X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=7d4369beffef46d1dae4d49187454b111e79d7da;hb=b1ea21493a31105d17cd600ff1d26ee6fd9e3f6f;hp=1ffcda41cf495facddf1892988c4e71cb689ee67;hpb=430a203855578f9bbf4c851165c6066a741ff1f8;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 1ffcda41..7d4369be 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -1,18 +1,34 @@ @@ -25,6 +41,7 @@ import { GameStorage } from "@/utils/gameStorage"; import { ppt } from "@/utils/datetime"; import { extractTime } from "@/utils/timeControl"; import { ArrayFun } from "@/utils/array"; +import { processModalClick } from "@/utils/modalClick"; export default { name: 'my-game', @@ -41,11 +58,10 @@ export default { rid: "" }, game: {players:[{name:""},{name:""}]}, //passed to BaseGame - corrMsg: "", //to send offline messages in corr games virtualClocks: [0, 0], //initialized with true game.clocks vr: null, //"variant rules" object initialized from FEN - drawOffer: "", //TODO: use for button style - people: [], //players + observers + drawOffer: "", + people: {}, //players + observers lastate: undefined, //used if opponent send lastate before game is ready repeat: {}, //detect position repetition }; @@ -88,11 +104,11 @@ export default { }, 1000); }, }, - // TODO: redundant code with Hall.vue (related to people array) + // NOTE: some redundant code with Hall.vue (related to people array) created: function() { // Always add myself to players' list const my = this.st.user; - this.people.push({sid:my.sid, id:my.id, name:my.name}); + this.$set(this.people, my.sid, {id:my.id, name:my.name}); this.gameRef.id = this.$route.params["id"]; this.gameRef.rid = this.$route.query["rid"]; //may be undefined // Define socket .onmessage() and .onclose() events: @@ -120,11 +136,24 @@ export default { socketInit(this.loadGame); } }, + mounted: function() { + document.getElementById("chatWrap").addEventListener( + "click", processModalClick); + }, methods: { // O.1] Ask server for room composition: roomInit: function() { + // Notify the room only now that I connected, because + // messages might be lost otherwise (if game loading is slow) + this.st.conn.send(JSON.stringify({code:"connect"})); this.st.conn.send(JSON.stringify({code:"pollclients"})); }, + isConnected: function(index) { + const name = this.game.players[index].name; + if (this.st.user.name == name) + return true; + return Object.values(this.people).some(p => p.name == name); + }, socketMessageListener: function(msg) { const data = JSON.parse(msg.data); switch (data.code) @@ -136,7 +165,9 @@ export default { case "pollclients": { data.sockIds.forEach(sid => { - this.people.push({sid:sid, id:0, name:""}); + if (!!this.people[sid]) + return; + this.$set(this.people, sid, {id:0, name:""}); // Ask only identity this.st.conn.send(JSON.stringify({code:"askidentity", target:sid})); }); @@ -147,23 +178,27 @@ export default { // Request for identification: reply if I'm not anonymous if (this.st.user.id > 0) { - this.st.conn.send(JSON.stringify( - // people[0] instead of st.user to avoid sending email - {code:"identity", user:this.people[0], target:data.from})); + this.st.conn.send(JSON.stringify({code:"identity", + user: { + // NOTE: decompose to avoid revealing email + name: this.st.user.name, + sid: this.st.user.sid, + id: this.st.user.id, + }, + target:data.from})); } break; } case "identity": { - let player = this.people.find(p => p.sid == data.user.sid); // NOTE: sometimes player.id fails because player is undefined... // Probably because the event was meant for Hall? - if (!player) + if (!this.people[data.user.sid]) return; - player.id = data.user.id; - player.name = data.user.name; + this.$set(this.people, data.user.sid, + {id: data.user.id, name: data.user.name}); // Sending last state only for live games: corr games are complete - if (this.game.type == "live" && this.game.oppsid == player.sid) + if (this.game.type == "live" && this.game.oppsid == data.user.sid) { // Send our "last state" informations to opponent const L = this.game.moves.length; @@ -172,7 +207,7 @@ export default { lastMove.draw = true; this.st.conn.send(JSON.stringify({ code: "lastate", - target: player.sid, + target: data.user.sid, state: { lastMove: lastMove, @@ -185,12 +220,14 @@ export default { break; } case "askgame": - // Send current (live) game + // Send current (live) game if not asked by opponent (!) + if (this.game.players.some(p => p.sid == data.from)) + return; const myGame = { // Minimal game informations: id: this.game.id, - players: this.game.players.map(p => { return {name:p.name}; }), + players: this.game.players, vid: this.game.vid, timeControl: this.game.timeControl, }; @@ -198,8 +235,7 @@ export default { game:myGame, target:data.from})); break; case "newmove": - this.corrMsg = data.move.message; //may be empty - this.$set(this.game, "moveToPlay", data.move); //TODO: Vue3... + this.$set(this.game, "moveToPlay", data.move); break; case "lastate": //got opponent infos about last move { @@ -216,13 +252,15 @@ export default { this.gameOver("?", "Abort"); break; case "draw": - this.gameOver("1/2", "Mutual agreement"); + this.gameOver("1/2", data.message); break; case "drawoffer": - this.drawOffer = "received"; //TODO: observers don't know who offered draw + // NOTE: observers don't know who offered draw + this.drawOffer = "received"; break; case "askfullgame": - this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from})); + this.st.conn.send(JSON.stringify({code:"fullgame", + game:this.game, target:data.from})); break; case "fullgame": // Callback "roomInit" to poll clients only after game is loaded @@ -230,12 +268,16 @@ export default { break; case "connect": { - this.people.push({name:"", id:0, sid:data.from}); - this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from})); + // TODO: next condition is probably not required. See note line 150 + if (!this.people[data.from]) + { + this.$set(this.people, data.from, {name:"", id:0}); + this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from})); + } break; } case "disconnect": - ArrayFun.remove(this.people, p => p.sid == data.from); + this.$delete(this.people, data.from); break; } }, @@ -259,46 +301,45 @@ export default { this.drawOffer = "received"; } }, - offerDraw: function() { - if (this.drawOffer == "received") + clickDraw: function() { + if (["received","threerep"].includes(this.drawOffer)) { if (!confirm("Accept draw?")) return; - this.people.forEach(p => { - if (p.sid != this.st.user.sid) - this.st.conn.send(JSON.stringify({code:"draw", target:p.sid})); + const message = (this.drawOffer == "received" + ? "Mutual agreement" + : "Three repetitions"); + Object.keys(this.people).forEach(sid => { + if (sid != this.st.user.sid) + { + this.st.conn.send(JSON.stringify({code:"draw", + message:message, target:sid})); + } }); - this.gameOver("1/2", "Mutual agreement"); + this.gameOver("1/2", message); } - else if (this.drawOffer == "sent") - { - this.drawOffer = ""; - if (this.game.type == "corr") - GameStorage.update(this.gameRef.id, {drawOffer: false}); - } - else + else if (this.drawOffer == "") //no effect if drawOffer == "sent" { if (!confirm("Offer draw?")) return; this.drawOffer = "sent"; - this.people.forEach(p => { - if (p.sid != this.st.user.sid) - this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid})); + Object.keys(this.people).forEach(sid => { + if (sid != this.st.user.sid) + this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid})); }); - if (this.game.type == "corr") - GameStorage.update(this.gameRef.id, {drawOffer: true}); + GameStorage.update(this.gameRef.id, {drawOffer: true}); } }, abortGame: function() { if (!confirm(this.st.tr["Terminate game?"])) return; this.gameOver("?", "Abort"); - this.people.forEach(p => { - if (p.sid != this.st.user.sid) + Object.keys(this.people).forEach(sid => { + if (sid != this.st.user.sid) { this.st.conn.send(JSON.stringify({ code: "abort", - target: p.sid, + target: sid, })); } }); @@ -306,11 +347,11 @@ export default { resign: function(e) { if (!confirm("Resign the game?")) return; - this.people.forEach(p => { - if (p.sid != this.st.user.sid) + Object.keys(this.people).forEach(sid => { + if (sid != this.st.user.sid) { this.st.conn.send(JSON.stringify({code:"resign", - side:this.game.mycolor, target:p.sid})); + side:this.game.mycolor, target:sid})); } }); this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign"); @@ -366,9 +407,10 @@ export default { vanish: s.vanish, start: s.start, end: s.end, - message: m.message, }; }); + // Also sort chat messages (if any) + game.chats.sort( (c1,c2) => { return c2.added - c1.added; }); } const myIdx = game.players.findIndex(p => { return p.sid == this.st.user.sid || p.uid == this.st.user.id; @@ -424,18 +466,20 @@ export default { }, // Post-process a move (which was just played) processMove: function(move) { - if (!this.game.mycolor) - return; //I'm just an observer - // Update storage (corr or live) + // Update storage (corr or live) if I play in the game const colorIdx = ["w","b"].indexOf(move.color); // https://stackoverflow.com/a/38750895 - const allowed_fields = ["appear", "vanish", "start", "end"]; - const filtered_move = Object.keys(move) - .filter(key => allowed_fields.includes(key)) - .reduce((obj, key) => { - obj[key] = move[key]; - return obj; - }, {}); + if (!!this.game.mycolor) + { + const allowed_fields = ["appear", "vanish", "start", "end"]; + // NOTE: 'var' to see this variable outside this block + var filtered_move = Object.keys(move) + .filter(key => allowed_fields.includes(key)) + .reduce((obj, key) => { + obj[key] = move[key]; + return obj; + }, {}); + } // Send move ("newmove" event) to people in the room (if our turn) let addTime = 0; if (move.color == this.game.mycolor) @@ -447,14 +491,12 @@ export default { addTime = this.game.increment - elapsed/1000; } let sendMove = Object.assign({}, filtered_move, {addTime: addTime}); - if (this.game.type == "corr") - sendMove.message = this.corrMsg; - this.people.forEach(p => { - if (p.sid != this.st.user.sid) + Object.keys(this.people).forEach(sid => { + if (sid != this.st.user.sid) { this.st.conn.send(JSON.stringify({ code: "newmove", - target: p.sid, + target: sid, move: sendMove, })); } @@ -465,14 +507,14 @@ export default { const nextIdx = ["w","b"].indexOf(this.vr.turn); // Since corr games are stored at only one location, update should be // done only by one player for each move: - if (this.game.type == "live" || move.color == this.game.mycolor) + if (!!this.game.mycolor && + (this.game.type == "live" || move.color == this.game.mycolor)) { if (this.game.type == "corr") { GameStorage.update(this.gameRef.id, { fen: move.fen, - message: this.corrMsg, move: { squares: filtered_move, @@ -511,27 +553,47 @@ export default { ? this.repeat[repIdx]+1 : 1); if (this.repeat[repIdx] >= 3) - this.drawOffer = "received"; //TODO: will print "mutual agreement"... + 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) { + // 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.mode = "analyze"; this.game.score = score; this.game.scoreMsg = scoreMsg; const myIdx = this.game.players.findIndex(p => { return p.sid == this.st.user.sid || p.uid == this.st.user.id; }); if (myIdx >= 0) //OK, I play in this game - GameStorage.update(this.gameRef.id, { score: score }); + { + GameStorage.update(this.gameRef.id, + {score: score, scoreMsg: scoreMsg}); + } }, }, }; -