X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=52e97c53f2750054a0692b62916ce6d36b3c4917;hb=c0b2760655298f07eb403da70307636e57b2813a;hp=ea5ea36549b5bcda9215bc6b7f6dbe8aef7cfbc0;hpb=a36a09c039d2abaa130c7daddd865009f1456bf7;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index ea5ea365..52e97c53 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -45,6 +45,7 @@ import BaseGame from "@/components/BaseGame.vue"; import { store } from "@/store"; import { GameStorage } from "@/utils/gameStorage"; import { ppt } from "@/utils/datetime"; +import { extractTime } from "@/utils/timeControl"; export default { name: 'my-game', @@ -78,11 +79,16 @@ export default { } }, "game.clocks": function(newState) { - this.virtualClocks = newState.map(s => ppt(s)); const currentTurn = this.vr.turn; const colorIdx = ["w","b"].indexOf(currentTurn); let countdown = newState[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(newState[i] - removeTime); + }); const myTurn = (currentTurn == this.game.mycolor); let clockUpdate = setInterval(() => { if (countdown <= 0 || this.vr.turn != currentTurn) @@ -105,6 +111,11 @@ export default { } }, 1000); }, + // In case variants array was't loaded when game was retrieved + "st.variants": function(variantArray) { + if (!!this.game.vname && this.game.vname == "") + this.game.vname = variantArray.filter(v => v.id == this.game.vid)[0].name; + }, }, created: function() { if (!!this.$route.params["id"]) @@ -113,7 +124,17 @@ export default { this.gameRef.rid = this.$route.query["rid"]; this.loadGame(); } - const socketMessageListener = msg => { + // TODO: onopen, ask lastState informations + update observers and players status + const socketCloseListener = () => { + store.socketCloseListener(); //reinitialize connexion (in store.js) + this.st.conn.addEventListener('message', this.socketMessageListener); + this.st.conn.addEventListener('close', socketCloseListener); + }; + this.st.conn.onmessage = this.socketMessageListener; + this.st.conn.onclose = socketCloseListener; + }, + methods: { + socketMessageListener: function(msg) { const data = JSON.parse(msg.data); switch (data.code) { @@ -185,6 +206,16 @@ export default { case "abort": this.$refs["basegame"].endGame("?", "Abort: " + data.msg); break; + case "draw": + this.$refs["basegame"].endGame("1/2", "Mutual agreement"); + break; + case "drawoffer": + this.drawOffer = "received"; + break; + case "askfullgame": + // TODO: just give game; observers are listed here anyway: + // gameconnect? + break; // TODO: drawaccepted (click draw button before sending move ==> draw offer in move) // ==> on "newmove", check "drawOffer" field // TODO: also use (dis)connect info to count online players? @@ -204,44 +235,23 @@ export default { } break; } - }; - const socketCloseListener = () => { - this.st.conn.addEventListener('message', socketMessageListener); - this.st.conn.addEventListener('close', socketCloseListener); - }; - this.st.conn.onmessage = socketMessageListener; - this.st.conn.onclose = socketCloseListener; - }, - methods: { + }, offerDraw: function() { + // TODO: also for corr games if (this.drawOffer == "received") { - if (!confirm("Offer draw?")) + if (!confirm("Accept draw?")) return; this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid})); + this.$refs["basegame"].endGame("1/2", "Mutual agreement"); + } else if (this.drawOffer == "sent") this.drawOffer = ""; else { if (!confirm("Offer draw?")) return; - // Stay in "draw offer sent" state until next move is played - this.drawOfferSent = true; - if (this.subMode == "corr") - { - // TODO: set drawOffer on in game (how ?) - } - else //live game - { - this.opponents.forEach(o => { - if (!!o.online) - { - try { - } catch (INVALID_STATE_ERR) { - return; - } - } - }); + this.st.conn.send(JSON.stringify({code:"drawoffer", target:this.game.oppid})); } }, // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) @@ -287,7 +297,27 @@ export default { // - from remote peer (one live game I don't play, finished or not) loadGame: function(game) { const afterRetrieval = async (game) => { - const vModule = await import("@/variants/" + game.vname + ".js"); + // NOTE: variants array might not be available yet, thus the two next lines + const variantCell = this.st.variants.filter(v => v.id == game.vid); + const vname = (variantCell.length > 0 ? variantCell[0].name : ""); + if (!game.fen) + game.fen = game.fenStart; //game wasn't started + const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live"); + if (gtype == "corr") + { + // corr game: needs to compute the clocks + initime + //if (game.players[i].rtime < 0) initime = Date.now(), else compute, + //also using move.played fields + game.clocks = [-1, -1]; + game.initime = [0, 0]; + } + const tc = extractTime(game.timeControl); + if (game.clocks[0] < 0) //game unstarted + { + game.clocks = [tc.mainTime, tc.mainTime]; + game.initime[0] = Date.now(); + } + const vModule = await import("@/variants/" + vname + ".js"); window.V = vModule.VariantRules; this.vr = new V(game.fen); const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid); @@ -295,6 +325,9 @@ export default { game, // NOTE: assign mycolor here, since BaseGame could also bs VS computer { + type: gtype, + increment: tc.increment, + vname: vname, mycolor: [undefined,"w","b"][myIdx+1], // opponent sid not strictly required, but easier oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid), @@ -310,6 +343,7 @@ export default { return afterRetrival(game); if (!!this.gameRef.rid) { + this.st.conn.send(JSON.stringify({code:"askfullgame", target:this.gameRef.rid})); // TODO: just send a game request message to the remote player, // and when receiving answer just call loadGame(received_game) // + remote peer should have registered us as an observer @@ -363,9 +397,8 @@ export default { // Also update current game object: this.game.moves.push(move); this.game.fen = move.fen; - //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0); - this.$set(this.game.clocks, colorIdx, - this.game.clocks[colorIdx] + (!!addTime ? addTime : 0)); + //TODO: just this.game.clocks[colorIdx] += addTime; + this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime); this.game.initime[nextIdx] = Date.now(); }, // TODO: this update function should also work for corr games @@ -379,3 +412,7 @@ export default { }, }; + +