button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
- .button-group(v-if="game.mode!='analyze'")
+ // TODO: also show players names
+ div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
+ .button-group(v-if="game.mode!='analyze' && game.score=='*'")
button(@click="offerDraw") Draw
button(@click="() => abortGame()") Abort
button(@click="resign") Resign
div(v-show="cursor>=0") {{ moves[cursor].message }}
</template>
+<!--
+// TODO: movelist dans basegame et chat ici
+// ==> après, implémenter/vérifier les passages de challenges + parties en cours
+// observer,
+// + problèmes, habiller et publier. (+ corr...)
+ // TODO: how to know who is observing ? Send message to everyone with game ID ?
+ // and then just listen to (dis)connect events
+ // server always send "connect on " + URL ; then add to observers if game...
+// router when access a game page tell to server I joined + game ID (no need rid)
+// and ask server for current joined (= observers)
+// when send to chat (or a move), reach only this group (send gid along)
+// -> doivent être enregistrés comme observers au niveau du serveur...
+ // non: poll users + events startObserving / stopObserving
+ // (à faire au niveau du routeur ?)
+-->
+
<script>
import BaseGame from "@/components/BaseGame.vue";
//import Chat from "@/components/Chat.vue";
//import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
-import { GameStorage } from "@/utils/storage";
+import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
export default {
name: 'my-game',
rid: ""
},
game: { }, //passed to BaseGame
+ oppConnected: false,
+ corrMsg: "", //to send offline messages in corr games
+ virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
- drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
+ drawOffer: "", //TODO: use for button style
people: [ ], //potential observers (TODO)
};
},
this.loadGame();
}
},
+ "game.clocks": function(newState) {
+ this.virtualClocks = newState.map(s => ppt(s));
+ const currentTurn = this.vr.turn;
+ const colorIdx = ["w","b"].indexOf(currentTurn);
+ let countdown = newState[colorIdx] -
+ (Date.now() - this.game.initime[colorIdx])/1000;
+ const myTurn = (currentTurn == this.game.mycolor);
+ let clockUpdate = setInterval(() => {
+ if (countdown <= 0 || this.vr.turn != currentTurn)
+ {
+ clearInterval(clockUpdate);
+ if (countdown <= 0 && myTurn)
+ {
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
+ this.st.conn.send(JSON.stringify({
+ code: "timeover",
+ target: this.game.oppid,
+ }));
+ }
+ }
+ else
+ {
+ // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+ this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+ }
+ }, 1000);
+ },
},
created: function() {
if (!!this.$route.params["id"])
this.gameRef.rid = this.$route.query["rid"];
this.loadGame();
}
- // TODO: how to know who is observing ? Send message to everyone with game ID ?
- // and then just listen to (dis)connect events
- // server always send "connect on " + URL ; then add to observers if game...
- // detect multiple tabs connected (when connect ask server if my SID is already in use)
-// router when access a game page tell to server I joined + game ID (no need rid)
-// and ask server for current joined (= observers)
-// when send to chat (or a move), reach only this group (send gid along)
- // --> doivent être enregistrés comme observers au niveau du serveur...
- // non: poll users + events startObserving / stopObserving
- // (à faire au niveau du routeur ?)
-
- // TODO: also handle "draw accepted" (use opponents array?)
- // --> must give this info also when sending lastState...
- // and, if all players agree then OK draw (end game ...etc)
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
- let L = undefined;
switch (data.code)
{
case "newmove":
"receive", this.game.vname!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
- if (this.gameRef.id != data.gameId)
- break; //games IDs don't match: the game is definitely over...
+ {
this.oppConnected = true;
// Send our "last state" informations to opponent(s)
- L = this.vr.moves.length;
- Object.keys(this.opponents).forEach(oid => {
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- oppid: oid,
- gameId: this.gameRef.id,
- lastMove: (L>0?this.vr.moves[L-1]:undefined),
- movesCount: L,
- }));
- });
+ const L = this.game.moves.length;
+ this.st.conn.send(JSON.stringify({
+ code: "lastate",
+ target: this.game.oppid,
+ gameId: this.gameRef.id,
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ score: this.game.score,
+ movesCount: L,
+ drawOffer: this.drawOffer,
+ clocks: this.game.clocks,
+ }));
break;
- // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
- // TODO: need to send along clock state (my current time) with my last move
+ }
case "lastate": //got opponent infos about last move
- L = this.vr.moves.length;
+ {
+ const L = this.game.moves.length;
if (this.gameRef.id != data.gameId)
break; //games IDs don't match: nothing we can do...
// OK, opponent still in game (which might be over)
- if (this.score != "*")
+ if (data.movesCount > L)
{
- // We finished the game (any result possible)
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- oppid: data.oppid,
- gameId: this.gameRef.id,
- score: this.score,
- }));
+ // Just got last move from him
+ this.$refs["basegame"].play(data.lastMove, "receive");
+ if (data.score != "*" && this.game.score == "*")
+ {
+ // Opponent resigned or aborted game, or accepted draw offer
+ // (this is not a stalemate or checkmate)
+ this.$refs["basegame"].endGame(data.score, "Opponent action");
+ }
+ this.game.clocks = data.clocks;
+ this.drawOffer = data.drawOffer;
}
- else if (!!data.score) //opponent finished the game
- this.endGame(data.score);
else if (data.movesCount < L)
{
// We must tell last move to opponent
this.st.conn.send(JSON.stringify({
code: "lastate",
- oppid: this.opponent.id,
+ target: this.game.oppid,
gameId: this.gameRef.id,
- lastMove: this.vr.moves[L-1],
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ score: this.game.score,
movesCount: L,
+ drawOffer: this.drawOffer,
+ clocks: this.game.clocks,
}));
}
- else if (data.movesCount > L) //just got last move from him
- this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
break;
+ }
case "resign":
this.$refs["basegame"].endGame(
this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
// TODO: also use (dis)connect info to count online players?
case "gameconnect":
case "gamedisconnect":
- if (this.mode=="human")
+ const online = (data.code == "gameconnect");
+ // If this is an opponent ?
+ if (this.game.oppid == data.id)
+ this.oppConnected = true;
+ else
{
- const online = (data.code == "connect");
- // If this is an opponent ?
- if (!!this.opponents[data.id])
- this.opponents[data.id].online = online;
+ // Or an observer ?
+ if (!online)
+ delete this.people[data.id];
else
- {
- // Or an observer ?
- if (!online)
- delete this.people[data.id];
- else
- this.people[data.id] = data.name;
- }
+ this.people[data.id] = data.name;
}
break;
}
this.st.conn.onmessage = socketMessageListener;
this.st.conn.onclose = socketCloseListener;
},
- // dans variant.js (plutôt room.js) conn gère aussi les challenges
- // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
methods: {
offerDraw: function() {
- if (!confirm("Offer draw?"))
- return;
+ if (this.drawOffer == "received")
+ {
+ if (!confirm("Offer draw?"))
+ return;
+ this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
+ 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")
if (!!o.online)
{
try {
- this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
} catch (INVALID_STATE_ERR) {
return;
}
// if accept: send message "draw"
},
abortGame: function(event) {
+ let modalBox = document.getElementById("modalAbort");
if (!event)
{
// First call show options:
- let modalBox = document.getElementById("modalAbort");
modalBox.checked = true;
}
else
{
- console.log(event);
- //const message = event.
- this.gameOver("?");
- this.game.players.forEach(p => {
- if (!!p.sid && p.sid != this.st.user.sid)
- {
- this.st.conn.send(JSON.stringify({
- code: "abort",
- msg: message,
- target: p.sid,
- }));
- }
- });
+ modalBox.checked = false; //decision made: box disappear
+ const message = event.target.innerText;
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame("?", "Abort: " + message);
+ this.st.conn.send(JSON.stringify({
+ code: "abort",
+ msg: message,
+ target: this.game.oppid,
+ }));
}
},
resign: function(e) {
if (!confirm("Resign the game?"))
return;
- this.game.players.forEach(p => {
- if (!!p.sid && p.sid != this.st.user.sid)
- {
- this.st.conn.send(JSON.stringify({
- code: "resign",
- target: p.sid,
- }));
- }
- });
+ this.st.conn.send(JSON.stringify({
+ code: "resign",
+ target: this.game.oppid,
+ }));
// Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
- // 4 cases for loading a game:
- // - from localStorage (one running game I play)
- // - from indexedDB (one completed live game)
+ // 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() {
- GameStorage.get(this.gameRef, async (game) => {
+ loadGame: function(game) {
+ const afterRetrieval = async (game) => {
+ const vModule = await import("@/variants/" + game.vname + ".js");
+ window.V = vModule.VariantRules;
+ this.vr = new V(game.fen);
+ const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
- {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
- p => p.sid == this.st.user.sid)]},
+ {
+ mycolor: [undefined,"w","b"][myIdx+1],
+ // opponent sid not strictly required, but easier
+ oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
+ }
);
- const vModule = await import("@/variants/" + game.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(game.fen);
- // Post-processing: decorate each move with current FEN:
- // (to be able to jump to any position quickly)
- game.moves.forEach(move => {
- // NOTE: this is doing manually what BaseGame.play() achieve...
- // but in a lighter "fast-forward" way
- move.color = this.vr.turn;
- this.vr.play(move);
- move.fen = this.vr.getFen();
+ if (!!this.game.oppid)
+ {
+ // Send ping to server (answer pong if players[s] are connected)
+ this.st.conn.send(JSON.stringify({code:"ping",
+ target:this.game.oppid, gameId:this.gameRef.id}));
+ }
+ };
+ if (!!game)
+ return afterRetrival(game);
+ if (!!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
+ // (send moves updates + resign/abort/draw actions)
+ }
+ else
+ {
+ GameStorage.get(this.gameRef.id, async (game) => {
+ afterRetrieval(game);
});
- this.vr.re_init(game.fen);
- });
-// // Poll all players except me (if I'm playing) to know online status.
-// // --> Send ping to server (answer pong if players[s] are connected)
-// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
-// {
-// this.game.players.forEach(p => {
-// if (p.sid != this.st.user.sid)
-// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
-// });
-// }
+ }
},
- // TODO: refactor this old "oppConnected" logic
-// oppConnected: function(uid) {
-// return this.opponents.some(o => o.id == uid && o.online);
-// },
// Post-process a move (which was just played)
processMove: function(move) {
if (!this.game.mycolor)
return; //I'm just an observer
// Update storage (corr or live)
- const colorIdx = ["w","b","g","r"].indexOf(move.color);
+ const colorIdx = ["w","b"].indexOf(move.color);
// https://stackoverflow.com/a/38750895
const allowed_fields = ["appear", "vanish", "start", "end"];
const filtered_move = Object.keys(move)
return obj;
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
- // (otherwise move.elapsed is supposed to be already transmitted)
let addTime = undefined;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - GameStorage.getInitime();
- this.game.players.forEach(p => {
- if (p.sid != this.st.user.sid)
- {
- this.st.conn.send(JSON.stringify({
- code: "newmove",
- target: p.sid,
- move: Object.assign({}, filtered_move, {elapsed: elapsed}),
- }));
- }
- });
- move.elapsed = elapsed;
+ const elapsed = Date.now() - this.game.initime[colorIdx];
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed/1000;
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: this.game.oppid,
+ move: Object.assign({}, filtered_move, {addTime: addTime}),
+ }));
}
- GameStorage.update({
+ else
+ addTime = move.addTime; //supposed transmitted
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
+ GameStorage.update(this.gameRef.id,
+ {
colorIdx: colorIdx,
+ nextIdx: nextIdx,
move: filtered_move,
fen: move.fen,
addTime: addTime,
- initime: (this.vr.turn == this.game.mycolor), //my turn now?
});
+ // 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));
+ this.game.initime[nextIdx] = Date.now();
},
// TODO: this update function should also work for corr games
gameOver: function(score) {
this.game.mode = "analyze";
- GameStorage.update({
+ GameStorage.update(this.gameRef.id,
+ {
score: score,
});
},