-<!-- TODO: component Game, + handle players + observers connect/disconnect
- event = "gameconnect" ...etc
- connect/disconnect with sid+name (ID not required); name slightly redundant but easier
-quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
-(éventuel échange lastate avec les connectés, pong ...etc)
-ensuite quand qqun se deco il suffit d'écouter "disconnect"
-pareil quand quelqu'un reco.
-(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
- // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
-// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
-// onClick :: ask full game to remote player, and register as an observer in game
-// (use gameId to communicate)
-// on landing on game :: if gameId not found locally, check remotely
-// ==> il manque un param dans game : "remoteId"
--->
<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:vname="vname" :game-info="gameInfo" :analyze="analyze" :vr="vr"
- ref="basegame" @newmove="processMove")
- .button-group(v-if="mode!='analyze'")
+ input#modalAbort.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="abortBoxTitle")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalAbort")
+ 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"] }}
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
+ .button-group(v-if="game.mode!='analyze' && game.score=='*'")
button(@click="offerDraw") Draw
- button(@click="abortGame") Abort
+ button(@click="() => abortGame()") Abort
button(@click="resign") Resign
- div(v-if="mode=='corr'")
- textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
+ div(v-if="game.mode=='corr'")
+ textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
div(v-show="cursor>=0") {{ moves[cursor].message }}
</template>
BaseGame,
},
// gameRef: to find the game in (potentially remote) storage
- // mode: "live" or "corr" (correspondance game), or "analyze"
data: function() {
return {
st: store.state,
- gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID)
- gameInfo: {}, //passed to BaseGame
- vr: null, //TODO
- vname: "", //obtained from gameInfo (slightly redundant..)
- drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
- people: [], //potential observers (TODO)
+ gameRef: { //given in URL (rid = remote ID)
+ id: "",
+ rid: ""
+ },
+ game: { }, //passed to BaseGame
+ vr: null, //"variant rules" object initialized from FEN
+ drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
+ people: [ ], //potential observers (TODO)
};
},
- computed: {
- analyze: function() {
- return this.mode == "analyze";
- },
- },
watch: {
'$route' (to, from) {
if (!!to.params["id"])
}
// TODO: how to know who is observing ? Send message to everyone with game ID ?
// and then just listen to (dis)connect events
-
-
// server always send "connect on " + URL ; then add to observers if game...
// detect multiple tabs connected (when connect ask server if my SID is already in use)
// router when access a game page tell to server I joined + game ID (no need rid)
// and ask server for current joined (= observers)
// when send to chat (or a move), reach only this group (send gid along)
-
// --> doivent être enregistrés comme observers au niveau du serveur...
// non: poll users + events startObserving / stopObserving
-
+ // (à faire au niveau du routeur ?)
// TODO: also handle "draw accepted" (use opponents array?)
// --> must give this info also when sending lastState...
switch (data.code)
{
case "newmove":
- // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
- // ...or just see nothing as on buho21
- this.$refs["basegame"].play(
- data.move, this.vname!="Dark" ? "animate" : null);
+ // NOTE: next call will trigger processMove()
+ this.$refs["basegame"].play(data.move,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameRef.id != data.gameId)
// Send our "last state" informations to opponent(s)
L = this.vr.moves.length;
Object.keys(this.opponents).forEach(oid => {
- this.conn.send(JSON.stringify({
+ this.st.conn.send(JSON.stringify({
code: "lastate",
oppid: oid,
gameId: this.gameRef.id,
});
break;
// TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
+ // TODO: need to send along clock state (my current time) with my last move
case "lastate": //got opponent infos about last move
L = this.vr.moves.length;
if (this.gameRef.id != data.gameId)
if (this.score != "*")
{
// We finished the game (any result possible)
- this.conn.send(JSON.stringify({
+ this.st.conn.send(JSON.stringify({
code: "lastate",
oppid: data.oppid,
gameId: this.gameRef.id,
else if (data.movesCount < L)
{
// We must tell last move to opponent
- this.conn.send(JSON.stringify({
+ this.st.conn.send(JSON.stringify({
code: "lastate",
oppid: this.opponent.id,
gameId: this.gameRef.id,
}));
}
else if (data.movesCount > L) //just got last move from him
- this.play(data.lastMove, "animate");
+ this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
+ break;
+ case "resign":
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
break;
- case "resign": //..you won!
- this.endGame(this.mycolor=="w"?"1-0":"0-1");
+ case "timeover":
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
break;
+ case "abort":
+ this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
+ 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?
case "gameconnect":
case "gamedisconnect":
}
};
const socketCloseListener = () => {
- this.conn.addEventListener('message', socketMessageListener);
- this.conn.addEventListener('close', socketCloseListener);
+ this.st.conn.addEventListener('message', socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
};
- if (!!this.conn)
- {
- this.conn.onmessage = socketMessageListener;
- this.conn.onclose = socketCloseListener;
- }
+ 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.
if (!!o.online)
{
try {
- this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
+ this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
} catch (INVALID_STATE_ERR) {
return;
}
// TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
// if accept: send message "draw"
},
- abortGame: function() {
- if (!confirm("Abort the game?"))
+ abortGame: function(event) {
+ if (!event)
+ {
+ // First call show options:
+ let modalBox = document.getElementById("modalAbort");
+ modalBox.checked = true;
+ }
+ else
+ {
+ console.log(event);
return;
- //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
- //send message: "gameOver" avec score "?"
+ //const message = event.
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame("?");
+ this.game.players.forEach(p => {
+ if (!!p.sid && p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "abort",
+ msg: message,
+ target: p.sid,
+ }));
+ }
+ });
+ }
},
resign: function(e) {
if (!confirm("Resign the game?"))
return;
- if (this.mode == "human" && this.oppConnected(this.oppid))
- {
- try {
- this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- } catch (INVALID_STATE_ERR) {
- return;
+ this.game.players.forEach(p => {
+ if (!!p.sid && p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "resign",
+ target: p.sid,
+ }));
}
- }
- this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ });
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
},
// 4 cases for loading a game:
// - from localStorage (one running game I play)
// - from indexedDB (one completed live game)
// - from server (one correspondance game I play[ed] or not)
// - from remote peer (one live game I don't play, finished or not)
- loadGame: async function() {
- this.gameInfo = GameStorage.get(this.gameRef);
- this.vname = this.gameInfo.vname;
- const vModule = await import("@/variants/" + this.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(this.gameInfo.fen);
-
+ loadGame: function() {
+ GameStorage.get(this.gameRef, async (game) => {
+ const vModule = await import("@/variants/" + game.vname + ".js");
+ window.V = vModule.VariantRules;
+ this.vr = new V(game.fenStart);
+ 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)]},
+ );
+ });
// // 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))
// });
// }
},
- oppConnected: function(uid) {
- return this.opponents.some(o => o.id == uid && o.online);
+ // 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);
+ // https://stackoverflow.com/a/38750895
+ const allowed_fields = ["appear", "vanish", "start", "end"];
+ const 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 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;
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
+ }
+ GameStorage.update({
+ colorIdx: colorIdx,
+ move: filtered_move,
+ fen: move.fen,
+ addTime: addTime,
+ initime: (this.vr.turn == this.game.mycolor), //my turn now?
+ });
+ },
+ // TODO: this update function should also work for corr games
+ gameOver: function(score) {
+ this.game.mode = "analyze";
+ GameStorage.update({
+ score: score,
+ });
},
},
};