#chat.card
label.modal-close(for="modalChat")
#participants
- span {{ Object.keys(people).length }} st.tr["participant(s):"]
+ span {{ Object.keys(people).length + " " + st.tr["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")
+ :newChat="newChat" @mychat="processChat")
.row
#aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
- span.variant-info
- | {{ st.tr["Variant:"] + " " }}
- span.vname {{ game.vname }}
+ span.variant-info {{ game.vname }}
button#chatBtn(onClick="doClick('modalChat')") Chat
#actions(v-if="game.score=='*'")
button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
id: "",
rid: ""
},
- game: {players:[{name:""},{name:""}]}, //passed to BaseGame
+ game: { //passed to BaseGame
+ players:[{name:""},{name:""}],
+ rendered: false,
+ },
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOffer: "",
people: {}, //players + observers
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
+ newChat: "",
};
},
watch: {
this.st.conn.send(JSON.stringify({code:"pollclients"}));
},
isConnected: function(index) {
- const name = this.game.players[index].name;
- if (this.st.user.name == name)
+ const player = this.game.players[index];
+ // Is it me ?
+ if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
return true;
- return Object.values(this.people).some(p => p.name == name);
+ // Try to find a match in people:
+ return Object.keys(this.people).some(sid => sid == player.sid) ||
+ Object.values(this.people).some(p => p.id == player.uid);
},
socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
switch (data.code)
{
case "duplicate":
+ this.st.conn.send(JSON.stringify({code:"duplicate",
+ page:"/game/" + this.game.id}));
alert(this.st.tr["Warning: multi-tabs not supported"]);
break;
// 0.2] Receive clients list (just socket IDs)
case "pollclients":
- {
data.sockIds.forEach(sid => {
if (!!this.people[sid])
return;
this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
});
break;
- }
case "askidentity":
- {
// Request for identification: reply if I'm not anonymous
if (this.st.user.id > 0)
{
target:data.from}));
}
break;
- }
case "identity":
- {
- // NOTE: sometimes player.id fails because player is undefined...
- // Probably because the event was meant for Hall?
- if (!this.people[data.user.sid])
- return;
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,
- // only if I played a move (otherwise opponent has all)
- if (!!this.game.mycolor && this.game.type == "live"
- && this.game.oppsid == data.user.sid
- && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+ // 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 == data.user.sid))
+ {
+ this.st.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid}));
+ }
+ break;
+ case "asklastate":
+ // Sending last state if I played a move or score != "*"
+ if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+ || this.game.score != "*" || this.drawOffer == "sent")
{
// Send our "last state" informations to opponent
const L = this.game.moves.length;
+ const myIdx = ["w","b"].indexOf(this.game.mycolor);
this.st.conn.send(JSON.stringify({
code: "lastate",
- target: data.user.sid,
+ target: data.from,
state:
{
- lastMove: this.game.moves[L-1],
- // Since we played a move, only drawOffer=="sent" is possible
+ // NOTE: lastMove (when defined) includes addTime
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ // Since we played a move (or abort or resign),
+ // only drawOffer=="sent" is possible
drawSent: this.drawOffer == "sent",
score: this.game.score,
movesCount: L,
- clocks: this.game.clocks,
+ initime: this.game.initime[1-myIdx], //relevant only if I played
}
}));
}
break;
- }
case "askgame":
// Send current (live) game if I play in (not an observer),
// and not asked by opponent (!)
players: this.game.players,
vid: this.game.vid,
timeControl: this.game.timeControl,
+ score: this.game.score,
};
this.st.conn.send(JSON.stringify({code:"game",
game:myGame, target:data.from}));
break;
case "newmove":
if (!!data.move.cancelDrawOffer) //opponent refuses draw
+ {
this.drawOffer = "";
+ // NOTE for corr games: drawOffer reset by player in turn
+ if (this.game.type == "live" && !!this.game.mycolor)
+ GameStorage.update(this.gameRef.id, {drawOffer: ""});
+ }
this.$set(this.game, "moveToPlay", data.move);
break;
+ case "newchat":
+ this.newChat = data.chat;
+ if (!document.getElementById("modalChat").checked)
+ document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+ break;
case "lastate": //got opponent infos about last move
- {
- this.lastate = data;
- if (!!this.game.type) //game is loaded
+ this.lastate = data.state;
+ if (this.game.rendered) //game is rendered (Board component)
this.processLastate();
//else: will be processed when game is ready
break;
- }
case "resign":
this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
this.loadGame(data.game, this.roomInit);
break;
case "connect":
- {
- // TODO: next condition is probably not required. See note line 150
- if (!this.people[data.from])
- {
- this.$set(this.people, data.from, {name:"", id:0});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
- }
+ this.$set(this.people, data.from, {name:"", id:0});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
break;
- }
case "disconnect":
this.$delete(this.people, data.from);
break;
if (data.movesCount > L)
{
// Just got last move from him
- if (data.score != "*" && this.game.score == "*")
+ this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime}));
+ }
+ if (data.drawSent)
+ this.drawOffer = "received";
+ if (data.score != "*")
+ {
+ this.drawOffer = "";
+ if (this.game.score == "*")
this.gameOver(data.score);
- this.game.clocks = data.clocks; //TODO: check this?
- if (!!data.drawSent)
- this.drawOffer = "received";
- this.$set(this.game, "moveToPlay", data.lastMove);
}
},
clickDraw: function() {
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (!!this.lastate)
+ this.processLastate();
+ });
this.repeat = {}; //reset: scan past moves' FEN:
let repIdx = 0;
// NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
});
if (this.repeat[repIdx] >= 3)
this.drawOffer = "threerep";
- if (!!this.lastate) //lastate arrived before game was loaded:
- this.processLastate();
callback();
};
if (!!game)
processMove: function(move) {
// Update storage (corr or live) if I play in the game
const colorIdx = ["w","b"].indexOf(move.color);
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
// https://stackoverflow.com/a/38750895
if (!!this.game.mycolor)
{
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed/1000;
}
- let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
+ const sendMove = Object.assign({},
+ filtered_move,
+ {
+ addTime: addTime,
+ cancelDrawOffer: this.drawOffer=="",
+ });
Object.keys(this.people).forEach(sid => {
if (sid != this.st.user.sid)
{
code: "newmove",
target: sid,
move: sendMove,
- cancelDrawOffer: this.drawOffer=="",
}));
}
});
+ // (Add)Time indication: useful in case of lastate infos requested
+ move.addTime = addTime;
}
else
addTime = move.addTime; //supposed transmitted
- const nextIdx = ["w","b"].indexOf(this.vr.turn);
// Update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
- this.game.initime[nextIdx] = Date.now();
+ // move.initime is set only when I receive a "lastate" move from opponent
+ this.game.initime[nextIdx] = move.initime || Date.now();
// If repetition detected, consider that a draw offer was received:
const fenObj = V.ParseFen(move.fen);
let repIdx = fenObj.position + "_" + fenObj.turn;
move:
{
squares: filtered_move,
- played: Date.now(), //TODO: on server?
+ played: Date.now(),
idx: this.game.moves.length - 1,
},
- drawOffer: drawCode,
+ drawOffer: drawCode || "n", //"n" for "None" to force reset (otherwise it's ignored)
});
}
else //live
// TODO: this is called twice, once on opening an once on closing
document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
},
- finishSendChat: function(chat) {
+ processChat: function(chat) {
+ this.st.conn.send(JSON.stringify({code:"newchat", chat: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 = this.st.tr[(!!scoreMsg
margin-top: 10px
button
display: inline-block
- width: 33%
margin: 0
@media screen and (max-width: 767px)
margin-left: 30%
.variant-info
+ font-weight: bold
padding-right: 10px
- .vname
- font-weight: bold
.name
font-size: 1.5rem