<template lang="pug">
main
- input#modalChat.modal(type="checkbox" @click="resetChatColor")
- div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
+ input#modalChat.modal(
+ type="checkbox"
+ @click="resetChatColor()"
+ )
+ div#chatWrap(
+ role="dialog"
+ data-checkbox="modalChat"
+ )
#chat.card
label.modal-close(for="modalChat")
#participants
span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
- span(v-for="p in Object.values(people)" v-if="!!p.name")
+ span(
+ v-for="p in Object.values(people)"
+ v-if="p.name"
+ )
| {{ p.name }}
- span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+ span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
| + @nonymous
- Chat(:players="game.players" :pastChats="game.chats"
- :newChat="newChat" @mychat="processChat")
+ Chat(
+ :players="game.players"
+ :pastChats="game.chats"
+ :newChat="newChat"
+ @mychat="processChat"
+ @chatcleared="clearChat"
+ )
.row
#aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
- span.variant-info {{ game.vname }}
- button#chatBtn(onClick="doClick('modalChat')") Chat
+ span.variant-cadence {{ game.cadence }}
+ span.variant-name {{ game.vname }}
+ button#chatBtn(onClick="window.doClick('modalChat')") Chat
#actions(v-if="game.score=='*'")
- button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
+ button(
+ @click="clickDraw()"
+ :class="{['draw-' + drawOffer]: true}"
+ )
| {{ st.tr["Draw"] }}
- button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
- button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
+ button(
+ v-if="!!game.mycolor"
+ @click="abortGame()"
+ )
+ | {{ st.tr["Abort"] }}
+ button(
+ v-if="!!game.mycolor"
+ @click="resign()"
+ )
+ | {{ st.tr["Resign"] }}
#playersInfo
p
span.name(:class="{connected: isConnected(0)}")
span.name(:class="{connected: isConnected(1)}")
| {{ game.players[1].name || "@nonymous" }}
span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
- BaseGame(:game="game" :vr="vr" ref="basegame"
- @newmove="processMove" @gameover="gameOver")
+ BaseGame(
+ ref="basegame"
+ :game="game"
+ @newmove="processMove"
+ @gameover="gameOver"
+ )
</template>
<script>
import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
import { ppt } from "@/utils/datetime";
+import { ajax } from "@/utils/ajax";
import { extractTime } from "@/utils/timeControl";
import { getRandString } from "@/utils/alea";
-import { ArrayFun } from "@/utils/array";
import { processModalClick } from "@/utils/modalClick";
+import { getFullNotation } from "@/utils/notation";
+import { playMove, getFilteredMove } from "@/utils/playUndo";
import { getScoreMessage } from "@/utils/scoring";
+import { ArrayFun } from "@/utils/array";
import params from "@/parameters";
export default {
- name: 'my-game',
+ name: "my-game",
components: {
BaseGame,
- Chat,
+ Chat
},
// gameRef: to find the game in (potentially remote) storage
data: function() {
return {
st: store.state,
- gameRef: { //given in URL (rid = remote ID)
+ gameRef: {
+ // rid = remote (socket) ID
id: "",
rid: ""
},
- game: { //passed to BaseGame
- players:[{name:""},{name:""}],
- rendered: false,
+ game: {
+ // Passed to BaseGame
+ players: [{ name: "" }, { name: "" }],
+ chats: [],
+ rendered: false
},
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOffer: "",
people: {}, //players + observers
+ onMygames: [], //opponents (or me) on "MyGames" page
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
newChat: "",
connexionString: "",
// Related to (killing of) self multi-connects:
newConnect: {},
- killed: {},
+ killed: {}
};
},
watch: {
- "$route": function(to, from) {
+ $route: function(to) {
this.gameRef.id = to.params["id"];
this.gameRef.rid = to.query["rid"];
this.loadGame();
- },
- "game.clocks": function(newState) {
- if (this.game.moves.length < 2 || this.game.score != "*")
- {
- // 1st move not completed yet, or game over: freeze time
- this.virtualClocks = newState.map(s => ppt(s));
- return;
- }
- const currentTurn = this.vr.turn;
- const colorIdx = ["w","b"].indexOf(currentTurn);
- let countdown = newState[colorIdx] -
- (Date.now() - this.game.initime[colorIdx])/1000;
- this.virtualClocks = [0,1].map(i => {
- const removeTime = i == colorIdx
- ? (Date.now() - this.game.initime[colorIdx])/1000
- : 0;
- return ppt(newState[i] - removeTime);
- });
- let clockUpdate = setInterval(() => {
- if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
- {
- clearInterval(clockUpdate);
- if (countdown < 0)
- this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
- }
- else
- this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
- }, 1000);
- },
+ }
},
// NOTE: some redundant code with Hall.vue (mostly related to people array)
created: function() {
// Always add myself to players' list
const my = this.st.user;
- this.$set(this.people, my.sid, {id:my.id, name:my.name});
+ this.$set(this.people, my.sid, { id: my.id, name: my.name });
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"]; //may be undefined
// Initialize connection
- this.connexionString = params.socketUrl +
- "/?sid=" + this.st.user.sid +
- "&tmpId=" + getRandString() +
- "&page=" + encodeURIComponent(this.$route.path);
+ this.connexionString =
+ params.socketUrl +
+ "/?sid=" +
+ this.st.user.sid +
+ "&tmpId=" +
+ getRandString() +
+ "&page=" +
+ encodeURIComponent(this.$route.path);
this.conn = new WebSocket(this.connexionString);
this.conn.onmessage = this.socketMessageListener;
this.conn.onclose = this.socketCloseListener;
// Socket init required before loading remote game:
- const socketInit = (callback) => {
- if (!!this.conn && this.conn.readyState == 1) //1 == OPEN state
+ const socketInit = callback => {
+ if (!!this.conn && this.conn.readyState == 1)
+ // 1 == OPEN state
callback();
- else //socket not ready yet (initial loading)
- this.conn.onopen = callback;
+ else
+ // Socket not ready yet (initial loading)
+ // NOTE: it's important to call callback without arguments,
+ // otherwise first arg is Websocket object and loadGame fails.
+ this.conn.onopen = () => callback();
};
- if (!this.gameRef.rid) //game stored locally or on server
+ if (!this.gameRef.rid)
+ // Game stored locally or on server
this.loadGame(null, () => socketInit(this.roomInit));
- else //game stored remotely: need socket to retrieve it
- {
+ 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.
- // A more general approach would be to store it somewhere.
socketInit(this.loadGame);
- }
},
mounted: function() {
- document.getElementById("chatWrap").addEventListener(
- "click", processModalClick);
+ document
+ .getElementById("chatWrap")
+ .addEventListener("click", processModalClick);
},
beforeDestroy: function() {
this.send("disconnect");
this.send("pollclients");
},
send: function(code, obj) {
- if (!!this.conn)
- {
- this.conn.send(JSON.stringify(
- Object.assign(
- {code: code},
- obj,
- )
- ));
- }
+ if (this.conn)
+ this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
},
isConnected: function(index) {
const player = this.game.players[index];
if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
return true;
// Try to find a match in people:
- return Object.keys(this.people).some(sid => sid == player.sid) ||
- Object.values(this.people).some(p => p.id == player.uid);
+ return (
+ (
+ player.sid &&
+ Object.keys(this.people).some(sid => sid == player.sid)
+ )
+ ||
+ (
+ player.uid &&
+ Object.values(this.people).some(p => p.id == player.uid)
+ )
+ );
+ },
+ resetChatColor: function() {
+ // TODO: this is called twice, once on opening an once on closing
+ document.getElementById("chatBtn").classList.remove("somethingnew");
+ },
+ processChat: function(chat) {
+ this.send("newchat", { data: chat });
+ // NOTE: anonymous chats in corr games are not stored on server (TODO?)
+ if (this.game.type == "corr" && this.st.user.id > 0)
+ GameStorage.update(this.gameRef.id, { chat: chat });
+ },
+ clearChat: function() {
+ // Nothing more to do if game is live (chats not recorded)
+ if (this.game.type == "corr") {
+ if (this.game.mycolor)
+ ajax("/chats", "DELETE", {gid: this.game.id});
+ this.game.chats = [];
+ }
+ },
+ // Notify turn after a new move (to opponent and me on MyGames page)
+ notifyTurn: function(sid) {
+ const player = this.people[sid];
+ const colorIdx = this.game.players.findIndex(
+ p => p.sid == sid || p.id == player.id);
+ const color = ["w","b"][colorIdx];
+ const yourTurn =
+ (
+ color == "w" &&
+ this.game.movesCount % 2 == 0
+ )
+ ||
+ (
+ color == "b" &&
+ this.game.movesCount % 2 == 1
+ );
+ this.send("turnchange", { target: sid, yourTurn: yourTurn });
},
socketMessageListener: function(msg) {
- if (!this.conn)
- return;
+ if (!this.conn) return;
const data = JSON.parse(msg.data);
- switch (data.code)
- {
+ switch (data.code) {
case "pollclients":
data.sockIds.forEach(sid => {
- this.$set(this.people, sid, {id:0, name:""});
- if (sid != this.st.user.sid)
- {
- this.send("askidentity", {target:sid});
+ if (sid != this.st.user.sid) {
+ this.send("askidentity", { target: sid });
// Ask potentially missed last state, if opponent and I play
- if (!!this.game.mycolor
- && this.game.type == "live" && this.game.score == "*"
- && this.game.players.some(p => p.sid == sid))
- {
- this.send("asklastate", {target:sid});
+ if (
+ this.game.mycolor &&
+ this.game.type == "live" &&
+ this.game.score == "*" &&
+ this.game.players.some(p => p.sid == sid)
+ ) {
+ this.send("asklastate", { target: sid });
}
}
});
break;
case "connect":
- if (!this.people[data.from])
- this.$set(this.people, data.from, {name:"", id:0});
- if (!this.people[data.from].name)
- {
+ if (!this.people[data.from]) {
this.newConnect[data.from] = true; //for self multi-connects tests
- this.send("askidentity", {target:data.from});
+ this.send("askidentity", { target: data.from });
}
break;
case "disconnect":
this.$delete(this.people, data.from);
break;
+ case "mconnect": {
+ // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
+ // Either me (another tab) or opponent
+ const sid = data.from;
+ if (!this.onMygames.some(s => s == sid))
+ {
+ this.onMygames.push(sid);
+ this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
+ }
+ break;
+ if (!this.people[sid])
+ this.send("askidentity", { target: sid });
+ }
+ case "mdisconnect":
+ ArrayFun.remove(this.onMygames, sid => sid == data.from);
+ break;
case "killed":
// I logged in elsewhere:
- alert(this.st.tr["New connexion detected: tab now offline"]);
- // TODO: this fails. See https://github.com/websockets/ws/issues/489
- //this.conn.removeEventListener("message", this.socketMessageListener);
- //this.conn.removeEventListener("close", this.socketCloseListener);
- //this.conn.close();
this.conn = null;
+ alert(this.st.tr["New connexion detected: tab now offline"]);
break;
- case "askidentity":
- {
- // Request for identification (TODO: anonymous shouldn't need to reply)
+ case "askidentity": {
+ // Request for identification
const me = {
// Decompose to avoid revealing email
name: this.st.user.name,
sid: this.st.user.sid,
- id: this.st.user.id,
+ id: this.st.user.id
};
- this.send("identity", {data:me, target:data.from});
+ this.send("identity", { data: me, target: data.from });
break;
}
- case "identity":
- {
+ case "identity": {
const user = data.data;
- if (!!user.name) //otherwise anonymous
- {
+ this.$set(this.people, user.sid, { name: user.name, id: user.id });
+ if (user.name) {
// If I multi-connect, kill current connexion if no mark (I'm older)
- if (this.newConnect[user.sid] && user.id > 0
- && user.id == this.st.user.id && user.sid != this.st.user.sid)
- {
- if (!this.killed[this.st.user.sid])
- {
- this.send("killme", {sid:this.st.user.sid});
+ if (
+ this.newConnect[user.sid] &&
+ user.id > 0 &&
+ user.id == this.st.user.id &&
+ user.sid != this.st.user.sid
+ ) {
+ if (!this.killed[this.st.user.sid]) {
+ this.send("killme", { sid: this.st.user.sid });
this.killed[this.st.user.sid] = true;
}
}
- if (user.sid != this.st.user.sid) //I already know my identity...
- {
- this.$set(this.people, user.sid,
- {
- id: user.id,
- name: user.name,
- });
- }
}
delete this.newConnect[user.sid];
break;
}
case "askgame":
// Send current (live) game if not asked by any of the players
- if (this.game.type == "live"
- && this.game.players.every(p => p.sid != data.from[0]))
- {
+ if (
+ this.game.type == "live" &&
+ this.game.players.every(p => p.sid != data.from[0])
+ ) {
const myGame = {
id: this.game.id,
fen: this.game.fen,
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
+ rid: this.st.user.sid //useful in Hall if I'm an observer
};
- this.send("game", {data:myGame, target:data.from});
+ this.send("game", { data: myGame, target: data.from });
}
break;
case "askfullgame":
- this.send("fullgame", {data:this.game, target:data.from});
+ this.send("fullgame", { data: this.game, target: data.from });
break;
case "fullgame":
// Callback "roomInit" to poll clients only after game is loaded
- this.loadGame(data.data, this.roomInit);
+ let game = data.data;
+ // Move format isn't the same in storage and in browser,
+ // because of the 'addTime' field.
+ game.moves = game.moves.map(m => { return m.move || m; });
+ this.loadGame(game, this.roomInit);
break;
case "asklastate":
// Sending last state if I played a move or score != "*"
- if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
- || this.game.score != "*" || this.drawOffer == "sent")
- {
+ if (
+ (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
+ this.game.score != "*" ||
+ this.drawOffer == "sent"
+ ) {
// Send our "last state" informations to opponent
const L = this.game.moves.length;
- const myIdx = ["w","b"].indexOf(this.game.mycolor);
+ const myIdx = ["w", "b"].indexOf(this.game.mycolor);
const myLastate = {
// NOTE: lastMove (when defined) includes addTime
- lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
// Since we played a move (or abort or resign),
// only drawOffer=="sent" is possible
drawSent: this.drawOffer == "sent",
score: this.game.score,
movesCount: L,
- initime: this.game.initime[1-myIdx], //relevant only if I played
+ initime: this.game.initime[1 - myIdx] //relevant only if I played
};
- this.send("lastate", {data:myLastate, target:data.from});
+ this.send("lastate", { data: myLastate, target: data.from });
}
break;
case "lastate": //got opponent infos about last move
this.lastate = data.data;
- if (this.game.rendered) //game is rendered (Board component)
+ if (this.game.rendered)
+ // Game is rendered (Board component)
this.processLastate();
- //else: will be processed when game is ready
+ // Else: will be processed when game is ready
break;
- case "newmove":
- {
+ case "newmove": {
const move = data.data;
- if (!!move.cancelDrawOffer) //opponent refuses draw
- {
+ if (move.cancelDrawOffer) {
+ // Opponent refuses draw
this.drawOffer = "";
// NOTE for corr games: drawOffer reset by player in turn
if (this.game.type == "live" && !!this.game.mycolor)
- GameStorage.update(this.gameRef.id, {drawOffer: ""});
+ GameStorage.update(this.gameRef.id, { drawOffer: "" });
}
- this.$set(this.game, "moveToPlay", move);
+ this.$refs["basegame"].play(
+ move.move,
+ "received",
+ null,
+ {addTime: move.addTime});
break;
}
case "resign":
- this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
+ const score = data.side == "b" ? "1-0" : "0-1";
+ const side = data.side == "w" ? "White" : "Black";
+ this.gameOver(score, side + " surrender");
break;
case "abort":
- this.gameOver("?", "Abort");
+ this.gameOver("?", "Stop");
break;
case "draw":
this.gameOver("1/2", data.data);
this.drawOffer = "received";
break;
case "newchat":
- {
- const chat = data.data;
- this.newChat = chat;
+ this.newChat = data.data;
if (!document.getElementById("modalChat").checked)
- document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+ document.getElementById("chatBtn").classList.add("somethingnew");
break;
- }
}
},
socketCloseListener: function() {
this.conn = new WebSocket(this.connexionString);
- this.conn.addEventListener('message', this.socketMessageListener);
- this.conn.addEventListener('close', this.socketCloseListener);
+ this.conn.addEventListener("message", this.socketMessageListener);
+ this.conn.addEventListener("close", this.socketCloseListener);
},
// lastate was received, but maybe game wasn't ready yet:
processLastate: function() {
const data = this.lastate;
this.lastate = undefined; //security...
const L = this.game.moves.length;
- if (data.movesCount > L)
- {
+ if (data.movesCount > L) {
// Just got last move from him
- this.$set(this.game, "moveToPlay", Object.assign({initime: data.initime}, data.lastMove));
+ this.$refs["basegame"].play(
+ data.lastMove.move,
+ "received",
+ null,
+ {addTime: data.lastMove.addTime, initime: data.initime});
}
- if (data.drawSent)
- this.drawOffer = "received";
- if (data.score != "*")
- {
+ if (data.drawSent) this.drawOffer = "received";
+ if (data.score != "*") {
this.drawOffer = "";
- if (this.game.score == "*")
- this.gameOver(data.score);
+ if (this.game.score == "*") this.gameOver(data.score);
}
},
clickDraw: function() {
- if (!this.game.mycolor)
- return; //I'm just spectator
- if (["received","threerep"].includes(this.drawOffer))
- {
- if (!confirm(this.st.tr["Accept draw?"]))
- return;
- const message = (this.drawOffer == "received"
- ? "Mutual agreement"
- : "Three repetitions");
- this.send("draw", {data:message});
+ if (!this.game.mycolor) return; //I'm just spectator
+ if (["received", "threerep"].includes(this.drawOffer)) {
+ if (!confirm(this.st.tr["Accept draw?"])) return;
+ const message =
+ this.drawOffer == "received"
+ ? "Mutual agreement"
+ : "Three repetitions";
+ this.send("draw", { data: message });
this.gameOver("1/2", message);
- }
- else if (this.drawOffer == "") //no effect if drawOffer == "sent"
- {
- if (this.game.mycolor != this.vr.turn)
- return alert(this.st.tr["Draw offer only in your turn"]);
- if (!confirm(this.st.tr["Offer draw?"]))
+ } else if (this.drawOffer == "") {
+ // No effect if drawOffer == "sent"
+ if (this.game.mycolor != this.vr.turn) {
+ alert(this.st.tr["Draw offer only in your turn"]);
return;
+ }
+ if (!confirm(this.st.tr["Offer draw?"])) return;
this.drawOffer = "sent";
this.send("drawoffer");
- GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
+ GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
}
},
abortGame: function() {
- if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
- return;
- this.gameOver("?", "Abort");
+ if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
+ this.gameOver("?", "Stop");
this.send("abort");
},
- resign: function(e) {
+ resign: function() {
if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
- this.send("resign", {data:this.game.mycolor});
- this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+ 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";
+ 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) {
- const afterRetrieval = async (game) => {
+ const afterRetrieval = async game => {
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
- const gtype = (game.cadence.indexOf('d') >= 0 ? "corr" : "live");
+ const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
const tc = extractTime(game.cadence);
- if (gtype == "corr")
- {
- if (game.players[0].color == "b")
- {
+ const myIdx = game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ });
+ const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
+ if (!game.chats) game.chats = []; //live games don't have chat history
+ if (gtype == "corr") {
+ if (game.players[0].color == "b") {
// Adopt the same convention for live and corr games: [0] = white
- [ game.players[0], game.players[1] ] =
- [ game.players[1], game.players[0] ];
+ [game.players[0], game.players[1]] = [
+ game.players[1],
+ game.players[0]
+ ];
}
- // corr game: needs to compute the clocks + initime
// NOTE: clocks in seconds, initime in milliseconds
- game.clocks = [tc.mainTime, tc.mainTime];
- game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
- if (game.score == "*") //otherwise no need to bother with time
- {
+ game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
+ const L = game.moves.length;
+ if (game.score == "*") {
+ // Set clocks + initime
+ game.clocks = [tc.mainTime, tc.mainTime];
game.initime = [0, 0];
- const L = game.moves.length;
- if (L >= 3)
- {
- let addTime = [0, 0];
- for (let i=2; i<L; i++)
- {
- addTime[i%2] += tc.increment -
- (game.moves[i].played - game.moves[i-1].played) / 1000;
+ if (L >= 1) {
+ const gameLastupdate = game.moves[L-1].played;
+ game.initime[L % 2] = gameLastupdate;
+ if (L >= 2) {
+ game.clocks[L % 2] =
+ tc.mainTime - (Date.now() - gameLastupdate) / 1000;
}
- for (let i=0; i<=1; i++)
- game.clocks[i] += addTime[i];
}
- if (L >= 1)
- game.initime[L%2] = game.moves[L-1].played;
}
- // Now that we used idx and played, re-format moves as for live games
- game.moves = game.moves.map( (m) => {
- const s = m.squares;
- return {
- appear: s.appear,
- vanish: s.vanish,
- start: s.start,
- end: s.end,
- };
+ // Sort chat messages from newest to oldest
+ game.chats.sort((c1, c2) => {
+ return c2.added - c1.added;
});
- // Also sort chat messages (if any)
- game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
+ if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
+ // Did a chat message arrive after my last move?
+ let dtLastMove = 0;
+ if (L == 1 && myIdx == 0)
+ dtLastMove = game.moves[0].played;
+ else if (L >= 2) {
+ if (L % 2 == 0) {
+ // It's now white turn
+ dtLastMove = game.moves[L-1-(1-myIdx)].played;
+ } else {
+ // Black turn:
+ dtLastMove = game.moves[L-1-myIdx].played;
+ }
+ }
+ if (dtLastMove < game.chats[0].added)
+ document.getElementById("chatBtn").classList.add("somethingnew");
+ }
+ // Now that we used idx and played, re-format moves as for live games
+ game.moves = game.moves.map(m => m.squares);
}
- const myIdx = game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.uid == this.st.user.id;
- });
- if (gtype == "live" && game.clocks[0] < 0) //game unstarted
- {
+ if (gtype == "live" && game.clocks[0] < 0) {
+ // Game is unstarted
game.clocks = [tc.mainTime, tc.mainTime];
- if (game.score == "*")
- {
+ if (game.score == "*") {
game.initime[0] = Date.now();
- if (myIdx >= 0)
- {
+ if (myIdx >= 0) {
// I play in this live game; corr games don't have clocks+initime
- GameStorage.update(game.id,
- {
+ GameStorage.update(game.id, {
clocks: game.clocks,
- initime: game.initime,
+ initime: game.initime
});
}
}
}
- if (!!game.drawOffer)
- {
- if (game.drawOffer == "t") //three repetitions
+ if (game.drawOffer) {
+ if (game.drawOffer == "t")
+ // Three repetitions
this.drawOffer = "threerep";
- else
- {
- if (myIdx < 0)
- this.drawOffer = "received"; //by any of the players
- else
- {
+ else {
+ // Draw offered by any of the players:
+ if (myIdx < 0) this.drawOffer = "received";
+ else {
// I play in this game:
- if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1))
+ if (
+ (game.drawOffer == "w" && myIdx == 0) ||
+ (game.drawOffer == "b" && myIdx == 1)
+ )
this.drawOffer = "sent";
- else //all other cases
- this.drawOffer = "received";
+ else this.drawOffer = "received";
}
}
}
- if (!!game.scoreMsg)
- game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
- this.game = Object.assign({},
- game,
+ this.repeat = {}; //reset: scan past moves' FEN:
+ let repIdx = 0;
+ let vr_tmp = new V(game.fenStart);
+ let curTurn = "n";
+ game.moves.forEach(m => {
+ playMove(m, vr_tmp);
+ const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
+ this.repeat[fenIdx] = this.repeat[fenIdx]
+ ? this.repeat[fenIdx] + 1
+ : 1;
+ });
+ if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+ this.game = Object.assign(
// NOTE: assign mycolor here, since BaseGame could also be VS computer
{
type: gtype,
increment: tc.increment,
- mycolor: [undefined,"w","b"][myIdx+1],
+ mycolor: mycolor,
// opponent sid not strictly required (or available), but easier
// at least oppsid or oppid is available anyway:
- oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
- oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
- }
+ oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
+ oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
+ movesCount: game.moves.length
+ },
+ game,
);
+ this.re_setClocks();
this.$nextTick(() => {
this.game.rendered = true;
// Did lastate arrive before game was rendered?
- if (!!this.lastate)
- this.processLastate();
+ if (this.lastate) this.processLastate();
});
- this.repeat = {}; //reset: scan past moves' FEN:
- let repIdx = 0;
- // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
- let vr_tmp = new V(game.fenStart);
- game.moves.forEach(m => {
- vr_tmp.play(m);
- const fenObj = V.ParseFen( vr_tmp.getFen() );
- repIdx = fenObj.position + "_" + fenObj.turn;
- if (!!fenObj.flags)
- repIdx += "_" + fenObj.flags;
- this.repeat[repIdx] = (!!this.repeat[repIdx]
- ? this.repeat[repIdx]+1
- : 1);
- });
- if (this.repeat[repIdx] >= 3)
- this.drawOffer = "threerep";
- callback();
+ if (callback) callback();
};
- if (!!game)
- return afterRetrieval(game);
- if (!!this.gameRef.rid)
- {
- // Remote live game: forgetting about callback func... (TODO: design)
- this.send("askfullgame", {target:this.gameRef.rid});
+ if (game) {
+ afterRetrieval(game);
+ return;
}
- else
- {
+ 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
+ // NOTE: afterRetrieval() is never called if game not found
GameStorage.get(this.gameRef.id, afterRetrieval);
}
},
- // Post-process a move (which was just played)
- processMove: function(move) {
- // Update storage (corr or live) if I play in the game
- const colorIdx = ["w","b"].indexOf(move.color);
- const nextIdx = ["w","b"].indexOf(this.vr.turn);
- // https://stackoverflow.com/a/38750895
- if (!!this.game.mycolor)
- {
- const allowed_fields = ["appear", "vanish", "start", "end"];
- // NOTE: 'var' to see this variable outside this block
- var filtered_move = Object.keys(move)
- .filter(key => allowed_fields.includes(key))
- .reduce((obj, key) => {
- obj[key] = move[key];
- return obj;
- }, {});
- }
- // Send move ("newmove" event) to people in the room (if our turn)
- let addTime = 0;
- if (move.color == this.game.mycolor)
- {
- if (this.drawOffer == "received") //I refuse draw
- this.drawOffer = "";
- if (this.game.moves.length >= 2) //after first move
- {
- const elapsed = Date.now() - this.game.initime[colorIdx];
- // elapsed time is measured in milliseconds
- addTime = this.game.increment - elapsed/1000;
- }
- const sendMove = Object.assign({},
- filtered_move,
- {
- addTime: addTime,
- cancelDrawOffer: this.drawOffer=="",
- });
- this.send("newmove", {data: sendMove});
- // (Add)Time indication: useful in case of lastate infos requested
- move.addTime = addTime;
+ re_setClocks: function() {
+ if (this.game.movesCount < 2 || this.game.score != "*") {
+ // 1st move not completed yet, or game over: freeze time
+ this.virtualClocks = this.game.clocks.map(s => ppt(s));
+ return;
}
- else
- addTime = move.addTime; //supposed transmitted
- // Update current game object:
- this.game.moves.push(move);
- this.game.fen = move.fen;
- this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
- // move.initime is set only when I receive a "lastate" move from opponent
- this.game.initime[nextIdx] = move.initime || Date.now();
- // If repetition detected, consider that a draw offer was received:
- const fenObj = V.ParseFen(move.fen);
- let repIdx = fenObj.position + "_" + fenObj.turn;
- if (!!fenObj.flags)
- repIdx += "_" + fenObj.flags;
- this.repeat[repIdx] = (!!this.repeat[repIdx]
- ? this.repeat[repIdx]+1
- : 1);
- if (this.repeat[repIdx] >= 3)
- this.drawOffer = "threerep";
- else if (this.drawOffer == "threerep")
- this.drawOffer = "";
- // Since corr games are stored at only one location, update should be
- // done only by one player for each move:
- if (!!this.game.mycolor &&
- (this.game.type == "live" || move.color == this.game.mycolor))
- {
- let drawCode = "";
- switch (this.drawOffer)
- {
- case "threerep":
- drawCode = "t";
- break;
- case "sent":
- drawCode = this.game.mycolor;
- break;
- case "received":
- drawCode = this.vr.turn;
- break;
- }
- if (this.game.type == "corr")
- {
- GameStorage.update(this.gameRef.id,
- {
- fen: move.fen,
- move:
- {
- squares: filtered_move,
- played: Date.now(),
- idx: this.game.moves.length - 1,
- },
- drawOffer: drawCode || "n", //"n" for "None" to force reset (otherwise it's ignored)
- });
+ const currentTurn = this.vr.turn;
+ const currentMovesCount = this.game.moves.length;
+ const colorIdx = ["w", "b"].indexOf(currentTurn);
+ let countdown =
+ this.game.clocks[colorIdx] -
+ (Date.now() - this.game.initime[colorIdx]) / 1000;
+ this.virtualClocks = [0, 1].map(i => {
+ const removeTime =
+ i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
+ return ppt(this.game.clocks[i] - removeTime);
+ });
+ let clockUpdate = setInterval(() => {
+ if (
+ countdown < 0 ||
+ this.game.moves.length > currentMovesCount ||
+ this.game.score != "*"
+ ) {
+ clearInterval(clockUpdate);
+ if (countdown < 0)
+ this.gameOver(
+ currentTurn == "w" ? "0-1" : "1-0",
+ "Time"
+ );
+ } else
+ this.$set(
+ this.virtualClocks,
+ colorIdx,
+ ppt(Math.max(0, --countdown))
+ );
+ }, 1000);
+ },
+ // Post-process a (potentially partial) move (which was just played in BaseGame)
+ // TODO?: wait for AJAX return to finish processing a move,
+ // and for opponent pingback in case of live game : if none received after e.g. 500ms, re-send newmove
+ // ...and provide move index with newmove event for basic check after receiving
+ processMove: function(move, data) {
+ const moveCol = this.vr.turn;
+ const doProcessMove = () => {
+ const colorIdx = ["w", "b"].indexOf(moveCol);
+ const nextIdx = 1 - colorIdx;
+ if (this.game.mycolor) {
+ // NOTE: 'var' to see that variable outside this block
+ var filtered_move = getFilteredMove(move);
}
- else //live
- {
- GameStorage.update(this.gameRef.id,
- {
- fen: move.fen,
+ // Send move ("newmove" event) to people in the room (if our turn)
+ let addTime = (data && this.game.type == "live") ? data.addTime : 0;
+ if (moveCol == this.game.mycolor) {
+ if (this.drawOffer == "received")
+ // I refuse draw
+ this.drawOffer = "";
+ // 'addTime' is irrelevant for corr games:
+ if (this.game.type == "live" && this.game.movesCount >= 2) {
+ const elapsed = Date.now() - this.game.initime[colorIdx];
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed / 1000;
+ }
+ const sendMove = {
move: filtered_move,
- clocks: this.game.clocks,
- initime: this.game.initime,
- drawOffer: drawCode,
- });
+ addTime: addTime, //undefined for corr games
+ cancelDrawOffer: this.drawOffer == "",
+ // Players' SID required for /mygames page
+ // TODO: precompute and add this field to game object?
+ players: this.game.players.map(p => p.sid)
+ };
+ this.send("newmove", { data: sendMove });
+ }
+ // Update current game object (no need for moves stack):
+ playMove(move, this.vr);
+ this.game.movesCount++;
+ // TODO: notifyTurn
+ // (add)Time indication: useful in case of lastate infos requested
+ this.game.moves.push(this.game.type == "live"
+ ? {move:move, addTime:addTime}
+ : move);
+ this.game.fen = this.vr.getFen();
+ if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
+ // In corr games, just reset clock to mainTime:
+ else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
+ // data.initime is set only when I receive a "lastate" move from opponent
+ this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
+ this.re_setClocks();
+ // If repetition detected, consider that a draw offer was received:
+ const fenObj = V.ParseFen(this.game.fen);
+ let repIdx = fenObj.position + "_" + fenObj.turn;
+ if (fenObj.flags) repIdx += "_" + fenObj.flags;
+ this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1;
+ if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+ else if (this.drawOffer == "threerep") this.drawOffer = "";
+ // Since corr games are stored at only one location, update should be
+ // done only by one player for each move:
+ if (
+ this.game.mycolor &&
+ (this.game.type == "live" || moveCol == this.game.mycolor)
+ ) {
+ let drawCode = "";
+ switch (this.drawOffer) {
+ case "threerep":
+ drawCode = "t";
+ break;
+ case "sent":
+ drawCode = this.game.mycolor;
+ break;
+ case "received":
+ drawCode = V.GetOppCol(this.game.mycolor);
+ break;
+ }
+ if (this.game.type == "corr") {
+ GameStorage.update(this.gameRef.id, {
+ fen: this.game.fen,
+ move: {
+ squares: filtered_move,
+ played: Date.now(),
+ idx: this.game.moves.length - 1
+ },
+ // Code "n" for "None" to force reset (otherwise it's ignored)
+ drawOffer: drawCode || "n"
+ });
+ }
+ else {
+ // Live game:
+ GameStorage.update(this.gameRef.id, {
+ fen: this.game.fen,
+ move: filtered_move,
+ clocks: this.game.clocks,
+ initime: this.game.initime,
+ drawOffer: drawCode
+ });
+ }
}
+ };
+ if (this.game.type == "corr" && moveCol == this.game.mycolor) {
+ setTimeout(() => {
+ if (
+ !confirm(
+ this.st.tr["Move played:"] +
+ " " +
+ getFullNotation(move) +
+ "\n" +
+ this.st.tr["Are you sure?"]
+ )
+ ) {
+ this.$refs["basegame"].cancelLastMove();
+ return;
+ }
+ doProcessMove();
+ // Let small time to finish drawing current move attempt:
+ }, 500);
}
- },
- resetChatColor: function() {
- // TODO: this is called twice, once on opening an once on closing
- document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
- },
- processChat: function(chat) {
- this.send("newchat", {data:chat});
- // NOTE: anonymous chats in corr games are not stored on server (TODO?)
- if (this.game.type == "corr" && this.st.user.id > 0)
- GameStorage.update(this.gameRef.id, {chat: chat});
+ else doProcessMove();
},
gameOver: function(score, scoreMsg) {
this.game.score = score;
- this.game.scoreMsg = this.st.tr[(!!scoreMsg
- ? scoreMsg
- : getScoreMessage(score))];
+ this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(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, scoreMsg: scoreMsg});
+ if (myIdx >= 0) {
+ // OK, I play in this game
+ GameStorage.update(this.gameRef.id, {
+ score: score,
+ scoreMsg: scoreMsg
+ });
+ // Notify the score to main Hall. TODO: only one player (currently double send)
+ this.send("result", { gid: this.game.id, score: score });
}
- },
- },
+ }
+ }
};
</script>
color: grey
font-style: italic
+#playersInfo > p
+ margin: 0
+
@media screen and (min-width: 768px)
#actions
width: 300px
#actions
display: inline-block
- margin-top: 10px
+ margin: 0
button
display: inline-block
margin: 0
#aboveBoard
margin-left: 30%
-.variant-info
+.variant-cadence
+ padding-right: 10px
+
+.variant-name
font-weight: bold
padding-right: 10px
#chat
padding-top: 20px
- max-width: 600px
+ max-width: 767px
border: none;
#chatBtn
.draw-threerep, .draw-threerep:hover
background-color: #e4d1fc
+
+.somethingnew
+ background-color: #c5fefe
</style>