X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=799f5ab08f34f3348bd43d394af47a381cd50f62;hb=633959bf1cf6a8701760748d399b0ae86afddaad;hp=ec1962ee4d744620004938f7e22ebb9b97faa9cc;hpb=dfeb96ea90e880a2557cbb5953dbb7258c912283;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index ec1962ee..799f5ab0 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -5,21 +5,22 @@ 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 {{ game.vname }} button#chatBtn(onClick="doClick('modalChat')") Chat #actions(v-if="game.score=='*'") button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}") | {{ st.tr["Draw"] }} - button(@click="abortGame") {{ st.tr["Abort"] }} - button(@click="resign") {{ st.tr["Resign"] }} + button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }} + button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }} #playersInfo p span.name(:class="{connected: isConnected(0)}") @@ -42,6 +43,7 @@ import { ppt } from "@/utils/datetime"; import { extractTime } from "@/utils/timeControl"; import { ArrayFun } from "@/utils/array"; import { processModalClick } from "@/utils/modalClick"; +import { getScoreMessage } from "@/utils/scoring"; export default { name: 'my-game', @@ -57,13 +59,17 @@ 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: "", }; }, watch: { @@ -97,10 +103,7 @@ export default { this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]); } else - { - // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown) this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown))); - } }, 1000); }, }, @@ -191,68 +194,94 @@ export default { } case "identity": { - // NOTE: sometimes player.id fails because player is undefined... - // Probably because the event was meant for Hall? - if (!this.people[data.user.sid]) - return; this.$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 - if (this.game.type == "live" && this.game.oppsid == data.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 == data.user.sid)) + { + this.st.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; - let lastMove = (L>0 ? this.game.moves[L-1] : undefined); - if (!!lastMove && this.drawOffer == "sent") - lastMove.draw = true; + const myIdx = ["w","b"].indexOf(this.game.mycolor); this.st.conn.send(JSON.stringify({ code: "lastate", - target: data.user.sid, + target: data.from, state: { - lastMove: lastMove, + // 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.st.conn.send(JSON.stringify({code:"game", + game:myGame, target:data.from})); + } break; case "newmove": + if (!!data.move.cancelDrawOffer) //opponent refuses draw + { + this.drawOffer = ""; + if (this.game.type == "live") //corr games: reset by player who played + GameStorage.update(this.gameRef.id, {drawOffer: ""}); + } this.$set(this.game, "moveToPlay", data.move); break; + case "newchat": + this.newChat = data.chat; + if (!document.getElementById("modalChat").checked) + document.getElementById("chatBtn").style.backgroundColor = "#c5fefe"; + break; case "lastate": //got opponent infos about last move { - this.lastate = data; - if (!!this.game.type) //game is loaded + this.lastate = data.state; + if (this.game.rendered) //game is rendered (Board component) this.processLastate(); //else: will be processed when game is ready break; } case "resign": - this.gameOver(data.side=="b" ? "1-0" : "0-1", this.st.tr["Resign"]); + this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign"); break; case "abort": - this.gameOver("?", this.st.tr["Abort"]); + this.gameOver("?", "Abort"); break; case "draw": - this.gameOver("1/2", this.st.tr[data.message]); + this.gameOver("1/2", data.message); break; case "drawoffer": // NOTE: observers don't know who offered draw @@ -268,12 +297,8 @@ export default { break; case "connect": { - // TODO: next condition is probably not required. See note line 150 - if (!this.people[data.from]) - { - this.$set(this.people, data.from, {name:"", id:0}); - this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from})); - } + this.$set(this.people, data.from, {name:"", id:0}); + this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from})); break; } case "disconnect": @@ -289,19 +314,20 @@ export default { if (data.movesCount > L) { // Just got last move from him - this.$set(this.game, "moveToPlay", data.lastMove); - if (data.score != "*" && this.game.score == "*") - { - // Opponent resigned or aborted game, or accepted draw offer - // (this is not a stalemate or checkmate) - this.gameOver(data.score, "Opponent action"); - } - this.game.clocks = data.clocks; //TODO: check this? - if (!!data.lastMove.draw) - this.drawOffer = "received"; + 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); } }, clickDraw: function() { + if (!this.game.mycolor) + return; //I'm just spectator if (["received","threerep"].includes(this.drawOffer)) { if (!confirm(this.st.tr["Accept draw?"])) @@ -316,7 +342,7 @@ export default { message:message, target:sid})); } }); - this.gameOver("1/2", this.st.tr[message]); + this.gameOver("1/2", message); } else if (this.drawOffer == "") //no effect if drawOffer == "sent" { @@ -333,9 +359,9 @@ export default { } }, abortGame: function() { - if (!confirm(this.st.tr["Terminate game?"])) + if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return; - this.gameOver("?", this.st.tr["Abort"]); + this.gameOver("?", "Abort"); Object.keys(this.people).forEach(sid => { if (sid != this.st.user.sid) { @@ -347,7 +373,7 @@ export default { }); }, resign: function(e) { - if (!confirm(this.st.tr["Resign the game?"])) + if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"])) return; Object.keys(this.people).forEach(sid => { if (sid != this.st.user.sid) @@ -356,7 +382,7 @@ export default { side:this.game.mycolor, target:sid})); } }); - this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", this.st.tr["Resign"]); + this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign"); }, // 3 cases for loading a game: // - from indexedDB (running or completed live game I play) @@ -432,22 +458,26 @@ export default { } } } - - - - // TODO: (and also when receiving / sending a move ?) -// if (!!game.drawOffer) -// { -// if (game.drawOffer == "w") -// { -// if (myIdx == 0) -// { -// this.drawOffer = "sent"; - - - - - + if (!!game.drawOffer) + { + if (game.drawOffer == "t") //three repetitions + this.drawOffer = "threerep"; + else + { + if (myIdx < 0) + this.drawOffer = "received"; //by any of the players + else + { + // I play in this game: + if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1)) + this.drawOffer = "sent"; + else //all other cases + this.drawOffer = "received"; + } + } + } + if (!!game.scoreMsg) + game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english this.game = Object.assign({}, game, // NOTE: assign mycolor here, since BaseGame could also be VS computer @@ -461,9 +491,28 @@ export default { oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid), } ); - this.repeat = {}; //reset - if (!!this.lastate) //lastate arrived before game was loaded: - this.processLastate(); + 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 + let vr_tmp = new V(game.fenStart); + game.moves.forEach(m => { + vr_tmp.play(m); + const fenObj = V.ParseFen( vr_tmp.getFen() ); + repIdx = fenObj.position + "_" + fenObj.turn; + if (!!fenObj.flags) + repIdx += "_" + fenObj.flags; + this.repeat[repIdx] = (!!this.repeat[repIdx] + ? this.repeat[repIdx]+1 + : 1); + }); + if (this.repeat[repIdx] >= 3) + this.drawOffer = "threerep"; callback(); }; if (!!game) @@ -484,6 +533,7 @@ 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) { @@ -500,13 +550,20 @@ export default { let addTime = 0; if (move.color == this.game.mycolor) { + if (this.drawOffer == "received") //I refuse draw + this.drawOffer = ""; 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; } - 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) { @@ -517,15 +574,47 @@ export default { })); } }); + // (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.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime); + // move.initime is set only when I receive a "lastate" move from opponent + this.game.initime[nextIdx] = move.initime || Date.now(); + // If repetition detected, consider that a draw offer was received: + const fenObj = V.ParseFen(move.fen); + let repIdx = fenObj.position + "_" + fenObj.turn; + if (!!fenObj.flags) + repIdx += "_" + fenObj.flags; + this.repeat[repIdx] = (!!this.repeat[repIdx] + ? this.repeat[repIdx]+1 + : 1); + if (this.repeat[repIdx] >= 3) + this.drawOffer = "threerep"; + else if (this.drawOffer == "threerep") + this.drawOffer = ""; // Since corr games are stored at only one location, update should be // done only by one player for each move: if (!!this.game.mycolor && (this.game.type == "live" || move.color == this.game.mycolor)) { + let drawCode = ""; + switch (this.drawOffer) + { + case "threerep": + drawCode = "t"; + break; + case "sent": + drawCode = this.game.mycolor; + break; + case "received": + drawCode = this.vr.turn; + break; + } if (this.game.type == "corr") { GameStorage.update(this.gameRef.id, @@ -534,9 +623,10 @@ export default { move: { squares: filtered_move, - played: Date.now(), //TODO: on server? - idx: this.game.moves.length, + played: Date.now(), + idx: this.game.moves.length - 1, }, + drawOffer: drawCode || "n", //"n" for "None" to force reset (otherwise it's ignored) }); } else //live @@ -545,48 +635,28 @@ export default { { fen: move.fen, move: filtered_move, - clocks: this.game.clocks.map((t,i) => i==colorIdx - ? this.game.clocks[i] + addTime - : this.game.clocks[i]), - initime: this.game.initime.map((t,i) => i==nextIdx - ? Date.now() - : this.game.initime[i]), + clocks: this.game.clocks, + initime: this.game.initime, + drawOffer: drawCode, }); } } - // Also update current game object: - this.game.moves.push(move); - this.game.fen = move.fen; - //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime; - this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime); - this.game.initime[nextIdx] = Date.now(); - // If repetition detected, consider that a draw offer was received: - const fenObj = V.ParseFen(move.fen); - let repIdx = fenObj.position + "_" + fenObj.turn; - if (!!fenObj.flags) - repIdx += "_" + fenObj.flags; - this.repeat[repIdx] = (!!this.repeat[repIdx] - ? this.repeat[repIdx]+1 - : 1); - if (this.repeat[repIdx] >= 3) - this.drawOffer = "threerep"; }, resetChatColor: function() { // 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.st.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 = scoreMsg; + this.game.scoreMsg = this.st.tr[(!!scoreMsg + ? scoreMsg + : getScoreMessage(score))]; const myIdx = this.game.players.findIndex(p => { return p.sid == this.st.user.sid || p.uid == this.st.user.id; }); @@ -623,7 +693,6 @@ export default { margin-top: 10px button display: inline-block - width: 33% margin: 0 @media screen and (max-width: 767px) @@ -633,6 +702,10 @@ export default { #aboveBoard margin-left: 30% +.variant-info + font-weight: bold + padding-right: 10px + .name font-size: 1.5rem padding: 1px