button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
- // TODO: also show players names
+ div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
.button-group(v-if="game.mode!='analyze' && game.score=='*'")
button(@click="offerDraw") Draw
button(@click="() => abortGame()") Abort
button(@click="resign") Resign
- div(v-if="game.mode=='corr'")
- textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
- div(v-show="cursor>=0") {{ moves[cursor].message }}
+ textarea(v-if="game.score=='*'" v-model="corrMsg")
</template>
<!--
// ==> après, implémenter/vérifier les passages de challenges + parties en cours
// observer,
// + problèmes, habiller et publier. (+ corr...)
- // TODO: how to know who is observing ? Send message to everyone with game ID ?
- // and then just listen to (dis)connect events
- // server always send "connect on " + URL ; then add to observers if game...
-// router when access a game page tell to server I joined + game ID (no need rid)
-// and ask server for current joined (= observers)
// when send to chat (or a move), reach only this group (send gid along)
-// -> doivent être enregistrés comme observers au niveau du serveur...
- // non: poll users + events startObserving / stopObserving
- // (à faire au niveau du routeur ?)
-->
<script>
import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
+import { ArrayFun } from "@/utils/array";
export default {
name: 'my-game',
id: "",
rid: ""
},
- game: { }, //passed to BaseGame
- oppConnected: false,
+ game: {players:[{name:""},{name:""}]}, //passed to BaseGame
corrMsg: "", //to send offline messages in corr games
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOffer: "", //TODO: use for button style
- people: [ ], //potential observers (TODO)
+ people: [], //players + observers
};
},
watch: {
- '$route' (to, from) {
- if (!!to.params["id"])
- {
- this.gameRef.id = to.params["id"];
- this.gameRef.rid = to.query["rid"];
- this.loadGame();
- }
+ "$route": function(to, from) {
+ this.gameRef.id = to.params["id"];
+ this.gameRef.rid = to.query["rid"];
+ this.loadGame();
},
"game.clocks": function(newState) {
- this.virtualClocks = newState.map(s => ppt(s));
+ if (this.game.moves.length < 2)
+ {
+ // 1st move not completed yet: 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;
- const myTurn = (currentTurn == this.game.mycolor);
+ 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)
+ if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
{
clearInterval(clockUpdate);
- if (countdown <= 0 && myTurn)
+ if (countdown < 0)
{
this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
- this.st.conn.send(JSON.stringify({
- code: "timeover",
- target: this.game.oppid,
- }));
+ this.vr.turn=="w" ? "0-1" : "1-0", "Time");
}
}
else
}, 1000);
},
},
+ // TODO: redundant code with Hall.vue (related to people array)
created: function() {
+ // Always add myself to players' list
+ const my = this.st.user;
+ this.people.push({sid:my.sid, id:my.id, name:my.name});
if (!!this.$route.params["id"])
{
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"];
this.loadGame();
}
- const socketMessageListener = msg => {
+ // 0.1] Ask server for room composition:
+ const funcPollClients = () => {
+ this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ };
+ if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ funcPollClients();
+ else //socket not ready yet (initial loading)
+ this.st.conn.onopen = funcPollClients;
+ this.st.conn.onmessage = this.socketMessageListener;
+ const socketCloseListener = () => {
+ store.socketCloseListener(); //reinitialize connexion (in store.js)
+ this.st.conn.addEventListener('message', this.socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ };
+ this.st.conn.onclose = socketCloseListener;
+ },
+ methods: {
+ getOppSid: function() {
+ if (!!this.game.oppsid)
+ return this.game.oppsid;
+ const opponent = this.people.find(p => p.id == this.game.oppid);
+ return (!!opponent ? opponent.sid : null);
+ },
+ socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
switch (data.code)
{
- case "newmove":
- // NOTE: next call will trigger processMove()
- this.$refs["basegame"].play(data.move,
- "receive", this.game.vname!="Dark" ? "animate" : null);
+ // 0.2] Receive clients list (just socket IDs)
+ case "pollclients":
+ {
+ data.sockIds.forEach(sid => {
+ this.people.push({sid:sid, id:0, name:""});
+ // Ask only identity
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ });
break;
- case "pong": //received if we sent a ping (game still alive on our side)
+ }
+ case "askidentity":
{
- this.oppConnected = true;
- // Send our "last state" informations to opponent(s)
- const L = this.game.moves.length;
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- target: this.game.oppid,
- gameId: this.gameRef.id,
- lastMove: (L>0 ? this.game.moves[L-1] : undefined),
- score: this.game.score,
- movesCount: L,
- drawOffer: this.drawOffer,
- clocks: this.game.clocks,
- }));
+ // Request for identification: reply if I'm not anonymous
+ if (this.st.user.id > 0)
+ {
+ this.st.conn.send(JSON.stringify(
+ // people[0] instead of st.user to avoid sending email
+ {code:"identity", user:this.people[0], target:data.from}));
+ }
break;
}
+ case "identity":
+ {
+ let player = this.people.find(p => p.sid == data.user.sid);
+ player.id = data.user.id;
+ player.name = data.user.name;
+ // Sending last state only for live games: corr games are complete
+ if (this.game.type == "live" && this.game.oppsid == player.sid)
+ {
+ // Send our "last state" informations to opponent
+ const L = this.game.moves.length;
+ this.st.conn.send(JSON.stringify({
+ code: "lastate",
+ target: player.sid,
+ state:
+ {
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ score: this.game.score,
+ movesCount: L,
+ drawOffer: this.drawOffer,
+ clocks: this.game.clocks,
+ }
+ }));
+ }
+ break;
+ }
+ case "newmove":
+ // NOTE: this call to play() will trigger processMove()
+ this.$refs["basegame"].play(data.move,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
+ break;
case "lastate": //got opponent infos about last move
{
const L = this.game.moves.length;
- if (this.gameRef.id != data.gameId)
- break; //games IDs don't match: nothing we can do...
- // OK, opponent still in game (which might be over)
if (data.movesCount > L)
{
// Just got last move from him
- this.$refs["basegame"].play(data.lastMove, "receive");
+ this.$refs["basegame"].play(data.lastMove,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
if (data.score != "*" && this.game.score == "*")
{
// Opponent resigned or aborted game, or accepted draw offer
// (this is not a stalemate or checkmate)
this.$refs["basegame"].endGame(data.score, "Opponent action");
}
- this.game.clocks = data.clocks;
- this.drawOffer = data.drawOffer;
- }
- else if (data.movesCount < L)
- {
- // We must tell last move to opponent
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- target: this.game.oppid,
- gameId: this.gameRef.id,
- lastMove: (L>0 ? this.game.moves[L-1] : undefined),
- score: this.game.score,
- movesCount: L,
- drawOffer: this.drawOffer,
- clocks: this.game.clocks,
- }));
+ this.game.clocks = data.clocks; //TODO: check this?
+ this.drawOffer = data.drawOffer; //does opponent offer draw?
}
break;
}
this.$refs["basegame"].endGame(
this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
break;
- 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;
break;
case "askfullgame":
// TODO: just give game; observers are listed here anyway:
- // gameconnect?
+ // ==> mark request SID as someone to send moves to
+ // NOT to all people array: our opponent can send moves too!
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 online = (data.code == "gameconnect");
- // If this is an opponent ?
- if (this.game.oppid == data.id)
- this.oppConnected = true;
- else
- {
- // Or an observer ?
- if (!online)
- delete this.people[data.id];
- else
- this.people[data.id] = data.name;
- }
+ case "fullgame":
+ // and when receiving answer just call loadGame(received_game)
+ this.loadGame(data.game);
+ break;
+ // TODO: drawaccepted (click draw button before sending move
+ // ==> draw offer in move)
+ // ==> on "newmove", check "drawOffer" field
+ case "connect":
+ {
+ this.people.push({name:"", id:0, sid:data.sid});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+ break;
+ }
+ case "disconnect":
+ ArrayFun.remove(this.people, p => p.sid == data.sid);
break;
}
- };
- // TODO: onopen, ask lastState informations + update observers and players status
- const socketCloseListener = () => {
- this.st.conn.addEventListener('message', socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- };
- this.st.conn.onmessage = socketMessageListener;
- this.st.conn.onclose = socketCloseListener;
- },
- methods: {
+ },
offerDraw: function() {
// TODO: also for corr games
if (this.drawOffer == "received")
{
if (!confirm("Accept draw?"))
return;
- this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
+ const oppsid = this.getOppSid();
+ if (!!oppsid)
+ this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
this.$refs["basegame"].endGame("1/2", "Mutual agreement");
}
else if (this.drawOffer == "sent")
{
if (!confirm("Offer draw?"))
return;
- this.st.conn.send(JSON.stringify({code:"drawoffer", target:this.game.oppid}));
+ const oppsid = this.getOppSid();
+ if (!!oppsid)
+ this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid}));
}
},
// + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
const message = event.target.innerText;
// Next line will trigger a "gameover" event, bubbling up till here
this.$refs["basegame"].endGame("?", "Abort: " + message);
- this.st.conn.send(JSON.stringify({
- code: "abort",
- msg: message,
- target: this.game.oppid,
- }));
+ const oppsid = this.getOppSid();
+ if (!!oppsid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "abort",
+ msg: message,
+ target: oppsid,
+ }));
+ }
}
},
resign: function(e) {
if (!confirm("Resign the game?"))
return;
- this.st.conn.send(JSON.stringify({
- code: "resign",
- target: this.game.oppid,
- }));
+ const oppsid = this.getOppSid();
+ if (!!oppsid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "resign",
+ target: oppsid,
+ }));
+ }
// Next line will trigger a "gameover" event, bubbling up till here
this.$refs["basegame"].endGame(
this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
- const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
+ const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
+ const tc = extractTime(game.timeControl);
+ 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: needs to compute the clocks + initime
+ game.clocks = [tc.mainTime, tc.mainTime];
+ game.initime = [0, 0];
+ const L = game.moves.length;
+ game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
+ 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);
+ }
+ 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,
+ message: m.message,
+ };
+ });
+ }
+ 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
+ {
+ game.clocks = [tc.mainTime, tc.mainTime];
+ 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,
+ });
+ }
+ }
this.game = Object.assign({},
game,
- // NOTE: assign mycolor here, since BaseGame could also bs VS computer
+ // NOTE: assign mycolor here, since BaseGame could also be VS computer
{
+ type: gtype,
+ increment: tc.increment,
mycolor: [undefined,"w","b"][myIdx+1],
- // opponent sid not strictly required, but easier
- oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
+ // 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),
}
);
- if (!!this.game.oppid)
- {
- // Send ping to server (answer pong if players[s] are connected)
- this.st.conn.send(JSON.stringify({code:"ping", target:this.game.oppid}));
- }
};
if (!!game)
return afterRetrival(game);
if (!!this.gameRef.rid)
{
- this.st.conn.send(JSON.stringify({code:"askfullgame", target:this.gameRef.rid}));
- // TODO: just send a game request message to the remote player,
- // and when receiving answer just call loadGame(received_game)
- // + remote peer should have registered us as an observer
+ // Remote live game
+ this.st.conn.send(JSON.stringify(
+ {code:"askfullgame", target:this.gameRef.rid}));
// (send moves updates + resign/abort/draw actions)
}
else
{
- GameStorage.get(this.gameRef.id, async (game) => {
- afterRetrieval(game);
- });
+ // Local or corr game
+ GameStorage.get(this.gameRef.id, afterRetrieval);
}
},
// Post-process a move (which was just played)
return obj;
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
- let addTime = undefined;
+ let addTime = 0;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - this.game.initime[colorIdx];
- // elapsed time is measured in milliseconds
- addTime = this.game.increment - elapsed/1000;
- this.st.conn.send(JSON.stringify({
- code: "newmove",
- target: this.game.oppid,
- move: Object.assign({}, filtered_move, {addTime: addTime}),
- }));
+ 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;
+ }
+ let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
+ if (this.game.type == "corr")
+ sendMove.message = this.corrMsg;
+ const oppsid = this.getOppSid();
+ if (!!oppsid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: oppsid,
+ move: sendMove,
+ }));
+ }
+ if (this.game.type == "corr" && this.corrMsg != "")
+ {
+ // Add message to last move in BaseGame:
+ // TODO: not very good style...
+ this.$refs["basegame"].setCurrentMessage(this.corrMsg);
+ }
}
else
addTime = move.addTime; //supposed transmitted
const nextIdx = ["w","b"].indexOf(this.vr.turn);
- GameStorage.update(this.gameRef.id,
+ // Since corr games are stored at only one location, update should be
+ // done only by one player for each move:
+ if (this.game.type == "live" || move.color == this.game.mycolor)
{
- colorIdx: colorIdx,
- nextIdx: nextIdx,
- move: filtered_move,
- fen: move.fen,
- addTime: addTime,
- });
+ if (this.game.type == "corr")
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move:
+ {
+ squares: filtered_move,
+ message: this.corrMsg,
+ played: Date.now(), //TODO: on server?
+ idx: this.game.moves.length,
+ },
+ });
+ }
+ else //live
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move: filtered_move,
+ clocks: this.game.clocks.map((t,i) => i==colorIdx
+ ? this.game.clocks[i] + addTime
+ : this.game.clocks[i]),
+ initime: this.game.initime.map((t,i) => i==nextIdx
+ ? Date.now()
+ : this.game.initime[i]),
+ });
+ }
+ }
// Also update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
- //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
- this.$set(this.game.clocks, colorIdx,
- this.game.clocks[colorIdx] + (!!addTime ? addTime : 0));
+ //TODO: just this.game.clocks[colorIdx] += addTime;
+ this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
this.game.initime[nextIdx] = Date.now();
+ // Finally reset curMoveMessage if needed
+ if (this.game.type == "corr" && move.color == this.game.mycolor)
+ this.corrMsg = "";
},
- // TODO: this update function should also work for corr games
gameOver: function(score) {
this.game.mode = "analyze";
- GameStorage.update(this.gameRef.id,
- {
- score: score,
- });
+ this.game.score = score;
+ GameStorage.update(this.gameRef.id, { score: score });
},
},
};