h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }}
button(@click="abortGame") {{ st.tr["Sorry I have to go"] }}
button(@click="abortGame") {{ st.tr["Game seems over"] }}
- button(@click="abortGame") {{ st.tr["Game is too boring"] }}
+ button(@click="abortGame") {{ st.tr["Opponent is gone"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
button(@click="() => abortGame()") Abort
button(@click="resign") Resign
textarea(v-if="game.score=='*'" v-model="corrMsg")
+ Chat(:players="game.players")
</template>
-<!--
-// TODO: movelist dans basegame et chat ici
-// ==> après, implémenter/vérifier les passages de challenges + parties en cours
-// observer,
-// when send to chat (or a move), reach only this group (send gid along)
--->
-
<script>
import BaseGame from "@/components/BaseGame.vue";
-//import Chat from "@/components/Chat.vue";
-//import MoveList from "@/components/MoveList.vue";
+import Chat from "@/components/Chat.vue";
import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
import { ppt } from "@/utils/datetime";
name: 'my-game',
components: {
BaseGame,
+ Chat,
},
// gameRef: to find the game in (potentially remote) storage
data: function() {
// Always add myself to players' list
const my = this.st.user;
this.people.push({sid:my.sid, id:my.id, name:my.name});
- if (!!this.$route.params["id"])
- {
- this.gameRef.id = this.$route.params["id"];
- this.gameRef.rid = this.$route.query["rid"];
- this.loadGame();
- }
+ this.gameRef.id = this.$route.params["id"];
+ this.gameRef.rid = this.$route.query["rid"]; //may be undefined
+ if (!this.gameRef.rid)
+ this.loadGame(); //local or corr: can load from now
// TODO: mode analyse (/analyze/Atomic/rn
// ... fen = query[], vname=params[] ...
// 0.1] Ask server for room composition:
- const funcPollClients = () => {
+ const initialize = () => {
+ // Poll clients + load game if stored remotely
this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ if (!!this.gameRef.rid)
+ this.loadGame();
};
if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
- funcPollClients();
+ initialize();
else //socket not ready yet (initial loading)
- this.st.conn.onopen = funcPollClients;
+ this.st.conn.onopen = initialize;
this.st.conn.onmessage = this.socketMessageListener;
const socketCloseListener = () => {
store.socketCloseListener(); //reinitialize connexion (in store.js)
case "identity":
{
let player = this.people.find(p => p.sid == data.user.sid);
+ // NOTE: sometimes player.id fails because player is undefined...
+ // Probably because the event was meant for Hall?
+ if (!player)
+ return;
player.id = data.user.id;
player.name = data.user.name;
// Sending last state only for live games: corr games are complete
}
break;
}
+ case "askgame":
+ // Send current (live) game
+ const myGame =
+ {
+ // Minimal game informations:
+ id: this.game.id,
+ players: this.game.players.map(p => { return {name:p.name}; }),
+ vid: this.game.vid,
+ timeControl: this.game.timeControl,
+ };
+ this.st.conn.send(JSON.stringify({code:"game",
+ game:myGame, target:data.from}));
+ break;
case "newmove":
// NOTE: this call to play() will trigger processMove()
this.$refs["basegame"].play(data.move,
this.drawOffer = "received";
break;
case "askfullgame":
- // TODO: just give game; observers are listed here anyway:
- // ==> mark request SID as someone to send moves to
- // NOT to all people array: our opponent can send moves too!
+ // TODO: use data.id to retrieve game in indexedDB (but for now only one running game so OK)
+ this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
break;
case "fullgame":
- // and when receiving answer just call loadGame(received_game)
this.loadGame(data.game);
break;
// TODO: drawaccepted (click draw button before sending move
// ==> on "newmove", check "drawOffer" field
case "connect":
{
- this.people.push({name:"", id:0, sid:data.sid});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+ this.people.push({name:"", id:0, sid:data.from});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
break;
}
case "disconnect":
- ArrayFun.remove(this.people, p => p.sid == data.sid);
+ ArrayFun.remove(this.people, p => p.sid == data.from);
break;
}
},
);
};
if (!!game)
- return afterRetrival(game);
+ return afterRetrieval(game);
if (!!this.gameRef.rid)
{
// Remote live game
+ // (TODO: send game ID as well, and receiver would pick the corresponding
+ // game in his current games; if allowed to play several)
this.st.conn.send(JSON.stringify(
{code:"askfullgame", target:this.gameRef.rid}));
// (send moves updates + resign/abort/draw actions)
obj[key] = move[key];
return obj;
}, {});
- // Send move ("newmove" event) to opponent(s) (if ours)
+ // Send move ("newmove" event) to people in the room (if our turn)
let addTime = 0;
if (move.color == this.game.mycolor)
{
if (this.game.type == "corr")
sendMove.message = this.corrMsg;
const oppsid = this.getOppSid();
- if (!!oppsid)
- {
- this.st.conn.send(JSON.stringify({
- code: "newmove",
- target: oppsid,
- move: sendMove,
- }));
- }
+ this.people.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: p.sid,
+ move: sendMove,
+ }));
+ }
+ });
if (this.game.type == "corr" && this.corrMsg != "")
{
// Add message to last move in BaseGame:
gameOver: function(score) {
this.game.mode = "analyze";
this.game.score = score;
- GameStorage.update(this.gameRef.id, { score: score });
+ const myIdx = this.game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ });
+ if (myIdx >= 0) //OK, I play in this game
+ GameStorage.update(this.gameRef.id, { score: score });
},
},
};