-<template>
- <div class="about">
- <h1>This is an about page</h1>
- </div>
+<template lang="pug">
+main
+ input#modalChat.modal(type="checkbox" @change="toggleChat")
+ div#chatWrap(role="dialog" data-checkbox="modalChat"
+ aria-labelledby="inputChat")
+ #chat.card
+ label.modal-close(for="modalChat")
+ Chat(:players="game.players" :pastChats="game.chats"
+ @newchat-sent="finishSendChat" @newchat-received="processChat")
+ .row
+ #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+ button#chatBtn(onClick="doClick('modalChat')") Chat
+ #actions(v-if="game.score=='*'")
+ button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}") Draw
+ button(@click="abortGame") Abort
+ button(@click="resign") Resign
+ #playersInfo
+ p
+ span.name(:class="{connected: isConnected(0)}") {{ game.players[0].name }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
+ span.split-names -
+ span.name(:class="{connected: isConnected(1)}") {{ game.players[1].name }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
</template>
- methods: {
- // Game is over, clear storage and put it in indexedDB
- archiveGame: function() {
- // TODO: ...
- //clearStorage();
- },
- },
+
+<script>
+import BaseGame from "@/components/BaseGame.vue";
+import Chat from "@/components/Chat.vue";
+import { store } from "@/store";
+import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
+import { ArrayFun } from "@/utils/array";
+import { processModalClick } from "@/utils/modalClick";
+
+export default {
+ name: 'my-game',
+ components: {
+ 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: {players:[{name:""},{name:""}]}, //passed to BaseGame
+ virtualClocks: [0, 0], //initialized with true game.clocks
+ vr: null, //"variant rules" object initialized from FEN
+ drawOffer: "",
+ people: {}, //players + observers
+ lastate: undefined, //used if opponent send lastate before game is ready
+ repeat: {}, //detect position repetition
+ };
+ },
+ watch: {
+ "$route": function(to, from) {
+ this.gameRef.id = to.params["id"];
+ this.gameRef.rid = to.query["rid"];
+ this.loadGame();
+ },
+ "game.clocks": function(newState) {
+ if (this.game.moves.length < 2 || this.game.score != "*")
+ {
+ // 1st move not completed yet, or game over: freeze time
+ this.virtualClocks = newState.map(s => ppt(s));
+ return;
+ }
+ const currentTurn = this.vr.turn;
+ const colorIdx = ["w","b"].indexOf(currentTurn);
+ let countdown = newState[colorIdx] -
+ (Date.now() - this.game.initime[colorIdx])/1000;
+ this.virtualClocks = [0,1].map(i => {
+ const removeTime = i == colorIdx
+ ? (Date.now() - this.game.initime[colorIdx])/1000
+ : 0;
+ return ppt(newState[i] - removeTime);
+ });
+ let clockUpdate = setInterval(() => {
+ if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
+ {
+ clearInterval(clockUpdate);
+ if (countdown < 0)
+ this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+ }
+ else
+ {
+ // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+ this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+ }
+ }, 1000);
+ },
+ },
+ // NOTE: some redundant code with Hall.vue (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
+ // Define socket .onmessage() and .onclose() events:
+ 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;
+ // Socket init required before loading remote game:
+ const socketInit = (callback) => {
+ if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ callback();
+ else //socket not ready yet (initial loading)
+ this.st.conn.onopen = 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);
+ }
+ },
+ mounted: function() {
+ document.getElementById("chatWrap").addEventListener(
+ "click", processModalClick);
+ },
+ methods: {
+ // O.1] Ask server for room composition:
+ roomInit: function() {
+ // Notify the room only now that I connected, because
+ // messages might be lost otherwise (if game loading is slow)
+ this.st.conn.send(JSON.stringify({code:"connect"}));
+ this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ },
+ isConnected: function(index) {
+ const name = this.game.players[index].name;
+ if (this.st.user.name == name)
+ return true;
+ return Object.values(this.people).some(p => p.name == name);
+ },
+ socketMessageListener: function(msg) {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ case "duplicate":
+ alert("Warning: duplicate 'offline' connection");
+ break;
+ // 0.2] Receive clients list (just socket IDs)
+ case "pollclients":
+ {
+ data.sockIds.forEach(sid => {
+ // TODO: understand clearly what happens here, problems when a
+ // game is quit, and then launch a new game from hall.
+ if (!!this.people[sid])
+ return;
+ this.$set(this.people, sid, {id:0, name:""});
+ // Ask only identity
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ });
+ break;
+ }
+ case "askidentity":
+ {
+ // Request for identification: reply if I'm not anonymous
+ if (this.st.user.id > 0)
+ {
+ this.st.conn.send(JSON.stringify({code:"identity",
+ user: {
+ // NOTE: decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ },
+ target:data.from}));
+ }
+ break;
+ }
+ case "identity":
+ {
+ // NOTE: sometimes player.id fails because player is undefined...
+ // Probably because the event was meant for Hall?
+ if (!this.people[data.user.sid])
+ return;
+ this.$set(this.people, data.user.sid,
+ {id: data.user.id, name: data.user.name});
+ // Sending last state only for live games: corr games are complete
+ if (this.game.type == "live" && this.game.oppsid == data.user.sid)
+ {
+ // Send our "last state" informations to opponent
+ const L = this.game.moves.length;
+ let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
+ if (!!lastMove && this.drawOffer == "sent")
+ lastMove.draw = true;
+ this.st.conn.send(JSON.stringify({
+ code: "lastate",
+ target: data.user.sid,
+ state:
+ {
+ lastMove: lastMove,
+ score: this.game.score,
+ movesCount: L,
+ clocks: this.game.clocks,
+ }
+ }));
+ }
+ break;
+ }
+ case "askgame":
+ // Send current (live) game
+ const myGame =
+ {
+ // Minimal game informations:
+ id: this.game.id,
+ players: this.game.players.map(p => { return {name:p.name}; }),
+ vid: this.game.vid,
+ timeControl: this.game.timeControl,
+ };
+ this.st.conn.send(JSON.stringify({code:"game",
+ game:myGame, target:data.from}));
+ break;
+ case "newmove":
+ this.$set(this.game, "moveToPlay", data.move);
+ break;
+ case "lastate": //got opponent infos about last move
+ {
+ this.lastate = data;
+ if (!!this.game.type) //game is loaded
+ this.processLastate();
+ //else: will be processed when game is ready
+ break;
+ }
+ case "resign":
+ this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
+ break;
+ case "abort":
+ this.gameOver("?", "Abort");
+ break;
+ case "draw":
+ this.gameOver("1/2", data.message);
+ break;
+ case "drawoffer":
+ // NOTE: observers don't know who offered draw
+ this.drawOffer = "received";
+ break;
+ case "askfullgame":
+ this.st.conn.send(JSON.stringify({code:"fullgame",
+ game:this.game, target:data.from}));
+ break;
+ case "fullgame":
+ // Callback "roomInit" to poll clients only after game is loaded
+ this.loadGame(data.game, this.roomInit);
+ break;
+ case "connect":
+ {
+ // TODO: next condition is probably not required. See note line 150
+ if (!this.people[data.from])
+ {
+ this.$set(this.people, data.from, {name:"", id:0});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+ }
+ break;
+ }
+ case "disconnect":
+ this.$delete(this.people, data.from);
+ break;
+ }
+ },
+ // 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)
+ {
+ // Just got last move from him
+ this.$set(this.game, "moveToPlay", data.lastMove);
+ if (data.score != "*" && this.game.score == "*")
+ {
+ // Opponent resigned or aborted game, or accepted draw offer
+ // (this is not a stalemate or checkmate)
+ this.gameOver(data.score, "Opponent action");
+ }
+ this.game.clocks = data.clocks; //TODO: check this?
+ if (!!data.lastMove.draw)
+ this.drawOffer = "received";
+ }
+ },
+ clickDraw: function() {
+ if (["received","threerep"].includes(this.drawOffer))
+ {
+ if (!confirm("Accept draw?"))
+ return;
+ const message = (this.drawOffer == "received"
+ ? "Mutual agreement"
+ : "Three repetitions");
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({code:"draw",
+ message:message, target:sid}));
+ }
+ });
+ this.gameOver("1/2", message);
+ }
+ else if (this.drawOffer == "") //no effect if drawOffer == "sent"
+ {
+ if (!confirm("Offer draw?"))
+ return;
+ this.drawOffer = "sent";
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
+ });
+ GameStorage.update(this.gameRef.id, {drawOffer: true});
+ }
+ },
+ abortGame: function() {
+ if (!confirm(this.st.tr["Terminate game?"]))
+ return;
+ this.gameOver("?", "Abort");
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "abort",
+ target: sid,
+ }));
+ }
+ });
+ },
+ resign: function(e) {
+ if (!confirm("Resign the game?"))
+ return;
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({code:"resign",
+ side:this.game.mycolor, target:sid}));
+ }
+ });
+ this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+ },
+ // 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.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
+ // 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 (L >= 1)
+ game.initime[L%2] = game.moves[L-1].played;
+ if (game.drawOffer)
+ this.drawOffer = "received";
+ }
+ // 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,
+ };
+ });
+ // Also sort chat messages (if any)
+ game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
+ }
+ 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];
+ 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,
+ });
+ }
+ }
+ }
+ this.game = Object.assign({},
+ game,
+ // 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 (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),
+ }
+ );
+ this.repeat = {}; //reset
+ if (!!this.lastate) //lastate arrived before game was loaded:
+ this.processLastate();
+ callback();
+ };
+ if (!!game)
+ return afterRetrieval(game);
+ if (!!this.gameRef.rid)
+ {
+ // Remote live game: forgetting about callback func... (TODO: design)
+ this.st.conn.send(JSON.stringify(
+ {code:"askfullgame", target:this.gameRef.rid}));
+ }
+ else
+ {
+ // Local or corr game
+ 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);
+ // 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.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});
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: sid,
+ move: sendMove,
+ }));
+ }
+ });
+ }
+ else
+ addTime = move.addTime; //supposed transmitted
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
+ // 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))
+ {
+ if (this.game.type == "corr")
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move:
+ {
+ squares: filtered_move,
+ 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: (Vue3) just this.game.clocks[colorIdx] += addTime;
+ this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+ this.game.initime[nextIdx] = 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";
+ },
+ toggleChat: function() {
+ document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
+ },
+ finishSendChat: function(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});
+ },
+ processChat: function() {
+ if (!document.getElementById("inputChat").checked)
+ document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+ },
+ gameOver: function(score, scoreMsg) {
+ this.game.score = score;
+ this.game.scoreMsg = scoreMsg;
+ 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});
+ }
+ },
+ },
+};
+</script>
+
+<style lang="sass" scoped>
+.connected
+ background-color: lightgreen
+
+@media screen and (min-width: 768px)
+ #actions
+ width: 300px
+@media screen and (max-width: 767px)
+ .game
+ width: 100%
+
+#actions
+ display: inline-block
+ margin-top: 10px
+ button
+ display: inline-block
+ width: 33%
+ margin: 0
+
+@media screen and (max-width: 767px)
+ #aboveBoard
+ text-align: center
+
+.name
+ font-size: 1.5rem
+ padding: 1px
+
+.time
+ font-size: 2rem
+ display: inline-block
+ margin-left: 10px
+
+.split-names
+ display: inline-block
+ margin: 0 15px
+
+#chat
+ padding-top: 20px
+ max-width: 600px
+ border: none;
+
+#chatBtn
+ margin: 0 10px 0 0
+
+.draw-sent, .draw-sent:hover
+ background-color: lightyellow
+
+.draw-received, .draw-received:hover
+ background-color: lightgreen
+
+.draw-threerep, .draw-threerep:hover
+ background-color: #e4d1fc
+</style>