X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=13dc4865d5266bb681f8407c019d2e607804ddf1;hb=b4fb161253c5e7b4581ca37d22339111dd4aa861;hp=1c25688aab8505e9deb370ef1e87a2439ccba423;hpb=d263438699b50b97b60fa8112fbc1e030b41f771;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 1c25688a..13dc4865 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -16,15 +16,14 @@ pareil quand quelqu'un reco. @@ -41,26 +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, - gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID) - game: null, //passed to BaseGame + 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) + people: [ ], //potential observers (TODO) }; }, - computed: { - analyze: function() { - return this.mode == "analyze"; - }, - }, watch: { '$route' (to, from) { - this.gameRef.id = to.params["id"]; - this.gameRef.rid = to.query["rid"]; - this.loadGame(); + if (!!to.params["id"]) + { + this.gameRef.id = to.params["id"]; + this.gameRef.rid = to.query["rid"]; + this.loadGame(); + } }, }, created: function() { @@ -70,18 +70,21 @@ export default { this.gameRef.rid = this.$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) @@ -93,8 +96,8 @@ 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.$refs["baseGame"].play( - data.move, this.vname!="Dark" ? "animate" : null); + this.$refs["basegame"].play( + data.move, 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) @@ -103,7 +106,7 @@ 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, @@ -121,7 +124,7 @@ 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, @@ -133,7 +136,7 @@ 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, @@ -145,7 +148,7 @@ export default { this.play(data.lastMove, "animate"); 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": @@ -169,14 +172,11 @@ 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. @@ -196,7 +196,7 @@ 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; } @@ -215,6 +215,7 @@ 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?")) @@ -222,7 +223,7 @@ 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; } @@ -234,18 +235,52 @@ 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 = GameStorage.get(this.gameRef); - this.game = game; - this.cursor = game.moves.length-1; - // TODO: lastMove must be in BaseGame, not here - 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); + }); +// // 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); }, + processMove: function(move) { + if (!this.game.mycolor) + return; //I'm just an observer + // TODO: update storage (corr or live), + GameStorage.update({ + fen: move: clocks: ................ // TODO + }); + // Send move ("newmove" event) to opponent(s) (if ours) + if (move.disappear[0].c == this.game.mycolor) + { + this.game.players.forEach(p => { + if (p.sid != this.st.user.sid) + this.st.conn.send("newmove", {target:p.sid, move:move}); + }); + } + }, + gameOver: function(score) { + // TODO: GameStorage.update with score + // NOTE: this update function should also work for corr games + }, }, };