1205 );
1206 }
1207 },
1208 1000
1209 );
1210 },
1211 // Update variables and storage after a move:
1212 processMove: function(move, data) {
1213 if (!data) data = {};
1214 const moveCol = this.vr.turn;
1215 const colorIdx = ["w", "b"].indexOf(moveCol);
1216 const nextIdx = 1 - colorIdx;
1217 const doProcessMove = () => {
1218 const origMovescount = this.game.moves.length;
1219 // The move is (about to be) played: stop clock
1220 clearInterval(this.clockUpdate);
1221 this.clockUpdate = null;
1222 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1223 if (this.drawOffer == "received")
1224 // I refuse draw
1225 this.drawOffer = "";
1226 if (this.game.type == "live" && origMovescount >= 2) {
1227 this.game.clocks[colorIdx] += this.game.increment;
1228 // For a correct display in casqe of disconnected opponent:
1229 this.$set(
1230 this.virtualClocks,
1231 colorIdx,
1232 ppt(this.game.clocks[colorIdx]).split(':')
1233 );
1234 GameStorage.update(this.gameRef, {
1235 // It's not my turn anymore:
1236 initime: null
1237 });
1238 }
1239 }
1240 // Update current game object:
1241 playMove(move, this.vr);
1242 if (!data.score)
1243 // Received move, score is computed in BaseGame, but maybe not yet.
1244 // ==> Compute it here, although this is redundant (TODO)
1245 data.score = this.vr.getCurrentScore();
1246 if (data.score != "*") this.gameOver(data.score);
1247 this.game.moves.push(move);
1248 this.game.fen = this.vr.getFen();
1249 if (this.game.type == "corr") {
1250 // In corr games, just reset clock to mainTime:
1251 this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
1252 }
1253 // If repetition detected, consider that a draw offer was received:
1254 const fenObj = this.vr.getFenForRepeat();
1255 this.repeat[fenObj] =
1256 !!this.repeat[fenObj]
1257 ? this.repeat[fenObj] + 1
1258 : 1;
1259 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
1260 else if (this.drawOffer == "threerep") this.drawOffer = "";
1261 if (!!this.game.mycolor && !data.receiveMyMove) {
1262 // NOTE: 'var' to see that variable outside this block
1263 var filtered_move = getFilteredMove(move);
1264 }
1265 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1266 // Notify turn on MyGames page:
1267 this.notifyMyGames(
1268 "turn",
1269 {
1270 gid: this.gameRef,
1271 turn: this.vr.turn
1272 }
1273 );
1274 }
1275 // Since corr games are stored at only one location, update should be
1276 // done only by one player for each move:
1277 if (
1278 this.game.type == "live" &&
1279 !!this.game.mycolor &&
1280 moveCol != this.game.mycolor &&
1281 this.game.moves.length >= 2
1282 ) {
1283 // Receive a move: update initime
1284 this.game.initime = Date.now();
1285 GameStorage.update(this.gameRef, {
1286 // It's my turn now!
1287 initime: this.game.initime
1288 });
1289 }
1290 if (
1291 !!this.game.mycolor &&
1292 !data.receiveMyMove &&
1293 (this.game.type == "live" || moveCol == this.game.mycolor)
1294 ) {
1295 let drawCode = "";
1296 switch (this.drawOffer) {
1297 case "threerep":
1298 drawCode = "t";
1299 break;
1300 case "sent":
1301 drawCode = this.game.mycolor;
1302 break;
1303 case "received":
1304 drawCode = V.GetOppCol(this.game.mycolor);
1305 break;
1306 }
1307 if (this.game.type == "corr") {
1308 // corr: only move, fen and score
1309 this.updateCorrGame({
1310 fen: this.game.fen,
1311 move: {
1312 squares: filtered_move,
1313 idx: origMovescount
1314 },
1315 // Code "n" for "None" to force reset (otherwise it's ignored)
1316 drawOffer: drawCode || "n"
1317 });
1318 }
1319 else {
1320 const updateStorage = () => {
1321 GameStorage.update(this.gameRef, {
1322 fen: this.game.fen,
1323 move: filtered_move,
1324 moveIdx: origMovescount,
1325 clocks: this.game.clocks,
1326 drawOffer: drawCode
1327 });
1328 };
1329 // The active tab can update storage immediately
1330 if (this.focus) updateStorage();
1331 // Small random delay otherwise
1332 else setTimeout(updateStorage, 500 + 1000 * Math.random());
1333 }
1334 }
1335 // Send move ("newmove" event) to people in the room (if our turn)
1336 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1337 let sendMove = {
1338 move: filtered_move,
1339 index: origMovescount,
1340 // color is required to check if this is my move (if several tabs opened)
1341 color: moveCol,
1342 cancelDrawOffer: this.drawOffer == ""
1343 };
1344 if (this.game.type == "live")
1345 sendMove["clock"] = this.game.clocks[colorIdx];
1346 // (Live) Clocks will re-start when the opponent pingback arrive
1347 this.opponentGotMove = false;
1348 this.send("newmove", {data: sendMove});
1349 // If the opponent doesn't reply gotmove soon enough, re-send move:
1350 // Do this at most 2 times, because mpore would mean network issues,
1351 // opponent would then be expected to disconnect/reconnect.
1352 let counter = 1;
1353 const currentUrl = document.location.href;
1354 this.retrySendmove = setInterval(
1355 () => {
1356 if (
1357 counter >= 3 ||
1358 this.opponentGotMove ||
1359 document.location.href != currentUrl //page change
1360 ) {
1361 clearInterval(this.retrySendmove);
1362 return;
1363 }
1364 const oppsid = this.getOppsid();
1365 if (!oppsid)
1366 // Opponent is disconnected: he'll ask last state
1367 clearInterval(this.retrySendmove);
1368 else {
1369 this.send("newmove", { data: sendMove, target: oppsid });
1370 counter++;
1371 }
1372 },
1373 1500
1374 );
1375 }
1376 else
1377 // Not my move or I'm an observer: just start other player's clock
1378 this.re_setClocks();
1379 };
1380 if (
1381 this.game.type == "corr" &&
1382 moveCol == this.game.mycolor &&
1383 !data.receiveMyMove
1384 ) {
1385 let boardDiv = document.querySelector(".game");
1386 const afterSetScore = () => {
1387 doProcessMove();
1388 if (this.st.settings.gotonext && this.nextIds.length > 0)
1389 this.showNextGame();
1390 else {
1391 // The board might have been hidden:
1392 if (boardDiv.style.visibility == "hidden")
1393 boardDiv.style.visibility = "visible";
1394 if (data.score == "*") this.re_setClocks();
1395 }
1396 };
1397 let el = document.querySelector("#buttonsConfirm > .acceptBtn");
1398 // We may play several moves in a row: in case of, remove listener:
1399 let elClone = el.cloneNode(true);
1400 el.parentNode.replaceChild(elClone, el);
1401 elClone.addEventListener(
1402 "click",
1403 () => {
1404 document.getElementById("modalConfirm").checked = false;
1405 if (!!data.score && data.score != "*")
1406 // Set score first
1407 this.gameOver(data.score, null, afterSetScore);
1408 else afterSetScore();
1409 }
1410 );
1411 // PlayOnBoard is enough, and more appropriate for Synchrone Chess
1412 V.PlayOnBoard(this.vr.board, move);
1413 const position = this.vr.getBaseFen();
1414 V.UndoOnBoard(this.vr.board, move);
1415 if (["all","byrow"].includes(V.ShowMoves)) {
1416 this.curDiag = getDiagram({
1417 position: position,
1418 orientation: V.CanFlip ? this.game.mycolor : "w"
1419 });
1420 document.querySelector("#confirmDiv > .card").style.width =
1421 boardDiv.offsetWidth + "px";
1422 } else {
1423 // Incomplete information: just ask confirmation
1424 // Hide the board, because otherwise it could reveal infos
1425 boardDiv.style.visibility = "hidden";
1426 this.moveNotation = getFullNotation(move);
1427 }
1428 document.getElementById("modalConfirm").checked = true;
1429 }
1430 else {
1431 // Normal situation
1432 if (!!data.score && data.score != "*")
1433 this.gameOver(data.score, null, doProcessMove);
1434 else doProcessMove();
1435 }
1436 },
1437 cancelMove: function() {
1438 let boardDiv = document.querySelector(".game");
1439 if (boardDiv.style.visibility == "hidden")
1440 boardDiv.style.visibility = "visible";
1441 document.getElementById("modalConfirm").checked = false;
1442 this.$refs["basegame"].cancelLastMove();
1443 },
1444 // In corr games, callback to change page only after score is set:
1445 gameOver: function(score, scoreMsg, callback) {
1446 this.game.score = score;
1447 if (!scoreMsg) scoreMsg = getScoreMessage(score);
1448 this.game.scoreMsg = scoreMsg;
1449 this.$set(this.game, "scoreMsg", scoreMsg);
1450 const myIdx = this.game.players.findIndex(p => {
1451 return p.sid == this.st.user.sid || p.id == this.st.user.id;
1452 });
1453 if (myIdx >= 0) {
1454 // OK, I play in this game
1455 const scoreObj = {
1456 score: score,
1457 scoreMsg: scoreMsg
1458 };
1459 if (this.game.type == "live") {
1460 GameStorage.update(this.gameRef, scoreObj);
1461 // Notify myself locally if I'm elsewhere:
1462 if (!this.focus) {
1463 notify(
1464 "Game over",
1465 { body: score + " : " + scoreMsg }
1466 );
1467 }
1468 if (!!callback) callback();
1469 }
1470 else this.updateCorrGame(scoreObj, callback);
1471 // Notify the score to main Hall. TODO: only one player (currently double send)
1472 this.send("result", { gid: this.game.id, score: score });
1473 // Also to MyGames page (TODO: doubled as well...)
1474 this.notifyMyGames(
1475 "score",
1476 {
1477 gid: this.gameRef,
1478 score: score
1479 }
1480 );
1481 }
1482 else if (!!callback) callback();
1483 }
1484 }
1485};
1486</script>
1487
1488<style lang="sass" scoped>
1489#infoDiv > .card
1490 padding: 15px 0
1491 max-width: 430px
1492
1493.connected
1494 background-color: lightgreen
1495
1496#participants
1497 margin-left: 5px
1498
1499.anonymous
1500 color: grey
1501 font-style: italic
1502
1503#playersInfo > p
1504 margin: 0
1505
1506@media screen and (min-width: 768px)
1507 #actions
1508 width: 300px
1509@media screen and (max-width: 767px)
1510 .game
1511 width: 100%
1512
1513#actions
1514 display: inline-block
1515 margin: 0
1516
1517button
1518 display: inline-block
1519 margin: 0
1520 display: inline-flex
1521 img
1522 height: 22px
1523 display: flex
1524 @media screen and (max-width: 767px)
1525 height: 18px
1526
1527@media screen and (max-width: 767px)
1528 #aboveBoard
1529 text-align: center
1530@media screen and (min-width: 768px)
1531 #aboveBoard
1532 margin-left: 30%
1533
1534.variant-cadence
1535 padding-right: 10px
1536
1537.variant-name
1538 font-weight: bold
1539 padding-right: 10px
1540
1541span#nextGame
1542 background-color: #edda99
1543 cursor: pointer
1544 display: inline-block
1545 margin-right: 10px
1546
1547span.name
1548 font-size: 1.5rem
1549 padding: 0 3px
1550
1551span.time
1552 font-size: 2rem
1553 display: inline-block
1554 .time-left
1555 margin-left: 10px
1556 .time-right
1557 margin-left: 5px
1558 .time-separator
1559 margin-left: 5px
1560 position: relative
1561 top: -1px
1562
1563span.yourturn
1564 color: #831B1B
1565 .time-separator
1566 animation: blink-animation 2s steps(3, start) infinite
1567@keyframes blink-animation
1568 to
1569 visibility: hidden
1570
1571.split-names
1572 display: inline-block
1573 margin: 0 15px
1574
1575#chatWrap > .card
1576 padding-top: 20px
1577 max-width: 767px
1578 border: none
1579
1580#confirmDiv > .card
1581 max-width: 767px
1582 max-height: 100%
1583
1584.draw-sent, .draw-sent:hover
1585 background-color: lightyellow
1586
1587.draw-received, .draw-received:hover
1588 background-color: lightgreen
1589
1590.draw-threerep, .draw-threerep:hover
1591 background-color: #e4d1fc
1592
1593.rematch-sent, .rematch-sent:hover
1594 background-color: lightyellow
1595
1596.rematch-received, .rematch-received:hover
1597 background-color: lightgreen
1598
1599.somethingnew
1600 background-color: #c5fefe
1601
1602.diagram
1603 margin: 0 auto
1604 width: 100%
1605
1606#buttonsConfirm
1607 margin: 0
1608 & > button > span
1609 width: 100%
1610 text-align: center
1611
1612button.acceptBtn
1613 background-color: lightgreen
1614button.refuseBtn
1615 background-color: red
1616</style>