X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=0c2279601988102c3f7b9672ca51bcc2537639b4;hb=c4f91d3ff756bf1c8948433e0584e0e4235f3524;hp=2394cc6b8c1f1701a9996bd27d5d671249ed9f3e;hpb=b196f8ea2c7d91fb65da80747f74ee33567fa3bd;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 2394cc6b..0c227960 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -16,15 +16,14 @@ pareil quand quelqu'un reco. @@ -33,6 +32,7 @@ import BaseGame from "@/components/BaseGame.vue"; //import Chat from "@/components/Chat.vue"; //import MoveList from "@/components/MoveList.vue"; import { store } from "@/store"; +import { GameStorage } from "@/utils/storage"; export default { name: 'my-game', @@ -40,34 +40,27 @@ export default { BaseGame, }, // gameRef: to find the game in (potentially remote) storage - // mode: "live" or "corr" (correspondance game), or "analyze" data: function() { return { st: store.state, - // variables passed to BaseGame: - fenStart: "", - vr: null, - players: ["Myself","Computer"], //always playing white for now - mycolor: "w", - //////////// - gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID, if applicable) - mode: "live", //or "corr" - vname: "", //filled when game is retrieved - drawOfferSent: false, //did I just ask for draw? - players: [], //filled later (2 to 4 players) - people: [], //potential observers + gameRef: { //given in URL (rid = remote ID) + id: "", + rid: "" + }, + game: { }, //passed to BaseGame + vr: null, //"variant rules" object initialized from FEN + drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?) + people: [ ], //potential observers (TODO) }; }, - computed: { - analyze: function() { - return this.mode == "analyze"; - }, - }, watch: { '$route' (to, from) { - this.gameRef.id = to.params["id"]; - this.gameRef.rid = to.query["rid"]; - this.loadGame(); + if (!!to.params["id"]) + { + this.gameRef.id = to.params["id"]; + this.gameRef.rid = to.query["rid"]; + this.loadGame(); + } }, }, created: function() { @@ -77,18 +70,21 @@ export default { this.gameRef.rid = this.$route.query["rid"]; this.loadGame(); } - // Poll all players except me (if I'm playing) to know online status. - // --> Send ping to server (answer pong if players[s] are connected) - if (!!this.gameRef.id) - { - this.players.forEach(p => { - if (p.sid != this.st.user.sid) - this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid})); - }); - } // TODO: how to know who is observing ? Send message to everyone with game ID ? // and then just listen to (dis)connect events + + // server always send "connect on " + URL ; then add to observers if game... + // detect multiple tabs connected (when connect ask server if my SID is already in use) +// router when access a game page tell to server I joined + game ID (no need rid) +// and ask server for current joined (= observers) +// when send to chat (or a move), reach only this group (send gid along) + + // --> doivent être enregistrés comme observers au niveau du serveur... + // non: poll users + events startObserving / stopObserving + // (à faire au niveau du routeur ?) + + // TODO: also handle "draw accepted" (use opponents array?) // --> must give this info also when sending lastState... // and, if all players agree then OK draw (end game ...etc) @@ -100,8 +96,9 @@ export default { case "newmove": // TODO: observer on dark games must see all board ? Or alternate ? (seems better) // ...or just see nothing as on buho21 - this.$refs["baseGame"].play( - data.move, this.vname!="Dark" ? "animate" : null); + // NOTE: next call will trigger processMove() + this.$refs["basegame"].play(data.move, + "receive", this.game.vname!="Dark" ? "animate" : null); break; case "pong": //received if we sent a ping (game still alive on our side) if (this.gameRef.id != data.gameId) @@ -110,7 +107,7 @@ export default { // Send our "last state" informations to opponent(s) L = this.vr.moves.length; Object.keys(this.opponents).forEach(oid => { - this.conn.send(JSON.stringify({ + this.st.conn.send(JSON.stringify({ code: "lastate", oppid: oid, gameId: this.gameRef.id, @@ -128,7 +125,7 @@ export default { if (this.score != "*") { // We finished the game (any result possible) - this.conn.send(JSON.stringify({ + this.st.conn.send(JSON.stringify({ code: "lastate", oppid: data.oppid, gameId: this.gameRef.id, @@ -140,7 +137,7 @@ export default { else if (data.movesCount < L) { // We must tell last move to opponent - this.conn.send(JSON.stringify({ + this.st.conn.send(JSON.stringify({ code: "lastate", oppid: this.opponent.id, gameId: this.gameRef.id, @@ -149,10 +146,10 @@ export default { })); } else if (data.movesCount > L) //just got last move from him - this.play(data.lastMove, "animate"); + this.play(data.lastMove, "animate"); //TODO: wrong call (3 args) break; case "resign": //..you won! - this.endGame(this.mycolor=="w"?"1-0":"0-1"); + this.endGame(this.game.mycolor=="w"?"1-0":"0-1"); break; // TODO: also use (dis)connect info to count online players? case "gameconnect": @@ -176,14 +173,11 @@ export default { } }; const socketCloseListener = () => { - this.conn.addEventListener('message', socketMessageListener); - this.conn.addEventListener('close', socketCloseListener); + this.st.conn.addEventListener('message', socketMessageListener); + this.st.conn.addEventListener('close', socketCloseListener); }; - if (!!this.conn) - { - this.conn.onmessage = socketMessageListener; - this.conn.onclose = socketCloseListener; - } + this.st.conn.onmessage = socketMessageListener; + this.st.conn.onclose = socketCloseListener; }, // dans variant.js (plutôt room.js) conn gère aussi les challenges // et les chats dans chat.js. Puis en webRTC, repenser tout ça. @@ -203,7 +197,7 @@ export default { if (!!o.online) { try { - this.conn.send(JSON.stringify({code: "draw", oppid: o.id})); + this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id})); } catch (INVALID_STATE_ERR) { return; } @@ -222,6 +216,7 @@ export default { return; //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, //send message: "gameOver" avec score "?" + // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case }, resign: function(e) { if (!confirm("Resign the game?")) @@ -229,7 +224,7 @@ export default { if (this.mode == "human" && this.oppConnected(this.oppid)) { try { - this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); + this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); } catch (INVALID_STATE_ERR) { return; } @@ -241,21 +236,94 @@ export default { // - from indexedDB (one completed live game) // - from server (one correspondance game I play[ed] or not) // - from remote peer (one live game I don't play, finished or not) - loadGame: async function() { - const game = getGameFromStorage(this.gameRef); - this.players = game.players; - this.score = game.score; - this.mycolor = game.mycolor; //may be irrelevant (if I don't play it) - this.fenStart = game.fenStart; - this.moves = game.moves; - this.cursor = game.moves.length-1; - this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null); - const vModule = await import("@/variants/" + game.vname + ".js"); - window.V = vModule.VariantRules; + loadGame: function() { + GameStorage.get(this.gameRef, async (game) => { + this.game = Object.assign({}, + game, + // NOTE: assign mycolor here, since BaseGame could also bs VS computer + {mycolor: [undefined,"w","b"][1 + game.players.findIndex( + p => p.sid == this.st.user.sid)]}, + ); + const vModule = await import("@/variants/" + game.vname + ".js"); + window.V = vModule.VariantRules; + this.vr = new V(game.fen); + // Post-processing: decorate each move with current FEN: + // (to be able to jump to any position quickly) + game.moves.forEach(move => { + // NOTE: this is doing manually what BaseGame.play() achieve... + // but in a lighter "fast-forward" way + move.color = this.vr.turn; + this.vr.play(move); + move.fen = this.vr.getFen(); + }); + this.vr.re_init(game.fen); + }); +// // Poll all players except me (if I'm playing) to know online status. +// // --> Send ping to server (answer pong if players[s] are connected) +// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid)) +// { +// this.game.players.forEach(p => { +// if (p.sid != this.st.user.sid) +// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid})); +// }); +// } + }, + // TODO: refactor this old "oppConnected" logic +// oppConnected: function(uid) { +// return this.opponents.some(o => o.id == uid && o.online); +// }, + // Post-process a move (which was just played) + processMove: function(move) { + if (!this.game.mycolor) + return; //I'm just an observer + // Update storage (corr or live) + const colorIdx = ["w","b","g","r"].indexOf(move.color); + // https://stackoverflow.com/a/38750895 + const allowed_fields = ["appear", "vanish", "start", "end"]; + const filtered_move = Object.keys(move) + .filter(key => allowed_fields.includes(key)) + .reduce((obj, key) => { + obj[key] = move[key]; + return obj; + }, {}); + // Send move ("newmove" event) to opponent(s) (if ours) + // (otherwise move.elapsed is supposed to be already transmitted) + let addTime = undefined; + if (move.color == this.game.mycolor) + { + const elapsed = Date.now() - GameStorage.getInitime(); + this.game.players.forEach(p => { + if (p.sid != this.st.user.sid) + this.st.conn.send(JSON.stringify({ + code: "newmove", + target: p.sid, + move: Object.assign({}, filtered_move, {elapsed: elapsed}), + })); + }); + move.elapsed = elapsed; + // elapsed time is measured in milliseconds + addTime = this.game.increment - elapsed/1000; + } + GameStorage.update({ + colorIdx: colorIdx, + move: filtered_move, + fen: move.fen, + addTime: addTime, + initime: (this.vr.turn == this.game.mycolor), //my turn now? + }); }, - oppConnected: function(uid) { - return this.opponents.some(o => o.id == uid && o.online); + // NOTE: this update function should also work for corr games + gameOver: function(score) { + GameStorage.update({ + score: score, + }); }, }, }; + +