<template lang="pug">
main
- input#modalChat.modal(type="checkbox" @click="resetChatColor")
- div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
+ input#modalChat.modal(type="checkbox" @click="resetChatColor()")
+ div#chatWrap(role="dialog" data-checkbox="modalChat")
#chat.card
label.modal-close(for="modalChat")
#participants
span.variant-info {{ game.vname }}
button#chatBtn(onClick="doClick('modalChat')") Chat
#actions(v-if="game.score=='*'")
- button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
+ button(@click="clickDraw()" :class="{['draw-' + drawOffer]: true}")
| {{ st.tr["Draw"] }}
- button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
- button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
+ button(v-if="!!game.mycolor" @click="abortGame()") {{ st.tr["Abort"] }}
+ button(v-if="!!game.mycolor" @click="resign()") {{ st.tr["Resign"] }}
#playersInfo
p
span.name(:class="{connected: isConnected(0)}")
span.name(:class="{connected: isConnected(1)}")
| {{ game.players[1].name || "@nonymous" }}
span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
- BaseGame(:game="game" :vr="vr" ref="basegame"
- @newmove="processMove" @gameover="gameOver")
+ BaseGame(:game="game" :vr="vr" @newmove="processMove" @gameover="gameOver")
</template>
<script>
import { GameStorage } from "@/utils/gameStorage";
import { ppt } from "@/utils/datetime";
import { extractTime } from "@/utils/timeControl";
+import { getRandString } from "@/utils/alea";
import { ArrayFun } from "@/utils/array";
import { processModalClick } from "@/utils/modalClick";
import { getScoreMessage } from "@/utils/scoring";
import params from "@/parameters";
-
export default {
name: 'my-game',
components: {
},
game: { //passed to BaseGame
players:[{name:""},{name:""}],
+ chats: [],
rendered: false,
},
virtualClocks: [0, 0], //initialized with true game.clocks
repeat: {}, //detect position repetition
newChat: "",
conn: null,
- page: "",
- tempId: "", //to distinguish several tabs
+ connexionString: "",
+ // Related to (killing of) self multi-connects:
+ newConnect: {},
+ killed: {},
};
},
watch: {
}, 1000);
},
},
- // NOTE: some redundant code with Hall.vue (related to people array)
+ // NOTE: some redundant code with Hall.vue (mostly related to people array)
created: function() {
// Always add myself to players' list
const my = this.st.user;
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"]; //may be undefined
// Initialize connection
- this.page = this.$route.path;
- const connexionString = params.socketUrl +
+ this.connexionString = params.socketUrl +
"/?sid=" + this.st.user.sid +
- "&tmpId=" + this.tempId +
- "&page=" + encodeURIComponent(this.page);
- this.conn = new WebSocket(connexionString);
+ "&tmpId=" + getRandString() +
+ "&page=" + encodeURIComponent(this.$route.path);
+ this.conn = new WebSocket(this.connexionString);
this.conn.onmessage = this.socketMessageListener;
- const socketCloseListener = () => {
- this.conn = new WebSocket(connexionString);
- this.conn.addEventListener('message', this.socketMessageListener);
- this.conn.addEventListener('close', socketCloseListener);
- };
- this.conn.onclose = socketCloseListener;
+ this.conn.onclose = this.socketCloseListener;
// Socket init required before loading remote game:
const socketInit = (callback) => {
if (!!this.conn && this.conn.readyState == 1) //1 == OPEN state
callback();
else //socket not ready yet (initial loading)
- this.conn.onopen = callback;
+ {
+ // NOTE: it's important to call callback without arguments,
+ // otherwise first arg is Websocket object and loadGame fails.
+ this.conn.onopen = () => { return callback() };
+ }
};
if (!this.gameRef.rid) //game stored locally or on server
this.loadGame(null, () => socketInit(this.roomInit));
"click", processModalClick);
},
beforeDestroy: function() {
- this.conn.send(JSON.stringify({code:"disconnect",page:this.page}));
+ this.send("disconnect");
},
methods: {
- // O.1] Ask server for room composition:
roomInit: function() {
// Notify the room only now that I connected, because
// messages might be lost otherwise (if game loading is slow)
- this.conn.send(JSON.stringify({code:"connect"}));
- this.conn.send(JSON.stringify({code:"pollclients"}));
+ this.send("connect");
+ this.send("pollclients");
+ },
+ send: function(code, obj) {
+ if (!!this.conn)
+ {
+ this.conn.send(JSON.stringify(
+ Object.assign(
+ {code: code},
+ obj,
+ )
+ ));
+ }
},
isConnected: function(index) {
const player = this.game.players[index];
Object.values(this.people).some(p => p.id == player.uid);
},
socketMessageListener: function(msg) {
+ if (!this.conn)
+ return;
const data = JSON.parse(msg.data);
switch (data.code)
{
- case "duplicate":
- this.conn.send(JSON.stringify({code:"duplicate",
- page:"/game/" + this.game.id}));
- alert(this.st.tr["This tab is now offline"]);
- break;
- // 0.2] Receive clients list (just socket IDs)
case "pollclients":
data.sockIds.forEach(sid => {
- if (!!this.people[sid])
- return;
this.$set(this.people, sid, {id:0, name:""});
- // Ask only identity
- this.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ if (sid != this.st.user.sid)
+ {
+ this.send("askidentity", {target:sid});
+ // Ask potentially missed last state, if opponent and I play
+ if (!!this.game.mycolor
+ && this.game.type == "live" && this.game.score == "*"
+ && this.game.players.some(p => p.sid == sid))
+ {
+ this.send("asklastate", {target:sid});
+ }
+ }
});
break;
- case "askidentity":
- // Request for identification: reply if I'm not anonymous
- if (this.st.user.id > 0)
+ case "connect":
+ if (!this.people[data.from])
+ this.$set(this.people, data.from, {name:"", id:0});
+ if (!this.people[data.from].name)
{
- this.conn.send(JSON.stringify({code:"identity",
- user: {
- // NOTE: decompose to avoid revealing email
- name: this.st.user.name,
- sid: this.st.user.sid,
- id: this.st.user.id,
- },
- target:data.from}));
+ this.newConnect[data.from] = true; //for self multi-connects tests
+ this.send("askidentity", {target:data.from});
}
break;
- case "identity":
- this.$set(this.people, data.user.sid,
- {id: data.user.id, name: data.user.name});
- // Ask potentially missed last state, if opponent and I play
- if (!!this.game.mycolor
- && this.game.type == "live" && this.game.score == "*"
- && this.game.players.some(p => p.sid == data.user.sid))
- {
- this.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid}));
- }
+ case "disconnect":
+ this.$delete(this.people, data.from);
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")
+ case "killed":
+ // I logged in elsewhere:
+ alert(this.st.tr["New connexion detected: tab now offline"]);
+ // TODO: this fails. See https://github.com/websockets/ws/issues/489
+ //this.conn.removeEventListener("message", this.socketMessageListener);
+ //this.conn.removeEventListener("close", this.socketCloseListener);
+ //this.conn.close();
+ this.conn = null;
+ break;
+ case "askidentity":
+ {
+ // Request for identification (TODO: anonymous shouldn't need to reply)
+ const me = {
+ // Decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ };
+ this.send("identity", {data:me, target:data.from});
+ break;
+ }
+ case "identity":
+ {
+ const user = data.data;
+ if (!!user.name) //otherwise anonymous
{
- // Send our "last state" informations to opponent
- const L = this.game.moves.length;
- const myIdx = ["w","b"].indexOf(this.game.mycolor);
- this.conn.send(JSON.stringify({
- code: "lastate",
- target: data.from,
- state:
+ // If I multi-connect, kill current connexion if no mark (I'm older)
+ if (this.newConnect[user.sid] && user.id > 0
+ && user.id == this.st.user.id && user.sid != this.st.user.sid)
+ {
+ if (!this.killed[this.st.user.sid])
{
- // 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,
- initime: this.game.initime[1-myIdx], //relevant only if I played
+ this.send("killme", {sid:this.st.user.sid});
+ this.killed[this.st.user.sid] = true;
}
- }));
+ }
+ if (user.sid != this.st.user.sid) //I already know my identity...
+ {
+ this.$set(this.people, user.sid,
+ {
+ id: user.id,
+ name: user.name,
+ });
+ }
}
+ delete this.newConnect[user.sid];
break;
+ }
case "askgame":
- // Send current (live) game if I play in (not an observer),
- // and not asked by opponent (!)
+ // Send current (live) game if not asked by any of the players
if (this.game.type == "live"
- && this.game.players.some(p => p.sid == this.st.user.sid)
- && this.game.players.every(p => p.sid != data.from))
+ && this.game.players.every(p => p.sid != data.from[0]))
{
- const myGame =
- {
- // Minimal game informations:
+ const myGame = {
id: this.game.id,
+ fen: this.game.fen,
players: this.game.players,
vid: this.game.vid,
- timeControl: this.game.timeControl,
+ cadence: this.game.cadence,
score: this.game.score,
+ rid: this.st.user.sid, //useful in Hall if I'm an observer
};
- this.conn.send(JSON.stringify({code:"game",
- game:myGame, target:data.from}));
+ this.send("game", {data:myGame, target:data.from});
}
break;
- case "newmove":
- if (!!data.move.cancelDrawOffer) //opponent refuses draw
+ case "askfullgame":
+ this.send("fullgame", {data:this.game, target:data.from});
+ break;
+ case "fullgame":
+ // Callback "roomInit" to poll clients only after game is loaded
+ this.loadGame(data.data, this.roomInit);
+ 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")
{
- 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: ""});
+ // Send our "last state" informations to opponent
+ const L = this.game.moves.length;
+ const myIdx = ["w","b"].indexOf(this.game.mycolor);
+ const myLastate = {
+ // 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,
+ initime: this.game.initime[1-myIdx], //relevant only if I played
+ };
+ this.send("lastate", {data:myLastate, target:data.from});
}
- 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.state;
+ 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":
+ {
+ const move = data.data;
+ if (!!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.$set(this.game, "moveToPlay", move);
+ break;
+ }
case "resign":
this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
this.gameOver("?", "Abort");
break;
case "draw":
- this.gameOver("1/2", data.message);
+ this.gameOver("1/2", data.data);
break;
case "drawoffer":
// NOTE: observers don't know who offered draw
this.drawOffer = "received";
break;
- case "askfullgame":
- this.conn.send(JSON.stringify({code:"fullgame",
- game:this.game, target:data.from}));
- break;
- case "fullgame":
- // Callback "roomInit" to poll clients only after game is loaded
- this.loadGame(data.game, this.roomInit);
- break;
- case "connect":
- this.$set(this.people, data.from, {name:"", id:0});
- this.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
- break;
- case "disconnect":
- this.$delete(this.people, data.from);
+ case "newchat":
+ this.newChat = data.data;
+ if (!document.getElementById("modalChat").checked)
+ document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
break;
}
},
+ socketCloseListener: function() {
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener('message', this.socketMessageListener);
+ this.conn.addEventListener('close', this.socketCloseListener);
+ },
// lastate was received, but maybe game wasn't ready yet:
processLastate: function() {
const data = this.lastate;
if (data.movesCount > L)
{
// Just got last move from him
- this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime}));
+ this.$set(this.game, "moveToPlay", Object.assign({initime: data.initime}, data.lastMove));
}
if (data.drawSent)
this.drawOffer = "received";
const message = (this.drawOffer == "received"
? "Mutual agreement"
: "Three repetitions");
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- {
- this.conn.send(JSON.stringify({code:"draw",
- message:message, target:sid}));
- }
- });
+ this.send("draw", {data:message});
this.gameOver("1/2", message);
}
else if (this.drawOffer == "") //no effect if drawOffer == "sent"
if (!confirm(this.st.tr["Offer draw?"]))
return;
this.drawOffer = "sent";
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- this.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
- });
+ this.send("drawoffer");
GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
}
},
if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
return;
this.gameOver("?", "Abort");
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- {
- this.conn.send(JSON.stringify({
- code: "abort",
- target: sid,
- }));
- }
- });
+ this.send("abort");
},
resign: function(e) {
if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- {
- this.conn.send(JSON.stringify({code:"resign",
- side:this.game.mycolor, target:sid}));
- }
- });
+ this.send("resign", {data:this.game.mycolor});
this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
- const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
- const tc = extractTime(game.timeControl);
+ const gtype = (game.cadence.indexOf('d') >= 0 ? "corr" : "live");
+ const tc = extractTime(game.cadence);
+ if (!game.chats)
+ game.chats = []; //live games don't have chat history
if (gtype == "corr")
{
if (game.players[0].color == "b")
});
if (this.repeat[repIdx] >= 3)
this.drawOffer = "threerep";
- callback();
+ if (!!callback)
+ callback();
};
if (!!game)
return afterRetrieval(game);
if (!!this.gameRef.rid)
{
// Remote live game: forgetting about callback func... (TODO: design)
- this.conn.send(JSON.stringify(
- {code:"askfullgame", target:this.gameRef.rid}));
+ this.send("askfullgame", {target:this.gameRef.rid});
}
else
{
GameStorage.get(this.gameRef.id, afterRetrieval);
}
},
- // Post-process a move (which was just played)
+ // Post-process a move (which was just played in BaseGame)
processMove: function(move) {
+ if (this.game.type == "corr" && move.color == this.game.mycolor)
+ {
+ if (!confirm(this.st.tr["Move played:"] + " " + move.notation + "\n" + this.st.tr["Are you sure?"]))
+ return this.$set(this.game, "moveToUndo", 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);
addTime: addTime,
cancelDrawOffer: this.drawOffer=="",
});
- Object.keys(this.people).forEach(sid => {
- if (sid != this.st.user.sid)
- {
- this.conn.send(JSON.stringify({
- code: "newmove",
- target: sid,
- move: sendMove,
- }));
- }
- });
+ this.send("newmove", {data: sendMove});
// (Add)Time indication: useful in case of lastate infos requested
move.addTime = addTime;
}
document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
},
processChat: function(chat) {
- this.conn.send(JSON.stringify({code:"newchat", chat: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)
GameStorage.update(this.gameRef.id, {chat: chat});
{
GameStorage.update(this.gameRef.id,
{score: score, scoreMsg: scoreMsg});
+ // Notify the score to main Hall. TODO: only one player (currently double send)
+ this.send("result", {gid:this.game.id, score:score});
}
},
},
color: grey
font-style: italic
+#playersInfo > p
+ margin: 0
+
@media screen and (min-width: 768px)
#actions
width: 300px
#actions
display: inline-block
- margin-top: 10px
+ margin: 0
button
display: inline-block
margin: 0
#chat
padding-top: 20px
- max-width: 600px
+ max-width: 767px
border: none;
#chatBtn