3 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
4 input#modalAbort.modal(type="checkbox")
5 div(role="dialog" aria-labelledby="abortBoxTitle")
6 .card.smallpad.small-modal.text-center
7 label.modal-close(for="modalAbort")
8 h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }}
9 button(@click="abortGame") {{ st.tr["Sorry I have to go"] }}
10 button(@click="abortGame") {{ st.tr["Game seems over"] }}
11 button(@click="abortGame") {{ st.tr["Opponent is gone"] }}
12 BaseGame(:game="game" :vr="vr" ref="basegame"
13 @newmove="processMove" @gameover="gameOver")
14 div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
15 div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
16 .button-group(v-if="game.mode!='analyze' && game.score=='*'")
17 button(@click="offerDraw") Draw
18 button(@click="() => abortGame()") Abort
19 button(@click="resign") Resign
20 textarea(v-if="game.score=='*'" v-model="corrMsg")
21 Chat(:players="game.players")
25 import BaseGame from "@/components/BaseGame.vue";
26 import Chat from "@/components/Chat.vue";
27 import { store } from "@/store";
28 import { GameStorage } from "@/utils/gameStorage";
29 import { ppt } from "@/utils/datetime";
30 import { extractTime } from "@/utils/timeControl";
31 import { ArrayFun } from "@/utils/array";
39 // gameRef: to find the game in (potentially remote) storage
43 gameRef: { //given in URL (rid = remote ID)
47 game: {players:[{name:""},{name:""}]}, //passed to BaseGame
48 corrMsg: "", //to send offline messages in corr games
49 virtualClocks: [0, 0], //initialized with true game.clocks
50 vr: null, //"variant rules" object initialized from FEN
51 drawOffer: "", //TODO: use for button style
52 people: [], //players + observers
56 "$route": function(to, from) {
57 this.gameRef.id = to.params["id"];
58 this.gameRef.rid = to.query["rid"];
61 "game.clocks": function(newState) {
62 if (this.game.moves.length < 2)
64 // 1st move not completed yet: freeze time
65 this.virtualClocks = newState.map(s => ppt(s));
68 const currentTurn = this.vr.turn;
69 const colorIdx = ["w","b"].indexOf(currentTurn);
70 let countdown = newState[colorIdx] -
71 (Date.now() - this.game.initime[colorIdx])/1000;
72 this.virtualClocks = [0,1].map(i => {
73 const removeTime = i == colorIdx
74 ? (Date.now() - this.game.initime[colorIdx])/1000
76 return ppt(newState[i] - removeTime);
78 let clockUpdate = setInterval(() => {
79 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
81 clearInterval(clockUpdate);
84 this.$refs["basegame"].endGame(
85 this.vr.turn=="w" ? "0-1" : "1-0", "Time");
90 // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
91 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
96 // TODO: redundant code with Hall.vue (related to people array)
98 // Always add myself to players' list
99 const my = this.st.user;
100 this.people.push({sid:my.sid, id:my.id, name:my.name});
101 this.gameRef.id = this.$route.params["id"];
102 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
103 if (!this.gameRef.rid)
104 this.loadGame(); //local or corr: can load from now
105 // TODO: mode analyse (/analyze/Atomic/rn
106 // ... fen = query[], vname=params[] ...
107 // 0.1] Ask server for room composition:
108 const initialize = () => {
109 // Poll clients + load game if stored remotely
110 this.st.conn.send(JSON.stringify({code:"pollclients"}));
111 if (!!this.gameRef.rid)
114 if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
116 else //socket not ready yet (initial loading)
117 this.st.conn.onopen = initialize;
118 this.st.conn.onmessage = this.socketMessageListener;
119 const socketCloseListener = () => {
120 store.socketCloseListener(); //reinitialize connexion (in store.js)
121 this.st.conn.addEventListener('message', this.socketMessageListener);
122 this.st.conn.addEventListener('close', socketCloseListener);
124 this.st.conn.onclose = socketCloseListener;
127 getOppSid: function() {
128 if (!!this.game.oppsid)
129 return this.game.oppsid;
130 const opponent = this.people.find(p => p.id == this.game.oppid);
131 return (!!opponent ? opponent.sid : null);
133 socketMessageListener: function(msg) {
134 const data = JSON.parse(msg.data);
137 // 0.2] Receive clients list (just socket IDs)
140 data.sockIds.forEach(sid => {
141 this.people.push({sid:sid, id:0, name:""});
143 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
149 // Request for identification: reply if I'm not anonymous
150 if (this.st.user.id > 0)
152 this.st.conn.send(JSON.stringify(
153 // people[0] instead of st.user to avoid sending email
154 {code:"identity", user:this.people[0], target:data.from}));
160 let player = this.people.find(p => p.sid == data.user.sid);
161 // NOTE: sometimes player.id fails because player is undefined...
162 // Probably because the event was meant for Hall?
165 player.id = data.user.id;
166 player.name = data.user.name;
167 // Sending last state only for live games: corr games are complete
168 if (this.game.type == "live" && this.game.oppsid == player.sid)
170 // Send our "last state" informations to opponent
171 const L = this.game.moves.length;
172 this.st.conn.send(JSON.stringify({
177 lastMove: (L>0 ? this.game.moves[L-1] : undefined),
178 score: this.game.score,
180 drawOffer: this.drawOffer,
181 clocks: this.game.clocks,
188 // Send current (live) game
191 // Minimal game informations:
193 players: this.game.players.map(p => { return {name:p.name}; }),
195 timeControl: this.game.timeControl,
197 this.st.conn.send(JSON.stringify({code:"game",
198 game:myGame, target:data.from}));
201 // NOTE: this call to play() will trigger processMove()
202 this.$refs["basegame"].play(data.move,
203 "receive", this.game.vname!="Dark" ? "animate" : null);
205 case "lastate": //got opponent infos about last move
207 const L = this.game.moves.length;
208 if (data.movesCount > L)
210 // Just got last move from him
211 this.$refs["basegame"].play(data.lastMove,
212 "receive", this.game.vname!="Dark" ? "animate" : null);
213 if (data.score != "*" && this.game.score == "*")
215 // Opponent resigned or aborted game, or accepted draw offer
216 // (this is not a stalemate or checkmate)
217 this.$refs["basegame"].endGame(data.score, "Opponent action");
219 this.game.clocks = data.clocks; //TODO: check this?
220 this.drawOffer = data.drawOffer; //does opponent offer draw?
225 this.$refs["basegame"].endGame(
226 this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
229 this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
232 this.$refs["basegame"].endGame("1/2", "Mutual agreement");
235 this.drawOffer = "received";
238 // TODO: use data.id to retrieve game in indexedDB (but for now only one running game so OK)
239 this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
242 this.loadGame(data.game);
244 // TODO: drawaccepted (click draw button before sending move
245 // ==> draw offer in move)
246 // ==> on "newmove", check "drawOffer" field
249 this.people.push({name:"", id:0, sid:data.from});
250 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
254 ArrayFun.remove(this.people, p => p.sid == data.from);
258 offerDraw: function() {
259 // TODO: also for corr games
260 if (this.drawOffer == "received")
262 if (!confirm("Accept draw?"))
264 const oppsid = this.getOppSid();
266 this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
267 this.$refs["basegame"].endGame("1/2", "Mutual agreement");
269 else if (this.drawOffer == "sent")
273 if (!confirm("Offer draw?"))
275 const oppsid = this.getOppSid();
277 this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid}));
280 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
281 receiveDrawOffer: function() {
283 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
284 // if accept: send message "draw"
286 abortGame: function(event) {
287 let modalBox = document.getElementById("modalAbort");
290 // First call show options:
291 modalBox.checked = true;
295 modalBox.checked = false; //decision made: box disappear
296 const message = event.target.innerText;
297 // Next line will trigger a "gameover" event, bubbling up till here
298 this.$refs["basegame"].endGame("?", "Abort: " + message);
299 const oppsid = this.getOppSid();
302 this.st.conn.send(JSON.stringify({
310 resign: function(e) {
311 if (!confirm("Resign the game?"))
313 const oppsid = this.getOppSid();
316 this.st.conn.send(JSON.stringify({
321 // Next line will trigger a "gameover" event, bubbling up till here
322 this.$refs["basegame"].endGame(
323 this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
325 // 3 cases for loading a game:
326 // - from indexedDB (running or completed live game I play)
327 // - from server (one correspondance game I play[ed] or not)
328 // - from remote peer (one live game I don't play, finished or not)
329 loadGame: function(game) {
330 const afterRetrieval = async (game) => {
331 const vModule = await import("@/variants/" + game.vname + ".js");
332 window.V = vModule.VariantRules;
333 this.vr = new V(game.fen);
334 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
335 const tc = extractTime(game.timeControl);
338 if (game.players[0].color == "b")
340 // Adopt the same convention for live and corr games: [0] = white
341 [ game.players[0], game.players[1] ] =
342 [ game.players[1], game.players[0] ];
344 // corr game: needs to compute the clocks + initime
345 game.clocks = [tc.mainTime, tc.mainTime];
346 game.initime = [0, 0];
347 const L = game.moves.length;
348 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
351 let addTime = [0, 0];
352 for (let i=2; i<L; i++)
354 addTime[i%2] += tc.increment -
355 (game.moves[i].played - game.moves[i-1].played);
357 for (let i=0; i<=1; i++)
358 game.clocks[i] += addTime[i];
361 game.initime[L%2] = game.moves[L-1].played;
362 // Now that we used idx and played, re-format moves as for live games
363 game.moves = game.moves.map( (m) => {
374 const myIdx = game.players.findIndex(p => {
375 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
377 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
379 game.clocks = [tc.mainTime, tc.mainTime];
380 game.initime[0] = Date.now();
383 // I play in this live game; corr games don't have clocks+initime
384 GameStorage.update(game.id,
387 initime: game.initime,
391 this.game = Object.assign({},
393 // NOTE: assign mycolor here, since BaseGame could also be VS computer
396 increment: tc.increment,
397 mycolor: [undefined,"w","b"][myIdx+1],
398 // opponent sid not strictly required (or available), but easier
399 // at least oppsid or oppid is available anyway:
400 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
401 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
406 return afterRetrieval(game);
407 if (!!this.gameRef.rid)
410 // (TODO: send game ID as well, and receiver would pick the corresponding
411 // game in his current games; if allowed to play several)
412 this.st.conn.send(JSON.stringify(
413 {code:"askfullgame", target:this.gameRef.rid}));
414 // (send moves updates + resign/abort/draw actions)
418 // Local or corr game
419 GameStorage.get(this.gameRef.id, afterRetrieval);
422 // Post-process a move (which was just played)
423 processMove: function(move) {
424 if (!this.game.mycolor)
425 return; //I'm just an observer
426 // Update storage (corr or live)
427 const colorIdx = ["w","b"].indexOf(move.color);
428 // https://stackoverflow.com/a/38750895
429 const allowed_fields = ["appear", "vanish", "start", "end"];
430 const filtered_move = Object.keys(move)
431 .filter(key => allowed_fields.includes(key))
432 .reduce((obj, key) => {
433 obj[key] = move[key];
436 // Send move ("newmove" event) to people in the room (if our turn)
438 if (move.color == this.game.mycolor)
440 if (this.game.moves.length >= 2) //after first move
442 const elapsed = Date.now() - this.game.initime[colorIdx];
443 // elapsed time is measured in milliseconds
444 addTime = this.game.increment - elapsed/1000;
446 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
447 if (this.game.type == "corr")
448 sendMove.message = this.corrMsg;
449 const oppsid = this.getOppSid();
450 this.people.forEach(p => {
451 if (p.sid != this.st.user.sid)
453 this.st.conn.send(JSON.stringify({
460 if (this.game.type == "corr" && this.corrMsg != "")
462 // Add message to last move in BaseGame:
463 // TODO: not very good style...
464 this.$refs["basegame"].setCurrentMessage(this.corrMsg);
468 addTime = move.addTime; //supposed transmitted
469 const nextIdx = ["w","b"].indexOf(this.vr.turn);
470 // Since corr games are stored at only one location, update should be
471 // done only by one player for each move:
472 if (this.game.type == "live" || move.color == this.game.mycolor)
474 if (this.game.type == "corr")
476 GameStorage.update(this.gameRef.id,
481 squares: filtered_move,
482 message: this.corrMsg,
483 played: Date.now(), //TODO: on server?
484 idx: this.game.moves.length,
490 GameStorage.update(this.gameRef.id,
494 clocks: this.game.clocks.map((t,i) => i==colorIdx
495 ? this.game.clocks[i] + addTime
496 : this.game.clocks[i]),
497 initime: this.game.initime.map((t,i) => i==nextIdx
499 : this.game.initime[i]),
503 // Also update current game object:
504 this.game.moves.push(move);
505 this.game.fen = move.fen;
506 //TODO: just this.game.clocks[colorIdx] += addTime;
507 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
508 this.game.initime[nextIdx] = Date.now();
509 // Finally reset curMoveMessage if needed
510 if (this.game.type == "corr" && move.color == this.game.mycolor)
513 gameOver: function(score) {
514 this.game.mode = "analyze";
515 this.game.score = score;
516 const myIdx = this.game.players.findIndex(p => {
517 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
519 if (myIdx >= 0) //OK, I play in this game
520 GameStorage.update(this.gameRef.id, { score: score });