X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=799f5ab08f34f3348bd43d394af47a381cd50f62;hb=633959bf1cf6a8701760748d399b0ae86afddaad;hp=ee151f3d282e500e0bea61befba4ba5fac4879dc;hpb=8c5f5390efed4753d6ac1b7bf84dc9922dd0df7e;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index ee151f3d..799f5ab0 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -59,7 +59,10 @@ 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: "", @@ -191,31 +194,39 @@ 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, - // only if I played a move (otherwise opponent has all) - if (!!this.game.mycolor && this.game.type == "live" - && this.game.oppsid == data.user.sid - && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) + // 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; + 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: this.game.moves[L-1], - // Since we played a move, only drawOffer=="sent" is possible + // 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 } })); } @@ -235,6 +246,7 @@ export default { 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})); @@ -242,7 +254,11 @@ export default { 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": @@ -252,8 +268,8 @@ export default { 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; @@ -281,12 +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": @@ -302,12 +314,15 @@ export default { if (data.movesCount > L) { // Just got last move from him - if (data.score != "*" && this.game.score == "*") + this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime})); + } + if (data.drawSent) + this.drawOffer = "received"; + if (data.score != "*") + { + this.drawOffer = ""; + if (this.game.score == "*") this.gameOver(data.score); - this.game.clocks = data.clocks; //TODO: check this? - if (!!data.drawSent) - this.drawOffer = "received"; - this.$set(this.game, "moveToPlay", data.lastMove); } }, clickDraw: function() { @@ -476,6 +491,12 @@ export default { oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid), } ); + this.$nextTick(() => { + this.game.rendered = true; + // Did lastate arrive before game was rendered? + if (!!this.lastate) + this.processLastate(); + }); this.repeat = {}; //reset: scan past moves' FEN: let repIdx = 0; // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame @@ -492,8 +513,6 @@ export default { }); if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; - if (!!this.lastate) //lastate arrived before game was loaded: - this.processLastate(); callback(); }; if (!!game) @@ -514,6 +533,7 @@ export default { processMove: function(move) { // Update storage (corr or live) if I play in the game const colorIdx = ["w","b"].indexOf(move.color); + const nextIdx = ["w","b"].indexOf(this.vr.turn); // https://stackoverflow.com/a/38750895 if (!!this.game.mycolor) { @@ -538,7 +558,12 @@ export default { // elapsed time is measured in milliseconds addTime = this.game.increment - elapsed/1000; } - let sendMove = Object.assign({}, filtered_move, {addTime: addTime}); + const sendMove = Object.assign({}, + filtered_move, + { + addTime: addTime, + cancelDrawOffer: this.drawOffer=="", + }); Object.keys(this.people).forEach(sid => { if (sid != this.st.user.sid) { @@ -546,19 +571,20 @@ export default { code: "newmove", target: sid, move: sendMove, - cancelDrawOffer: this.drawOffer=="", })); } }); + // (Add)Time indication: useful in case of lastate infos requested + move.addTime = addTime; } else addTime = move.addTime; //supposed transmitted - const nextIdx = ["w","b"].indexOf(this.vr.turn); // Update current game object: this.game.moves.push(move); this.game.fen = move.fen; this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime); - this.game.initime[nextIdx] = Date.now(); + // 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; @@ -597,10 +623,10 @@ export default { move: { squares: filtered_move, - played: Date.now(), //TODO: on server? + played: Date.now(), idx: this.game.moves.length - 1, }, - drawOffer: drawCode, + drawOffer: drawCode || "n", //"n" for "None" to force reset (otherwise it's ignored) }); } else //live