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"
span {{ st.tr["Cancel"] }}
.row
#aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
- span.variant-cadence {{ game.cadence }}
+ span.variant-cadence(v-if="game.type!='import'") {{ game.cadence }}
span.variant-name {{ game.vname }}
span#nextGame(
v-if="nextIds.length > 0"
)
img(src="/images/icons/rematch.svg")
#playersInfo
- p
+ p(v-if="isLargeScreen()")
span.name(:class="{connected: isConnected(0)}")
| {{ game.players[0].name || "@nonymous" }}
span.time(
span.time-separator(v-if="!!virtualClocks[1][1]") :
span.time-right(v-if="!!virtualClocks[1][1]")
| {{ virtualClocks[1][1] }}
+ p(v-else)
+ span.name(:class="{connected: isConnected(0)}")
+ | {{ game.players[0].name || "@nonymous" }}
+ span.split-names -
+ span.name(:class="{connected: isConnected(1)}")
+ | {{ game.players[1].name || "@nonymous" }}
+ br
+ span.time(
+ v-if="game.score=='*'"
+ :class="{yourturn: !!vr && vr.turn == 'w'}"
+ )
+ span.time-left {{ virtualClocks[0][0] }}
+ span.time-separator(v-if="!!virtualClocks[0][1]") :
+ span.time-right(v-if="!!virtualClocks[0][1]")
+ | {{ virtualClocks[0][1] }}
+ span.time(
+ v-if="game.score=='*'"
+ :class="{yourturn: !!vr && vr.turn == 'b'}"
+ )
+ span.time-left {{ virtualClocks[1][0] }}
+ span.time-separator(v-if="!!virtualClocks[1][1]") :
+ span.time-right(v-if="!!virtualClocks[1][1]")
+ | {{ virtualClocks[1][1] }}
BaseGame(
ref="basegame"
:game="game"
import Chat from "@/components/Chat.vue";
import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
+import { ImportgameStorage } from "@/utils/importgameStorage";
import { ppt } from "@/utils/datetime";
+import { notify } from "@/utils/notifications";
import { ajax } from "@/utils/ajax";
import { extractTime } from "@/utils/timeControl";
import { getRandString } from "@/utils/alea";
gameRef: "",
nextIds: [],
game: {}, //passed to BaseGame
+ focus: !document.hidden, //will not always work... TODO
// virtualClocks will be initialized from true game.clocks
virtualClocks: [],
vr: null, //"variant rules" object initialized from FEN
// If newmove got no pingback, send again:
opponentGotMove: false,
connexionString: "",
+ socketCloseListener: 0,
// Incomplete info games: show move played
moveNotation: "",
// Intervals from setInterval():
retrySendmove: null,
clockUpdate: null,
// Related to (killing of) self multi-connects:
- newConnect: {},
- killed: {}
+ newConnect: {}
};
},
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");
this.atCreation();
},
mounted: function() {
- document.addEventListener('visibilitychange', this.visibilityChange);
- ["chatWrap", "infoDiv"].forEach(eltName => {
- document.getElementById(eltName)
- .addEventListener("click", processModalClick);
- });
+ document.getElementById("chatWrap")
+ .addEventListener("click", (e) => {
+ processModalClick(e, () => {
+ this.toggleChat("close")
+ });
+ });
+ document.getElementById("infoDiv")
+ .addEventListener("click", processModalClick);
if ("ontouchstart" in window) {
// Disable tooltips on smartphones:
document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
}
},
beforeDestroy: function() {
- document.removeEventListener('visibilitychange', this.visibilityChange);
this.cleanBeforeDestroy();
},
methods: {
+ cleanBeforeDestroy: function() {
+ clearInterval(this.socketCloseListener);
+ document.removeEventListener('visibilitychange', this.visibilityChange);
+ window.removeEventListener('focus', this.onFocus);
+ window.removeEventListener('blur', this.onBlur);
+ 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(
- document.visibilityState == "visible"
- ? "getfocus"
- : "losefocus"
+ this.focus = (document.visibilityState == "visible");
+ if (!this.focus && !!this.rematchOffer) {
+ this.rematchOffer = "";
+ this.send("rematchoffer", { data: false });
+ // Do not remove rematch offer from (local) storage
+ }
+ this.send(this.focus ? "getfocus" : "losefocus");
+ },
+ onFocus: function() {
+ this.focus = true;
+ this.send("getfocus");
+ },
+ onBlur: function() {
+ this.focus = false;
+ if (!!this.rematchOffer) {
+ this.rematchOffer = "";
+ this.send("rematchoffer", { data: false });
+ }
+ this.send("losefocus");
+ },
+ isLargeScreen: function() {
+ return window.innerWidth >= 500;
+ },
+ 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);
+ window.addEventListener('focus', this.onFocus);
+ window.addEventListener('blur', this.onBlur);
// 0] (Re)Set variables
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 = {
this.retrySendmove = null;
this.clockUpdate = null;
this.newConnect = {};
- this.killed = {};
// 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
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.
+ // NOTE: the callback "roomInit" will be lost, so it's not provided.
// --> It will be given when receiving "fullgame" socket event.
socketInit(() => { this.send("askfullgame"); });
});
},
- cleanBeforeDestroy: function() {
- if (!!this.askLastate)
- clearInterval(this.askLastate);
- if (!!this.retrySendmove)
- clearInterval(this.retrySendmove);
- if (!!this.clockUpdate)
- clearInterval(this.clockUpdate);
- this.send("disconnect");
- },
roomInit: function() {
if (!this.roomInitialized) {
// Notify the room only now that I connected, because
}
},
send: function(code, obj) {
- if (!!this.conn)
+ if (!!this.conn && this.conn.readyState == 1)
this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
},
isConnected: function(index) {
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)
+ );
+ })
)
);
},
if (!!oppsid && !!this.people[oppsid]) return oppsid;
return null;
},
- toggleChat: function() {
- if (document.getElementById("modalChat").checked)
+ // NOTE: action if provided is always a closing action
+ toggleChat: function(action) {
+ if (!action && document.getElementById("modalChat").checked)
// Entering chat
document.getElementById("inputChat").focus();
- // TODO: next line is only required when exiting chat,
- // but the event for now isn't well detected.
- document.getElementById("chatBtn").classList.remove("somethingnew");
+ else {
+ document.getElementById("chatBtn").classList.remove("somethingnew");
+ if (!!this.game.mycolor) {
+ // Update "chatRead" variable either on server or locally
+ if (this.game.type == "corr")
+ this.updateCorrGame({ chatRead: this.game.mycolor });
+ else if (this.game.type == "live")
+ GameStorage.update(this.gameRef, { chatRead: true });
+ }
+ }
},
processChat: function(chat) {
this.send("newchat", { data: chat });
// NOTE: anonymous chats in corr games are not stored on server (TODO?)
- if (this.game.type == "corr" && this.st.user.id > 0)
- this.updateCorrGame({ chat: chat });
+ if (!!this.game.mycolor) {
+ if (this.game.type == "corr")
+ this.updateCorrGame({ chat: chat });
+ else {
+ // Live game
+ chat.added = Date.now();
+ GameStorage.update(this.gameRef, { chat: chat });
+ }
+ }
},
clearChat: function() {
- // Nothing more to do if game is live (chats not recorded)
- if (this.game.type == "corr") {
- if (!!this.game.mycolor) {
+ if (!!this.game.mycolor) {
+ if (this.game.type == "corr") {
ajax(
"/chats",
"DELETE",
{ data: { gid: this.game.id } }
);
+ } else {
+ // Live game
+ GameStorage.update(this.gameRef, { delchat: true });
}
this.$set(this.game, "chats", []);
}
},
getGameType: function(game) {
+ if (!!game.id.toString().match(/^i/)) return "import";
return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
},
// Notify something after a new move (to opponent and me on MyGames page)
const data = JSON.parse(msg.data);
switch (data.code) {
case "pollclients":
- // TODO: shuffling and random filtering on server, if
- // the room is really crowded.
- 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 };
- this.newConnect[data.from] = true; //for self multi-connects tests
- this.send("askidentity", { target: data.from });
+ if (!this.people[data.from[0]]) {
+ // focus depends on the tmpId (e.g. tab)
+ this.$set(
+ this.people,
+ data.from[0],
+ {
+ tmpIds: {
+ [data.from[1]]: { focus: true }
+ }
+ }
+ );
+ // For self multi-connects tests:
+ this.newConnect[data.from[0]] = true;
+ this.send("askidentity", { target: data.from[0] });
+ } else {
+ this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
+ this.$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.$forceUpdate(); //TODO: shouldn't be required
}
break;
}
- case "killed":
- // I logged in elsewhere:
- this.conn = null;
- alert(this.st.tr["New connexion detected: tab now offline"]);
- break;
case "askidentity": {
// Request for identification
const me = {
case "identity": {
const user = data.data;
let player = this.people[user.sid];
- // player.focus is already set
+ // player.tmpIds is already set
player.name = user.name;
player.id = user.id;
this.$forceUpdate(); //TODO: shouldn't be required
// If I multi-connect, kill current connexion if no mark (I'm older)
if (this.newConnect[user.sid]) {
+ delete this.newConnect[user.sid];
if (
user.id > 0 &&
user.id == this.st.user.id &&
- user.sid != this.st.user.sid &&
- !this.killed[this.st.user.sid]
+ user.sid != this.st.user.sid
) {
- this.send("killme", { sid: this.st.user.sid });
- this.killed[this.st.user.sid] = true;
+ this.cleanBeforeDestroy();
+ alert(this.st.tr["New connexion detected: tab now offline"]);
+ break;
}
- delete this.newConnect[user.sid];
}
- if (!this.killed[this.st.user.sid]) {
- // Ask potentially missed last state, if opponent and I play
- if (
- !!this.game.mycolor &&
- this.game.type == "live" &&
- this.game.score == "*" &&
- this.game.players.some(p => p.sid == user.sid)
- ) {
- this.send("asklastate", { target: user.sid });
- let counter = 1;
- this.askLastate = setInterval(
- () => {
- // Ask at most 3 times:
- // if no reply after that there should be a network issue.
- if (
- counter < 3 &&
- !this.gotLastate &&
- !!this.people[user.sid]
- ) {
- this.send("asklastate", { target: user.sid });
- counter++;
- } else {
- clearInterval(this.askLastate);
- }
- },
- 1500
- );
- }
+ // Ask potentially missed last state, if opponent and I play
+ if (
+ !this.gotLastate &&
+ !!this.game.mycolor &&
+ this.game.type == "live" &&
+ this.game.score == "*" &&
+ this.game.players.some(p => p.sid == user.sid)
+ ) {
+ this.send("asklastate", { target: user.sid });
+ let counter = 1;
+ this.askLastate = setInterval(
+ () => {
+ // Ask at most 3 times:
+ // if no reply after that there should be a network issue.
+ if (
+ counter < 3 &&
+ !this.gotLastate &&
+ !!this.people[user.sid]
+ ) {
+ this.send("asklastate", { target: user.sid });
+ counter++;
+ } else {
+ clearInterval(this.askLastate);
+ }
+ },
+ 1500
+ );
}
break;
}
case "askgame":
- // Send current (live) game if not asked by any of the players
+ // Send current (live or import) game,
+ // if not asked by any of the players
if (
- this.game.type == "live" &&
+ this.game.type != "corr" &&
this.game.players.every(p => p.sid != data.from[0])
) {
const myGame = {
id: this.game.id,
+ // FEN is current position, unused for now
fen: this.game.fen,
players: this.game.players,
vid: this.game.vid,
.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) => {
this.send("fullgame", { data: gameToSend, target: data.from });
break;
case "fullgame":
- // Callback "roomInit" to poll clients only after game is loaded
- this.loadVariantThenGame(data.data, this.roomInit);
+ if (!!data.data.empty) {
+ alert(this.st.tr["The game should be in another tab"]);
+ this.$router.go(-1);
+ }
+ else
+ // Callback "roomInit" to poll clients only after game is loaded
+ this.loadVariantThenGame(data.data, this.roomInit);
break;
case "asklastate":
// Sending informative last state if I played a move or score != "*"
// If the game or moves aren't loaded yet, delay the sending:
+ // TODO: socket init after game load, so the game is supposedly ready
if (!this.game || !this.game.moves) this.lastateAsked = true;
else this.sendLastate(data.from);
break;
case "lastate": {
// Got opponent infos about last move
this.gotLastate = true;
- if (!data.data.nothing) {
- this.lastate = data.data;
- if (this.game.rendered)
- // Game is rendered (Board component)
- this.processLastate();
- // Else: will be processed when game is ready
- }
+ this.lastate = data.data;
+ if (this.game.rendered)
+ // Game is rendered (Board component)
+ this.processLastate();
+ // Else: will be processed when game is ready
break;
}
case "newmove": {
} else {
this.gotMoveIdx = movePlus.index;
const receiveMyMove = (movePlus.color == this.game.mycolor);
- if (!receiveMyMove && !!this.game.mycolor)
+ const moveColIdx = ["w", "b"].indexOf(movePlus.color);
+ if (!receiveMyMove && !!this.game.mycolor) {
// Notify opponent that I got the move:
- this.send("gotmove", {data: movePlus.index, target: data.from});
+ this.send(
+ "gotmove",
+ { data: movePlus.index, target: data.from }
+ );
+ // And myself if I'm elsewhere:
+ if (!this.focus) {
+ notify(
+ "New move",
+ {
+ body:
+ (this.game.players[moveColIdx].name || "@nonymous") +
+ " just played."
+ }
+ );
+ }
+ }
if (movePlus.cancelDrawOffer) {
// Opponent refuses draw
this.drawOffer = "";
GameStorage.update(this.gameRef, { drawOffer: "" });
}
}
- this.$refs["basegame"].play(movePlus.move, "received", null, true);
+ this.$refs["basegame"].play(
+ movePlus.move, "received", null, true);
+ this.game.clocks[moveColIdx] = movePlus.clock;
this.processMove(
movePlus.move,
- {
- clock: movePlus.clock,
- receiveMyMove: receiveMyMove
- }
+ { receiveMyMove: receiveMyMove }
);
}
}
}
case "gotmove": {
this.opponentGotMove = true;
- // Now his clock starts running:
+ // Now his clock starts running on my side:
const oppIdx = ['w','b'].indexOf(this.vr.turn);
- this.game.initime[oppIdx] = Date.now();
+ // NOTE: next line to avoid multi-resetClocks when several tabs
+ // on same game, resulting in a faster countdown.
+ if (!!this.clockUpdate) clearInterval(this.clockUpdate);
this.re_setClocks();
break;
}
case "drawoffer":
// NOTE: observers don't know who offered draw
this.drawOffer = "received";
- if (this.game.type == "live") {
+ if (!!this.game.mycolor && this.game.type == "live") {
GameStorage.update(
this.gameRef,
{ drawOffer: V.GetOppCol(this.game.mycolor) }
case "rematchoffer":
// NOTE: observers don't know who offered rematch
this.rematchOffer = data.data ? "received" : "";
- if (this.game.type == "live") {
+ if (!!this.game.mycolor && this.game.type == "live") {
GameStorage.update(
this.gameRef,
{ rematchOffer: V.GetOppCol(this.game.mycolor) }
}
break;
}
- case "newchat":
- this.$refs["chatcomp"].newChat(data.data);
+ case "newchat": {
+ let chat = data.data;
+ this.$refs["chatcomp"].newChat(chat);
+ if (this.game.type == "live") {
+ chat.added = Date.now();
+ if (!!this.game.mycolor)
+ GameStorage.update(this.gameRef, { chat: chat });
+ }
if (!document.getElementById("modalChat").checked)
document.getElementById("chatBtn").classList.add("somethingnew");
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",
);
},
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);
}
},
clickDraw: function() {
- if (!this.game.mycolor) return; //I'm just spectator
+ if (!this.game.mycolor || this.game.type == "import") return;
if (["received", "threerep"].includes(this.drawOffer)) {
if (!confirm(this.st.tr["Accept draw?"])) return;
const message =
// Game state (including FEN): will be updated
moves: [],
clocks: [-1, -1], //-1 = unstarted
- initime: [0, 0], //initialized later
score: "*"
}
);
});
},
clickRematch: function() {
- if (!this.game.mycolor) return; //I'm just spectator
+ if (!this.game.mycolor || this.game.type == "import") return;
if (this.rematchOffer == "received") {
// Start a new game!
let gameInfo = {
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);
};
}
},
abortGame: function() {
- if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
+ if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
+ return;
this.gameOver("?", "Stop");
this.send("abort");
},
this.gameOver(score, side + " surrender");
},
loadGame: function(game, callback) {
- this.vr = new V(game.fen);
- const gtype = this.getGameType(game);
+ const gtype = game.type || this.getGameType(game);
const tc = extractTime(game.cadence);
const myIdx = game.players.findIndex(p => {
return p.sid == this.st.user.sid || p.id == this.st.user.id;
});
- const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
- if (!game.chats) game.chats = []; //live games don't have chat history
+ // "mycolor" is undefined for observers
+ const mycolor = [undefined, "w", "b"][myIdx + 1];
if (gtype == "corr") {
- // NOTE: clocks in seconds, initime in milliseconds
+ if (mycolor == 'w') game.chatRead = game.chatReadWhite;
+ else if (mycolor == 'b') game.chatRead = game.chatReadBlack;
+ // 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.
- }
- // Sort chat messages from newest to oldest
- game.chats.sort((c1, c2) => {
- return c2.added - c1.added;
- });
- if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
- // Did a chat message arrive after my last move?
- let dtLastMove = 0;
- if (L == 1 && myIdx == 0)
- dtLastMove = game.moves[0].played;
- else if (L >= 2) {
- if (L % 2 == 0) {
- // It's now white turn
- dtLastMove = game.moves[L-1-(1-myIdx)].played;
- } else {
- // Black turn:
- dtLastMove = game.moves[L-1-myIdx].played;
- }
+ // Adjust clocks
+ if (L >= 2) {
+ game.clocks[L % 2] -=
+ (Date.now() - game.moves[L-1].played) / 1000;
}
- if (dtLastMove < game.chats[0].added)
- document.getElementById("chatBtn").classList.add("somethingnew");
}
// 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
- });
+ else 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;
}
}
+ else
+ // gtype == "import"
+ game.clocks = [tc.mainTime, tc.mainTime];
+ // Live games before 26/03/2020 don't have chat history:
+ if (!game.chats) game.chats = []; //TODO: remove line
+ // Sort chat messages from newest to oldest
+ game.chats.sort((c1, c2) => c2.added - c1.added);
+ if (
+ myIdx >= 0 &&
+ game.chats.length > 0 &&
+ (!game.chatRead || game.chatRead < game.chats[0].added)
+ ) {
+ // A chat message arrived since my last reading:
+ document.getElementById("chatBtn").classList.add("somethingnew");
+ }
// TODO: merge next 2 "if" conditions
if (!!game.drawOffer) {
if (game.drawOffer == "t")
}
this.repeat = {}; //reset: scan past moves' FEN:
let repIdx = 0;
- let vr_tmp = new V(game.fenStart);
+ this.vr = new V(game.fenStart);
let curTurn = "n";
game.moves.forEach(m => {
- playMove(m, vr_tmp);
- const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
+ playMove(m, this.vr);
+ const fenIdx = this.vr.getFenForRepeat();
this.repeat[fenIdx] = this.repeat[fenIdx]
? this.repeat[fenIdx] + 1
: 1;
});
+ // Imported games don't have current FEN
+ if (!game.fen) game.fen = this.vr.getFen();
if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
this.game = Object.assign(
// NOTE: assign mycolor here, since BaseGame could also be VS computer
}
}
);
- } else
- // Local game (or live remote)
+ }
+ else if (!!this.gameRef.match(/^i/))
+ // Game import (maybe remote)
+ ImportgameStorage.get(this.gameRef, callback);
+ else
+ // Local live game (or 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.$set(
this.virtualClocks,
colorIdx,
- ppt(Math.max(0, --countdown)).split(':')
+ ppt(Math.max(0, --this.game.clocks[colorIdx])).split(':')
);
+ }
},
1000
);
},
// Update variables and storage after a move:
processMove: function(move, data) {
+ if (this.game.type == "import")
+ // Shouldn't receive any messages in this mode:
+ return;
if (!data) data = {};
const moveCol = this.vr.turn;
const colorIdx = ["w", "b"].indexOf(moveCol);
const nextIdx = 1 - colorIdx;
const doProcessMove = () => {
const origMovescount = this.game.moves.length;
- let addTime = 0; //for live games
+ // The move is (about to be) played: stop clock
+ clearInterval(this.clockUpdate);
+ this.clockUpdate = null;
if (moveCol == this.game.mycolor && !data.receiveMyMove) {
if (this.drawOffer == "received")
// I refuse draw
this.drawOffer = "";
if (this.game.type == "live" && origMovescount >= 2) {
- const elapsed = Date.now() - this.game.initime[colorIdx];
- // elapsed time is measured in milliseconds
- addTime = this.game.increment - elapsed / 1000;
+ this.game.clocks[colorIdx] += this.game.increment;
+ // For a correct display in casqe of disconnected opponent:
+ this.$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 is computed in BaseGame, but maybe not yet.
// ==> Compute it here, although this is redundant (TODO)
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] =
}
// 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 &&
move: filtered_move,
moveIdx: origMovescount,
clocks: this.game.clocks,
- initime: this.game.initime,
drawOffer: drawCode
});
};
// The active tab can update storage immediately
- if (!document.hidden) updateStorage();
+ if (this.focus) updateStorage();
// Small random delay otherwise
else setTimeout(updateStorage, 500 + 1000 * Math.random());
}
let sendMove = {
move: filtered_move,
index: origMovescount,
- // color is required to check if this is my move (if several tabs opened)
+ // color is required to check if this is my move
+ // (if several tabs opened)
color: moveCol,
cancelDrawOffer: this.drawOffer == ""
};
// The board might have been hidden:
if (boardDiv.style.visibility == "hidden")
boardDiv.style.visibility = "visible";
- if (data.score == "*") {
- this.game.initime[nextIdx] = Date.now();
- this.re_setClocks();
- }
+ if (data.score == "*") this.re_setClocks();
}
};
let el = document.querySelector("#buttonsConfirm > .acceptBtn");
};
if (this.game.type == "live") {
GameStorage.update(this.gameRef, scoreObj);
+ // Notify myself locally if I'm elsewhere:
+ if (!this.focus) {
+ notify(
+ "Game over",
+ { body: score + " : " + scoreMsg }
+ );
+ }
if (!!callback) callback();
}
else this.updateCorrGame(scoreObj, callback);
- // Notify the score to main Hall. TODO: only one player (currently double send)
+ // Notify the score to main Hall.
+ // TODO: only one player (currently double send)
this.send("result", { gid: this.game.id, score: score });
// Also to MyGames page (TODO: doubled as well...)
this.notifyMyGames(
margin: 0
display: inline-flex
img
- height: 24px
+ height: 22px
display: flex
@media screen and (max-width: 767px)
height: 18px