From: Benjamin Auder Date: Sat, 7 Mar 2020 18:06:37 +0000 (+0100) Subject: Fixes for corr games update + incomplete info (do not show board) X-Git-Url: https://git.auder.net/%7B%7B%20asset%28%27mixstore/css/store/doc/config.php?a=commitdiff_plain;h=5aa14a21484cf36838b5541afe2ee76b6d5c274b;p=vchess.git Fixes for corr games update + incomplete info (do not show board) --- diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index e7977eb2..0b6fa055 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -368,20 +368,21 @@ export default { this.emitFenIfAnalyze(); } this.inMultimove = false; - const score = this.vr.getCurrentScore(); - if (score != "*") { - const message = getScoreMessage(score); - if (!navigate && this.game.mode != "analyze") - this.$emit("gameover", score, message); - else if (this.game.mode == "analyze") + if (!noemit) { + var score = this.vr.getCurrentScore(); + if (score != "*" && this.game.mode == "analyze") { + const message = getScoreMessage(score); // Just show score on screen (allow undo) this.showEndgameMsg(score + " . " + this.st.tr[message]); + } } if (!navigate && this.game.mode != "analyze") { const L = this.moves.length; if (!noemit) - // Post-processing (e.g. computer play) - this.$emit("newmove", this.moves[L-1]); + // Post-processing (e.g. computer play). + // NOTE: always emit the score, even in unfinished, + // to tell Game::processMove() that it's not a received move. + this.$emit("newmove", this.moves[L-1], { score: score }); else { this.inPlay = false; if (this.stackToPlay.length > 0) diff --git a/client/src/components/ComputerGame.vue b/client/src/components/ComputerGame.vue index 5782ba6a..83b4e023 100644 --- a/client/src/components/ComputerGame.vue +++ b/client/src/components/ComputerGame.vue @@ -3,7 +3,6 @@ BaseGame( ref="basegame" :game="game" @newmove="processMove" - @gameover="gameOver" ) @@ -11,6 +10,7 @@ BaseGame( import BaseGame from "@/components/BaseGame.vue"; import { store } from "@/store"; import { CompgameStorage } from "@/utils/compgameStorage"; +import { getScoreMessage } from "@/utils/scoring"; import { playMove, getFilteredMove } from "@/utils/playUndo"; import Worker from "worker-loader!@/playCompMove"; export default { @@ -85,11 +85,13 @@ export default { this.compThink = true; this.compWorker.postMessage(["askmove"]); }, - processMove: function(move) { + processMove: function(move, scoreObj) { playMove(move, this.vr); - // This move could have ended the game: if this is the case, - // the game is already removed from storage (if mode == 'versus') - if (this.game.score != "*") return; + // This move could have ended the game: + if (scoreObj.score != "*") { + this.gameOver(scoreObj.score); + return; + } // Send the move to web worker (including his own moves) this.compWorker.postMessage(["newmove", move]); if (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor) @@ -102,10 +104,11 @@ export default { }); } }, - gameOver: function(score, scoreMsg) { + gameOver: function(score) { this.game.score = score; - this.game.scoreMsg = scoreMsg; - if (!this.compThink) this.$emit("game-stopped"); //otherwise wait for comp + this.game.scoreMsg = getScoreMessage(score); + // If comp is thinking, let him finish: + if (!this.compThink) this.$emit("game-stopped"); } } }; diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index e0ae7e91..55b36887 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -103,7 +103,6 @@ main ref="basegame" :game="game" @newmove="processMove" - @gameover="gameOver" ) @@ -116,10 +115,11 @@ import { ppt } from "@/utils/datetime"; import { ajax } from "@/utils/ajax"; import { extractTime } from "@/utils/timeControl"; import { getRandString } from "@/utils/alea"; +import { getScoreMessage } from "@/utils/scoring"; +import { getFullNotation } from "@/utils/notation"; import { getDiagram } from "@/utils/printDiagram"; import { processModalClick } from "@/utils/modalClick"; import { playMove, getFilteredMove } from "@/utils/playUndo"; -import { getScoreMessage } from "@/utils/scoring"; import { ArrayFun } from "@/utils/array"; import params from "@/parameters"; export default { @@ -175,6 +175,10 @@ export default { if (from.params["id"] != to.params["id"]) { // Change everything: this.cleanBeforeDestroy(); + let boardDiv = document.querySelector(".game"); + if (!!boardDiv) + // In case of incomplete information variant: + boardDiv.style.visibility = "hidden"; this.atCreation(); } else { // Same game ID @@ -350,7 +354,6 @@ export default { this.send("turnchange", { target: sid, yourTurn: yourTurn }); }, showNextGame: function() { - if (this.nextIds.length == 0) return; // Did I play in current game? If not, add it to nextIds list if (this.game.score == "*" && this.vr.turn == this.game.mycolor) this.nextIds.unshift(this.game.id); @@ -637,13 +640,16 @@ export default { this.conn.addEventListener("message", this.socketMessageListener); this.conn.addEventListener("close", this.socketCloseListener); }, - updateCorrGame: function(obj) { + updateCorrGame: function(obj, callback) { ajax( "/games", "PUT", { gid: this.gameRef.id, newObj: obj + }, + () => { + if (!!callback) callback(); } ); }, @@ -664,7 +670,9 @@ export default { if (data.drawSent) this.drawOffer = "received"; if (data.score != "*") { this.drawOffer = ""; - if (this.game.score == "*") this.gameOver(data.score); + if (this.game.score == "*") + // TODO: also pass scoreMsg in lastate + this.gameOver(data.score); } }, clickDraw: function() { @@ -833,9 +841,14 @@ export default { // Re-load game because we missed some moves: // artificially reset BaseGame (required if moves arrived in wrong order) this.$refs["basegame"].re_setVariables(); - else + else { // Initial loading: this.gotMoveIdx = game.moves.length - 1; + // If we arrive here after 'nextGame' action, the board might be hidden + let boardDiv = document.querySelector(".game"); + if (!!boardDiv && boardDiv.style.visibility == "hidden") + boardDiv.style.visibility = "visible"; + } this.re_setClocks(); this.$nextTick(() => { this.game.rendered = true; @@ -937,6 +950,11 @@ export default { } // Update current game object: playMove(move, this.vr); + if (!data.score) { + // Received move, score has not been computed in BaseGame (!!noemit) + const score = this.vr.getCurrentScore(); + if (score != "*") this.gameOver(score); + } // TODO: notifyTurn: "changeturn" message this.game.moves.push(move); // (add)Time indication: useful in case of lastate infos requested @@ -1045,41 +1063,83 @@ export default { moveCol == this.game.mycolor && !data.receiveMyMove ) { - let el = document.querySelector("#buttonsConfirm > .acceptBtn"); - // We may play several moves in a row: in case of, remove listener: - let elClone = el.cloneNode(true); - el.parentNode.replaceChild(elClone, el); - elClone.addEventListener( - "click", - () => { - document.getElementById("modalConfirm").checked = false; - doProcessMove(); - if (this.st.settings.gotonext) this.showNextGame(); - else this.re_setClocks(); + const afterSetScore = () => { + doProcessMove(); + if (this.st.settings.gotonext && this.nextIds.length > 0) + this.showNextGame(); + else { + this.re_setClocks(); + // The board might have been hidden: + let boardDiv = document.querySelector(".game"); + if (boardDiv.style.visibility == "hidden") + boardDiv.style.visibility = "visible"; } - ); - // PlayOnBoard is enough, and more appropriate for Synchrone Chess - V.PlayOnBoard(this.vr.board, move); - const position = this.vr.getBaseFen(); - V.UndoOnBoard(this.vr.board, move); - this.curDiag = getDiagram({ - position: position, - orientation: V.CanFlip ? this.game.mycolor : "w" - }); - document.getElementById("modalConfirm").checked = true; + }; + if (["all","byrow"].includes(V.ShowMoves)) { + let el = document.querySelector("#buttonsConfirm > .acceptBtn"); + // We may play several moves in a row: in case of, remove listener: + let elClone = el.cloneNode(true); + el.parentNode.replaceChild(elClone, el); + elClone.addEventListener( + "click", + () => { + document.getElementById("modalConfirm").checked = false; + if (!!data.score && data.score != "*") + // Set score first + this.gameOver(data.score, null, afterSetScore); + else afterSetScore(); + } + ); + // PlayOnBoard is enough, and more appropriate for Synchrone Chess + V.PlayOnBoard(this.vr.board, move); + const position = this.vr.getBaseFen(); + V.UndoOnBoard(this.vr.board, move); + this.curDiag = getDiagram({ + position: position, + orientation: V.CanFlip ? this.game.mycolor : "w" + }); + document.getElementById("modalConfirm").checked = true; + } else { + // Incomplete information: just ask confirmation + // Hide the board, because otherwise it could be revealed (TODO?) + let boardDiv = document.querySelector(".game"); + boardDiv.style.visibility = "hidden"; + if ( + !confirm( + this.st.tr["Move played:"] + " " + + getFullNotation(move) + "\n" + + this.st.tr["Are you sure?"] + ) + ) { + this.$refs["basegame"].cancelLastMove(); + boardDiv.style.visibility = "visible"; + return; + } + if (!!data.score && data.score != "*") + this.gameOver(data.score, null, afterSetScore); + else afterSetScore(); + } } else { - doProcessMove(); - this.re_setClocks(); + // Normal situation + const afterSetScore = () => { + doProcessMove(); + this.re_setClocks(); + }; + if (!!data.score && data.score != "*") + this.gameOver(data.score, null, afterSetScore); + else afterSetScore(); } }, cancelMove: function() { document.getElementById("modalConfirm").checked = false; this.$refs["basegame"].cancelLastMove(); }, - gameOver: function(score, scoreMsg) { + // In corr games, callback to change page only after score is set: + gameOver: function(score, scoreMsg, callback) { this.game.score = score; - this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score)); + if (!scoreMsg) scoreMsg = getScoreMessage(score); + this.$set(this.game, "scoreMsg", scoreMsg); const myIdx = this.game.players.findIndex(p => { return p.sid == this.st.user.sid || p.uid == this.st.user.id; }); @@ -1089,12 +1149,15 @@ export default { score: score, scoreMsg: scoreMsg }; - if (this.Game.type == "live") + if (this.game.type == "live") { GameStorage.update(this.gameRef.id, scoreObj); - else this.updateCorrGame(scoreObj); + if (!!callback) callback(); + } + else this.updateCorrGame(scoreObj, callback); // Notify the score to main Hall. TODO: only one player (currently double send) this.send("result", { gid: this.game.id, score: score }); } + else if (!!callback) callback(); } } };