<template lang="pug">
main
+ input#modalInfo.modal(type="checkbox")
+ div#infoDiv(
+ role="dialog"
+ data-checkbox="modalInfo"
+ )
+ .card.text-center
+ label.modal-close(for="modalInfo")
+ a(
+ :href="'#/game/' + rematchId"
+ onClick="document.getElementById('modalInfo').checked=false"
+ )
+ | {{ st.tr["Rematch in progress"] }}
input#modalChat.modal(
type="checkbox"
- @click="resetChatColor()"
+ @click="toggleChat()"
)
div#chatWrap(
role="dialog"
data-checkbox="modalChat"
)
- #chat.card
+ .card
label.modal-close(for="modalChat")
#participants
- span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
+ span {{ st.tr["Participant(s):"] }}
span(
v-for="p in Object.values(people)"
- v-if="!!p.name"
+ v-if="p.focus && !!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.focus && !p.name)"
+ )
| + @nonymous
Chat(
+ ref="chatcomp"
:players="game.players"
:pastChats="game.chats"
- :newChat="newChat"
@mychat="processChat"
+ @chatcleared="clearChat"
+ )
+ input#modalConfirm.modal(type="checkbox")
+ div#confirmDiv(role="dialog")
+ .card
+ .diagram(
+ v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
+ v-html="curDiag"
)
+ p.text-center(v-else)
+ span {{ st.tr["Move played:"] + " " }}
+ span.bold {{ moveNotation }}
+ br
+ span {{ st.tr["Are you sure?"] }}
+ .button-group#buttonsConfirm
+ // onClick for acceptBtn: set dynamically
+ button.acceptBtn
+ span {{ st.tr["Validate"] }}
+ button.refuseBtn(@click="cancelMove()")
+ span {{ st.tr["Cancel"] }}
.row
#aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
span.variant-cadence {{ game.cadence }}
span.variant-name {{ game.vname }}
- button#chatBtn(onClick="window.doClick('modalChat')") Chat
+ span#nextGame(
+ v-if="nextIds.length > 0"
+ @click="showNextGame()"
+ )
+ | {{ st.tr["Next_g"] }}
+ button#chatBtn.tooltip(
+ onClick="window.doClick('modalChat')"
+ aria-label="Chat"
+ )
+ img(src="/images/icons/chat.svg")
#actions(v-if="game.score=='*'")
- button(
+ button.tooltip(
@click="clickDraw()"
:class="{['draw-' + drawOffer]: true}"
+ :aria-label="st.tr['Draw']"
)
- | {{ st.tr["Draw"] }}
- button(
+ img(src="/images/icons/draw.svg")
+ button.tooltip(
v-if="!!game.mycolor"
@click="abortGame()"
+ :aria-label="st.tr['Abort']"
)
- | {{ st.tr["Abort"] }}
- button(
+ img(src="/images/icons/abort.svg")
+ button.tooltip(
v-if="!!game.mycolor"
@click="resign()"
+ :aria-label="st.tr['Resign']"
)
- | {{ st.tr["Resign"] }}
+ img(src="/images/icons/resign.svg")
+ button.tooltip(
+ v-else
+ @click="clickRematch()"
+ :class="{['rematch-' + rematchOffer]: true}"
+ :aria-label="st.tr['Rematch']"
+ )
+ img(src="/images/icons/rematch.svg")
#playersInfo
p
span.name(:class="{connected: isConnected(0)}")
| {{ game.players[0].name || "@nonymous" }}
- span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
+ span.time(
+ v-if="game.score=='*'"
+ :class="{yourturn: !!vr && vr.turn == 'w'}"
+ )
+ span.time-left {{ virtualClocks[0][0] }}
+ span.time-separator(v-if="!!virtualClocks[0][1]") :
+ span.time-right(v-if="!!virtualClocks[0][1]")
+ | {{ virtualClocks[0][1] }}
span.split-names -
span.name(:class="{connected: isConnected(1)}")
| {{ game.players[1].name || "@nonymous" }}
- span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
+ span.time(
+ v-if="game.score=='*'"
+ :class="{yourturn: !!vr && vr.turn == 'b'}"
+ )
+ span.time-left {{ virtualClocks[1][0] }}
+ span.time-separator(v-if="!!virtualClocks[1][1]") :
+ span.time-right(v-if="!!virtualClocks[1][1]")
+ | {{ virtualClocks[1][1] }}
BaseGame(
ref="basegame"
:game="game"
- :vr="vr"
@newmove="processMove"
- @gameover="gameOver"
)
</template>
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 { processModalClick } from "@/utils/modalClick";
import { getScoreMessage } from "@/utils/scoring";
+import { getFullNotation } from "@/utils/notation";
+import { getDiagram } from "@/utils/printDiagram";
+import { processModalClick } from "@/utils/modalClick";
+import { playMove, getFilteredMove } from "@/utils/playUndo";
+import { ArrayFun } from "@/utils/array";
import params from "@/parameters";
export default {
name: "my-game",
BaseGame,
Chat
},
- // gameRef: to find the game in (potentially remote) storage
data: function() {
return {
st: store.state,
- gameRef: {
- //given in URL (rid = remote ID)
- id: "",
- rid: ""
- },
- game: {
- //passed to BaseGame
- players: [{ name: "" }, { name: "" }],
- chats: [],
- rendered: false
- },
- virtualClocks: [0, 0], //initialized with true game.clocks
+ // gameRef can point to a corr game, local game or remote live game
+ gameRef: "",
+ nextIds: [],
+ game: {}, //passed to BaseGame
+ // virtualClocks will be initialized from true game.clocks
+ virtualClocks: [],
vr: null, //"variant rules" object initialized from FEN
drawOffer: "",
+ rematchId: "",
+ rematchOffer: "",
+ lastateAsked: false,
people: {}, //players + observers
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
- newChat: "",
+ curDiag: "", //for corr moves confirmation
conn: null,
+ roomInitialized: false,
+ // If newmove has wrong index: ask fullgame again:
+ askGameTime: 0,
+ gameIsLoading: false,
+ // If asklastate got no reply, ask again:
+ gotLastate: false,
+ gotMoveIdx: -1, //last move index received
+ // If newmove got no pingback, send again:
+ opponentGotMove: false,
connexionString: "",
+ // Incomplete info games: show move played
+ moveNotation: "",
+ // Intervals from setInterval():
+ askLastate: null,
+ retrySendmove: null,
+ clockUpdate: null,
// Related to (killing of) self multi-connects:
newConnect: {},
killed: {}
};
},
watch: {
- $route: function(to) {
- this.gameRef.id = to.params["id"];
- this.gameRef.rid = to.query["rid"];
- this.loadGame();
+ $route: function(to, from) {
+ if (from.params["id"] != to.params["id"]) {
+ // Change everything:
+ this.cleanBeforeDestroy();
+ let boardDiv = document.querySelector(".game");
+ if (!!boardDiv)
+ // In case of incomplete information variant:
+ boardDiv.style.visibility = "hidden";
+ this.atCreation();
+ } else
+ // Same game ID
+ this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
}
},
// 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.$set(this.people, my.sid, { id: my.id, name: my.name });
- this.gameRef.id = this.$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.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
- 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 = () => {
- return callback();
- };
- }
- };
- 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
- // 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);
- }
+ this.atCreation();
},
mounted: function() {
- document
- .getElementById("chatWrap")
- .addEventListener("click", processModalClick);
+ document.addEventListener('visibilitychange', this.visibilityChange);
+ ["chatWrap", "infoDiv"].forEach(eltName => {
+ document.getElementById(eltName)
+ .addEventListener("click", processModalClick);
+ });
+ if ("ontouchstart" in window) {
+ // Disable tooltips on smartphones:
+ document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
+ elt.classList.remove("tooltip");
+ });
+ }
},
beforeDestroy: function() {
- this.send("disconnect");
+ document.removeEventListener('visibilitychange', this.visibilityChange);
+ this.cleanBeforeDestroy();
},
methods: {
+ visibilityChange: function() {
+ // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
+ this.send(
+ document.visibilityState == "visible"
+ ? "getfocus"
+ : "losefocus"
+ );
+ },
+ atCreation: function() {
+ // 0] (Re)Set variables
+ this.gameRef = this.$route.params["id"];
+ // next = next corr games IDs to navigate faster (if applicable)
+ this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
+ // Always add myself to players' list
+ const my = this.st.user;
+ this.$set(
+ this.people,
+ my.sid,
+ {
+ id: my.id,
+ name: my.name,
+ focus: true
+ }
+ );
+ this.game = {
+ players: [{ name: "" }, { name: "" }],
+ chats: [],
+ rendered: false
+ };
+ let chatComp = this.$refs["chatcomp"];
+ if (!!chatComp) chatComp.chats = [];
+ this.virtualClocks = [[0,0], [0,0]];
+ this.vr = null;
+ this.drawOffer = "";
+ this.lastateAsked = false;
+ this.rematchOffer = "";
+ this.lastate = undefined;
+ this.roomInitialized = false;
+ this.askGameTime = 0;
+ this.gameIsLoading = false;
+ this.gotLastate = false;
+ this.gotMoveIdx = -1;
+ this.opponentGotMove = false;
+ this.askLastate = null;
+ this.retrySendmove = null;
+ this.clockUpdate = null;
+ this.newConnect = {};
+ this.killed = {};
+ // 1] Initialize connection
+ this.connexionString =
+ params.socketUrl +
+ "/?sid=" +
+ this.st.user.sid +
+ "&id=" +
+ this.st.user.id +
+ "&tmpId=" +
+ getRandString() +
+ "&page=" +
+ // Discard potential "/?next=[...]" for page indication:
+ encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
+ 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
+ callback();
+ else
+ // Socket not ready yet (initial loading)
+ // NOTE: first arg is Websocket object, unused here:
+ this.conn.onopen = () => callback();
+ };
+ this.fetchGame((game) => {
+ if (!!game)
+ this.loadVariantThenGame(game, () => socketInit(this.roomInit));
+ else
+ // Live 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.
+ socketInit(() => { this.send("askfullgame"); });
+ });
+ },
+ cleanBeforeDestroy: function() {
+ if (!!this.askLastate)
+ clearInterval(this.askLastate);
+ if (!!this.retrySendmove)
+ clearInterval(this.retrySendmove);
+ if (!!this.clockUpdate)
+ clearInterval(this.clockUpdate);
+ this.send("disconnect");
+ },
roomInit: function() {
- // Notify the room only now that I connected, because
- // messages might be lost otherwise (if game loading is slow)
- this.send("connect");
- this.send("pollclients");
+ if (!this.roomInitialized) {
+ // Notify the room only now that I connected, because
+ // messages might be lost otherwise (if game loading is slow)
+ this.send("connect");
+ this.send("pollclients");
+ // We may ask fullgame several times if some moves are lost,
+ // but room should be init only once:
+ this.roomInitialized = true;
+ }
},
send: function(code, obj) {
- if (this.conn) {
+ if (!!this.conn)
this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
- }
},
isConnected: function(index) {
const player = this.game.players[index];
- // Is it me ?
- if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
- return true;
+ // Is it me ? In this case no need to bother with focus
+ if (this.st.user.sid == player.sid || this.st.user.id == player.id)
+ // Still have to check for name (because of potential multi-accounts
+ // on same browser, although this should be rare...)
+ return (!this.st.user.name || this.st.user.name == player.name);
// 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)
+ (
+ !!player.sid &&
+ Object.keys(this.people).some(sid =>
+ sid == player.sid && this.people[sid].focus)
+ )
+ ||
+ (
+ !!player.id &&
+ Object.values(this.people).some(p =>
+ p.id == player.id && p.focus)
+ )
+ );
+ },
+ getOppsid: function() {
+ let oppsid = this.game.oppsid;
+ if (!oppsid) {
+ oppsid = Object.keys(this.people).find(
+ sid => this.people[sid].id == this.game.oppid
+ );
+ }
+ // oppsid is useful only if opponent is online:
+ if (!!oppsid && !!this.people[oppsid]) return oppsid;
+ return null;
+ },
+ toggleChat: function() {
+ if (document.getElementById("modalChat").checked)
+ // Entering chat
+ document.getElementById("inputChat").focus();
+ // TODO: next line is only required when exiting chat,
+ // but the event for now isn't well detected.
+ 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)
+ this.updateCorrGame({ 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",
+ { data: { gid: this.game.id } }
+ );
+ }
+ this.$set(this.game, "chats", []);
+ }
+ },
+ getGameType: function(game) {
+ return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
+ },
+ // Notify something after a new move (to opponent and me on MyGames page)
+ notifyMyGames: function(thing, data) {
+ this.send(
+ "notify" + thing,
+ {
+ data: data,
+ targets: this.game.players.map(p => {
+ return { sid: p.sid, id: p.id };
+ })
+ }
);
},
+ showNextGame: function() {
+ // Did I play in current game? If not, add it to nextIds list
+ if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
+ this.nextIds.unshift(this.game.id);
+ const nextGid = this.nextIds.pop();
+ this.$router.push(
+ "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
+ },
+ askGameAgain: function() {
+ this.gameIsLoading = true;
+ const currentUrl = document.location.href;
+ const doAskGame = () => {
+ if (document.location.href != currentUrl) return; //page change
+ this.fetchGame((game) => {
+ if (!!game)
+ // This is my game: just reload.
+ this.loadGame(game);
+ else
+ // Just ask fullgame again (once!), this is much simpler.
+ // If this fails, the user could just reload page :/
+ this.send("askfullgame");
+ });
+ };
+ // Delay of at least 2s between two game requests
+ const now = Date.now();
+ const delay = Math.max(2000 - (now - this.askGameTime), 0);
+ this.askGameTime = now;
+ setTimeout(doAskGame, delay);
+ },
socketMessageListener: function(msg) {
if (!this.conn) return;
const data = JSON.parse(msg.data);
switch (data.code) {
case "pollclients":
+ // TODO: shuffling and random filtering on server, if
+ // the room is really crowded.
data.sockIds.forEach(sid => {
- this.$set(this.people, sid, { id: 0, name: "" });
if (sid != this.st.user.sid) {
+ this.people[sid] = { focus: true };
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 });
- }
}
});
break;
case "connect":
- if (!this.people[data.from])
- this.$set(this.people, data.from, { name: "", id: 0 });
- if (!this.people[data.from].name) {
+ if (!this.people[data.from]) {
+ this.people[data.from] = { focus: true };
this.newConnect[data.from] = true; //for self multi-connects tests
this.send("askidentity", { target: data.from });
}
case "disconnect":
this.$delete(this.people, data.from);
break;
+ case "getfocus": {
+ let player = this.people[data.from];
+ if (!!player) {
+ player.focus = true;
+ this.$forceUpdate(); //TODO: shouldn't be required
+ }
+ break;
+ }
+ case "losefocus": {
+ let player = this.people[data.from];
+ if (!!player) {
+ player.focus = false;
+ this.$forceUpdate(); //TODO: shouldn't be required
+ }
+ 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)
+ // Request for identification
const me = {
// Decompose to avoid revealing email
name: this.st.user.name,
}
case "identity": {
const user = data.data;
- if (user.name) {
- // If I multi-connect, kill current connexion if no mark (I'm older)
+ let player = this.people[user.sid];
+ // player.focus is already set
+ player.name = user.name;
+ player.id = user.id;
+ this.$forceUpdate(); //TODO: shouldn't be required
+ // If I multi-connect, kill current connexion if no mark (I'm older)
+ if (this.newConnect[user.sid]) {
if (
- this.newConnect[user.sid] &&
user.id > 0 &&
user.id == this.st.user.id &&
- user.sid != this.st.user.sid
+ user.sid != this.st.user.sid &&
+ !this.killed[this.st.user.sid]
) {
- if (!this.killed[this.st.user.sid]) {
this.send("killme", { sid: this.st.user.sid });
this.killed[this.st.user.sid] = true;
- }
}
- if (user.sid != this.st.user.sid) {
- //I already know my identity...
- this.$set(this.people, user.sid, {
- id: user.id,
- name: user.name
- });
+ delete this.newConnect[user.sid];
+ }
+ if (!this.killed[this.st.user.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 == user.sid)
+ ) {
+ this.send("asklastate", { target: user.sid });
+ let counter = 1;
+ this.askLastate = setInterval(
+ () => {
+ // Ask at most 3 times:
+ // if no reply after that there should be a network issue.
+ if (
+ counter < 3 &&
+ !this.gotLastate &&
+ !!this.people[user.sid]
+ ) {
+ this.send("asklastate", { target: user.sid });
+ counter++;
+ } else {
+ clearInterval(this.askLastate);
+ }
+ },
+ 1500
+ );
}
}
- delete this.newConnect[user.sid];
break;
}
case "askgame":
players: this.game.players,
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
+ score: this.game.score
};
this.send("game", { data: myGame, target: data.from });
}
break;
case "askfullgame":
- this.send("fullgame", { data: this.game, target: data.from });
+ const gameToSend = Object.keys(this.game)
+ .filter(k =>
+ [
+ "id","fen","players","vid","cadence","fenStart","vname",
+ "moves","clocks","initime","score","drawOffer","rematchOffer"
+ ].includes(k))
+ .reduce(
+ (obj, k) => {
+ obj[k] = this.game[k];
+ return obj;
+ },
+ {}
+ );
+ this.send("fullgame", { data: gameToSend, target: data.from });
break;
case "fullgame":
// Callback "roomInit" to poll clients only after game is loaded
- this.loadGame(data.data, this.roomInit);
+ this.loadVariantThenGame(data.data, 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"
- ) {
- // Send our "last state" informations to opponent
- const L = this.game.moves.length;
- 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,
- // 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
- };
- this.send("lastate", { data: myLastate, target: data.from });
- }
+ // Sending informative last state if I played a move or score != "*"
+ // If the game or moves aren't loaded yet, delay the sending:
+ if (!this.game || !this.game.moves) this.lastateAsked = true;
+ else this.sendLastate(data.from);
break;
- case "lastate": //got opponent infos about last move
- this.lastate = data.data;
- if (this.game.rendered)
- //game is rendered (Board component)
- this.processLastate();
- //else: will be processed when game is ready
+ case "lastate": {
+ // Got opponent infos about last move
+ this.gotLastate = true;
+ if (!data.data.nothing) {
+ this.lastate = data.data;
+ if (this.game.rendered)
+ // Game is rendered (Board component)
+ this.processLastate();
+ // Else: will be processed when game is ready
+ }
break;
+ }
case "newmove": {
- const move = data.data;
- 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: "" });
+ const movePlus = data.data;
+ const movesCount = this.game.moves.length;
+ if (movePlus.index > movesCount) {
+ // This can only happen if I'm an observer and missed a move.
+ if (this.gotMoveIdx < movePlus.index)
+ this.gotMoveIdx = movePlus.index;
+ if (!this.gameIsLoading) this.askGameAgain();
}
- this.$refs["basegame"].play(move, "received");
+ else {
+ if (
+ movePlus.index < movesCount ||
+ this.gotMoveIdx >= movePlus.index
+ ) {
+ // Opponent re-send but we already have the move:
+ // (maybe he didn't receive our pingback...)
+ this.send("gotmove", {data: movePlus.index, target: data.from});
+ } else {
+ this.gotMoveIdx = movePlus.index;
+ const receiveMyMove = (movePlus.color == this.game.mycolor);
+ if (!receiveMyMove && !!this.game.mycolor)
+ // Notify opponent that I got the move:
+ this.send("gotmove", {data: movePlus.index, target: data.from});
+ if (movePlus.cancelDrawOffer) {
+ // Opponent refuses draw
+ this.drawOffer = "";
+ // NOTE for corr games: drawOffer reset by player in turn
+ if (
+ this.game.type == "live" &&
+ !!this.game.mycolor &&
+ !receiveMyMove
+ ) {
+ GameStorage.update(this.gameRef, { drawOffer: "" });
+ }
+ }
+ this.$refs["basegame"].play(movePlus.move, "received", null, true);
+ this.processMove(
+ movePlus.move,
+ {
+ clock: movePlus.clock,
+ receiveMyMove: receiveMyMove
+ }
+ );
+ }
+ }
+ break;
+ }
+ case "gotmove": {
+ this.opponentGotMove = true;
+ // Now his clock starts running:
+ const oppIdx = ['w','b'].indexOf(this.vr.turn);
+ this.game.initime[oppIdx] = Date.now();
+ this.re_setClocks();
break;
}
case "resign":
- const score = data.side == "b" ? "1-0" : "0-1";
- const side = data.side == "w" ? "White" : "Black";
+ const score = (data.data == "b" ? "1-0" : "0-1");
+ const side = (data.data == "w" ? "White" : "Black");
this.gameOver(score, side + " surrender");
break;
case "abort":
case "drawoffer":
// NOTE: observers don't know who offered draw
this.drawOffer = "received";
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { drawOffer: V.GetOppCol(this.game.mycolor) }
+ );
+ }
+ break;
+ case "rematchoffer":
+ // NOTE: observers don't know who offered rematch
+ this.rematchOffer = data.data ? "received" : "";
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: V.GetOppCol(this.game.mycolor) }
+ );
+ }
break;
+ case "newgame": {
+ // A game started, redirect if I'm playing in
+ const gameInfo = data.data;
+ const gameType = this.getGameType(gameInfo);
+ if (
+ gameType == "live" &&
+ gameInfo.players.some(p => p.sid == this.st.user.sid)
+ ) {
+ this.addAndGotoLiveGame(gameInfo);
+ } else if (
+ gameType == "corr" &&
+ gameInfo.players.some(p => p.id == this.st.user.id)
+ ) {
+ this.$router.push("/game/" + gameInfo.id);
+ } else {
+ this.rematchId = gameInfo.id;
+ document.getElementById("modalInfo").checked = true;
+ }
+ break;
+ }
case "newchat":
- this.newChat = data.data;
+ this.$refs["chatcomp"].newChat(data.data);
if (!document.getElementById("modalChat").checked)
document.getElementById("chatBtn").classList.add("somethingnew");
break;
this.conn.addEventListener("message", this.socketMessageListener);
this.conn.addEventListener("close", this.socketCloseListener);
},
+ updateCorrGame: function(obj, callback) {
+ ajax(
+ "/games",
+ "PUT",
+ {
+ data: {
+ gid: this.gameRef,
+ newObj: obj
+ },
+ success: () => {
+ if (!!callback) callback();
+ }
+ }
+ );
+ },
+ sendLastate: function(target) {
+ if (
+ (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
+ this.game.score != "*" ||
+ this.drawOffer == "sent" ||
+ this.rematchOffer == "sent"
+ ) {
+ // Send our "last state" informations to opponent
+ const L = this.game.moves.length;
+ const myIdx = ["w", "b"].indexOf(this.game.mycolor);
+ const myLastate = {
+ lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
+ clock: this.game.clocks[myIdx],
+ // Since we played a move (or abort or resign),
+ // only drawOffer=="sent" is possible
+ drawSent: this.drawOffer == "sent",
+ rematchSent: this.rematchOffer == "sent",
+ score: this.game.score,
+ scoreMsg: this.game.scoreMsg,
+ movesCount: L,
+ initime: this.game.initime[1 - myIdx] //relevant only if I played
+ };
+ this.send("lastate", { data: myLastate, target: target });
+ } else {
+ this.send("lastate", { data: {nothing: true}, target: target });
+ }
+ },
// lastate was received, but maybe game wasn't ready yet:
processLastate: function() {
const data = this.lastate;
const L = this.game.moves.length;
if (data.movesCount > L) {
// Just got last move from him
- this.$refs["basegame"].play(
- Object.assign({ initime: data.initime }, data.lastMove)
- );
+ this.$refs["basegame"].play(data.lastMove, "received", null, true);
+ this.processMove(data.lastMove, { clock: data.clock });
}
if (data.drawSent) this.drawOffer = "received";
+ if (data.rematchSent) this.rematchOffer = "received";
if (data.score != "*") {
this.drawOffer = "";
- if (this.game.score == "*") this.gameOver(data.score);
+ if (this.game.score == "*")
+ this.gameOver(data.score, data.scoreMsg);
}
},
clickDraw: function() {
this.send("draw", { data: message });
this.gameOver("1/2", message);
} else if (this.drawOffer == "") {
- //no effect if drawOffer == "sent"
+ // 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 });
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { drawOffer: this.game.mycolor }
+ );
+ } else this.updateCorrGame({ drawOffer: this.game.mycolor });
+ }
+ },
+ addAndGotoLiveGame: function(gameInfo, callback) {
+ const game = Object.assign(
+ {},
+ gameInfo,
+ {
+ // (other) Game infos: constant
+ fenStart: gameInfo.fen,
+ vname: this.game.vname,
+ created: Date.now(),
+ // Game state (including FEN): will be updated
+ moves: [],
+ clocks: [-1, -1], //-1 = unstarted
+ initime: [0, 0], //initialized later
+ score: "*"
+ }
+ );
+ GameStorage.add(game, (err) => {
+ // No error expected.
+ if (!err) {
+ if (this.st.settings.sound)
+ new Audio("/sounds/newgame.flac").play().catch(() => {});
+ if (!!callback) callback();
+ this.$router.push("/game/" + gameInfo.id);
+ }
+ });
+ },
+ clickRematch: function() {
+ if (!this.game.mycolor) return; //I'm just spectator
+ if (this.rematchOffer == "received") {
+ // Start a new game!
+ let gameInfo = {
+ id: getRandString(), //ignored if corr
+ fen: V.GenRandInitFen(this.game.randomness),
+ players: this.game.players.reverse(),
+ vid: this.game.vid,
+ cadence: this.game.cadence
+ };
+ const notifyNewGame = () => {
+ const oppsid = this.getOppsid(); //may be null
+ this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
+ // To main Hall if corr game:
+ if (this.game.type == "corr")
+ this.send("newgame", { data: gameInfo });
+ // Also to MyGames page:
+ this.notifyMyGames("newgame", gameInfo);
+ };
+ if (this.game.type == "live")
+ this.addAndGotoLiveGame(gameInfo, notifyNewGame);
+ else {
+ // corr game
+ ajax(
+ "/games",
+ "POST",
+ {
+ // cid is useful to delete the challenge:
+ data: { gameInfo: gameInfo },
+ success: (response) => {
+ gameInfo.id = response.gameId;
+ notifyNewGame();
+ this.$router.push("/game/" + response.gameId);
+ }
+ }
+ );
+ }
+ } else if (this.rematchOffer == "") {
+ this.rematchOffer = "sent";
+ this.send("rematchoffer", { data: true });
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: this.game.mycolor }
+ );
+ } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
+ } else if (this.rematchOffer == "sent") {
+ // Toggle rematch offer (on --> off)
+ this.rematchOffer = "";
+ this.send("rematchoffer", { data: false });
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: '' }
+ );
+ } else this.updateCorrGame({ rematchOffer: 'n' });
}
},
abortGame: function() {
if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
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";
+ 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 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 tc = extractTime(game.cadence);
- const myIdx = game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ this.vr = new V(game.fen);
+ const gtype = this.getGameType(game);
+ const tc = extractTime(game.cadence);
+ const myIdx = game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.id == 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") {
+ // NOTE: clocks in seconds, initime in milliseconds
+ game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
+ game.clocks = [tc.mainTime, tc.mainTime];
+ const L = game.moves.length;
+ if (game.score == "*") {
+ // Set clocks + initime
+ game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER];
+ if (L >= 1) game.initime[L % 2] = game.moves[L-1].played;
+ // NOTE: game.clocks shouldn't be computed right now:
+ // job will be done in re_setClocks() called soon below.
+ }
+ // Sort chat messages from newest to oldest
+ game.chats.sort((c1, c2) => {
+ return c2.added - c1.added;
});
- 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]
- ];
- }
- // corr game: need 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.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;
- }
- for (let i = 0; i <= 1; i++) game.clocks[i] += addTime[i];
+ 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 (L >= 1) game.initime[L % 2] = game.moves[L - 1].played;
}
- // Sort chat messages from newest to oldest
- game.chats.sort((c1, c2) => {
- return c2.added - c1.added;
- });
- if (myIdx >= 0 && game.chats.length > 0) {
- // Did a chat message arrive after my last move?
- let vr_tmp = new V(game.fen); //start from last position
- let dtLastMove = 0;
- for (let midx = game.moves.length - 1; midx >= 0; midx--) {
- vr_tmp.undo(game.moves[midx].squares);
- if (vr_tmp.turn == mycolor) {
- dtLastMove = game.moves[midx].played;
- break;
- }
- }
- 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);
+ if (dtLastMove < game.chats[0].added)
+ document.getElementById("chatBtn").classList.add("somethingnew");
}
- if (gtype == "live" && game.clocks[0] < 0) {
- // Game is unstarted
- game.clocks = [tc.mainTime, tc.mainTime];
- if (game.score == "*") {
- game.initime[0] = Date.now();
- if (myIdx >= 0) {
- // I play in this live game; corr games don't have clocks+initime
- GameStorage.update(game.id, {
- clocks: game.clocks,
- initime: game.initime
- });
- }
- }
+ // Now that we used idx and played, re-format moves as for live games
+ game.moves = game.moves.map(m => m.squares);
+ }
+ if (gtype == "live" && game.clocks[0] < 0) {
+ // Game is unstarted. clocks and initime are ignored until move 2
+ game.clocks = [tc.mainTime, tc.mainTime];
+ game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER];
+ if (myIdx >= 0) {
+ // I play in this live game
+ GameStorage.update(game.id, {
+ clocks: game.clocks,
+ initime: game.initime
+ });
}
- if (game.drawOffer) {
- if (game.drawOffer == "t")
- // Three repetitions
- this.drawOffer = "threerep";
+ }
+ // TODO: merge next 2 "if" conditions
+ if (!!game.drawOffer) {
+ if (game.drawOffer == "t")
+ // Three repetitions
+ this.drawOffer = "threerep";
+ else {
+ // Draw offered by any of the players:
+ if (myIdx < 0) this.drawOffer = "received";
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)
- )
- this.drawOffer = "sent";
- else this.drawOffer = "received";
- }
+ // I play in this game:
+ if (
+ (game.drawOffer == "w" && myIdx == 0) ||
+ (game.drawOffer == "b" && myIdx == 1)
+ )
+ this.drawOffer = "sent";
+ else this.drawOffer = "received";
}
}
- this.game = Object.assign(
- {},
- game,
- // NOTE: assign mycolor here, since BaseGame could also be VS computer
+ }
+ if (!!game.rematchOffer) {
+ if (myIdx < 0) this.rematchOffer = "received";
+ else {
+ // I play in this game:
+ if (
+ (game.rematchOffer == "w" && myIdx == 0) ||
+ (game.rematchOffer == "b" && myIdx == 1)
+ )
+ this.rematchOffer = "sent";
+ else this.rematchOffer = "received";
+ }
+ }
+ 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: 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].id
+ },
+ game
+ );
+ this.$refs["basegame"].re_setVariables(this.game);
+ if (!this.gameIsLoading) {
+ // Initial loading:
+ this.gotMoveIdx = game.moves.length - 1;
+ // If we arrive here after 'nextGame' action, the board might be hidden
+ let boardDiv = document.querySelector(".game");
+ if (!!boardDiv && boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ }
+ this.re_setClocks();
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (this.lastate) this.processLastate();
+ });
+ if (this.lastateAsked) {
+ this.lastateAsked = false;
+ this.sendLastate(game.oppsid);
+ }
+ if (this.gameIsLoading) {
+ this.gameIsLoading = false;
+ if (this.gotMoveIdx >= game.moves.length)
+ // Some moves arrived meanwhile...
+ this.askGameAgain();
+ }
+ if (!!callback) callback();
+ },
+ loadVariantThenGame: async function(game, callback) {
+ await import("@/variants/" + game.vname + ".js")
+ .then((vModule) => {
+ window.V = vModule[game.vname + "Rules"];
+ this.loadGame(game, callback);
+ });
+ },
+ // 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)
+ fetchGame: function(callback) {
+ if (Number.isInteger(this.gameRef) || !isNaN(parseInt(this.gameRef))) {
+ // corr games identifiers are integers
+ ajax(
+ "/games",
+ "GET",
{
- type: gtype,
- increment: tc.increment,
- 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
+ data: { gid: this.gameRef },
+ success: (res) => {
+ res.game.moves.forEach(m => {
+ m.squares = JSON.parse(m.squares);
+ });
+ callback(res.game);
+ }
}
);
- this.re_setClocks();
- this.$nextTick(() => {
- this.game.rendered = true;
- // Did lastate arrive before game was rendered?
- 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";
- if (callback) callback();
- };
- if (game) {
- afterRetrieval(game);
- return;
- }
- 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);
- }
+ } else
+ // Local game (or live remote)
+ GameStorage.get(this.gameRef, callback);
},
re_setClocks: function() {
if (this.game.moves.length < 2 || this.game.score != "*") {
// 1st move not completed yet, or game over: freeze time
- this.virtualClocks = this.game.clocks.map(s => ppt(s));
+ this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
return;
}
const currentTurn = this.vr.turn;
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);
+ return ppt(this.game.clocks[i] - removeTime).split(':');
});
- 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",
- this.st.tr["Time"]
+ this.clockUpdate = setInterval(
+ () => {
+ if (
+ countdown < 0 ||
+ this.game.moves.length > currentMovesCount ||
+ this.game.score != "*"
+ ) {
+ clearInterval(this.clockUpdate);
+ if (countdown < 0)
+ this.gameOver(
+ currentTurn == "w" ? "0-1" : "1-0",
+ "Time"
+ );
+ } else
+ this.$set(
+ this.virtualClocks,
+ colorIdx,
+ ppt(Math.max(0, --countdown)).split(':')
);
- } else
- this.$set(
- this.virtualClocks,
- colorIdx,
- ppt(Math.max(0, --countdown))
- );
- }, 1000);
+ },
+ 1000
+ );
},
- // Post-process a (potentially partial) move (which was just played in BaseGame)
- processMove: function(move) {
- if (this.game.type == "corr" && move.color == this.game.mycolor) {
+ // Update variables and storage after a move:
+ processMove: function(move, data) {
+ if (!data) data = {};
+ const moveCol = this.vr.turn;
+ const colorIdx = ["w", "b"].indexOf(moveCol);
+ const nextIdx = 1 - colorIdx;
+ const doProcessMove = () => {
+ const origMovescount = this.game.moves.length;
+ let addTime = 0; //for live games
+ if (moveCol == this.game.mycolor && !data.receiveMyMove) {
+ if (this.drawOffer == "received")
+ // I refuse draw
+ this.drawOffer = "";
+ if (this.game.type == "live" && origMovescount >= 2) {
+ const elapsed = Date.now() - this.game.initime[colorIdx];
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed / 1000;
+ }
+ }
+ // Update current game object:
+ playMove(move, this.vr);
+ // The move is played: stop clock
+ clearInterval(this.clockUpdate);
+ if (!data.score)
+ // Received move, score is computed in BaseGame, but maybe not yet.
+ // ==> Compute it here, although this is redundant (TODO)
+ data.score = this.vr.getCurrentScore();
+ if (data.score != "*") this.gameOver(data.score);
+ this.game.moves.push(move);
+ this.game.fen = this.vr.getFen();
+ if (this.game.type == "live") {
+ if (!!data.clock) this.game.clocks[colorIdx] = data.clock;
+ else this.game.clocks[colorIdx] += addTime;
+ } else {
+ // In corr games, just reset clock to mainTime:
+ this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
+ }
+ // NOTE: opponent's initime is reset after "gotmove" is received
if (
- !confirm(
- this.st.tr["Move played:"] +
- " " +
- move.notation +
- "\n" +
- this.st.tr["Are you sure?"]
- )
+ !this.game.mycolor ||
+ moveCol != this.game.mycolor ||
+ !!data.receiveMyMove
) {
- this.$refs["basegame"].undo(move);
- return;
+ this.game.initime[nextIdx] = Date.now();
}
- }
- 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 that 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;
+ // If repetition detected, consider that a draw offer was received:
+ const fenObj = this.vr.getFenForRepeat();
+ this.repeat[fenObj] =
+ !!this.repeat[fenObj]
+ ? this.repeat[fenObj] + 1
+ : 1;
+ if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
+ else if (this.drawOffer == "threerep") this.drawOffer = "";
+ if (!!this.game.mycolor && !data.receiveMyMove) {
+ // NOTE: 'var' to see that variable outside this block
+ var filtered_move = getFilteredMove(move);
}
- 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;
- } else addTime = move.addTime; //supposed transmitted
- // Update current game object:
- this.game.moves.push(move);
- this.game.fen = move.fen;
- 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 (colorIdx != nextIdx)
- this.re_setClocks();
- // 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 (moveCol == this.game.mycolor && !data.receiveMyMove) {
+ // Notify turn on MyGames page:
+ this.notifyMyGames(
+ "turn",
+ {
+ gid: this.gameRef,
+ turn: this.vr.turn
+ }
+ );
}
- 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
- },
- // Code "n" for "None" to force reset (otherwise it's ignored)
- drawOffer: drawCode || "n"
- });
+ // Since corr games are stored at only one location, update should be
+ // done only by one player for each move:
+ if (
+ !!this.game.mycolor &&
+ !data.receiveMyMove &&
+ (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") {
+ // corr: only move, fen and score
+ this.updateCorrGame({
+ fen: this.game.fen,
+ move: {
+ squares: filtered_move,
+ idx: origMovescount
+ },
+ // Code "n" for "None" to force reset (otherwise it's ignored)
+ drawOffer: drawCode || "n"
+ });
+ }
+ else {
+ const updateStorage = () => {
+ GameStorage.update(this.gameRef, {
+ fen: this.game.fen,
+ move: filtered_move,
+ moveIdx: origMovescount,
+ clocks: this.game.clocks,
+ initime: this.game.initime,
+ drawOffer: drawCode
+ });
+ };
+ // The active tab can update storage immediately
+ if (!document.hidden) updateStorage();
+ // Small random delay otherwise
+ else setTimeout(updateStorage, 500 + 1000 * Math.random());
+ }
}
- else {
- // Live game:
- GameStorage.update(this.gameRef.id, {
- fen: move.fen,
+ // Send move ("newmove" event) to people in the room (if our turn)
+ if (moveCol == this.game.mycolor && !data.receiveMyMove) {
+ let sendMove = {
move: filtered_move,
- clocks: this.game.clocks,
- initime: this.game.initime,
- drawOffer: drawCode
+ index: origMovescount,
+ // color is required to check if this is my move (if several tabs opened)
+ color: moveCol,
+ cancelDrawOffer: this.drawOffer == ""
+ };
+ if (this.game.type == "live")
+ sendMove["clock"] = this.game.clocks[colorIdx];
+ // (Live) Clocks will re-start when the opponent pingback arrive
+ this.opponentGotMove = false;
+ this.send("newmove", {data: sendMove});
+ // If the opponent doesn't reply gotmove soon enough, re-send move:
+ // Do this at most 2 times, because mpore would mean network issues,
+ // opponent would then be expected to disconnect/reconnect.
+ let counter = 1;
+ const currentUrl = document.location.href;
+ this.retrySendmove = setInterval(
+ () => {
+ if (
+ counter >= 3 ||
+ this.opponentGotMove ||
+ document.location.href != currentUrl //page change
+ ) {
+ clearInterval(this.retrySendmove);
+ return;
+ }
+ const oppsid = this.getOppsid();
+ if (!oppsid)
+ // Opponent is disconnected: he'll ask last state
+ clearInterval(this.retrySendmove);
+ else {
+ this.send("newmove", { data: sendMove, target: oppsid });
+ counter++;
+ }
+ },
+ 1500
+ );
+ }
+ else
+ // Not my move or I'm an observer: just start other player's clock
+ this.re_setClocks();
+ };
+ if (
+ this.game.type == "corr" &&
+ moveCol == this.game.mycolor &&
+ !data.receiveMyMove
+ ) {
+ let boardDiv = document.querySelector(".game");
+ const afterSetScore = () => {
+ doProcessMove();
+ if (this.st.settings.gotonext && this.nextIds.length > 0)
+ this.showNextGame();
+ else {
+ // The board might have been hidden:
+ if (boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ if (data.score == "*") {
+ this.game.initime[nextIdx] = Date.now();
+ this.re_setClocks();
+ }
+ }
+ };
+ let el = document.querySelector("#buttonsConfirm > .acceptBtn");
+ // We may play several moves in a row: in case of, remove listener:
+ let elClone = el.cloneNode(true);
+ el.parentNode.replaceChild(elClone, el);
+ elClone.addEventListener(
+ "click",
+ () => {
+ document.getElementById("modalConfirm").checked = false;
+ if (!!data.score && data.score != "*")
+ // Set score first
+ this.gameOver(data.score, null, afterSetScore);
+ else afterSetScore();
+ }
+ );
+ // PlayOnBoard is enough, and more appropriate for Synchrone Chess
+ V.PlayOnBoard(this.vr.board, move);
+ const position = this.vr.getBaseFen();
+ V.UndoOnBoard(this.vr.board, move);
+ if (["all","byrow"].includes(V.ShowMoves)) {
+ this.curDiag = getDiagram({
+ position: position,
+ orientation: V.CanFlip ? this.game.mycolor : "w"
});
+ document.querySelector("#confirmDiv > .card").style.width =
+ boardDiv.offsetWidth + "px";
+ } else {
+ // Incomplete information: just ask confirmation
+ // Hide the board, because otherwise it could reveal infos
+ boardDiv.style.visibility = "hidden";
+ this.moveNotation = getFullNotation(move);
}
+ document.getElementById("modalConfirm").checked = true;
+ }
+ else {
+ // Normal situation
+ if (!!data.score && data.score != "*")
+ this.gameOver(data.score, null, doProcessMove);
+ else doProcessMove();
}
},
- resetChatColor: function() {
- // TODO: this is called twice, once on opening an once on closing
- document.getElementById("chatBtn").classList.remove("somethingnew");
+ cancelMove: function() {
+ let boardDiv = document.querySelector(".game");
+ if (boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ document.getElementById("modalConfirm").checked = false;
+ this.$refs["basegame"].cancelLastMove();
},
- processChat: function(chat) {
- this.send("newchat", { data: chat });
- // NOTE: anonymous chats in corr games are not stored on server (TODO?)
- if (this.game.type == "corr" && this.st.user.id > 0)
- GameStorage.update(this.gameRef.id, { chat: chat });
- },
- gameOver: function(score, scoreMsg) {
+ // In corr games, callback to change page only after score is set:
+ gameOver: function(score, scoreMsg, callback) {
this.game.score = score;
- this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score));
+ if (!scoreMsg) scoreMsg = getScoreMessage(score);
+ this.game.scoreMsg = scoreMsg;
+ this.$set(this.game, "scoreMsg", scoreMsg);
const myIdx = this.game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ return p.sid == this.st.user.sid || p.id == this.st.user.id;
});
if (myIdx >= 0) {
// OK, I play in this game
- GameStorage.update(this.gameRef.id, {
+ const scoreObj = {
score: score,
scoreMsg: scoreMsg
- });
+ };
+ if (this.game.type == "live") {
+ GameStorage.update(this.gameRef, scoreObj);
+ if (!!callback) callback();
+ }
+ else this.updateCorrGame(scoreObj, callback);
// Notify the score to main Hall. TODO: only one player (currently double send)
this.send("result", { gid: this.game.id, score: score });
+ // Also to MyGames page (TODO: doubled as well...)
+ this.notifyMyGames(
+ "score",
+ {
+ gid: this.gameRef,
+ score: score
+ }
+ );
}
+ else if (!!callback) callback();
}
}
};
</script>
<style lang="sass" scoped>
+#infoDiv > .card
+ padding: 15px 0
+ max-width: 430px
+
.connected
background-color: lightgreen
#actions
display: inline-block
margin: 0
- button
- display: inline-block
- margin: 0
+
+button
+ display: inline-block
+ margin: 0
+ display: inline-flex
+ img
+ height: 24px
+ display: flex
+ @media screen and (max-width: 767px)
+ height: 18px
@media screen and (max-width: 767px)
#aboveBoard
font-weight: bold
padding-right: 10px
-.name
+span#nextGame
+ background-color: #edda99
+ cursor: pointer
+ display: inline-block
+ margin-right: 10px
+
+span.name
font-size: 1.5rem
- padding: 1px
+ padding: 0 3px
-.time
+span.time
font-size: 2rem
display: inline-block
- margin-left: 10px
+ .time-left
+ margin-left: 10px
+ .time-right
+ margin-left: 5px
+ .time-separator
+ margin-left: 5px
+ position: relative
+ top: -1px
+
+span.yourturn
+ color: #831B1B
+ .time-separator
+ animation: blink-animation 2s steps(3, start) infinite
+@keyframes blink-animation
+ to
+ visibility: hidden
.split-names
display: inline-block
margin: 0 15px
-#chat
+#chatWrap > .card
padding-top: 20px
max-width: 767px
- border: none;
+ border: none
-#chatBtn
- margin: 0 10px 0 0
+#confirmDiv > .card
+ max-width: 767px
+ max-height: 100%
.draw-sent, .draw-sent:hover
background-color: lightyellow
.draw-threerep, .draw-threerep:hover
background-color: #e4d1fc
+.rematch-sent, .rematch-sent:hover
+ background-color: lightyellow
+
+.rematch-received, .rematch-received:hover
+ background-color: lightgreen
+
.somethingnew
background-color: #c5fefe
+
+.diagram
+ margin: 0 auto
+ width: 100%
+
+#buttonsConfirm
+ margin: 0
+ & > button > span
+ width: 100%
+ text-align: center
+
+button.acceptBtn
+ background-color: lightgreen
+button.refuseBtn
+ background-color: red
</style>