// ==> 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>
id: "",
rid: ""
},
- game: { }, //passed to BaseGame
- oppConnected: false,
+ game: {}, //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) {
if (this.game.moves.length < 2)
});
const myTurn = (currentTurn == this.game.mycolor);
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)
{
this.$refs["basegame"].endGame(
this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
- this.st.conn.send(JSON.stringify({
- code: "timeover",
- target: this.game.oppid,
- }));
+ const oppsid = this.getOppSid();
+ if (!!oppsid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "timeover",
+ target: oppsid,
+ }));
+ }
}
}
else
// In case variants array was't loaded when game was retrieved
"st.variants": function(variantArray) {
if (!!this.game.vname && this.game.vname == "")
- this.game.vname = variantArray.filter(v => v.id == this.game.vid)[0].name;
+ {
+ this.game.vname = variantArray.filter(v =>
+ v.id == this.game.vid)[0].name;
+ }
},
},
+ // TODO: redundant code with Hall.vue (related to people array)
created: function() {
+ // Always add myself to players' list
+ const my = this.st.user;
+ this.people.push({sid:my.sid, id:my.id, name:my.name});
if (!!this.$route.params["id"])
{
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"];
this.loadGame();
}
- // TODO: onopen, ask lastState informations + update observers and players status
+ // 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.onmessage = this.socketMessageListener;
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)
{
+ // 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 "askidentity":
+ {
+ // 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":
+ {
+ const pIdx = this.people.findIndex(p => p.sid == data.user.sid);
+ this.people[pIdx].id = data.user.id;
+ this.people[pIdx].name = data.user.name;
+ break;
+ }
case "newmove":
// NOTE: next call will trigger processMove()
this.$refs["basegame"].play(data.move,
break;
case "pong": //received if we sent a ping (game still alive on our side)
{
- 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,
- }));
+ if (this.game.type == "live") //corr games are always complete
+ {
+ // Send our "last state" informations to opponent(s)
+ const L = this.game.moves.length;
+ this.st.conn.send(JSON.stringify({
+ code: "lastate",
+ target: this.getOppSid(), //he's connected for sure
+ 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,
+ }));
+ }
break;
}
case "lastate": //got opponent infos about last move
// We must tell last move to opponent
this.st.conn.send(JSON.stringify({
code: "lastate",
- target: this.game.oppid,
+ target: this.getOppSid(), //we know he is connected
gameId: this.gameRef.id,
lastMove: (L>0 ? this.game.moves[L-1] : undefined),
score: this.game.score,
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":
+ {
+ // TODO: if opponent connect, trigger lastate chain of events...
+ 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;
}
},
{
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");
if (!game.fen)
game.fen = game.fenStart; //game wasn't started
const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
- if (gtype == "corr")
- {
- // corr game: needs to compute the clocks + initime
- //if (game.players[i].rtime < 0) initime = Date.now(), else compute,
- //also using move.played fields
- game.clocks = [-1, -1];
- game.initime = [0, 0];
- // TODO: compute clocks + initime
- }
- const tc = extractTime(game.timeControl);
// TODO: this is not really beautiful (uid on corr players...)
if (gtype == "corr" && game.players[0].color == "b")
[ game.players[0], game.players[1] ] = [ game.players[1], game.players[0] ];
const myIdx = game.players.findIndex(p => {
return p.sid == this.st.user.sid || p.uid == this.st.user.id;
});
- if (game.clocks[0] < 0) //game unstarted
+ const tc = extractTime(game.timeControl);
+ if (gtype == "corr")
+ {
+ // corr game: needs to compute the clocks + initime
+ game.clocks = [tc.mainTime, tc.mainTime];
+ game.initime = [0, 0];
+ const L = game.moves.length;
+ if (L >= 3)
+ {
+ let addTime = [0, 0];
+ for (let i=2; i<L; i++)
+ {
+ addTime[i%2] += tc.increment -
+ (game.moves[i].played - game.moves[i-1].played);
+ }
+ 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 (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 game
+ if (myIdx >= 0)
{
- GameStorage.update(game.gameId,
+ // I play in this live game; corr games don't have clocks+initime
+ GameStorage.update(game.id,
{
clocks: game.clocks,
initime: game.initime,
this.vr = new V(game.fen);
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,
vname: vname,
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)
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
+ this.st.conn.send(JSON.stringify(
+ {code:"askfullgame", target:this.gameRef.rid}));
// (send moves updates + resign/abort/draw actions)
}
else
// TODO: this update function should also work for corr games
gameOver: function(score) {
this.game.mode = "analyze";
+ this.game.score = score;
GameStorage.update(this.gameRef.id, { score: score });
},
},