<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:game="game" :vr="vr" ref="basegame"
- @newmove="processMove" @gameover="gameOver")
- div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
- 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.type=='corr'") {{ game.corrMsg }}
- textarea(v-if="game.score=='*'" v-model="corrMsg")
- Chat(:players="game.players")
+main
+ input#modalChat.modal(type="checkbox" @click="resetChatColor")
+ div#chatWrap(role="dialog" data-checkbox="modalChat"
+ aria-labelledby="inputChat")
+ #chat.card
+ label.modal-close(for="modalChat")
+ #participants
+ span {{ Object.keys(people).length }} participant(s):
+ span(v-for="p in Object.values(people)" v-if="!!p.name")
+ | {{ p.name }}
+ span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+ | + @nonymous
+ 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 || "@nonymous" }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
+ span.split-names -
+ span.name(:class="{connected: isConnected(1)}")
+ | {{ game.players[1].name || "@nonymous" }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
</template>
<script>
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',
rid: ""
},
game: {players:[{name:""},{name:""}]}, //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: [], //players + observers
+ drawOffer: "",
+ people: {}, //players + observers
lastate: undefined, //used if opponent send lastate before game is ready
+ repeat: {}, //detect position repetition
};
},
watch: {
{
clearInterval(clockUpdate);
if (countdown < 0)
- this.setScore(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+ this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
}
else
{
}, 1000);
},
},
- // TODO: redundant code with Hall.vue (related to people array)
+ // 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.people.push({sid:my.sid, id:my.id, name:my.name});
+ this.$set(this.people, my.sid, {id:my.id, name:my.name});
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"]; //may be undefined
// Define socket .onmessage() and .onclose() events:
socketInit(this.loadGame);
}
},
+ mounted: function() {
+ document.getElementById("chatWrap").addEventListener(
+ "click", processModalClick);
+ },
methods: {
// O.1] Ask server for room composition:
roomInit: function() {
+ // Notify the room only now that I connected, because
+ // messages might be lost otherwise (if game loading is slow)
+ this.st.conn.send(JSON.stringify({code:"connect"}));
this.st.conn.send(JSON.stringify({code:"pollclients"}));
},
+ isConnected: function(index) {
+ const name = this.game.players[index].name;
+ if (this.st.user.name == name)
+ return true;
+ return Object.values(this.people).some(p => p.name == name);
+ },
socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
switch (data.code)
case "pollclients":
{
data.sockIds.forEach(sid => {
- this.people.push({sid:sid, id:0, name:""});
+ if (!!this.people[sid])
+ return;
+ this.$set(this.people, sid, {id:0, name:""});
// Ask only identity
this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
});
// 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}));
+ 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":
{
- 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)
+ if (!this.people[data.user.sid])
return;
- player.id = data.user.id;
- player.name = data.user.name;
+ this.$set(this.people, data.user.sid,
+ {id: data.user.id, name: data.user.name});
// Sending last state only for live games: corr games are complete
- if (this.game.type == "live" && this.game.oppsid == player.sid)
+ if (this.game.type == "live" && this.game.oppsid == data.user.sid)
{
// Send our "last state" informations to opponent
const L = this.game.moves.length;
lastMove.draw = true;
this.st.conn.send(JSON.stringify({
code: "lastate",
- target: player.sid,
+ target: data.user.sid,
state:
{
lastMove: lastMove,
break;
}
case "askgame":
- // Send current (live) game
+ // Send current (live) game if not asked by opponent (!)
+ if (this.game.players.some(p => p.sid == data.from))
+ return;
const myGame =
{
// Minimal game informations:
id: this.game.id,
- players: this.game.players.map(p => { return {name:p.name}; }),
+ players: this.game.players,
vid: this.game.vid,
timeControl: this.game.timeControl,
};
game:myGame, target:data.from}));
break;
case "newmove":
- this.corrMsg = data.move.message; //may be empty
- this.game.moveToPlay = data.move;
+ this.$set(this.game, "moveToPlay", data.move);
break;
case "lastate": //got opponent infos about last move
{
break;
}
case "resign":
- this.setScore(data.side=="b" ? "1-0" : "0-1", "Resign");
+ this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
case "abort":
- this.setScore("?", "Abort");
+ this.gameOver("?", "Abort");
break;
case "draw":
- this.setScore("1/2", "Mutual agreement");
+ this.gameOver("1/2", data.message);
break;
case "drawoffer":
- this.drawOffer = "received"; //TODO: observers don't know who offered draw
+ // 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}));
+ 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
break;
case "connect":
{
- this.people.push({name:"", id:0, sid:data.from});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+ // TODO: next condition is probably not required. See note line 150
+ if (!this.people[data.from])
+ {
+ this.$set(this.people, data.from, {name:"", id:0});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+ }
break;
}
case "disconnect":
- ArrayFun.remove(this.people, p => p.sid == data.from);
+ this.$delete(this.people, data.from);
break;
}
},
if (data.movesCount > L)
{
// Just got last move from him
- this.game.moveToPlay = data.lastMove;
+ 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.setScore(data.score, "Opponent action");
+ this.gameOver(data.score, "Opponent action");
}
this.game.clocks = data.clocks; //TODO: check this?
if (!!data.lastMove.draw)
this.drawOffer = "received";
}
},
- setScore: function(score, message) {
- this.game.scoreMsg = message;
- this.game.score = score;
- },
- offerDraw: function() {
- if (this.drawOffer == "received")
+ clickDraw: function() {
+ if (["received","threerep"].includes(this.drawOffer))
{
if (!confirm("Accept draw?"))
return;
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
- this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
+ 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.setScore("1/2", "Mutual agreement");
+ this.gameOver("1/2", message);
}
- else if (this.drawOffer == "sent")
- {
- this.drawOffer = "";
- if (this.game.type == "corr")
- GameStorage.update(this.gameRef.id, {drawOffer: false});
- }
- else
+ else if (this.drawOffer == "") //no effect if drawOffer == "sent"
{
if (!confirm("Offer draw?"))
return;
this.drawOffer = "sent";
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
- this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
});
- if (this.game.type == "corr")
- GameStorage.update(this.gameRef.id, {drawOffer: true});
+ GameStorage.update(this.gameRef.id, {drawOffer: true});
}
},
abortGame: function() {
if (!confirm(this.st.tr["Terminate game?"]))
return;
- this.setScore("?", "Abort");
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
+ this.gameOver("?", "Abort");
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
{
this.st.conn.send(JSON.stringify({
code: "abort",
- target: p.sid,
+ target: sid,
}));
}
});
resign: function(e) {
if (!confirm("Resign the game?"))
return;
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
+ 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:p.sid}));
+ side:this.game.mycolor, target:sid}));
}
});
- this.setScore(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+ 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)
vanish: s.vanish,
start: s.start,
end: s.end,
- message: m.message,
};
});
+ // 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;
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
+ this.repeat = {}; //reset
if (!!this.lastate) //lastate arrived before game was loaded:
this.processLastate();
callback();
},
// 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)
+ // Update storage (corr or live) if I play in the game
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)
- .filter(key => allowed_fields.includes(key))
- .reduce((obj, key) => {
- obj[key] = move[key];
- return obj;
- }, {});
+ 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)
addTime = this.game.increment - elapsed/1000;
}
let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
- if (this.game.type == "corr")
- sendMove.message = this.corrMsg;
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
{
this.st.conn.send(JSON.stringify({
code: "newmove",
- target: p.sid,
+ target: sid,
move: sendMove,
}));
}
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.type == "live" || move.color == this.game.mycolor)
+ 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,
- message: this.corrMsg,
move:
{
squares: filtered_move,
//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";
},
- gameOver: function(score) {
- this.game.mode = "analyze";
+ resetChatColor: function() {
+ // TODO: this is called twice, once on opening an once on closing
+ 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("modalChat").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 });
+ {
+ GameStorage.update(this.gameRef.id,
+ {score: score, scoreMsg: scoreMsg});
+ }
},
},
};
</script>
-<style lang="sass">
-// TODO
+<style lang="sass" scoped>
+.connected
+ background-color: lightgreen
+
+#participants
+ margin-left: 5px
+
+.anonymous
+ color: grey
+ font-style: italic
+
+@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
+@media screen and (min-width: 768px)
+ #aboveBoard
+ margin-left: 30%
+
+.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>