-<!-- TODO: component Game, + handle players + observers connect/disconnect
- event = "gameconnect" ...etc
- connect/disconnect with sid+name (ID not required); name slightly redundant but easier
-quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
-(éventuel échange lastate avec les connectés, pong ...etc)
-ensuite quand qqun se deco il suffit d'écouter "disconnect"
-pareil quand quelqu'un reco.
-(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
- // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
-// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
-// onClick :: ask full game to remote player, and register as an observer in game
-// (use gameId to communicate)
-// on landing on game :: if gameId not found locally, check remotely
-// ==> il manque un param dans game : "remoteId"
--->
<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ input#modalAbort.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="abortBoxTitle")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalAbort")
+ h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }}
+ button(@click="abortGame") {{ st.tr["Sorry I have to go"] }}
+ button(@click="abortGame") {{ st.tr["Game seems over"] }}
+ button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
- .button-group(v-if="game.mode!='analyze'")
+ // TODO: also show players names
+ 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="() => 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 }}
</template>
+<!--
+// TODO: movelist dans basegame et chat ici
+// ==> 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 BaseGame from "@/components/BaseGame.vue";
//import Chat from "@/components/Chat.vue";
//import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
-import { GameStorage } from "@/utils/storage";
+import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
export default {
name: 'my-game',
rid: ""
},
game: { }, //passed to BaseGame
+ oppConnected: false,
+ corrMsg: "", //to send offline messages in corr games
+ virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
- drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
+ drawOffer: "", //TODO: use for button style
people: [ ], //potential observers (TODO)
};
},
this.loadGame();
}
},
+ "game.clocks": function(newState) {
+ 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;
+ this.virtualClocks = [0,1].map(i => {
+ const removeTime = i == colorIdx
+ ? (Date.now() - this.game.initime[colorIdx])/1000
+ : 0;
+ return ppt(newState[i] - removeTime);
+ });
+ const myTurn = (currentTurn == this.game.mycolor);
+ let clockUpdate = setInterval(() => {
+ if (countdown <= 0 || this.vr.turn != currentTurn)
+ {
+ clearInterval(clockUpdate);
+ if (countdown <= 0 && myTurn)
+ {
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
+ this.st.conn.send(JSON.stringify({
+ code: "timeover",
+ target: this.game.oppid,
+ }));
+ }
+ }
+ else
+ {
+ // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+ this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+ }
+ }, 1000);
+ },
+ // 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;
+ },
},
created: function() {
if (!!this.$route.params["id"])
this.gameRef.rid = this.$route.query["rid"];
this.loadGame();
}
- // 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...
- // detect multiple tabs connected (when connect ask server if my SID is already in use)
-// 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 ?)
-
-
- // TODO: also handle "draw accepted" (use opponents array?)
- // --> must give this info also when sending lastState...
- // and, if all players agree then OK draw (end game ...etc)
- const socketMessageListener = msg => {
+ // TODO: onopen, ask lastState informations + update observers and players status
+ 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: {
+ socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
- let L = undefined;
switch (data.code)
{
case "newmove":
- // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
- // ...or just see nothing as on buho21
- this.$refs["basegame"].play(
- data.move, this.game.vname!="Dark" ? "animate" : null); //TODO: arg to know if opponent move (or comp) in case of dark variant...
- this.processMove(data.move);
+ // NOTE: next call will trigger processMove()
+ this.$refs["basegame"].play(data.move,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
- if (this.gameRef.id != data.gameId)
- break; //games IDs don't match: the game is definitely over...
+ {
this.oppConnected = true;
// Send our "last state" informations to opponent(s)
- L = this.vr.moves.length;
- Object.keys(this.opponents).forEach(oid => {
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- oppid: oid,
- gameId: this.gameRef.id,
- lastMove: (L>0?this.vr.moves[L-1]:undefined),
- movesCount: L,
- }));
- });
+ 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,
+ }));
break;
- // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
+ }
case "lastate": //got opponent infos about last move
- L = this.vr.moves.length;
+ {
+ 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 (this.score != "*")
+ if (data.movesCount > L)
{
- // We finished the game (any result possible)
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- oppid: data.oppid,
- gameId: this.gameRef.id,
- score: this.score,
- }));
+ // Just got last move from him
+ this.$refs["basegame"].play(data.lastMove, "receive");
+ if (data.score != "*" && this.game.score == "*")
+ {
+ // Opponent resigned or aborted game, or accepted draw offer
+ // (this is not a stalemate or checkmate)
+ this.$refs["basegame"].endGame(data.score, "Opponent action");
+ }
+ this.game.clocks = data.clocks;
+ this.drawOffer = data.drawOffer;
}
- else if (!!data.score) //opponent finished the game
- this.endGame(data.score);
else if (data.movesCount < L)
{
// We must tell last move to opponent
this.st.conn.send(JSON.stringify({
code: "lastate",
- oppid: this.opponent.id,
+ target: this.game.oppid,
gameId: this.gameRef.id,
- lastMove: this.vr.moves[L-1],
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ score: this.game.score,
movesCount: L,
+ drawOffer: this.drawOffer,
+ clocks: this.game.clocks,
}));
}
- else if (data.movesCount > L) //just got last move from him
- this.play(data.lastMove, "animate");
break;
- case "resign": //..you won!
- this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
+ }
+ case "resign":
+ 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.$refs["basegame"].endGame("?", "Abort: " + data.msg);
+ break;
+ case "draw":
+ this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+ break;
+ case "drawoffer":
+ this.drawOffer = "received";
+ break;
+ case "askfullgame":
+ // TODO: just give game; observers are listed here anyway:
+ // gameconnect?
+ 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":
- if (this.mode=="human")
+ const online = (data.code == "gameconnect");
+ // If this is an opponent ?
+ if (this.game.oppid == data.id)
+ this.oppConnected = true;
+ else
{
- const online = (data.code == "connect");
- // If this is an opponent ?
- if (!!this.opponents[data.id])
- this.opponents[data.id].online = online;
+ // Or an observer ?
+ if (!online)
+ delete this.people[data.id];
else
- {
- // Or an observer ?
- if (!online)
- delete this.people[data.id];
- else
- this.people[data.id] = data.name;
- }
+ this.people[data.id] = data.name;
}
break;
}
- };
- const socketCloseListener = () => {
- this.st.conn.addEventListener('message', socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- };
- this.st.conn.onmessage = socketMessageListener;
- this.st.conn.onclose = socketCloseListener;
- },
- // dans variant.js (plutôt room.js) conn gère aussi les challenges
- // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
- methods: {
+ },
offerDraw: function() {
- if (!confirm("Offer draw?"))
- return;
- // Stay in "draw offer sent" state until next move is played
- this.drawOfferSent = true;
- if (this.subMode == "corr")
+ // TODO: also for corr games
+ if (this.drawOffer == "received")
{
- // TODO: set drawOffer on in game (how ?)
+ if (!confirm("Accept draw?"))
+ return;
+ this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
+ this.$refs["basegame"].endGame("1/2", "Mutual agreement");
}
- else //live game
+ else if (this.drawOffer == "sent")
+ this.drawOffer = "";
+ else
{
- this.opponents.forEach(o => {
- if (!!o.online)
- {
- try {
- this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
- } catch (INVALID_STATE_ERR) {
- return;
- }
- }
- });
+ if (!confirm("Offer draw?"))
+ return;
+ this.st.conn.send(JSON.stringify({code:"drawoffer", target:this.game.oppid}));
}
},
// + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
// TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
// if accept: send message "draw"
},
- abortGame: function() {
- if (!confirm("Abort the game?"))
- return;
- //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
- //send message: "gameOver" avec score "?"
- // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
+ abortGame: function(event) {
+ let modalBox = document.getElementById("modalAbort");
+ if (!event)
+ {
+ // First call show options:
+ modalBox.checked = true;
+ }
+ else
+ {
+ modalBox.checked = false; //decision made: box disappear
+ const message = event.target.innerText;
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame("?", "Abort: " + message);
+ this.st.conn.send(JSON.stringify({
+ code: "abort",
+ msg: message,
+ target: this.game.oppid,
+ }));
+ }
},
resign: function(e) {
if (!confirm("Resign the game?"))
return;
- if (this.mode == "human" && this.oppConnected(this.oppid))
- {
- try {
- this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- } catch (INVALID_STATE_ERR) {
- return;
- }
- }
- this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ this.st.conn.send(JSON.stringify({
+ code: "resign",
+ target: this.game.oppid,
+ }));
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
- // 4 cases for loading a game:
- // - from localStorage (one running game I play)
- // - from indexedDB (one completed live game)
+ // 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() {
- GameStorage.get(this.gameRef, async (game) => {
+ loadGame: function(game) {
+ const afterRetrieval = async (game) => {
+ // NOTE: variants array might not be available yet, thus the two next lines
+ const variantCell = this.st.variants.filter(v => v.id == game.vid);
+ const vname = (variantCell.length > 0 ? variantCell[0].name : "");
+ 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);
+ const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
+ if (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
+ {
+ GameStorage.update(game.gameId,
+ {
+ clocks: game.clocks,
+ initime: game.initime,
+ });
+ }
+ }
+ const vModule = await import("@/variants/" + vname + ".js");
+ window.V = vModule.VariantRules;
+ this.vr = new V(game.fen);
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
- {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
- p => p.sid == this.st.user.sid)]},
+ {
+ 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),
+ }
);
- const vModule = await import("@/variants/" + game.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(game.fen);
- // Post-processing: decorate each move with current FEN:
- // (to be able to jump to any position quickly)
- game.moves.forEach(move => {
- // TODO: this is doing manually what BaseGame.play() achieve...
- move.color = this.vr.turn;
- this.vr.play(move);
- move.fen = this.vr.getFen();
+ 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
+ // (send moves updates + resign/abort/draw actions)
+ }
+ else
+ {
+ GameStorage.get(this.gameRef.id, async (game) => {
+ afterRetrieval(game);
});
- this.vr.re_init(game.fen);
- });
-// // Poll all players except me (if I'm playing) to know online status.
-// // --> Send ping to server (answer pong if players[s] are connected)
-// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
-// {
-// this.game.players.forEach(p => {
-// if (p.sid != this.st.user.sid)
-// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
-// });
-// }
+ }
},
- // TODO: refactor this old "oppConnected" logic
-// oppConnected: function(uid) {
-// return this.opponents.some(o => o.id == uid && o.online);
-// },
// Post-process a move (which was just played)
processMove: function(move) {
if (!this.game.mycolor)
return; //I'm just an observer
// Update storage (corr or live)
- const colorIdx = ["w","b","g","r"][move.color];
+ const colorIdx = ["w","b"].indexOf(move.color);
// https://stackoverflow.com/a/38750895
const allowed_fields = ["appear", "vanish", "start", "end"];
const filtered_move = Object.keys(move)
return obj;
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
- // (otherwise move.elapsed is supposed to be already transmitted)
+ let addTime = 0;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - GameStorage.getInitime();
- this.game.players.forEach(p => {
- if (p.sid != this.st.user.sid)
- this.st.conn.send(JSON.stringify({
- code: "newmove",
- target: p.sid,
- move: Object.assign({}, filtered_move, {elapsed: elapsed}),
- }));
- });
- move.elapsed = elapsed;
+ 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;
+ }
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: this.game.oppid,
+ move: Object.assign({}, filtered_move, {addTime: addTime}),
+ }));
}
- GameStorage.update({
- colorIdx: colorIdx,
+ else
+ addTime = move.addTime; //supposed transmitted
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
+ GameStorage.update(this.gameRef.id,
+ {
move: filtered_move,
fen: move.fen,
- elapsed: move.elapsed,
- increment: this.game.increment, //redundant but faster
- initime: (this.vr.turn == this.game.mycolor), //is it my turn?
+ 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;
+ this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+ this.game.initime[nextIdx] = Date.now();
},
- // NOTE: this update function should also work for corr games
+ // TODO: this update function should also work for corr games
gameOver: function(score) {
- GameStorage.update({
- score: score,
- });
+ this.game.mode = "analyze";
+ GameStorage.update(this.gameRef.id, { score: score });
},
},
};
</script>
-<!-- TODO:
-// Abort possible à tout moment avec message
-// Sorry I have to go / Game seems over / Game is not interesting
-// code "T" pour score "perte au temps" ?
--->
+<style lang="sass">
+// TODO
+</style>