X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=177f9eb30d8023cc2abf4557fa9280e302e87494;hb=8418f0d79395f40172b11d62eef8b83112f1d240;hp=a7096e5259615ff2ea56288584e3ece97ee00365;hpb=77c5096644d83aaae8ab1dd42a5cde524507cf9d;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index a7096e52..177f9eb3 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -5,18 +5,16 @@ main #chat.card label.modal-close(for="modalChat") #participants - span {{ Object.keys(people).length }} st.tr["participant(s):"] + span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} span(v-for="p in Object.values(people)" v-if="!!p.name") | {{ p.name }} span.anonymous(v-if="Object.values(people).some(p => !p.name)") | + @nonymous Chat(:players="game.players" :pastChats="game.chats" - @newchat-sent="finishSendChat" @newchat-received="processChat") + :newChat="newChat" @mychat="processChat") .row #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2 - span.variant-info - | {{ st.tr["Variant:"] + " " }} - span.vname {{ game.vname }} + span.variant-info {{ game.vname }} button#chatBtn(onClick="doClick('modalChat')") Chat #actions(v-if="game.score=='*'") button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}") @@ -46,6 +44,7 @@ import { extractTime } from "@/utils/timeControl"; import { ArrayFun } from "@/utils/array"; import { processModalClick } from "@/utils/modalClick"; import { getScoreMessage } from "@/utils/scoring"; +import params from "@/parameters"; export default { name: 'my-game', @@ -61,13 +60,20 @@ export default { id: "", rid: "" }, - game: {players:[{name:""},{name:""}]}, //passed to BaseGame + game: { //passed to BaseGame + players:[{name:""},{name:""}], + rendered: false, + }, virtualClocks: [0, 0], //initialized with true game.clocks vr: null, //"variant rules" object initialized from FEN drawOffer: "", people: {}, //players + observers lastate: undefined, //used if opponent send lastate before game is ready repeat: {}, //detect position repetition + newChat: "", + conn: null, + page: "", + tempId: "", //to distinguish several tabs }; }, watch: { @@ -112,20 +118,26 @@ export default { this.$set(this.people, my.sid, {id:my.id, name:my.name}); this.gameRef.id = this.$route.params["id"]; this.gameRef.rid = this.$route.query["rid"]; //may be undefined - // Define socket .onmessage() and .onclose() events: - this.st.conn.onmessage = this.socketMessageListener; + // Initialize connection + this.page = this.$route.path; + const connexionString = params.socketUrl + + "/?sid=" + this.st.user.sid + + "&tmpId=" + this.tempId + + "&page=" + encodeURIComponent(this.page); + this.conn = new WebSocket(connexionString); + this.conn.onmessage = this.socketMessageListener; const socketCloseListener = () => { - store.socketCloseListener(); //reinitialize connexion (in store.js) - this.st.conn.addEventListener('message', this.socketMessageListener); - this.st.conn.addEventListener('close', socketCloseListener); + this.conn = new WebSocket(connexionString); + this.conn.addEventListener('message', this.socketMessageListener); + this.conn.addEventListener('close', socketCloseListener); }; - this.st.conn.onclose = socketCloseListener; + this.conn.onclose = socketCloseListener; // Socket init required before loading remote game: const socketInit = (callback) => { - if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state + if (!!this.conn && this.conn.readyState == 1) //1 == OPEN state callback(); else //socket not ready yet (initial loading) - this.st.conn.onopen = callback; + this.conn.onopen = callback; }; if (!this.gameRef.rid) //game stored locally or on server this.loadGame(null, () => socketInit(this.roomInit)); @@ -141,45 +153,50 @@ export default { document.getElementById("chatWrap").addEventListener( "click", processModalClick); }, + beforeDestroy: function() { + this.conn.send(JSON.stringify({code:"disconnect",page:this.page})); + }, 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.st.conn.send(JSON.stringify({code:"connect"})); - this.st.conn.send(JSON.stringify({code:"pollclients"})); + this.conn.send(JSON.stringify({code:"connect"})); + this.conn.send(JSON.stringify({code:"pollclients"})); }, isConnected: function(index) { - const name = this.game.players[index].name; - if (this.st.user.name == name) + const player = this.game.players[index]; + // Is it me ? + if (this.st.user.sid == player.sid || this.st.user.id == player.uid) return true; - return Object.values(this.people).some(p => p.name == name); + // Try to find a match in people: + return Object.keys(this.people).some(sid => sid == player.sid) || + Object.values(this.people).some(p => p.id == player.uid); }, socketMessageListener: function(msg) { const data = JSON.parse(msg.data); switch (data.code) { case "duplicate": - alert(this.st.tr["Warning: multi-tabs not supported"]); + 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.$set(this.people, sid, {id:0, name:""}); // Ask only identity - this.st.conn.send(JSON.stringify({code:"askidentity", target:sid})); + this.conn.send(JSON.stringify({code:"askidentity", target:sid})); }); break; - } case "askidentity": - { // Request for identification: reply if I'm not anonymous if (this.st.user.id > 0) { - this.st.conn.send(JSON.stringify({code:"identity", + this.conn.send(JSON.stringify({code:"identity", user: { // NOTE: decompose to avoid revealing email name: this.st.user.name, @@ -189,67 +206,83 @@ export default { target:data.from})); } break; - } case "identity": - { - // NOTE: sometimes player.id fails because player is undefined... - // Probably because the event was meant for Hall? - if (!this.people[data.user.sid]) - return; this.$set(this.people, data.user.sid, {id: data.user.id, name: data.user.name}); - // Sending last state only for live games: corr games are complete, - // only if I played a move (otherwise opponent has all) - if (!!this.game.mycolor && this.game.type == "live" - && this.game.oppsid == data.user.sid - && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) + // Ask potentially missed last state, if opponent and I play + if (!!this.game.mycolor + && this.game.type == "live" && this.game.score == "*" + && this.game.players.some(p => p.sid == data.user.sid)) + { + this.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid})); + } + break; + case "asklastate": + // Sending last state if I played a move or score != "*" + if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) + || this.game.score != "*" || this.drawOffer == "sent") { // Send our "last state" informations to opponent const L = this.game.moves.length; - this.st.conn.send(JSON.stringify({ + const myIdx = ["w","b"].indexOf(this.game.mycolor); + this.conn.send(JSON.stringify({ code: "lastate", - target: data.user.sid, + target: data.from, state: { - lastMove: this.game.moves[L-1], - // Since we played a move, only drawOffer=="sent" is possible + // NOTE: lastMove (when defined) includes addTime + lastMove: (L>0 ? this.game.moves[L-1] : undefined), + // Since we played a move (or abort or resign), + // only drawOffer=="sent" is possible drawSent: this.drawOffer == "sent", score: this.game.score, movesCount: L, - clocks: this.game.clocks, + initime: this.game.initime[1-myIdx], //relevant only if I played } })); } break; - } case "askgame": - // Send current (live) game if not asked by opponent (!) - if (this.game.players.some(p => p.sid == data.from)) - return; - const myGame = + // Send current (live) game if I play in (not an observer), + // and not asked by opponent (!) + 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)) { - // Minimal game informations: - id: this.game.id, - players: this.game.players, - vid: this.game.vid, - timeControl: this.game.timeControl, - }; - this.st.conn.send(JSON.stringify({code:"game", - game:myGame, target:data.from})); + const myGame = + { + // Minimal game informations: + id: this.game.id, + players: this.game.players, + vid: this.game.vid, + timeControl: this.game.timeControl, + score: this.game.score, + }; + this.conn.send(JSON.stringify({code:"game", + game:myGame, target:data.from})); + } break; case "newmove": if (!!data.move.cancelDrawOffer) //opponent refuses draw + { this.drawOffer = ""; + // NOTE for corr games: drawOffer reset by player in turn + if (this.game.type == "live" && !!this.game.mycolor) + GameStorage.update(this.gameRef.id, {drawOffer: ""}); + } this.$set(this.game, "moveToPlay", data.move); break; + case "newchat": + this.newChat = data.chat; + if (!document.getElementById("modalChat").checked) + document.getElementById("chatBtn").style.backgroundColor = "#c5fefe"; + break; case "lastate": //got opponent infos about last move - { - this.lastate = data; - if (!!this.game.type) //game is loaded + this.lastate = data.state; + if (this.game.rendered) //game is rendered (Board component) this.processLastate(); //else: will be processed when game is ready break; - } case "resign": this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign"); break; @@ -264,7 +297,7 @@ export default { this.drawOffer = "received"; break; case "askfullgame": - this.st.conn.send(JSON.stringify({code:"fullgame", + this.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from})); break; case "fullgame": @@ -272,15 +305,9 @@ export default { this.loadGame(data.game, this.roomInit); break; case "connect": - { - // TODO: next condition is probably not required. See note line 150 - if (!this.people[data.from]) - { - this.$set(this.people, data.from, {name:"", id:0}); - this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from})); - } + this.$set(this.people, data.from, {name:"", id:0}); + this.conn.send(JSON.stringify({code:"askidentity", target:data.from})); break; - } case "disconnect": this.$delete(this.people, data.from); break; @@ -294,12 +321,15 @@ export default { if (data.movesCount > L) { // Just got last move from him - if (data.score != "*" && this.game.score == "*") + this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime})); + } + if (data.drawSent) + this.drawOffer = "received"; + if (data.score != "*") + { + this.drawOffer = ""; + if (this.game.score == "*") this.gameOver(data.score); - this.game.clocks = data.clocks; //TODO: check this? - if (!!data.drawSent) - this.drawOffer = "received"; - this.$set(this.game, "moveToPlay", data.lastMove); } }, clickDraw: function() { @@ -315,7 +345,7 @@ export default { Object.keys(this.people).forEach(sid => { if (sid != this.st.user.sid) { - this.st.conn.send(JSON.stringify({code:"draw", + this.conn.send(JSON.stringify({code:"draw", message:message, target:sid})); } }); @@ -330,7 +360,7 @@ export default { this.drawOffer = "sent"; Object.keys(this.people).forEach(sid => { if (sid != this.st.user.sid) - this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid})); + this.conn.send(JSON.stringify({code:"drawoffer", target:sid})); }); GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor}); } @@ -342,7 +372,7 @@ export default { Object.keys(this.people).forEach(sid => { if (sid != this.st.user.sid) { - this.st.conn.send(JSON.stringify({ + this.conn.send(JSON.stringify({ code: "abort", target: sid, })); @@ -355,7 +385,7 @@ export default { Object.keys(this.people).forEach(sid => { if (sid != this.st.user.sid) { - this.st.conn.send(JSON.stringify({code:"resign", + this.conn.send(JSON.stringify({code:"resign", side:this.game.mycolor, target:sid})); } }); @@ -468,6 +498,12 @@ export default { oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid), } ); + this.$nextTick(() => { + this.game.rendered = true; + // Did lastate arrive before game was rendered? + if (!!this.lastate) + this.processLastate(); + }); this.repeat = {}; //reset: scan past moves' FEN: let repIdx = 0; // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame @@ -484,8 +520,6 @@ export default { }); if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; - if (!!this.lastate) //lastate arrived before game was loaded: - this.processLastate(); callback(); }; if (!!game) @@ -493,7 +527,7 @@ export default { if (!!this.gameRef.rid) { // Remote live game: forgetting about callback func... (TODO: design) - this.st.conn.send(JSON.stringify( + this.conn.send(JSON.stringify( {code:"askfullgame", target:this.gameRef.rid})); } else @@ -506,6 +540,7 @@ export default { processMove: function(move) { // Update storage (corr or live) if I play in the game const colorIdx = ["w","b"].indexOf(move.color); + const nextIdx = ["w","b"].indexOf(this.vr.turn); // https://stackoverflow.com/a/38750895 if (!!this.game.mycolor) { @@ -530,27 +565,33 @@ export default { // elapsed time is measured in milliseconds addTime = this.game.increment - elapsed/1000; } - let sendMove = Object.assign({}, filtered_move, {addTime: addTime}); + const sendMove = Object.assign({}, + filtered_move, + { + addTime: addTime, + cancelDrawOffer: this.drawOffer=="", + }); Object.keys(this.people).forEach(sid => { if (sid != this.st.user.sid) { - this.st.conn.send(JSON.stringify({ + this.conn.send(JSON.stringify({ code: "newmove", target: sid, move: sendMove, - cancelDrawOffer: this.drawOffer=="", })); } }); + // (Add)Time indication: useful in case of lastate infos requested + move.addTime = addTime; } else addTime = move.addTime; //supposed transmitted - const nextIdx = ["w","b"].indexOf(this.vr.turn); // Update current game object: this.game.moves.push(move); this.game.fen = move.fen; this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime); - this.game.initime[nextIdx] = Date.now(); + // move.initime is set only when I receive a "lastate" move from opponent + this.game.initime[nextIdx] = move.initime || Date.now(); // If repetition detected, consider that a draw offer was received: const fenObj = V.ParseFen(move.fen); let repIdx = fenObj.position + "_" + fenObj.turn; @@ -589,10 +630,10 @@ export default { move: { squares: filtered_move, - played: Date.now(), //TODO: on server? + played: Date.now(), idx: this.game.moves.length - 1, }, - drawOffer: drawCode, + drawOffer: drawCode || "n", //"n" for "None" to force reset (otherwise it's ignored) }); } else //live @@ -612,15 +653,12 @@ export default { // TODO: this is called twice, once on opening an once on closing document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2"; }, - finishSendChat: function(chat) { + processChat: function(chat) { + this.conn.send(JSON.stringify({code:"newchat", chat:chat})); // NOTE: anonymous chats in corr games are not stored on server (TODO?) if (this.game.type == "corr" && this.st.user.id > 0) GameStorage.update(this.gameRef.id, {chat: chat}); }, - processChat: function() { - if (!document.getElementById("modalChat").checked) - document.getElementById("chatBtn").style.backgroundColor = "#c5fefe"; - }, gameOver: function(score, scoreMsg) { this.game.score = score; this.game.scoreMsg = this.st.tr[(!!scoreMsg @@ -662,7 +700,6 @@ export default { margin-top: 10px button display: inline-block - width: 33% margin: 0 @media screen and (max-width: 767px) @@ -673,9 +710,8 @@ export default { margin-left: 30% .variant-info + font-weight: bold padding-right: 10px - .vname - font-weight: bold .name font-size: 1.5rem