button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
- textarea#mvMessage(v-if="game.type=='corr'" v-model="corrMsg")
div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
- div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
+ div(v-if="game.score=='*'") 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")
+ Chat(:players="game.players")
</template>
<!--
-// TODO: movelist dans basegame et chat ici
// ==> après, implémenter/vérifier les passages de challenges + parties en cours
// observer,
-// + problèmes, habiller et publier. (+ corr...)
-// when send to chat (or a move), reach only this group (send gid along)
-->
<script>
import BaseGame from "@/components/BaseGame.vue";
-//import Chat from "@/components/Chat.vue";
-//import MoveList from "@/components/MoveList.vue";
+import Chat from "@/components/Chat.vue";
import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
import { ppt } from "@/utils/datetime";
name: 'my-game',
components: {
BaseGame,
+ Chat,
},
// gameRef: to find the game in (potentially remote) storage
data: function() {
: 0;
return ppt(newState[i] - removeTime);
});
- const myTurn = (currentTurn == this.game.mycolor);
let clockUpdate = setInterval(() => {
- if (countdown <= 0 || this.vr.turn != currentTurn || this.game.score != "*")
+ if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
{
clearInterval(clockUpdate);
- if (countdown <= 0 && myTurn)
+ if (countdown < 0)
{
this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
- const oppsid = this.getOppSid();
- if (!!oppsid)
- {
- this.st.conn.send(JSON.stringify({
- code: "timeover",
- target: oppsid,
- }));
- }
+ this.vr.turn=="w" ? "0-1" : "1-0", "Time");
}
}
else
this.gameRef.rid = this.$route.query["rid"];
this.loadGame();
}
+ // TODO: mode analyse (/analyze/Atomic/rn
+ // ... fen = query[], vname=params[] ...
// 0.1] Ask server for room composition:
const funcPollClients = () => {
this.st.conn.send(JSON.stringify({code:"pollclients"}));
case "identity":
{
let player = this.people.find(p => p.sid == data.user.sid);
+ // NOTE: sometimes player.id fails because player is undefined...
+ // Probably because the event was meant for Hall?
+ if (!player)
+ return;
player.id = data.user.id;
player.name = data.user.name;
// Sending last state only for live games: corr games are complete
}
break;
}
+ case "askgame":
+ // Send current (live) game
+ const myGame =
+ {
+ // Minimal game informations:
+ id: this.game.id,
+ players: this.game.players.map(p => 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":
// NOTE: this call to play() will trigger processMove()
this.$refs["basegame"].play(data.move,
this.$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;
// ==> 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}));
+ this.people.push({name:"", id:0, sid:data.from});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
break;
}
case "disconnect":
- ArrayFun.remove(this.people, p => p.sid == data.sid);
+ ArrayFun.remove(this.people, p => p.sid == data.from);
break;
}
},
// done only by one player for each move:
if (this.game.type == "live" || move.color == this.game.mycolor)
{
- GameStorage.update(this.gameRef.id,
+ if (this.game.type == "corr")
{
- fen: move.fen,
- move:
+ GameStorage.update(this.gameRef.id,
{
- squares: filtered_move,
- message: this.corrMsg,
- played: Date.now(), //TODO: on server?
- idx: this.game.moves.length,
- },
- 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]),
- });
+ 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);