span {{ st.tr["Participant(s):"] }}
span(
v-for="p in Object.values(people)"
- v-if="p.focus && !!p.name"
+ v-if="participateInChat(p)"
)
| {{ p.name }}
- span.anonymous(
- v-if="Object.values(people).some(p => p.focus && !p.name)"
- )
- | + @nonymous
+ span.anonymous(v-if="someAnonymousPresent()") + @nonymous
Chat(
ref="chatcomp"
:players="game.players"
data: function() {
return {
st: store.state,
- gameRef: {
- // rid = remote (socket) ID
- id: "",
- rid: ""
- },
+ // 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
// If newmove got no pingback, send again:
opponentGotMove: false,
connexionString: "",
+ socketCloseListener: 0,
// Incomplete info games: show move played
moveNotation: "",
// Intervals from setInterval():
},
watch: {
$route: function(to, from) {
- if (from.params["id"] != to.params["id"]) {
+ if (to.path.length < 6 || to.path.substr(0, 6) != "/game/")
+ // Page change
+ this.cleanBeforeDestroy();
+ else if (from.params["id"] != to.params["id"]) {
// Change everything:
this.cleanBeforeDestroy();
let boardDiv = document.querySelector(".game");
// In case of incomplete information variant:
boardDiv.style.visibility = "hidden";
this.atCreation();
- } else {
+ } else
// Same game ID
- this.gameRef.id = to.params["id"];
- this.gameRef.rid = to.query["rid"];
this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
- this.fetchGame();
- }
}
},
// NOTE: some redundant code with Hall.vue (mostly related to people array)
this.atCreation();
},
mounted: function() {
- document.addEventListener('visibilitychange', this.visibilityChange);
["chatWrap", "infoDiv"].forEach(eltName => {
document.getElementById(eltName)
.addEventListener("click", processModalClick);
}
},
beforeDestroy: function() {
- document.removeEventListener('visibilitychange', this.visibilityChange);
this.cleanBeforeDestroy();
},
methods: {
+ cleanBeforeDestroy: function() {
+ clearInterval(this.socketCloseListener);
+ document.removeEventListener('visibilitychange', this.visibilityChange);
+ if (!!this.askLastate) clearInterval(this.askLastate);
+ if (!!this.retrySendmove) clearInterval(this.retrySendmove);
+ if (!!this.clockUpdate) clearInterval(this.clockUpdate);
+ this.conn.removeEventListener("message", this.socketMessageListener);
+ this.send("disconnect");
+ this.conn = null;
+ },
visibilityChange: function() {
// TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
this.send(
: "losefocus"
);
},
+ participateInChat: function(p) {
+ return Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) && !!p.name;
+ },
+ someAnonymousPresent: function() {
+ return (
+ Object.values(this.people).some(p =>
+ !p.name && Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus)
+ )
+ );
+ },
atCreation: function() {
+ document.addEventListener('visibilitychange', this.visibilityChange);
// 0] (Re)Set variables
- this.gameRef.id = this.$route.params["id"];
- // rid = remote ID to find an observed live game,
- // next = next corr games IDs to navigate faster
- // (Both might be undefined)
- this.gameRef.rid = this.$route.query["rid"];
+ 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;
+ const tmpId = getRandString();
this.$set(
this.people,
my.sid,
{
id: my.id,
name: my.name,
- focus: true
+ tmpIds: {
+ tmpId: { focus: true }
+ }
}
);
this.game = {
// 1] Initialize connection
this.connexionString =
params.socketUrl +
- "/?sid=" +
- this.st.user.sid +
- "&id=" +
- this.st.user.id +
- "&tmpId=" +
- getRandString() +
+ "/?sid=" + this.st.user.sid +
+ "&id=" + this.st.user.id +
+ "&tmpId=" + tmpId +
"&page=" +
// Discard potential "/?next=[...]" for page indication:
encodeURIComponent(this.$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;
+ this.conn.addEventListener("message", this.socketMessageListener);
+ this.socketCloseListener = setInterval(
+ () => {
+ if (this.conn.readyState == 3) {
+ this.conn.removeEventListener("message", this.socketMessageListener);
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener("message", this.socketMessageListener);
+ }
+ },
+ 1000
+ );
// Socket init required before loading remote game:
const socketInit = callback => {
- if (!!this.conn && this.conn.readyState == 1)
+ if (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 fetchGame fails.
+ // NOTE: first arg is Websocket object, unused here:
this.conn.onopen = () => callback();
};
- if (!this.gameRef.rid)
- // Game stored locally or on server
- this.fetchGame(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.
- socketInit(this.fetchGame);
- },
- cleanBeforeDestroy: function() {
- if (!!this.askLastate)
- clearInterval(this.askLastate);
- if (!!this.retrySendmove)
- clearInterval(this.retrySendmove);
- if (!!this.clockUpdate)
- clearInterval(this.clockUpdate);
- this.send("disconnect");
+ 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"); });
+ });
},
roomInit: function() {
if (!this.roomInitialized) {
return (
(
!!player.sid &&
- Object.keys(this.people).some(sid =>
- sid == player.sid && this.people[sid].focus)
+ Object.keys(this.people).some(sid => {
+ return (
+ sid == player.sid &&
+ Object.values(this.people[sid].tmpIds).some(v => v.focus)
+ );
+ })
)
||
(
!!player.id &&
- Object.values(this.people).some(p =>
- p.id == player.id && p.focus)
+ Object.values(this.people).some(p => {
+ return (
+ p.id == player.id &&
+ Object.values(p.tmpIds).some(v => v.focus)
+ );
+ })
)
);
},
const currentUrl = document.location.href;
const doAskGame = () => {
if (document.location.href != currentUrl) return; //page change
- if (!this.gameRef.rid)
- // This is my game: just reload.
- this.fetchGame();
- else
- // Just ask fullgame again (once!), this is much simpler.
- // If this fails, the user could just reload page :/
- this.send("askfullgame", { target: this.gameRef.rid });
+ 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 data = JSON.parse(msg.data);
switch (data.code) {
case "pollclients":
- data.sockIds.forEach(sid => {
+ // TODO: shuffling and random filtering on server,
+ // if the room is really crowded.
+ Object.keys(data.sockIds).forEach(sid => {
if (sid != this.st.user.sid) {
- this.people[sid] = { focus: true };
this.send("askidentity", { target: sid });
+ this.people[sid] = { tmpIds: data.sockIds[sid] };
+ } else {
+ // Complete my tmpIds:
+ Object.assign(this.people[sid].tmpIds, data.sockIds[sid]);
}
});
break;
case "connect":
- if (!this.people[data.from]) {
- this.people[data.from] = { focus: true };
+ if (!this.people[data.from[0]]) {
+ // focus depends on the tmpId (e.g. tab)
+ this.$set(
+ this.people,
+ data.from[0],
+ {
+ tmpIds: {
+ [data.from[1]]: { focus: true }
+ }
+ }
+ );
this.newConnect[data.from] = true; //for self multi-connects tests
- this.send("askidentity", { target: data.from });
+ this.send("askidentity", { target: data.from[0] });
+ } else {
+ this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
+ this.$forceUpdate(); //TODO: shouldn't be required
}
break;
case "disconnect":
- this.$delete(this.people, data.from);
+ if (!this.people[data.from[0]]) return;
+ delete this.people[data.from[0]].tmpIds[data.from[1]];
+ if (Object.keys(this.people[data.from[0]].tmpIds).length == 0)
+ this.$delete(this.people, data.from[0]);
+ else this.$forceUpdate(); //TODO: shouldn't be required
break;
case "getfocus": {
- let player = this.people[data.from];
+ let player = this.people[data.from[0]];
if (!!player) {
- player.focus = true;
+ player.tmpIds[data.from[1]].focus = true;
this.$forceUpdate(); //TODO: shouldn't be required
}
break;
}
case "losefocus": {
- let player = this.people[data.from];
+ let player = this.people[data.from[0]];
if (!!player) {
- player.focus = false;
+ player.tmpIds[data.from[1]].focus = false;
this.$forceUpdate(); //TODO: shouldn't be required
}
break;
}
case "killed":
// I logged in elsewhere:
+ this.conn.removeEventListener("message", this.socketMessageListener);
+ this.conn.removeEventListener("close", this.socketCloseListener);
this.conn = null;
alert(this.st.tr["New connexion detected: tab now offline"]);
break;
case "identity": {
const user = data.data;
let player = this.people[user.sid];
- // player.focus is already set
+ // player.tmpIds is already set
player.name = user.name;
player.id = user.id;
this.$forceUpdate(); //TODO: shouldn't be required
if (!this.killed[this.st.user.sid]) {
// Ask potentially missed last state, if opponent and I play
if (
+ !this.gotLastate &&
!!this.game.mycolor &&
this.game.type == "live" &&
this.game.score == "*" &&
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 });
}
.filter(k =>
[
"id","fen","players","vid","cadence","fenStart","vname",
- "moves","clocks","initime","score","drawOffer","rematchOffer"
+ "moves","clocks","score","drawOffer","rematchOffer"
].includes(k))
.reduce(
(obj, k) => {
break;
case "fullgame":
// Callback "roomInit" to poll clients only after game is loaded
- this.fetchGame(data.data, this.roomInit);
+ this.loadVariantThenGame(data.data, this.roomInit);
break;
case "asklastate":
// Sending informative last state if I played a move or score != "*"
// If the game or moves aren't loaded yet, delay the sending:
+ // TODO: since socket init after game load, the game is supposedly ready
if (!this.game || !this.game.moves) this.lastateAsked = true;
else this.sendLastate(data.from);
break;
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
- }
+ 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": {
!!this.game.mycolor &&
!receiveMyMove
) {
- GameStorage.update(this.gameRef.id, { drawOffer: "" });
+ GameStorage.update(this.gameRef, { drawOffer: "" });
}
}
this.$refs["basegame"].play(movePlus.move, "received", null, true);
+ const moveColIdx = ["w", "b"].indexOf(movePlus.color);
+ this.game.clocks[moveColIdx] = movePlus.clock;
this.processMove(
movePlus.move,
- {
- clock: movePlus.clock,
- receiveMyMove: receiveMyMove
- }
+ { receiveMyMove: receiveMyMove }
);
}
}
}
case "gotmove": {
this.opponentGotMove = true;
- // Now his clock starts running:
+ // Now his clock starts running on my side:
const oppIdx = ['w','b'].indexOf(this.vr.turn);
- this.game.initime[oppIdx] = Date.now();
+ // NOTE: next line to avoid multi-resetClocks when several tabs
+ // on same game, resulting in a faster countdown.
+ if (!!this.clockUpdate) clearInterval(this.clockUpdate);
this.re_setClocks();
break;
}
case "drawoffer":
// NOTE: observers don't know who offered draw
this.drawOffer = "received";
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { drawOffer: V.GetOppCol(this.game.mycolor) }
+ );
+ }
break;
case "rematchoffer":
// NOTE: observers don't know who offered rematch
this.rematchOffer = data.data ? "received" : "";
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: V.GetOppCol(this.game.mycolor) }
+ );
+ }
break;
case "newgame": {
// A game started, redirect if I'm playing in
) {
this.$router.push("/game/" + gameInfo.id);
} else {
- let urlRid = "";
- if (gameInfo.cadence.indexOf('d') === -1) {
- urlRid = "/?rid=";
- // Select sid of any of the online players:
- let onlineSid = [];
- gameInfo.players.forEach(p => {
- if (!!this.people[p.sid]) onlineSid.push(p.sid);
- });
- urlRid += onlineSid[Math.floor(Math.random() * onlineSid.length)];
- }
- this.rematchId = gameInfo.id + urlRid;
+ this.rematchId = gameInfo.id;
document.getElementById("modalInfo").checked = true;
}
break;
break;
}
},
- socketCloseListener: function() {
- this.conn = new WebSocket(this.connexionString);
- this.conn.addEventListener("message", this.socketMessageListener);
- this.conn.addEventListener("close", this.socketCloseListener);
- },
updateCorrGame: function(obj, callback) {
ajax(
"/games",
"PUT",
{
data: {
- gid: this.gameRef.id,
+ gid: this.gameRef,
newObj: obj
},
success: () => {
);
},
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 });
- }
+ // 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.vr.turn != this.game.mycolor)
+ ? 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 != "*" ? this.game.score : undefined,
+ scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
+ movesCount: L
+ };
+ this.send("lastate", { data: myLastate, target: target });
},
// 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;
+ const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
+ this.game.clocks[oppIdx] = data.clock;
if (data.movesCount > L) {
// Just got last move from him
this.$refs["basegame"].play(data.lastMove, "received", null, true);
- this.processMove(data.lastMove, { clock: data.clock });
+ this.processMove(data.lastMove);
+ } else {
+ if (!!this.clockUpdate) clearInterval(this.clockUpdate);
+ this.re_setClocks();
}
if (data.drawSent) this.drawOffer = "received";
if (data.rematchSent) this.rematchOffer = "received";
- if (data.score != "*") {
+ if (!!data.score) {
this.drawOffer = "";
if (this.game.score == "*")
this.gameOver(data.score, data.scoreMsg);
this.send("drawoffer");
if (this.game.type == "live") {
GameStorage.update(
- this.gameRef.id,
+ this.gameRef,
{ drawOffer: this.game.mycolor }
);
} else this.updateCorrGame({ drawOffer: this.game.mycolor });
// Game state (including FEN): will be updated
moves: [],
clocks: [-1, -1], //-1 = unstarted
- initime: [0, 0], //initialized later
score: "*"
}
);
this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
// To main Hall if corr game:
if (this.game.type == "corr")
- this.send("newgame", { data: gameInfo });
+ this.send("newgame", { data: gameInfo, page: "/" });
// Also to MyGames page:
this.notifyMyGames("newgame", gameInfo);
};
this.send("rematchoffer", { data: true });
if (this.game.type == "live") {
GameStorage.update(
- this.gameRef.id,
+ this.gameRef,
{ rematchOffer: this.game.mycolor }
);
} else this.updateCorrGame({ rematchOffer: this.game.mycolor });
this.send("rematchoffer", { data: false });
if (this.game.type == "live") {
GameStorage.update(
- this.gameRef.id,
+ this.gameRef,
{ rematchOffer: '' }
);
} else this.updateCorrGame({ rematchOffer: 'n' });
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) {
this.vr = new V(game.fen);
const gtype = this.getGameType(game);
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
+ // NOTE: clocks in seconds
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.
+ // Adjust clocks
+ if (L >= 2) {
+ game.clocks[L % 2] -=
+ (Date.now() - game.moves[L-1].played) / 1000;
+ }
}
// Sort chat messages from newest to oldest
game.chats.sort((c1, c2) => {
// 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 (gtype == "live") {
+ if (game.clocks[0] < 0) {
+ // Game is unstarted. clock is ignored until move 2
+ game.clocks = [tc.mainTime, tc.mainTime];
+ if (myIdx >= 0) {
+ // I play in this live game
+ GameStorage.update(game.id, {
+ clocks: game.clocks
+ });
+ }
+ } else {
+ if (!!game.initime)
+ // It's my turn: clocks not updated yet
+ game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
}
}
// TODO: merge next 2 "if" conditions
}
if (!!callback) callback();
},
- fetchGame: function(game, callback) {
- const afterRetrieval = async (game) => {
- await import("@/variants/" + game.vname + ".js")
- .then((vModule) => {
- window.V = vModule[game.vname + "Rules"];
- this.loadGame(game, 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 on server.
- // NOTE: afterRetrieval() is never called if game not found
- const gid = this.gameRef.id;
- if (Number.isInteger(gid) || !isNaN(parseInt(gid))) {
- // corr games identifiers are integers
- ajax(
- "/games",
- "GET",
- {
- data: { gid: gid },
- success: (res) => {
- res.game.moves.forEach(m => {
- m.squares = JSON.parse(m.squares);
- });
- afterRetrieval(res.game);
- }
+ 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",
+ {
+ data: { gid: this.gameRef },
+ success: (res) => {
+ res.game.moves.forEach(m => {
+ m.squares = JSON.parse(m.squares);
+ });
+ callback(res.game);
}
- );
- }
- else
- // Local game
- GameStorage.get(this.gameRef.id, afterRetrieval);
- }
+ }
+ );
+ } else
+ // Local game (or live remote)
+ GameStorage.get(this.gameRef, callback);
},
re_setClocks: function() {
+ this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
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).split(':'));
return;
}
const currentTurn = this.vr.turn;
const currentMovesCount = this.game.moves.length;
const colorIdx = ["w", "b"].indexOf(currentTurn);
- let countdown =
- this.game.clocks[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(this.game.clocks[i] - removeTime).split(':');
- });
this.clockUpdate = setInterval(
() => {
if (
- countdown < 0 ||
+ this.game.clocks[colorIdx] < 0 ||
this.game.moves.length > currentMovesCount ||
this.game.score != "*"
) {
clearInterval(this.clockUpdate);
- if (countdown < 0)
+ this.clockUpdate = null;
+ if (this.game.clocks[colorIdx] < 0)
this.gameOver(
currentTurn == "w" ? "0-1" : "1-0",
"Time"
);
- } else
+ } else {
this.$set(
this.virtualClocks,
colorIdx,
- ppt(Math.max(0, --countdown)).split(':')
+ ppt(Math.max(0, --this.game.clocks[colorIdx])).split(':')
);
+ }
},
1000
);
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 colorIdx = ["w", "b"].indexOf(moveCol);
- const nextIdx = 1 - colorIdx;
const origMovescount = this.game.moves.length;
- let addTime = 0; //for live games
+ // The move is (about to be) played: stop clock
+ clearInterval(this.clockUpdate);
+ this.clockUpdate = null;
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;
+ this.game.clocks[colorIdx] += this.game.increment;
+ // For a correct display in casqe of disconnected opponent:
+ this.$set(
+ this.virtualClocks,
+ colorIdx,
+ ppt(this.game.clocks[colorIdx]).split(':')
+ );
+ GameStorage.update(this.gameRef, {
+ // It's not my turn anymore:
+ initime: null
+ });
}
}
// Update current game object:
playMove(move, this.vr);
- // The move is played: stop clock
- clearInterval(this.clockUpdate);
- if (!data.score) {
- // Received move, score has not been computed in BaseGame (!!noemit)
- const score = this.vr.getCurrentScore();
- if (score != "*") this.gameOver(score);
- }
+ 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 {
+ if (this.game.type == "corr") {
// 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 (
- !this.game.mycolor ||
- moveCol != this.game.mycolor ||
- !!data.receiveMyMove
- ) {
- this.game.initime[nextIdx] = Date.now();
- }
// If repetition detected, consider that a draw offer was received:
const fenObj = this.vr.getFenForRepeat();
this.repeat[fenObj] =
this.notifyMyGames(
"turn",
{
- gid: this.gameRef.id,
+ gid: this.gameRef,
turn: 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.type == "live" &&
+ !!this.game.mycolor &&
+ moveCol != this.game.mycolor &&
+ this.game.moves.length >= 2
+ ) {
+ // Receive a move: update initime
+ this.game.initime = Date.now();
+ GameStorage.update(this.gameRef, {
+ // It's my turn now!
+ initime: this.game.initime
+ });
+ }
if (
!!this.game.mycolor &&
!data.receiveMyMove &&
}
else {
const updateStorage = () => {
- GameStorage.update(this.gameRef.id, {
+ GameStorage.update(this.gameRef, {
fen: this.game.fen,
move: filtered_move,
moveIdx: origMovescount,
clocks: this.game.clocks,
- initime: this.game.initime,
drawOffer: drawCode
});
};
};
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:
// The board might have been hidden:
if (boardDiv.style.visibility == "hidden")
boardDiv.style.visibility = "visible";
+ if (data.score == "*") this.re_setClocks();
}
};
let el = document.querySelector("#buttonsConfirm > .acceptBtn");
scoreMsg: scoreMsg
};
if (this.game.type == "live") {
- GameStorage.update(this.gameRef.id, scoreObj);
+ GameStorage.update(this.gameRef, scoreObj);
if (!!callback) callback();
}
else this.updateCorrGame(scoreObj, callback);
this.notifyMyGames(
"score",
{
- gid: this.gameRef.id,
+ gid: this.gameRef,
score: score
}
);
margin: 0
display: inline-flex
img
- height: 24px
+ height: 22px
display: flex
@media screen and (max-width: 767px)
height: 18px