X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=8f49c5d7723c6c3ae959e387ea473959547e3026;hb=efdfb4c70f4a4391b8571726d924cdf58baba41c;hp=1294d50db85ac338b6b78bec30af326e686618c5;hpb=725da57f8e2983d744629b524f9084516a43cbac;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 1294d50d..8f49c5d7 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -14,16 +14,17 @@ main span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} span( v-for="p in Object.values(people)" - v-if="!!p.name" + v-if="p.name" ) | {{ p.name }} - span.anonymous(v-if="Object.values(people).some(p => !p.name)") + span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)") | + @nonymous Chat( :players="game.players" :pastChats="game.chats" :newChat="newChat" @mychat="processChat" + @chatcleared="clearChat" ) .row #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2 @@ -58,7 +59,6 @@ main BaseGame( ref="basegame" :game="game" - :vr="vr" @newmove="processMove" @gameover="gameOver" ) @@ -70,10 +70,14 @@ import Chat from "@/components/Chat.vue"; import { store } from "@/store"; import { GameStorage } from "@/utils/gameStorage"; import { ppt } from "@/utils/datetime"; +import { ajax } from "@/utils/ajax"; import { extractTime } from "@/utils/timeControl"; import { getRandString } from "@/utils/alea"; import { processModalClick } from "@/utils/modalClick"; +import { getFullNotation } from "@/utils/notation"; +import { playMove, getFilteredMove } from "@/utils/playUndo"; import { getScoreMessage } from "@/utils/scoring"; +import { ArrayFun } from "@/utils/array"; import params from "@/parameters"; export default { name: "my-game", @@ -86,12 +90,12 @@ export default { return { st: store.state, gameRef: { - //given in URL (rid = remote ID) + // rid = remote (socket) ID id: "", rid: "" }, game: { - //passed to BaseGame + // Passed to BaseGame players: [{ name: "" }, { name: "" }], chats: [], rendered: false @@ -100,6 +104,7 @@ export default { vr: null, //"variant rules" object initialized from FEN drawOffer: "", people: {}, //players + observers + onMygames: [], //opponents (or me) on "MyGames" page lastate: undefined, //used if opponent send lastate before game is ready repeat: {}, //detect position repetition newChat: "", @@ -141,25 +146,20 @@ export default { if (!!this.conn && this.conn.readyState == 1) // 1 == OPEN state callback(); - else { + else // Socket not ready yet (initial loading) // NOTE: it's important to call callback without arguments, // otherwise first arg is Websocket object and loadGame fails. - this.conn.onopen = () => { - return callback(); - }; - } + this.conn.onopen = () => callback(); }; if (!this.gameRef.rid) // Game stored locally or on server this.loadGame(null, () => socketInit(this.roomInit)); - else { + else // Game stored remotely: need socket to retrieve it // NOTE: the callback "roomInit" will be lost, so we don't provide it. // --> It will be given when receiving "fullgame" socket event. - // A more general approach would be to store it somewhere. socketInit(this.loadGame); - } }, mounted: function() { document @@ -177,9 +177,8 @@ export default { this.send("pollclients"); }, send: function(code, obj) { - if (this.conn) { + if (this.conn) this.conn.send(JSON.stringify(Object.assign({ code: code }, obj))); - } }, isConnected: function(index) { const player = this.game.players[index]; @@ -188,22 +187,64 @@ export default { return true; // Try to find a match in people: return ( - Object.keys(this.people).some(sid => sid == player.sid) || - Object.values(this.people).some(p => p.id == player.uid) + ( + player.sid && + Object.keys(this.people).some(sid => sid == player.sid) + ) + || + ( + player.uid && + Object.values(this.people).some(p => p.id == player.uid) + ) ); }, + resetChatColor: function() { + // TODO: this is called twice, once on opening an once on closing + document.getElementById("chatBtn").classList.remove("somethingnew"); + }, + processChat: function(chat) { + this.send("newchat", { data: 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 }); + }, + clearChat: function() { + // Nothing more to do if game is live (chats not recorded) + if (this.game.type == "corr") { + if (this.game.mycolor) + ajax("/chats", "DELETE", {gid: this.game.id}); + this.game.chats = []; + } + }, + // Notify turn after a new move (to opponent and me on MyGames page) + notifyTurn: function(sid) { + const player = this.people[sid]; + const colorIdx = this.game.players.findIndex( + p => p.sid == sid || p.id == player.id); + const color = ["w","b"][colorIdx]; + const yourTurn = + ( + color == "w" && + this.game.movesCount % 2 == 0 + ) + || + ( + color == "b" && + this.game.movesCount % 2 == 1 + ); + this.send("turnchange", { target: sid, yourTurn: yourTurn }); + }, socketMessageListener: function(msg) { if (!this.conn) return; const data = JSON.parse(msg.data); switch (data.code) { case "pollclients": data.sockIds.forEach(sid => { - this.$set(this.people, sid, { id: 0, name: "" }); if (sid != this.st.user.sid) { this.send("askidentity", { target: sid }); // Ask potentially missed last state, if opponent and I play if ( - !!this.game.mycolor && + this.game.mycolor && this.game.type == "live" && this.game.score == "*" && this.game.players.some(p => p.sid == sid) @@ -214,9 +255,7 @@ export default { }); break; case "connect": - if (!this.people[data.from]) - this.$set(this.people, data.from, { name: "", id: 0 }); - if (!this.people[data.from].name) { + if (!this.people[data.from]) { this.newConnect[data.from] = true; //for self multi-connects tests this.send("askidentity", { target: data.from }); } @@ -224,17 +263,29 @@ export default { case "disconnect": this.$delete(this.people, data.from); break; + case "mconnect": { + // TODO: from MyGames page : send mconnect message with the list of gid (live and corr) + // Either me (another tab) or opponent + const sid = data.from; + if (!this.onMygames.some(s => s == sid)) + { + this.onMygames.push(sid); + this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity) + } + break; + if (!this.people[sid]) + this.send("askidentity", { target: sid }); + } + case "mdisconnect": + ArrayFun.remove(this.onMygames, sid => sid == data.from); + break; case "killed": // I logged in elsewhere: - alert(this.st.tr["New connexion detected: tab now offline"]); - // TODO: this fails. See https://github.com/websockets/ws/issues/489 - //this.conn.removeEventListener("message", this.socketMessageListener); - //this.conn.removeEventListener("close", this.socketCloseListener); - //this.conn.close(); this.conn = null; + alert(this.st.tr["New connexion detected: tab now offline"]); break; case "askidentity": { - // Request for identification (TODO: anonymous shouldn't need to reply) + // Request for identification const me = { // Decompose to avoid revealing email name: this.st.user.name, @@ -246,6 +297,7 @@ export default { } case "identity": { const user = data.data; + this.$set(this.people, user.sid, { name: user.name, id: user.id }); if (user.name) { // If I multi-connect, kill current connexion if no mark (I'm older) if ( @@ -259,13 +311,6 @@ export default { this.killed[this.st.user.sid] = true; } } - if (user.sid != this.st.user.sid) { - //I already know my identity... - this.$set(this.people, user.sid, { - id: user.id, - name: user.name - }); - } } delete this.newConnect[user.sid]; break; @@ -293,7 +338,11 @@ export default { break; case "fullgame": // Callback "roomInit" to poll clients only after game is loaded - this.loadGame(data.data, this.roomInit); + let game = data.data; + // Move format isn't the same in storage and in browser, + // because of the 'addTime' field. + game.moves = game.moves.map(m => { return m.move || m; }); + this.loadGame(game, this.roomInit); break; case "asklastate": // Sending last state if I played a move or score != "*" @@ -321,20 +370,24 @@ export default { case "lastate": //got opponent infos about last move this.lastate = data.data; if (this.game.rendered) - //game is rendered (Board component) + // Game is rendered (Board component) this.processLastate(); - //else: will be processed when game is ready + // Else: will be processed when game is ready break; case "newmove": { const move = data.data; if (move.cancelDrawOffer) { - //opponent refuses draw + // Opponent refuses draw this.drawOffer = ""; // NOTE for corr games: drawOffer reset by player in turn if (this.game.type == "live" && !!this.game.mycolor) GameStorage.update(this.gameRef.id, { drawOffer: "" }); } - this.$refs["basegame"].play(move, "received"); + this.$refs["basegame"].play( + move.move, + "received", + null, + {addTime: move.addTime}); break; } case "resign": @@ -372,8 +425,10 @@ export default { if (data.movesCount > L) { // Just got last move from him this.$refs["basegame"].play( - Object.assign({ initime: data.initime }, data.lastMove) - ); + data.lastMove.move, + "received", + null, + {addTime: data.lastMove.addTime, initime: data.initime}); } if (data.drawSent) this.drawOffer = "received"; if (data.score != "*") { @@ -392,7 +447,7 @@ export default { this.send("draw", { data: message }); this.gameOver("1/2", message); } else if (this.drawOffer == "") { - //no effect if drawOffer == "sent" + // No effect if drawOffer == "sent" if (this.game.mycolor != this.vr.turn) { alert(this.st.tr["Draw offer only in your turn"]); return; @@ -440,39 +495,38 @@ export default { game.players[0] ]; } - // corr game: need to compute the clocks + initime // NOTE: clocks in seconds, initime in milliseconds - game.clocks = [tc.mainTime, tc.mainTime]; game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of + const L = game.moves.length; if (game.score == "*") { - //otherwise no need to bother with time + // Set clocks + initime + game.clocks = [tc.mainTime, tc.mainTime]; game.initime = [0, 0]; - const L = game.moves.length; - if (L >= 3) { - let addTime = [0, 0]; - for (let i = 2; i < L; i++) { - addTime[i % 2] += - tc.increment - - (game.moves[i].played - game.moves[i - 1].played) / 1000; + if (L >= 1) { + const gameLastupdate = game.moves[L-1].played; + game.initime[L % 2] = gameLastupdate; + if (L >= 2) { + game.clocks[L % 2] = + tc.mainTime - (Date.now() - gameLastupdate) / 1000; } - for (let i = 0; i <= 1; i++) game.clocks[i] += addTime[i]; } - if (L >= 1) game.initime[L % 2] = game.moves[L - 1].played; } // Sort chat messages from newest to oldest game.chats.sort((c1, c2) => { return c2.added - c1.added; }); - if (myIdx >= 0 && game.chats.length > 0) { + if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) { // Did a chat message arrive after my last move? - let vr_tmp = new V(game.fen); //start from last position - const flags = V.ParseFen(game.fen).flags; //may be undefined let dtLastMove = 0; - for (let midx = game.moves.length - 1; midx >= 0; midx--) { - vr_tmp.undo(Object.assign({flags:flags}, game.moves[midx].squares)); - if (vr_tmp.turn == mycolor) { - dtLastMove = game.moves[midx].played; - break; + if (L == 1 && myIdx == 0) + dtLastMove = game.moves[0].played; + else if (L >= 2) { + if (L % 2 == 0) { + // It's now white turn + dtLastMove = game.moves[L-1-(1-myIdx)].played; + } else { + // Black turn: + dtLastMove = game.moves[L-1-myIdx].played; } } if (dtLastMove < game.chats[0].added) @@ -515,30 +569,17 @@ export default { } 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); - let movesCount = -1; let curTurn = "n"; game.moves.forEach(m => { - if (vr_tmp.turn != curTurn) - { - movesCount++; - curTurn = vr_tmp.turn; - } - 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 + playMove(m, vr_tmp); + const fenIdx = vr_tmp.getFen().replace(/ /g, "_"); + this.repeat[fenIdx] = this.repeat[fenIdx] + ? this.repeat[fenIdx] + 1 : 1; }); - if (vr_tmp.turn != curTurn) - movesCount++; if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; this.game = Object.assign( - {}, - game, // NOTE: assign mycolor here, since BaseGame could also be VS computer { type: gtype, @@ -548,8 +589,9 @@ export default { // at least oppsid or oppid is available anyway: oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid, oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid, - movesCount: movesCount, - } + movesCount: game.moves.length + }, + game, ); this.re_setClocks(); this.$nextTick(() => { @@ -599,7 +641,7 @@ export default { if (countdown < 0) this.gameOver( currentTurn == "w" ? "0-1" : "1-0", - this.st.tr["Time"] + "Time" ); } else this.$set( @@ -610,120 +652,123 @@ export default { }, 1000); }, // Post-process a (potentially partial) move (which was just played in BaseGame) - processMove: function(move) { - if (this.game.type == "corr" && move.color == this.game.mycolor) { - if ( - !confirm( - this.st.tr["Move played:"] + - " " + - move.notation + - "\n" + - this.st.tr["Are you sure?"] - ) - ) { - this.$refs["basegame"].undo(move); - return; + // TODO?: wait for AJAX return to finish processing a move, + // and for opponent pingback in case of live game : if none received after e.g. 500ms, re-send newmove + // ...and provide move index with newmove event for basic check after receiving + processMove: function(move, data) { + const moveCol = this.vr.turn; + const doProcessMove = () => { + const colorIdx = ["w", "b"].indexOf(moveCol); + const nextIdx = 1 - colorIdx; + if (this.game.mycolor) { + // NOTE: 'var' to see that variable outside this block + var filtered_move = getFilteredMove(move); } - } - const colorIdx = ["w", "b"].indexOf(move.color); - const nextIdx = ["w", "b"].indexOf(this.vr.turn); - // https://stackoverflow.com/a/38750895 - if (this.game.mycolor) { - const allowed_fields = ["appear", "vanish", "start", "end"]; - // NOTE: 'var' to see that 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) { - if (this.drawOffer == "received") - // I refuse draw - this.drawOffer = ""; - if (this.game.movesCount >= 2) { - const elapsed = Date.now() - this.game.initime[colorIdx]; - // elapsed time is measured in milliseconds - addTime = this.game.increment - elapsed / 1000; + // Send move ("newmove" event) to people in the room (if our turn) + let addTime = (data && this.game.type == "live") ? data.addTime : 0; + if (moveCol == this.game.mycolor) { + if (this.drawOffer == "received") + // I refuse draw + this.drawOffer = ""; + // 'addTime' is irrelevant for corr games: + if (this.game.type == "live" && this.game.movesCount >= 2) { + const elapsed = Date.now() - this.game.initime[colorIdx]; + // elapsed time is measured in milliseconds + addTime = this.game.increment - elapsed / 1000; + } + const sendMove = { + move: filtered_move, + addTime: addTime, //undefined for corr games + cancelDrawOffer: this.drawOffer == "", + // Players' SID required for /mygames page + // TODO: precompute and add this field to game object? + players: this.game.players.map(p => p.sid) + }; + this.send("newmove", { data: sendMove }); } - const sendMove = Object.assign({}, filtered_move, { - addTime: addTime, - cancelDrawOffer: this.drawOffer == "" - }); - this.send("newmove", { data: sendMove }); - // (Add)Time indication: useful in case of lastate infos requested - move.addTime = addTime; - } else addTime = move.addTime; //supposed transmitted - // Update current game object: - if (nextIdx != colorIdx) + // Update current game object (no need for moves stack): + playMove(move, this.vr); this.game.movesCount++; - this.game.moves.push(move); - this.game.fen = move.fen; - 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(); - this.re_setClocks(); - // 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, { - fen: move.fen, - move: { - squares: filtered_move, - played: Date.now(), - idx: this.game.moves.length - 1 - }, - // Code "n" for "None" to force reset (otherwise it's ignored) - drawOffer: drawCode || "n" - }); - } - else { - // Live game: - GameStorage.update(this.gameRef.id, { - fen: move.fen, - move: filtered_move, - clocks: this.game.clocks, - initime: this.game.initime, - drawOffer: drawCode - }); + // TODO: notifyTurn + // (add)Time indication: useful in case of lastate infos requested + this.game.moves.push(this.game.type == "live" + ? {move:move, addTime:addTime} + : move); + this.game.fen = this.vr.getFen(); + if (this.game.type == "live") this.game.clocks[colorIdx] += addTime; + // In corr games, just reset clock to mainTime: + else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime; + // data.initime is set only when I receive a "lastate" move from opponent + this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now(); + this.re_setClocks(); + // If repetition detected, consider that a draw offer was received: + const fenObj = V.ParseFen(this.game.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" || moveCol == this.game.mycolor) + ) { + let drawCode = ""; + switch (this.drawOffer) { + case "threerep": + drawCode = "t"; + break; + case "sent": + drawCode = this.game.mycolor; + break; + case "received": + drawCode = V.GetOppCol(this.game.mycolor); + break; + } + if (this.game.type == "corr") { + GameStorage.update(this.gameRef.id, { + fen: this.game.fen, + move: { + squares: filtered_move, + played: Date.now(), + idx: this.game.moves.length - 1 + }, + // Code "n" for "None" to force reset (otherwise it's ignored) + drawOffer: drawCode || "n" + }); + } + else { + // Live game: + GameStorage.update(this.gameRef.id, { + fen: this.game.fen, + move: filtered_move, + clocks: this.game.clocks, + initime: this.game.initime, + drawOffer: drawCode + }); + } } + }; + if (this.game.type == "corr" && moveCol == this.game.mycolor) { + setTimeout(() => { + if ( + !confirm( + this.st.tr["Move played:"] + + " " + + getFullNotation(move) + + "\n" + + this.st.tr["Are you sure?"] + ) + ) { + this.$refs["basegame"].cancelLastMove(); + return; + } + doProcessMove(); + // Let small time to finish drawing current move attempt: + }, 500); } - }, - resetChatColor: function() { - // TODO: this is called twice, once on opening an once on closing - document.getElementById("chatBtn").classList.remove("somethingnew"); - }, - processChat: function(chat) { - this.send("newchat", { data: 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 }); + else doProcessMove(); }, gameOver: function(score, scoreMsg) { this.game.score = score;