X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=2a565f688f85191dbe7df6ffffd10b031ab3c493;hb=73f8753ff5abf6c5819684920565e655b6858175;hp=68c8c94d4362f4324b6eefd109a965c2add58195;hpb=f54f4c26b4c820b14aca298e94644efb20beeed6;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 68c8c94d..2a565f68 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -26,13 +26,10 @@ main span {{ st.tr["Participant(s):"] }} span( v-for="p in Object.values(people)" - v-if="p.focus && !!p.name" + v-if="participateInChat(p)" ) | {{ 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" @@ -99,7 +96,7 @@ main ) img(src="/images/icons/rematch.svg") #playersInfo - p + p(v-if="isLargeScreen()") span.name(:class="{connected: isConnected(0)}") | {{ game.players[0].name || "@nonymous" }} span.time( @@ -121,6 +118,29 @@ main span.time-separator(v-if="!!virtualClocks[1][1]") : span.time-right(v-if="!!virtualClocks[1][1]") | {{ virtualClocks[1][1] }} + p(v-else) + span.name(:class="{connected: isConnected(0)}") + | {{ game.players[0].name || "@nonymous" }} + span.split-names - + span.name(:class="{connected: isConnected(1)}") + | {{ game.players[1].name || "@nonymous" }} + br + span.time( + v-if="game.score=='*'" + :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.time( + v-if="game.score=='*'" + :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" @@ -133,7 +153,9 @@ import BaseGame from "@/components/BaseGame.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"; @@ -157,6 +179,7 @@ export default { gameRef: "", nextIds: [], game: {}, //passed to BaseGame + focus: !document.hidden, //will not always work... TODO // virtualClocks will be initialized from true game.clocks virtualClocks: [], vr: null, //"variant rules" object initialized from FEN @@ -179,6 +202,7 @@ export default { // If newmove got no pingback, send again: opponentGotMove: false, connexionString: "", + socketCloseListener: 0, // Incomplete info games: show move played moveNotation: "", // Intervals from setInterval(): @@ -186,13 +210,15 @@ export default { retrySendmove: null, clockUpdate: null, // Related to (killing of) self multi-connects: - newConnect: {}, - killed: {} + newConnect: {} }; }, watch: { $route: function(to, from) { - if (from.params["id"] != to.params["id"]) { + if (to.path.length < 6 || to.path.substr(0, 6) != "/game/") + // Page change + this.cleanBeforeDestroy(); + else if (from.params["id"] != to.params["id"]) { // Change everything: this.cleanBeforeDestroy(); let boardDiv = document.querySelector(".game"); @@ -200,11 +226,9 @@ export default { // In case of incomplete information variant: boardDiv.style.visibility = "hidden"; this.atCreation(); - } else { + } else // Same game ID this.nextIds = JSON.parse(this.$route.query["next"] || "[]"); - this.loadGame(this.game); - } } }, // NOTE: some redundant code with Hall.vue (mostly related to people array) @@ -212,7 +236,6 @@ export default { this.atCreation(); }, mounted: function() { - document.addEventListener('visibilitychange', this.visibilityChange); ["chatWrap", "infoDiv"].forEach(eltName => { document.getElementById(eltName) .addEventListener("click", processModalClick); @@ -225,32 +248,76 @@ export default { } }, 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"); + if (!this.focus && !!this.rematchOffer) { + this.rematchOffer = ""; + this.send("rematchoffer", { data: false }); + // Do not remove rematch offer from (local) storage + } + this.send(this.focus ? "getfocus" : "losefocus"); + }, + onFocus: function() { + this.focus = true; + this.send("getfocus"); + }, + onBlur: function() { + this.focus = false; + if (!!this.rematchOffer) { + this.rematchOffer = ""; + this.send("rematchoffer", { data: false }); + } + this.send("losefocus"); + }, + isLargeScreen: function() { + return window.innerWidth >= 500; + }, + participateInChat: function(p) { + return Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) && !!p.name; + }, + 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 = 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.$set( this.people, my.sid, { id: my.id, name: my.name, - focus: true + tmpIds: { + tmpId: { focus: true } + } } ); this.game = { @@ -276,25 +343,31 @@ export default { this.retrySendmove = null; this.clockUpdate = null; this.newConnect = {}; - this.killed = {}; // 1] Initialize connection this.connexionString = params.socketUrl + - "/?sid=" + - this.st.user.sid + - "&id=" + - this.st.user.id + - "&tmpId=" + - getRandString() + + "/?sid=" + this.st.user.sid + + "&id=" + this.st.user.id + + "&tmpId=" + tmpId + "&page=" + // Discard potential "/?next=[...]" for page indication: encodeURIComponent(this.$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 @@ -307,20 +380,11 @@ export default { this.loadVariantThenGame(game, () => socketInit(this.roomInit)); else // Live game stored remotely: need socket to retrieve it - // NOTE: the callback "roomInit" will be lost, so we don't provide 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"); }); }); }, - cleanBeforeDestroy: function() { - if (!!this.askLastate) - clearInterval(this.askLastate); - if (!!this.retrySendmove) - clearInterval(this.retrySendmove); - if (!!this.clockUpdate) - clearInterval(this.clockUpdate); - this.send("disconnect"); - }, roomInit: function() { if (!this.roomInitialized) { // Notify the room only now that I connected, because @@ -333,7 +397,7 @@ export default { } }, 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) { @@ -347,14 +411,22 @@ export default { 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.id && - Object.values(this.people).some(p => - p.id == player.id && p.focus) + Object.values(this.people).some(p => { + return ( + p.id == player.id && + Object.values(p.tmpIds).some(v => v.focus) + ); + }) ) ); }, @@ -382,16 +454,22 @@ export default { // 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 }); + else if (this.game.type == "live") { + 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.$set(this.game, "chats", []); } @@ -445,44 +523,61 @@ export default { const data = JSON.parse(msg.data); switch (data.code) { case "pollclients": - data.sockIds.forEach(sid => { + // TODO: shuffling and random filtering on server, + // if the room is really crowded. + Object.keys(data.sockIds).forEach(sid => { if (sid != this.st.user.sid) { - this.people[sid] = { focus: true }; this.send("askidentity", { target: sid }); + this.people[sid] = { tmpIds: data.sockIds[sid] }; + } else { + // Complete my tmpIds: + Object.assign(this.people[sid].tmpIds, data.sockIds[sid]); } }); break; case "connect": - if (!this.people[data.from]) { - this.people[data.from] = { focus: true }; - this.newConnect[data.from] = true; //for self multi-connects tests - this.send("askidentity", { target: data.from }); + if (!this.people[data.from[0]]) { + // focus depends on the tmpId (e.g. tab) + this.$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 = { @@ -497,51 +592,50 @@ export default { 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; 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.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 + ); } break; } @@ -567,7 +661,7 @@ export default { .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) => { @@ -579,25 +673,29 @@ export default { this.send("fullgame", { data: gameToSend, target: data.from }); break; case "fullgame": - // Callback "roomInit" to poll clients only after game is loaded - this.loadVariantThenGame(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; 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.game.rendered) + // Game is rendered (Board component) + this.processLastate(); + // Else: will be processed when game is ready break; } case "newmove": { @@ -620,9 +718,25 @@ export default { } else { this.gotMoveIdx = movePlus.index; const receiveMyMove = (movePlus.color == this.game.mycolor); - if (!receiveMyMove && !!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}); + 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 = ""; @@ -635,13 +749,12 @@ export default { GameStorage.update(this.gameRef, { drawOffer: "" }); } } - this.$refs["basegame"].play(movePlus.move, "received", null, true); + this.$refs["basegame"].play( + movePlus.move, "received", null, true); + this.game.clocks[moveColIdx] = movePlus.clock; this.processMove( movePlus.move, - { - clock: movePlus.clock, - receiveMyMove: receiveMyMove - } + { receiveMyMove: receiveMyMove } ); } } @@ -649,9 +762,11 @@ export default { } 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; } @@ -706,18 +821,19 @@ export default { } break; } - case "newchat": - this.$refs["chatcomp"].newChat(data.data); + case "newchat": { + let chat = data.data; + this.$refs["chatcomp"].newChat(chat); + if (this.game.type == "live") { + chat.added = Date.now(); + 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", @@ -734,45 +850,43 @@ export default { ); }, 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", + rematchSent: this.rematchOffer == "sent", + 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; + 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", null, true); - this.processMove(data.lastMove, { clock: data.clock }); + this.processMove(data.lastMove); + } else { + if (!!this.clockUpdate) clearInterval(this.clockUpdate); + this.re_setClocks(); } if (data.drawSent) this.drawOffer = "received"; if (data.rematchSent) this.rematchOffer = "received"; - if (data.score != "*") { + if (!!data.score) { this.drawOffer = ""; if (this.game.score == "*") this.gameOver(data.score, data.scoreMsg); @@ -817,7 +931,6 @@ export default { // Game state (including FEN): will be updated moves: [], clocks: [-1, -1], //-1 = unstarted - initime: [0, 0], //initialized later score: "*" } ); @@ -847,7 +960,7 @@ export default { this.send("rnewgame", { data: gameInfo, oppsid: oppsid }); // To main Hall if corr game: if (this.game.type == "corr") - this.send("newgame", { data: gameInfo }); + this.send("newgame", { data: gameInfo, page: "/" }); // Also to MyGames page: this.notifyMyGames("newgame", gameInfo); }; @@ -891,7 +1004,8 @@ export default { } }, 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"); }, @@ -910,24 +1024,24 @@ export default { const myIdx = game.players.findIndex(p => { return p.sid == this.st.user.sid || p.id == 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 + // "mycolor" is undefined for observers + const mycolor = [undefined, "w", "b"][myIdx + 1]; + // 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 (gtype == "corr") { - // NOTE: clocks in seconds, initime in milliseconds + // 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 == "*") { - // Set clocks + initime - game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER]; - 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. + // Adjust clocks + if (L >= 2) { + game.clocks[L % 2] -= + (Date.now() - game.moves[L-1].played) / 1000; + } } - // 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; @@ -948,16 +1062,26 @@ export default { // 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. clocks and initime are ignored until move 2 - game.clocks = [tc.mainTime, tc.mainTime]; - game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER]; - if (myIdx >= 0) { - // I play in this live game - GameStorage.update(game.id, { - clocks: game.clocks, - initime: game.initime - }); + if (gtype == "live") { + if ( + game.chats.length > 0 && + (!game.initime || game.initime < game.chats[0].added) + ) { + document.getElementById("chatBtn").classList.add("somethingnew"); + } + if (game.clocks[0] < 0) { + // Game is unstarted. clock is ignored until move 2 + game.clocks = [tc.mainTime, tc.mainTime]; + 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; } } // TODO: merge next 2 "if" conditions @@ -1070,46 +1194,44 @@ export default { } } ); - } else - // Local game (or live remote) + } + 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 ); @@ -1118,25 +1240,33 @@ export default { processMove: function(move, data) { 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 is computed in BaseGame, but maybe not yet. // ==> Compute it here, although this is redundant (TODO) @@ -1144,21 +1274,10 @@ export default { 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; - } 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] = @@ -1183,6 +1302,19 @@ export default { } // 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 && @@ -1219,12 +1351,11 @@ export default { 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()); } @@ -1234,12 +1365,14 @@ export default { 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: @@ -1287,6 +1420,7 @@ export default { // 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"); @@ -1353,10 +1487,18 @@ export default { }; if (this.game.type == "live") { 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( @@ -1407,7 +1549,7 @@ button margin: 0 display: inline-flex img - height: 24px + height: 22px display: flex @media screen and (max-width: 767px) height: 18px