<template lang="pug">
main
- input#modalInfo.modal(type="checkbox")
- div#infoDiv(
+ input#modalRules.modal(type="checkbox")
+ div#rulesDiv(
role="dialog"
- data-checkbox="modalInfo"
+ data-checkbox="modalRules"
+ )
+ .card
+ label.modal-close(for="modalRules")
+ a#variantNameInGame(:href="'/#/variants/'+game.vname") {{ game.vname }}
+ div(v-html="rulesContent")
+ input#modalScore.modal(type="checkbox")
+ div#scoreDiv(
+ role="dialog"
+ data-checkbox="modalScore"
)
.card.text-center
- label.modal-close(for="modalInfo")
- p(v-html="infoMessage")
+ label.modal-close(for="modalScore")
+ p.score-section
+ span.score {{ game.score }}
+ | :
+ span.score-msg {{ st.tr[game.scoreMsg] }}
+ input#modalRematch.modal(type="checkbox")
+ div#rematchDiv(
+ role="dialog"
+ data-checkbox="modalRematch"
+ )
+ .card.text-center
+ label.modal-close(for="modalRematch")
+ a(
+ :href="'#/game/' + rematchId"
+ onClick="document.getElementById('modalRematch').checked=false"
+ )
+ | {{ st.tr["Rematch in progress"] }}
input#modalChat.modal(
type="checkbox"
- @click="resetChatColor()"
+ @click="toggleChat()"
)
div#chatWrap(
role="dialog"
span {{ st.tr["Participant(s):"] }}
span(
v-for="p in Object.values(people)"
- v-if="p.focus && !!p.name"
+ v-if="!!p.name"
)
| {{ 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"
:pastChats="game.chats"
- :newChat="newChat"
@mychat="processChat"
@chatcleared="clearChat"
)
button.refuseBtn(@click="cancelMove()")
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 }}
+ #aboveBoard.col-sm-12
+ span.variant-cadence(v-if="game.type!='import'") {{ game.cadence }}
span.variant-name {{ game.vname }}
span#nextGame(
v-if="nextIds.length > 0"
@click="showNextGame()"
)
| {{ st.tr["Next_g"] }}
- button#chatBtn.tooltip(
+ button#chatBtn(
+ :class="btnTooltipClass()"
onClick="window.doClick('modalChat')"
aria-label="Chat"
)
img(src="/images/icons/chat.svg")
#actions(v-if="game.score=='*'")
- button.tooltip(
+ button(
@click="clickDraw()"
- :class="{['draw-' + drawOffer]: true}"
+ :class="btnTooltipClass('draw')"
:aria-label="st.tr['Draw']"
)
img(src="/images/icons/draw.svg")
- button.tooltip(
+ button(
v-if="!!game.mycolor"
+ :class="btnTooltipClass()"
@click="abortGame()"
:aria-label="st.tr['Abort']"
)
img(src="/images/icons/abort.svg")
- button.tooltip(
+ button(
v-if="!!game.mycolor"
+ :class="btnTooltipClass()"
@click="resign()"
:aria-label="st.tr['Resign']"
)
img(src="/images/icons/resign.svg")
- button.tooltip(
+ button(
v-else
+ :class="btnTooltipClass('rematch')"
@click="clickRematch()"
- :class="{['rematch-' + rematchOffer]: true}"
:aria-label="st.tr['Rematch']"
)
img(src="/images/icons/rematch.svg")
#playersInfo
- p
- span.name(:class="{connected: isConnected(0)}")
- | {{ game.players[0].name || "@nonymous" }}
+ div(v-if="isLargeScreen()")
+ UserBio.user-bio(
+ :class="{connected: isConnected(0)}"
+ :uid="game.players[0].id"
+ :uname="game.players[0].name"
+ )
span.time(
v-if="game.score=='*'"
:class="{yourturn: !!vr && vr.turn == 'w'}"
span.time-right(v-if="!!virtualClocks[0][1]")
| {{ virtualClocks[0][1] }}
span.split-names -
- span.name(:class="{connected: isConnected(1)}")
- | {{ game.players[1].name || "@nonymous" }}
+ UserBio.user-bio(
+ :class="{connected: isConnected(1)}"
+ :uid="game.players[1].id"
+ :uname="game.players[1].name"
+ )
span.time(
v-if="game.score=='*'"
:class="{yourturn: !!vr && vr.turn == 'b'}"
span.time-separator(v-if="!!virtualClocks[1][1]") :
span.time-right(v-if="!!virtualClocks[1][1]")
| {{ virtualClocks[1][1] }}
+ div(v-else)
+ UserBio.user-bio(
+ :class="{connected: isConnected(0)}"
+ :uid="game.players[0].id"
+ :uname="game.players[0].name"
+ )
+ span.split-names -
+ UserBio.user-bio(
+ :class="{connected: isConnected(1)}"
+ :uid="game.players[1].id"
+ :uname="game.players[1].name"
+ )
+ div(v-if="game.score=='*'")
+ span.time(: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.separator
+ span.time(: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"
<script>
import BaseGame from "@/components/BaseGame.vue";
+import UserBio from "@/components/UserBio.vue";
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";
import { getScoreMessage } from "@/utils/scoring";
import { getFullNotation } from "@/utils/notation";
-import { getDiagram } from "@/utils/printDiagram";
+import { getDiagram, replaceByDiag } from "@/utils/printDiagram";
import { processModalClick } from "@/utils/modalClick";
import { playMove, getFilteredMove } from "@/utils/playUndo";
import { ArrayFun } from "@/utils/array";
name: "my-game",
components: {
BaseGame,
- Chat
+ Chat,
+ UserBio
},
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
+ focus: !document.hidden, //will not always work... TODO
// virtualClocks will be initialized from true game.clocks
+ // TODO: clock update triggers re-rendering. Should be out of Vue
virtualClocks: [],
vr: null, //"variant rules" object initialized from FEN
+ rulesContent: "",
drawOffer: "",
- infoMessage: "",
+ rematchId: "",
rematchOffer: "",
lastateAsked: false,
people: {}, //players + observers
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
curDiag: "", //for corr moves confirmation
- newChat: "",
conn: null,
roomInitialized: false,
- // If newmove has wrong index: ask fullgame again:
- askGameTime: 0,
- gameIsLoading: false,
// If asklastate got no reply, ask again:
gotLastate: false,
gotMoveIdx: -1, //last move index received
// 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: {
$route: function(to, from) {
- if (from.params["id"] != to.params["id"]) {
+ if (to.path.length < 6 || to.path.substr(0, 6) != "/game/")
+ // Page change
+ this.cleanBeforeDestroy();
+ else if (from.params["id"] != to.params["id"]) {
// Change everything:
this.cleanBeforeDestroy();
let boardDiv = document.querySelector(".game");
// In case of incomplete information variant:
boardDiv.style.visibility = "hidden";
this.atCreation();
- } else {
+ }
+ else
// Same game ID
- this.gameRef.id = to.params["id"];
- this.gameRef.rid = to.query["rid"];
this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
- this.loadGame();
- }
}
},
// 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);
- });
- if ("ontouchstart" in window) {
- // Disable tooltips on smartphones:
- document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
- elt.classList.remove("tooltip");
+ document.getElementById("chatWrap")
+ .addEventListener("click", (e) => {
+ processModalClick(e, () => {
+ this.toggleChat("close")
+ });
});
- }
+ ["rulesDiv", "rematchDiv", "scoreDiv"].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);
+ 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");
+ this.send(this.focus ? "getfocus" : "losefocus");
+ },
+ onFocus: function() {
+ this.focus = true;
+ this.send("getfocus");
+ },
+ onBlur: function() {
+ this.focus = false;
+ this.send("losefocus");
+ },
+ isLargeScreen: function() {
+ return window.innerWidth >= 768;
+ },
+ btnTooltipClass: function(thing) {
+ let append = {};
+ if (!!thing) append = { [thing + "-" + this[thing + "Offer"]]: true };
+ return (
+ Object.assign(
+ { tooltip: !("ontouchstart" in window) },
+ append
+ )
+ );
+ },
+ 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.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.$set(
this.people,
my.sid,
{
id: my.id,
name: my.name,
- focus: true
+ tmpIds: {
+ tmpId: { focus: true }
+ }
}
);
this.game = {
if (!!chatComp) chatComp.chats = [];
this.virtualClocks = [[0,0], [0,0]];
this.vr = null;
+ this.rulesContent = "";
this.drawOffer = "";
this.lastateAsked = false;
this.rematchOffer = "";
this.lastate = undefined;
- this.newChat = "";
this.roomInitialized = false;
- this.askGameTime = 0;
- this.gameIsLoading = false;
this.gotLastate = false;
this.gotMoveIdx = -1;
this.opponentGotMove = false;
this.retrySendmove = null;
this.clockUpdate = null;
this.newConnect = {};
- this.killed = {};
// 1] Initialize connection
this.connexionString =
params.socketUrl +
- "/?sid=" +
- this.st.user.sid +
- "&id=" +
- this.st.user.id +
- "&tmpId=" +
- getRandString() +
+ "/?sid=" + this.st.user.sid +
+ "&id=" + this.st.user.id +
+ "&tmpId=" + tmpId +
"&page=" +
// Discard potential "/?next=[...]" for page indication:
encodeURIComponent(this.$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
// Socket not ready yet (initial loading)
- // NOTE: it's important to call callback without arguments,
- // otherwise first arg is Websocket object and loadGame fails.
+ // NOTE: first arg is Websocket object, unused here:
this.conn.onopen = () => callback();
};
- if (!this.gameRef.rid)
- // Game stored locally or on server
- this.loadGame(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.loadGame);
- },
- 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 it's not provided.
+ // --> It will be given when receiving "fullgame" socket event.
+ socketInit(() => { this.send("askfullgame"); });
+ });
},
roomInit: function() {
if (!this.roomInitialized) {
}
},
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) {
const player = this.game.players[index];
// Is it me ? In this case no need to bother with focus
- if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
+ if (
+ this.st.user.sid == player.sid ||
+ (!!player.name && this.st.user.id == player.id)
+ ) {
// Still have to check for name (because of potential multi-accounts
// on same browser, although this should be rare...)
return (!this.st.user.name || this.st.user.name == player.name);
+ }
// Try to find a match in people:
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.uid &&
- Object.values(this.people).some(p =>
- p.id == player.uid && p.focus)
+ player.id > 0 &&
+ 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;
},
- resetChatColor: function() {
- // TODO: this is called twice, once on opening an once on closing
- document.getElementById("chatBtn").classList.remove("somethingnew");
+ // NOTE: action if provided is always a closing action
+ toggleChat: function(action) {
+ if (!action && document.getElementById("modalChat").checked)
+ // Entering chat
+ document.getElementById("inputChat").focus();
+ 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.$set(this.game, "chats", []);
}
},
getGameType: function(game) {
+ if (!!game.id.toString().match(/^i/)) return "import";
return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
},
// Notify something after a new move (to opponent and me on MyGames page)
{
data: data,
targets: this.game.players.map(p => {
- return { sid: p.sid, uid: p.uid };
+ return { sid: p.sid, id: p.id };
})
}
);
this.$router.push(
"/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
},
- askGameAgain: function() {
- this.gameIsLoading = true;
- 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.loadGame();
- 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 });
- };
- // Delay of at least 2s between two game requests
- const now = Date.now();
- const delay = Math.max(2000 - (now - this.askGameTime), 0);
- this.askGameTime = now;
- setTimeout(doAskGame, delay);
- },
socketMessageListener: function(msg) {
if (!this.conn) return;
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 };
- 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.$forceUpdate(); //TODO: shouldn't be required
}
break;
}
- case "killed":
- // I logged in elsewhere:
- this.conn = null;
- alert(this.st.tr["New connexion detected: tab now offline"]);
- break;
case "askidentity": {
// Request for identification
const me = {
case "identity": {
const user = data.data;
let player = this.people[user.sid];
- // player.focus is already set
+ // player.tmpIds is already set
player.name = user.name;
player.id = user.id;
+ if (this.game.type == "live") {
+ const myGidx =
+ this.game.players.findIndex(p => p.sid == this.st.user.sid);
+ // Sometimes a player name isn't stored yet (TODO: why?)
+ if (
+ myGidx >= 0 &&
+ !this.game.players[1 - myGidx].name &&
+ this.game.players[1 - myGidx].sid == user.sid &&
+ !!user.name
+ ) {
+ this.game.players[1-myGidx].name = user.name;
+ GameStorage.update(
+ this.gameRef,
+ { playerName: { idx: 1 - myGidx, name: user.name } }
+ );
+ }
+ }
this.$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.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,
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) => {
this.send("fullgame", { data: gameToSend, target: data.from });
break;
case "fullgame":
- // Callback "roomInit" to poll clients only after game is loaded
- this.loadGame(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;
+ // TODO: possible bad scenario: reload page while oppponent sends a
+ // move => get both lastate and newmove, process both, add move twice.
+ // Confirm scenario? Fix?
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.lastate.movesCount - 1 > this.gotMoveIdx)
+ this.gotMoveIdx = this.lastate.movesCount - 1;
+ if (this.game.rendered)
+ // Game is rendered (Board component)
+ this.processLastate();
+ // Else: will be processed when game is ready
break;
}
case "newmove": {
+
+// DEBUG:
+console.log("Receive move");
+console.log(data.data);
+//moveslist not updated when receiving a move? (see in baseGame)
+
const movePlus = data.data;
const movesCount = this.game.moves.length;
- if (movePlus.index > movesCount) {
- // This can only happen if I'm an observer and missed a move.
- if (this.gotMoveIdx < movePlus.index)
- this.gotMoveIdx = movePlus.index;
- if (!this.gameIsLoading) this.askGameAgain();
+ if (
+ movePlus.index < movesCount ||
+ this.gotMoveIdx >= movePlus.index
+ ) {
+ // Opponent re-send but we already have the move:
+ // (maybe he didn't receive our pingback...)
+ this.send("gotmove", {data: movePlus.index, target: data.from});
}
else {
- if (
- movePlus.index < movesCount ||
- this.gotMoveIdx >= movePlus.index
- ) {
- // Opponent re-send but we already have the move:
- // (maybe he didn't receive our pingback...)
- this.send("gotmove", {data: movePlus.index, target: data.from});
- } else {
- this.gotMoveIdx = movePlus.index;
- const receiveMyMove = (movePlus.color == this.game.mycolor);
- if (!receiveMyMove && !!this.game.mycolor)
- // Notify opponent that I got the move:
- this.send("gotmove", {data: movePlus.index, target: data.from});
- if (movePlus.cancelDrawOffer) {
- // Opponent refuses draw
- this.drawOffer = "";
- // NOTE for corr games: drawOffer reset by player in turn
- if (
- this.game.type == "live" &&
- !!this.game.mycolor &&
- !receiveMyMove
- ) {
- GameStorage.update(this.gameRef.id, { drawOffer: "" });
- }
- }
- this.$refs["basegame"].play(movePlus.move, "received", null, true);
- this.processMove(
- movePlus.move,
- {
- clock: movePlus.clock,
- receiveMyMove: receiveMyMove
- }
+ this.gotMoveIdx = movePlus.index;
+ const receiveMyMove = (movePlus.color == 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 }
);
+ // 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 = "";
+ // NOTE for corr games: drawOffer reset by player in turn
+ if (
+ this.game.type == "live" &&
+ !!this.game.mycolor &&
+ !receiveMyMove
+ ) {
+ GameStorage.update(this.gameRef, { drawOffer: "" });
+ }
}
+ this.$refs["basegame"].play(movePlus.move, "received");
+ // Freeze time while the move is being play
+ // (TODO: a callback would be cleaner here)
+ clearInterval(this.clockUpdate);
+ this.clockUpdate = null;
+ const freezeDuration = ["all", "highlight"].includes(V.ShowMoves)
+ // 250 = length of animation, 500 = delay between sub-moves
+ ? 250 + 750 *
+ (Array.isArray(movePlus.move) ? movePlus.move.length - 1 : 0)
+ // Incomplete information: no move animation
+ : 0;
+ setTimeout(
+ () => {
+ this.game.clocks[moveColIdx] = movePlus.clock;
+ this.processMove(
+ movePlus.move,
+ { receiveMyMove: receiveMyMove }
+ );
+ },
+ freezeDuration
+ );
}
break;
}
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 "resign":
- const score = data.side == "b" ? "1-0" : "0-1";
- const side = data.side == "w" ? "White" : "Black";
+ const score = (data.data == "b" ? "1-0" : "0-1");
+ const side = (data.data == "w" ? "White" : "Black");
this.gameOver(score, side + " surrender");
break;
case "abort":
case "drawoffer":
// NOTE: observers don't know who offered draw
this.drawOffer = "received";
+ if (!!this.game.mycolor && 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.mycolor && this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: data.data ? V.GetOppCol(this.game.mycolor) : "" }
+ );
+ }
break;
case "newgame": {
// A game started, redirect if I'm playing in
this.addAndGotoLiveGame(gameInfo);
} else if (
gameType == "corr" &&
- gameInfo.players.some(p => p.uid == this.st.user.id)
+ this.st.user.id > 0 &&
+ gameInfo.players.some(p => p.id == this.st.user.id)
) {
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.infoMessage =
- this.st.tr["Rematch in progress:"] +
- " <a href='#/game/" +
- gameInfo.id + urlRid +
- "'>" +
- "#/game/" +
- gameInfo.id + urlRid +
- "</a>";
- document.getElementById("modalInfo").checked = true;
+ this.rematchId = gameInfo.id;
+ document.getElementById("modalRules").checked = false;
+ document.getElementById("modalScore").checked = false;
+ document.getElementById("modalRematch").checked = true;
}
break;
}
- case "newchat":
- this.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",
"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" ? true : undefined,
+ rematchSent: this.rematchOffer == "sent" ? true : undefined,
+ 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;
- 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 });
+ if (!!data.score) {
+ const oppCol = V.GetOppCol(this.game.mycolor);
+ if (!!data.rematchSent) {
+ if (this.game.rematchOffer != oppCol) {
+ // Opponent sended rematch offer while we were offline:
+ this.rematchOffer = "received";
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: oppCol }
+ );
+ }
+ }
+ else {
+ if (this.game.rematchOffer == oppCol) {
+ // Opponent cancelled rematch offer while we were offline:
+ this.rematchOffer = "";
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: "" }
+ );
+ }
+ }
}
- if (data.drawSent) this.drawOffer = "received";
- if (data.rematchSent) this.rematchOffer = "received";
- if (data.score != "*") {
- this.drawOffer = "";
- if (this.game.score == "*")
- this.gameOver(data.score, data.scoreMsg);
+ else {
+ 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.$refs["basegame"].play(data.lastMove, "received");
+ this.processMove(data.lastMove);
+ } else {
+ if (!!this.clockUpdate) clearInterval(this.clockUpdate);
+ this.re_setClocks();
+ }
+ if (!!data.drawSent) this.drawOffer = "received";
+ if (!!data.score) {
+ this.drawOffer = "";
+ if (this.game.score == "*")
+ this.gameOver(data.score, data.scoreMsg);
+ }
}
},
clickDraw: function() {
- if (!this.game.mycolor) return; //I'm just spectator
+ if (!this.game.mycolor || this.game.type == "import") return;
if (["received", "threerep"].includes(this.drawOffer)) {
if (!confirm(this.st.tr["Accept draw?"])) return;
const message =
this.send("drawoffer");
if (this.game.type == "live") {
GameStorage.update(
- this.gameRef.id,
+ this.gameRef,
{ drawOffer: this.game.mycolor }
);
} else this.updateCorrGame({ drawOffer: this.game.mycolor });
// Game state (including FEN): will be updated
moves: [],
clocks: [-1, -1], //-1 = unstarted
- initime: [0, 0], //initialized later
+ chats: [],
score: "*"
}
);
if (!err) {
if (this.st.settings.sound)
new Audio("/sounds/newgame.flac").play().catch(() => {});
- callback();
+ if (!!callback) callback();
this.$router.push("/game/" + gameInfo.id);
}
});
},
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 = {
id: getRandString(), //ignored if corr
fen: V.GenRandInitFen(this.game.randomness),
- players: this.game.players.reverse(),
+ players: [this.game.players[1], this.game.players[0]],
vid: this.game.vid,
cadence: this.game.cadence
};
const notifyNewGame = () => {
- let oppsid = this.getOppsid(); //may be null
+ const oppsid = this.getOppsid(); //may be null
this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
+ // To main Hall if corr game:
+ if (this.game.type == "corr")
+ 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' });
}
},
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");
},
if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
this.send("resign", { data: this.game.mycolor });
- const score = this.game.mycolor == "w" ? "0-1" : "1-0";
- const side = this.game.mycolor == "w" ? "White" : "Black";
+ const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
+ 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) {
- const afterRetrieval = async (game) => {
- const vModule = await import("@/variants/" + game.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(game.fen);
- const gtype = this.getGameType(game);
- const tc = extractTime(game.cadence);
- const myIdx = game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.uid == 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
- if (gtype == "corr") {
- if (game.players[0].color == "b") {
- // Adopt the same convention for live and corr games: [0] = white
- [game.players[0], game.players[1]] = [
- game.players[1],
- game.players[0]
- ];
- }
- // NOTE: clocks in seconds, initime in milliseconds
- 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 = [0, 0];
- 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;
- }
- }
- if (dtLastMove < game.chats[0].added)
- document.getElementById("chatBtn").classList.add("somethingnew");
+ 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.name && p.id == this.st.user.id)
+ );
+ });
+ // Sometimes the name isn't stored yet (TODO: why?)
+ if (
+ myIdx >= 0 &&
+ gtype == "live" &&
+ !game.players[myIdx].name &&
+ !!this.st.user.name
+ ) {
+ game.players[myIdx].name = this.st.user.name;
+ GameStorage.update(
+ game.id,
+ { playerName: { idx: myIdx, name: this.st.user.name } }
+ );
+ }
+ // "mycolor" is undefined for observers
+ const mycolor = [undefined, "w", "b"][myIdx + 1];
+ if (gtype == "corr") {
+ 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 == "*") {
+ // Adjust clocks
+ if (L >= 2) {
+ game.clocks[L % 2] -=
+ (Date.now() - game.moves[L-1].played) / 1000;
}
- // 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
+ // Now that we used idx and played, re-format moves as for live games
+ game.moves = game.moves.map(m => m.squares);
+ }
+ 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 (game.score == "*") {
- game.initime[0] = Date.now();
- if (myIdx >= 0) {
- // I play in this live game; corr games don't have clocks+initime
- GameStorage.update(game.id, {
- clocks: game.clocks,
- initime: game.initime
- });
- }
- }
- }
- // TODO: merge next 2 "if" conditions
- if (!!game.drawOffer) {
- if (game.drawOffer == "t")
- // Three repetitions
- this.drawOffer = "threerep";
- else {
- // Draw offered by any of the players:
- if (myIdx < 0) this.drawOffer = "received";
- else {
- // I play in this game:
- if (
- (game.drawOffer == "w" && myIdx == 0) ||
- (game.drawOffer == "b" && myIdx == 1)
- )
- this.drawOffer = "sent";
- else this.drawOffer = "received";
- }
+ 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;
}
- if (!!game.rematchOffer) {
- if (myIdx < 0) this.rematchOffer = "received";
+ }
+ 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")
+ // Three repetitions
+ this.drawOffer = "threerep";
+ else {
+ // Draw offered by any of the players:
+ if (myIdx < 0) this.drawOffer = "received";
else {
// I play in this game:
if (
- (game.rematchOffer == "w" && myIdx == 0) ||
- (game.rematchOffer == "b" && myIdx == 1)
+ (game.drawOffer == "w" && myIdx == 0) ||
+ (game.drawOffer == "b" && myIdx == 1)
)
- this.rematchOffer = "sent";
- else this.rematchOffer = "received";
+ this.drawOffer = "sent";
+ else this.drawOffer = "received";
}
}
- this.repeat = {}; //reset: scan past moves' FEN:
- let repIdx = 0;
- let vr_tmp = new V(game.fenStart);
- let curTurn = "n";
- game.moves.forEach(m => {
- playMove(m, vr_tmp);
- const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
- this.repeat[fenIdx] = this.repeat[fenIdx]
- ? this.repeat[fenIdx] + 1
- : 1;
- });
- if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
- this.game = Object.assign(
- // NOTE: assign mycolor here, since BaseGame could also be VS computer
- {
- type: gtype,
- increment: tc.increment,
- mycolor: mycolor,
- // opponent sid not strictly required (or available), but easier
- // at least oppsid or oppid is available anyway:
- oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
- oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
- },
- game,
- );
- this.$refs["basegame"].re_setVariables(this.game);
- if (!this.gameIsLoading) {
- // Initial loading:
- this.gotMoveIdx = game.moves.length - 1;
- // If we arrive here after 'nextGame' action, the board might be hidden
- let boardDiv = document.querySelector(".game");
- if (!!boardDiv && boardDiv.style.visibility == "hidden")
- boardDiv.style.visibility = "visible";
- }
- this.re_setClocks();
- this.$nextTick(() => {
- this.game.rendered = true;
- // Did lastate arrive before game was rendered?
- if (this.lastate) this.processLastate();
- });
- if (this.lastateAsked) {
- this.lastateAsked = false;
- this.sendLastate(game.oppsid);
- }
- if (this.gameIsLoading) {
- this.gameIsLoading = false;
- if (this.gotMoveIdx >= game.moves.length)
- // Some moves arrived meanwhile...
- this.askGameAgain();
+ }
+ if (!!game.rematchOffer) {
+ if (myIdx < 0) this.rematchOffer = "received";
+ else {
+ // I play in this game:
+ if (
+ (game.rematchOffer == "w" && myIdx == 0) ||
+ (game.rematchOffer == "b" && myIdx == 1)
+ ) {
+ this.rematchOffer = "sent";
+ }
+ else this.rematchOffer = "received";
}
- if (!!callback) 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) => {
- let g = res.game;
- g.moves.forEach(m => {
- m.squares = JSON.parse(m.squares);
- });
- afterRetrieval(g);
- }
+ this.repeat = {}; //reset: scan past moves' FEN:
+ let repIdx = 0;
+ this.vr = new V(game.fenStart);
+ let curTurn = "n";
+ game.moves.forEach(m => {
+ 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
+ {
+ type: gtype,
+ increment: tc.increment,
+ mycolor: mycolor,
+ // opponent sid not strictly required (or available), but easier
+ // at least oppsid or oppid is available anyway:
+ oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
+ oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
+ },
+ game
+ );
+ this.$refs["basegame"].re_setVariables(this.game);
+ // Initial loading:
+ this.gotMoveIdx = game.moves.length - 1;
+ // If we arrive here after 'nextGame' action, the board might be hidden
+ let boardDiv = document.querySelector(".game");
+ if (!!boardDiv && boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ this.re_setClocks();
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (!!this.lastate) this.processLastate();
+ });
+ if (this.lastateAsked) {
+ this.lastateAsked = false;
+ this.sendLastate(game.oppsid);
+ }
+ if (!!callback) callback();
+ },
+ loadVariantThenGame: async function(game, callback) {
+ await import("@/variants/" + game.vname + ".js")
+ .then((vModule) => {
+ window.V = vModule[game.vname + "Rules"];
+ this.loadGame(game, callback);
+ });
+ // (AJAX) Request to get rules content (plain text, HTML)
+ this.rulesContent =
+ require(
+ "raw-loader!@/translations/rules/" +
+ game.vname + "/" +
+ this.st.lang + ".pug"
+ )
+ // Next two lines fix a weird issue after last update (2019-11)
+ .replace(/\\n/g, " ")
+ .replace(/\\"/g, '"')
+ .replace('module.exports = "', "")
+ .replace(/"$/, "")
+ .replace(/(fen:)([^:]*):/g, replaceByDiag);
+ },
+ // 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, 10))
+ ) {
+ // 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 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 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;
- }
- // In corr games, just reset clock to mainTime:
- 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 &&
fen: this.game.fen,
move: {
squares: filtered_move,
- played: Date.now(),
idx: origMovescount
},
// Code "n" for "None" to force reset (otherwise it's ignored)
}
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
});
};
// 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 == ""
};
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:
- // Do this at most 2 times, because mpore would mean network issues,
+ // Do this at most 2 times, because more would mean network issues,
// opponent would then be expected to disconnect/reconnect.
let counter = 1;
const currentUrl = document.location.href;
};
if (
this.game.type == "corr" &&
+ V.CorrConfirm &&
moveCol == this.game.mycolor &&
!data.receiveMyMove
) {
// 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");
}
);
// PlayOnBoard is enough, and more appropriate for Synchrone Chess
- V.PlayOnBoard(this.vr.board, move);
+ const arMove = (Array.isArray(move) ? move : [move]);
+ for (let i = 0; i < arMove.length; i++)
+ V.PlayOnBoard(this.vr.board, arMove[i]);
const position = this.vr.getBaseFen();
- V.UndoOnBoard(this.vr.board, move);
+ for (let i = arMove.length - 1; i >= 0; i--)
+ V.UndoOnBoard(this.vr.board, arMove[i]);
if (["all","byrow"].includes(V.ShowMoves)) {
this.curDiag = getDiagram({
position: position,
});
document.querySelector("#confirmDiv > .card").style.width =
boardDiv.offsetWidth + "px";
- } else {
+ }
+ else {
// Incomplete information: just ask confirmation
// Hide the board, because otherwise it could reveal infos
boardDiv.style.visibility = "hidden";
this.game.score = score;
if (!scoreMsg) scoreMsg = getScoreMessage(score);
this.game.scoreMsg = scoreMsg;
+ document.getElementById("modalRules").checked = false;
+ // Display result in a un-missable way:
+ document.getElementById("modalScore").checked = true;
this.$set(this.game, "scoreMsg", scoreMsg);
const myIdx = this.game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ return (
+ p.sid == this.st.user.sid ||
+ (!!p.name && p.id == this.st.user.id)
+ );
});
if (myIdx >= 0) {
// OK, I play in this game
scoreMsg: scoreMsg
};
if (this.game.type == "live") {
- GameStorage.update(this.gameRef.id, scoreObj);
+ 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(
"score",
{
- gid: this.gameRef.id,
+ gid: this.gameRef,
score: score
}
);
</script>
<style lang="sass" scoped>
-#infoDiv > .card
- padding: 15px 0
+#scoreDiv > .card, #rematchDiv > .card
+ padding: 10px 0
max-width: 430px
+#rulesDiv > .card
+ padding: 5px 0
+ max-width: 50%
+ max-height: 100%
+ @media screen and (max-width: 1500px)
+ max-width: 67%
+ @media screen and (max-width: 1024px)
+ max-width: 85%
+ @media screen and (max-width: 767px)
+ max-width: 100%
+
+p.score-section
+ margin: 0
+ font-size: 1.3em
+ span.score
+ font-weight: bold
+
.connected
background-color: lightgreen
#playersInfo > p
margin: 0
-@media screen and (min-width: 768px)
- #actions
- width: 300px
@media screen and (max-width: 767px)
.game
width: 100%
margin: 0
display: inline-flex
img
- height: 24px
+ height: 22px
display: flex
@media screen and (max-width: 767px)
height: 18px
-@media screen and (max-width: 767px)
- #aboveBoard
- text-align: center
-@media screen and (min-width: 768px)
- #aboveBoard
- margin-left: 30%
+#aboveBoard
+ text-align: center
+
+.user-bio
+ display: inline
+ font-size: 1.5rem
+ @media screen and (max-width: 767px)
+ font-size: 1.2rem
+ padding: 0 3px
.variant-cadence
padding-right: 10px
display: inline-block
margin-right: 10px
-span.name
- font-size: 1.5rem
- padding: 0 3px
+span.separator
+ display: inline-block
+ margin: 0
+ padding: 0
+ width: 10px
span.time
font-size: 2rem
+ @media screen and (max-width: 767px)
+ font-size: 1.5rem
display: inline-block
.time-left
margin-left: 10px
background-color: lightyellow
.draw-received, .draw-received:hover
- background-color: lightgreen
+ background-color: #73C6B6
.draw-threerep, .draw-threerep:hover
- background-color: #e4d1fc
+ background-color: #D2B4DE
.rematch-sent, .rematch-sent:hover
background-color: lightyellow
.rematch-received, .rematch-received:hover
- background-color: lightgreen
+ background-color: #48C9B0
.somethingnew
- background-color: #c5fefe
+ background-color: #D2B4DE
.diagram
margin: 0 auto
background-color: lightgreen
button.refuseBtn
background-color: red
+
+a#variantNameInGame
+ color: var(--card-fore-color)
+ text-align: center
+ font-weight: bold
+ font-size: calc(1rem * var(--heading-ratio))
+ line-height: 1.2
+ margin: calc(1.5 * var(--universal-margin))
+</style>
+
+<style lang="sass">
+@import "@/styles/_rules.sass"
+@import "@/styles/_board_squares_img.sass"
</style>