X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=923e9400ac73f6f8656918bf48e53d59b0ee7529;hb=411d23cd80a2dbf53d21008976d34e7f450154bf;hp=e3a2f6e0dd9c212ec0f417c68a8a622c945924ef;hpb=7e1a1fe92b6f8bdf556ba9a462b1ea8a794d5757;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index e3a2f6e0..923e9400 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -45,6 +45,7 @@ import BaseGame from "@/components/BaseGame.vue"; import { store } from "@/store"; import { GameStorage } from "@/utils/gameStorage"; import { ppt } from "@/utils/datetime"; +import { extractTime } from "@/utils/timeControl"; export default { name: 'my-game', @@ -60,7 +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 @@ -78,11 +79,22 @@ export default { } }, "game.clocks": function(newState) { - this.virtualClocks = newState.map(s => ppt(s)); + 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] - (Date.now() - this.game.initime[colorIdx])/1000; + this.virtualClocks = [0,1].map(i => { + const removeTime = i == colorIdx + ? (Date.now() - this.game.initime[colorIdx])/1000 + : 0; + return ppt(newState[i] - removeTime); + }); const myTurn = (currentTurn == this.game.mycolor); let clockUpdate = setInterval(() => { if (countdown <= 0 || this.vr.turn != currentTurn) @@ -105,6 +117,11 @@ export default { } }, 1000); }, + // In case variants array was't loaded when game was retrieved + "st.variants": function(variantArray) { + if (!!this.game.vname && this.game.vname == "") + this.game.vname = variantArray.filter(v => v.id == this.game.vid)[0].name; + }, }, created: function() { if (!!this.$route.params["id"]) @@ -113,7 +130,17 @@ export default { this.gameRef.rid = this.$route.query["rid"]; this.loadGame(); } - const socketMessageListener = msg => { + // TODO: onopen, ask lastState informations + update observers and players status + const socketCloseListener = () => { + store.socketCloseListener(); //reinitialize connexion (in store.js) + this.st.conn.addEventListener('message', this.socketMessageListener); + this.st.conn.addEventListener('close', socketCloseListener); + }; + this.st.conn.onmessage = this.socketMessageListener; + this.st.conn.onclose = socketCloseListener; + }, + methods: { + socketMessageListener: function(msg) { const data = JSON.parse(msg.data); switch (data.code) { @@ -125,18 +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 @@ -214,16 +244,7 @@ export default { } break; } - }; - // TODO: onopen, ask lastState informations + update observers and players status - const socketCloseListener = () => { - this.st.conn.addEventListener('message', socketMessageListener); - this.st.conn.addEventListener('close', socketCloseListener); - }; - this.st.conn.onmessage = socketMessageListener; - this.st.conn.onclose = socketCloseListener; - }, - methods: { + }, offerDraw: function() { // TODO: also for corr games if (this.drawOffer == "received") @@ -285,14 +306,51 @@ export default { // - from remote peer (one live game I don't play, finished or not) loadGame: function(game) { const afterRetrieval = async (game) => { - const vModule = await import("@/variants/" + game.vname + ".js"); + // NOTE: variants array might not be available yet, thus the two next lines + const variantCell = this.st.variants.filter(v => v.id == game.vid); + const vname = (variantCell.length > 0 ? variantCell[0].name : ""); + if (!game.fen) + game.fen = game.fenStart; //game wasn't started + const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live"); + if (gtype == "corr") + { + // corr game: needs to compute the clocks + initime + //if (game.players[i].rtime < 0) initime = Date.now(), else compute, + //also using move.played fields + game.clocks = [-1, -1]; + game.initime = [0, 0]; + // TODO: compute clocks + initime + } + const tc = extractTime(game.timeControl); + // 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 + { + GameStorage.update(game.gameId, + { + clocks: game.clocks, + initime: game.initime, + }); + } + } + const vModule = await import("@/variants/" + vname + ".js"); window.V = vModule.VariantRules; this.vr = new V(game.fen); - const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid); this.game = Object.assign({}, game, // NOTE: assign mycolor here, since BaseGame could also bs VS computer { + type: gtype, + increment: tc.increment, + vname: vname, mycolor: [undefined,"w","b"][myIdx+1], // opponent sid not strictly required, but easier oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid), @@ -336,12 +394,15 @@ 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, @@ -353,27 +414,26 @@ export default { const nextIdx = ["w","b"].indexOf(this.vr.turn); GameStorage.update(this.gameRef.id, { - colorIdx: colorIdx, - nextIdx: nextIdx, move: filtered_move, fen: move.fen, - addTime: addTime, + 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]), }); // Also update current game object: this.game.moves.push(move); this.game.fen = move.fen; - //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0); - this.$set(this.game.clocks, colorIdx, - this.game.clocks[colorIdx] + (!!addTime ? addTime : 0)); + //TODO: just this.game.clocks[colorIdx] += addTime; + this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime); this.game.initime[nextIdx] = Date.now(); }, // TODO: this update function should also work for corr games gameOver: function(score) { this.game.mode = "analyze"; - GameStorage.update(this.gameRef.id, - { - score: score, - }); + GameStorage.update(this.gameRef.id, { score: score }); }, }, };