X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=5a64b79b5770baaca6c27d6f592a5e04d45222cf;hb=6274a54591714db8988683c0e3fe69937e61c672;hp=7a99ef9b3348729ba96f28caa25abdb7d7dedaa8;hpb=ce87ac6a12007a62a55a45e404f818df3eb90f64;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 7a99ef9b..5a64b79b 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -16,14 +16,14 @@ pareil quand quelqu'un reco. @@ -40,24 +40,19 @@ 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) - gameInfo: {}, //passed to BaseGame - vr: null, //TODO - vname: "", //obtained from gameInfo (slightly redundant..) - mode: "analyze", //mutable + 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: { '$route' (to, from) { if (!!to.params["id"]) @@ -87,6 +82,7 @@ export default { // --> doivent être enregistrés comme observers au niveau du serveur... // non: poll users + events startObserving / stopObserving + // (à faire au niveau du routeur ?) // TODO: also handle "draw accepted" (use opponents array?) @@ -101,7 +97,7 @@ export default { // TODO: observer on dark games must see all board ? Or alternate ? (seems better) // ...or just see nothing as on buho21 this.$refs["basegame"].play( - data.move, this.vname!="Dark" ? "animate" : null); + 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) @@ -110,7 +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, @@ -128,7 +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, @@ -140,7 +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, @@ -152,7 +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": @@ -176,14 +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. @@ -203,7 +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; } @@ -222,6 +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?")) @@ -229,7 +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; } @@ -241,17 +235,24 @@ 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() { - this.gameInfo = GameStorage.get(this.gameRef); - -console.log(GameStorage.get(this.gameRef)); - - this.vname = this.gameInfo.vname; - this.mode = this.gameInfo.mode; - const vModule = await import("@/variants/" + this.vname + ".js"); - window.V = vModule.VariantRules; - this.vr = new V(this.gameInfo.fen); - + 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 => { + vr.play(move); //side-effect: set move.fen + }); + 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)) @@ -262,12 +263,42 @@ console.log(GameStorage.get(this.gameRef)); // }); // } }, + // TODO: refactor this old "oppConnected" logic oppConnected: function(uid) { return this.opponents.some(o => o.id == uid && o.online); }, processMove: function(move) { - // TODO: process some opponent's 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 }, }, }; + +// TODO: utiliser "started" (renommer) pour se souvenir du timestamp où un user a commencé à réfléchir à un coup. Le sauvegarder dans update aussi... + +// variable initime à récupérer de game aussi (et pas "started") +// si initime à -1 ou undefined alors pas commencé. Abort possible à tout moment avec message +// Sorry I have to go / Game seems over / Game is not interesting + +move.clock à màj avec (current) clock - temps de réflexion (now() - initime) + increment +après chaque coup dans une partie live ou corr non terminée. +--> donc à Game.update on passe directement clock + +code "T" pour score "perte au temps" ?