X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=74dd01d229a8ef03f90778b59e3deb5af4a40945;hb=cf742aaf8995ca8be8fc1f2751e4cf28de5d69b6;hp=2fdd2238290740950817002ca906520804aaaeef;hpb=22efa391c3f49ae7b91cd86ccf11da3af74523fe;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 2fdd2238..74dd01d2 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -61,7 +61,7 @@ export default { rid: "" }, game: { }, //passed to BaseGame - oppConnected: false, + oppConnected: false, //TODO: use for styling corrMsg: "", //to send offline messages in corr games virtualClocks: [0, 0], //initialized with true game.clocks vr: null, //"variant rules" object initialized from FEN @@ -79,6 +79,12 @@ export default { } }, "game.clocks": function(newState) { + if (this.game.moves.length < 2) + { + // 1st move not completed yet: freeze time + this.virtualClocks = newState.map(s => ppt(s)); + return; + } const currentTurn = this.vr.turn; const colorIdx = ["w","b"].indexOf(currentTurn); let countdown = newState[colorIdx] - @@ -91,7 +97,7 @@ export default { }); const myTurn = (currentTurn == this.game.mycolor); let clockUpdate = setInterval(() => { - if (countdown <= 0 || this.vr.turn != currentTurn) + if (countdown <= 0 || this.vr.turn != currentTurn || this.game.score != "*") { clearInterval(clockUpdate); if (countdown <= 0 && myTurn) @@ -146,18 +152,21 @@ export default { case "pong": //received if we sent a ping (game still alive on our side) { this.oppConnected = true; - // Send our "last state" informations to opponent(s) - const L = this.game.moves.length; - this.st.conn.send(JSON.stringify({ - code: "lastate", - target: this.game.oppid, - gameId: this.gameRef.id, - lastMove: (L>0 ? this.game.moves[L-1] : undefined), - score: this.game.score, - movesCount: L, - drawOffer: this.drawOffer, - clocks: this.game.clocks, - })); + if (this.game.type == "live") //corr games are always complete + { + // Send our "last state" informations to opponent(s) + const L = this.game.moves.length; + this.st.conn.send(JSON.stringify({ + code: "lastate", + target: this.game.oppid, + gameId: this.gameRef.id, + lastMove: (L>0 ? this.game.moves[L-1] : undefined), + score: this.game.score, + movesCount: L, + drawOffer: this.drawOffer, + clocks: this.game.clocks, + })); + } break; } case "lastate": //got opponent infos about last move @@ -313,14 +322,20 @@ export default { // TODO: compute clocks + initime } const tc = extractTime(game.timeControl); - const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid); + // TODO: this is not really beautiful (uid on corr players...) + if (gtype == "corr" && game.players[0].color == "b") + [ game.players[0], game.players[1] ] = [ game.players[1], game.players[0] ]; + const myIdx = game.players.findIndex(p => { + return p.sid == this.st.user.sid || p.uid == this.st.user.id; + }); if (game.clocks[0] < 0) //game unstarted { game.clocks = [tc.mainTime, tc.mainTime]; game.initime[0] = Date.now(); - if (myIdx >= 0) //I play in this game + if (myIdx >= 0 && gtype == "live") { - GameStorage.update(game.gameId, + // I play in this live game; corr games don't have clocks+initime + GameStorage.update(game.id, { clocks: game.clocks, initime: game.initime, @@ -330,9 +345,17 @@ export default { const vModule = await import("@/variants/" + vname + ".js"); window.V = vModule.VariantRules; this.vr = new V(game.fen); + + + +//TODO: people, on connect, search for opponent....... +console.log(myIdx + " " + game.players[1-myIdx].sid); //otherwise this is undefined: + + + this.game = Object.assign({}, game, - // NOTE: assign mycolor here, since BaseGame could also bs VS computer + // NOTE: assign mycolor here, since BaseGame could also be VS computer { type: gtype, increment: tc.increment, @@ -380,12 +403,15 @@ export default { return obj; }, {}); // Send move ("newmove" event) to opponent(s) (if ours) - let addTime = undefined; + let addTime = 0; if (move.color == this.game.mycolor) { - const elapsed = Date.now() - this.game.initime[colorIdx]; - // elapsed time is measured in milliseconds - addTime = this.game.increment - elapsed/1000; + if (this.game.moves.length >= 2) //after first move + { + const elapsed = Date.now() - this.game.initime[colorIdx]; + // elapsed time is measured in milliseconds + addTime = this.game.increment - elapsed/1000; + } this.st.conn.send(JSON.stringify({ code: "newmove", target: this.game.oppid, @@ -416,6 +442,7 @@ export default { // TODO: this update function should also work for corr games gameOver: function(score) { this.game.mode = "analyze"; + this.game.score = score; GameStorage.update(this.gameRef.id, { score: score }); }, },