import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
export default {
name: 'my-game',
this.gameRef.rid = this.$route.query["rid"];
this.loadGame();
}
- const socketMessageListener = msg => {
+ // TODO: onopen, ask lastState informations + update observers and players status
+ const socketCloseListener = () => {
+ store.socketCloseListener(); //reinitialize connexion (in store.js)
+ this.st.conn.addEventListener('message', this.socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ };
+ this.st.conn.onmessage = this.socketMessageListener;
+ this.st.conn.onclose = socketCloseListener;
+ },
+ methods: {
+ socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
switch (data.code)
{
case "abort":
this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
break;
+ case "draw":
+ this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+ break;
+ case "drawoffer":
+ this.drawOffer = "received";
+ break;
+ case "askfullgame":
+ // TODO: just give game; observers are listed here anyway:
+ // gameconnect?
+ break;
// TODO: drawaccepted (click draw button before sending move ==> draw offer in move)
// ==> on "newmove", check "drawOffer" field
// TODO: also use (dis)connect info to count online players?
}
break;
}
- };
- const socketCloseListener = () => {
- this.st.conn.addEventListener('message', socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- };
- this.st.conn.onmessage = socketMessageListener;
- this.st.conn.onclose = socketCloseListener;
- },
- methods: {
+ },
offerDraw: function() {
+ // TODO: also for corr games
if (this.drawOffer == "received")
{
- if (!confirm("Offer draw?"))
+ if (!confirm("Accept draw?"))
return;
this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
+ this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+ }
else if (this.drawOffer == "sent")
this.drawOffer = "";
else
{
if (!confirm("Offer draw?"))
return;
- // Stay in "draw offer sent" state until next move is played
- this.drawOfferSent = true;
- if (this.subMode == "corr")
- {
- // TODO: set drawOffer on in game (how ?)
- }
- else //live game
- {
- this.opponents.forEach(o => {
- if (!!o.online)
- {
- try {
- } catch (INVALID_STATE_ERR) {
- return;
- }
- }
- });
+ this.st.conn.send(JSON.stringify({code:"drawoffer", target:this.game.oppid}));
}
},
// + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
// - from remote peer (one live game I don't play, finished or not)
loadGame: function(game) {
const afterRetrieval = async (game) => {
- const vModule = await import("@/variants/" + game.vname + ".js");
+ const vname = this.st.variants.filter(v => v.id == game.vid)[0].name;
+ const tc = extractTime(game.timeControl);
+ if (game.clocks[0] < 0) //game unstarted
+ {
+ game.clocks = [tc.mainTime, tc.mainTime];
+ game.initime[0] = Date.now();
+ }
+ const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
{
+ increment: tc.increment,
+ vname: vname,
mycolor: [undefined,"w","b"][myIdx+1],
// opponent sid not strictly required, but easier
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
return afterRetrival(game);
if (!!this.gameRef.rid)
{
+ this.st.conn.send(JSON.stringify({code:"askfullgame", target:this.gameRef.rid}));
// TODO: just send a game request message to the remote player,
// and when receiving answer just call loadGame(received_game)
// + remote peer should have registered us as an observer
// Also update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
- //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
- this.$set(this.game.clocks, colorIdx,
- this.game.clocks[colorIdx] + (!!addTime ? addTime : 0));
+ //TODO: just this.game.clocks[colorIdx] += addTime;
+ this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
this.game.initime[nextIdx] = Date.now();
},
// TODO: this update function should also work for corr games
},
};
</script>
+
+<style lang="sass">
+// TODO
+</style>