data: function() {
return {
st: store.state,
- gameRef: {
- // rid = remote (socket) ID
- id: "",
- rid: ""
- },
+ // gameRef can point to a corr game, local game or remote live game
+ gameRef: "",
nextIds: [],
game: {}, //passed to BaseGame
// virtualClocks will be initialized from true game.clocks
this.atCreation();
} else {
// Same game ID
- this.gameRef.id = to.params["id"];
- this.gameRef.rid = to.query["rid"];
this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
- this.fetchGame();
+ this.loadGame(this.game);
}
}
},
},
atCreation: function() {
// 0] (Re)Set variables
- this.gameRef.id = this.$route.params["id"];
- // rid = remote ID to find an observed live game,
- // next = next corr games IDs to navigate faster
- // (Both might be undefined)
- this.gameRef.rid = this.$route.query["rid"];
+ this.gameRef = this.$route.params["id"];
+ // next = next corr games IDs to navigate faster (if applicable)
this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
// Always add myself to players' list
const my = this.st.user;
callback();
else
// Socket not ready yet (initial loading)
- // NOTE: it's important to call callback without arguments,
- // otherwise first arg is Websocket object and fetchGame fails.
+ // NOTE: first arg is Websocket object, unused here:
this.conn.onopen = () => callback();
};
- if (!this.gameRef.rid)
- // Game stored locally or on server
- this.fetchGame(null, () => socketInit(this.roomInit));
- else
- // Game stored remotely: need socket to retrieve it
- // NOTE: the callback "roomInit" will be lost, so we don't provide it.
- // --> It will be given when receiving "fullgame" socket event.
- socketInit(this.fetchGame);
+ this.fetchGame((game) => {
+ if (!!game)
+ this.loadVariantThenGame(game, () => socketInit(this.roomInit));
+ else
+ // Live game stored remotely: need socket to retrieve it
+ // NOTE: the callback "roomInit" will be lost, so we don't provide it.
+ // --> It will be given when receiving "fullgame" socket event.
+ socketInit(() => { this.send("askfullgame"); });
+ });
},
cleanBeforeDestroy: function() {
if (!!this.askLastate)
const currentUrl = document.location.href;
const doAskGame = () => {
if (document.location.href != currentUrl) return; //page change
- if (!this.gameRef.rid)
- // This is my game: just reload.
- this.fetchGame();
- else
- // Just ask fullgame again (once!), this is much simpler.
- // If this fails, the user could just reload page :/
- this.send("askfullgame", { target: this.gameRef.rid });
+ this.fetchGame((game) => {
+ if (!!game)
+ // This is my game: just reload.
+ this.loadGame(game);
+ else
+ // Just ask fullgame again (once!), this is much simpler.
+ // If this fails, the user could just reload page :/
+ this.send("askfullgame");
+ });
};
// Delay of at least 2s between two game requests
const now = Date.now();
const data = JSON.parse(msg.data);
switch (data.code) {
case "pollclients":
+ // TODO: shuffling and random filtering on server, if
+ // the room is really crowded.
data.sockIds.forEach(sid => {
if (sid != this.st.user.sid) {
this.people[sid] = { focus: true };
players: this.game.players,
vid: this.game.vid,
cadence: this.game.cadence,
- score: this.game.score,
- rid: this.st.user.sid //useful in Hall if I'm an observer
+ score: this.game.score
};
this.send("game", { data: myGame, target: data.from });
}
break;
case "fullgame":
// Callback "roomInit" to poll clients only after game is loaded
- this.fetchGame(data.data, this.roomInit);
+ this.loadVariantThenGame(data.data, this.roomInit);
break;
case "asklastate":
// Sending informative last state if I played a move or score != "*"
!!this.game.mycolor &&
!receiveMyMove
) {
- GameStorage.update(this.gameRef.id, { drawOffer: "" });
+ GameStorage.update(this.gameRef, { drawOffer: "" });
}
}
this.$refs["basegame"].play(movePlus.move, "received", null, true);
break;
}
case "resign":
- const score = data.side == "b" ? "1-0" : "0-1";
- const side = data.side == "w" ? "White" : "Black";
+ const score = (data.data == "b" ? "1-0" : "0-1");
+ const side = (data.data == "w" ? "White" : "Black");
this.gameOver(score, side + " surrender");
break;
case "abort":
case "drawoffer":
// NOTE: observers don't know who offered draw
this.drawOffer = "received";
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { drawOffer: V.GetOppCol(this.game.mycolor) }
+ );
+ }
break;
case "rematchoffer":
// NOTE: observers don't know who offered rematch
this.rematchOffer = data.data ? "received" : "";
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: V.GetOppCol(this.game.mycolor) }
+ );
+ }
break;
case "newgame": {
// A game started, redirect if I'm playing in
) {
this.$router.push("/game/" + gameInfo.id);
} else {
- let urlRid = "";
- if (gameInfo.cadence.indexOf('d') === -1) {
- urlRid = "/?rid=";
- // Select sid of any of the online players:
- let onlineSid = [];
- gameInfo.players.forEach(p => {
- if (!!this.people[p.sid]) onlineSid.push(p.sid);
- });
- urlRid += onlineSid[Math.floor(Math.random() * onlineSid.length)];
- }
- this.rematchId = gameInfo.id + urlRid;
+ this.rematchId = gameInfo.id;
document.getElementById("modalInfo").checked = true;
}
break;
"PUT",
{
data: {
- gid: this.gameRef.id,
+ gid: this.gameRef,
newObj: obj
},
success: () => {
this.send("drawoffer");
if (this.game.type == "live") {
GameStorage.update(
- this.gameRef.id,
+ this.gameRef,
{ drawOffer: this.game.mycolor }
);
} else this.updateCorrGame({ drawOffer: this.game.mycolor });
this.send("rematchoffer", { data: true });
if (this.game.type == "live") {
GameStorage.update(
- this.gameRef.id,
+ this.gameRef,
{ rematchOffer: this.game.mycolor }
);
} else this.updateCorrGame({ rematchOffer: this.game.mycolor });
this.send("rematchoffer", { data: false });
if (this.game.type == "live") {
GameStorage.update(
- this.gameRef.id,
+ this.gameRef,
{ rematchOffer: '' }
);
} else this.updateCorrGame({ rematchOffer: 'n' });
if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
this.send("resign", { data: this.game.mycolor });
- const score = this.game.mycolor == "w" ? "0-1" : "1-0";
- const side = this.game.mycolor == "w" ? "White" : "Black";
+ const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
+ const side = (this.game.mycolor == "w" ? "White" : "Black");
this.gameOver(score, side + " surrender");
},
- // 3 cases for loading a game:
- // - from indexedDB (running or completed live game I play)
- // - from server (one correspondance game I play[ed] or not)
- // - from remote peer (one live game I don't play, finished or not)
loadGame: function(game, callback) {
this.vr = new V(game.fen);
const gtype = this.getGameType(game);
}
if (!!callback) callback();
},
- fetchGame: function(game, callback) {
- const afterRetrieval = async (game) => {
- await import("@/variants/" + game.vname + ".js")
- .then((vModule) => {
- window.V = vModule[game.vname + "Rules"];
- this.loadGame(game, callback);
- });
- };
- if (!!game) {
- afterRetrieval(game);
- return;
- }
- if (this.gameRef.rid)
- // Remote live game: forgetting about callback func... (TODO: design)
- this.send("askfullgame", { target: this.gameRef.rid });
- else {
- // Local or corr game on server.
- // NOTE: afterRetrieval() is never called if game not found
- const gid = this.gameRef.id;
- if (Number.isInteger(gid) || !isNaN(parseInt(gid))) {
- // corr games identifiers are integers
- ajax(
- "/games",
- "GET",
- {
- data: { gid: gid },
- success: (res) => {
- res.game.moves.forEach(m => {
- m.squares = JSON.parse(m.squares);
- });
- afterRetrieval(res.game);
- }
+ loadVariantThenGame: async function(game, callback) {
+ await import("@/variants/" + game.vname + ".js")
+ .then((vModule) => {
+ window.V = vModule[game.vname + "Rules"];
+ this.loadGame(game, callback);
+ });
+ },
+ // 3 cases for loading a game:
+ // - from indexedDB (running or completed live game I play)
+ // - from server (one correspondance game I play[ed] or not)
+ // - from remote peer (one live game I don't play, finished or not)
+ fetchGame: function(callback) {
+ if (Number.isInteger(this.gameRef) || !isNaN(parseInt(this.gameRef))) {
+ // corr games identifiers are integers
+ ajax(
+ "/games",
+ "GET",
+ {
+ data: { gid: this.gameRef },
+ success: (res) => {
+ res.game.moves.forEach(m => {
+ m.squares = JSON.parse(m.squares);
+ });
+ callback(res.game);
}
- );
- }
- else
- // Local game
- GameStorage.get(this.gameRef.id, afterRetrieval);
- }
+ }
+ );
+ } else
+ // Local game (or live remote)
+ GameStorage.get(this.gameRef, callback);
},
re_setClocks: function() {
if (this.game.moves.length < 2 || this.game.score != "*") {
playMove(move, this.vr);
// The move is played: stop clock
clearInterval(this.clockUpdate);
- if (!data.score) {
- // Received move, score has not been computed in BaseGame (!!noemit)
- const score = this.vr.getCurrentScore();
- if (score != "*") this.gameOver(score);
- }
+ if (!data.score)
+ // Received move, score is computed in BaseGame, but maybe not yet.
+ // ==> Compute it here, although this is redundant (TODO)
+ data.score = this.vr.getCurrentScore();
+ if (data.score != "*") this.gameOver(data.score);
this.game.moves.push(move);
this.game.fen = this.vr.getFen();
if (this.game.type == "live") {
this.notifyMyGames(
"turn",
{
- gid: this.gameRef.id,
+ gid: this.gameRef,
turn: this.vr.turn
}
);
}
else {
const updateStorage = () => {
- GameStorage.update(this.gameRef.id, {
+ GameStorage.update(this.gameRef, {
fen: this.game.fen,
move: filtered_move,
moveIdx: origMovescount,
scoreMsg: scoreMsg
};
if (this.game.type == "live") {
- GameStorage.update(this.gameRef.id, scoreObj);
+ GameStorage.update(this.gameRef, scoreObj);
if (!!callback) callback();
}
else this.updateCorrGame(scoreObj, callback);
this.notifyMyGames(
"score",
{
- gid: this.gameRef.id,
+ gid: this.gameRef,
score: score
}
);