X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=bceb361cf5e10499bc7fc74dea6bb96662bdbfde;hb=8be8238cbd8bd1eeeb4c101648d6902cae425f7b;hp=a7cb6a90f676b8ee54e31f6b386b15e5bdcff5a3;hpb=c292ebb2a014646005b01e27253c162f1d639387;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index a7cb6a90..bceb361c 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -7,10 +7,14 @@ main ) .card.text-center label.modal-close(for="modalInfo") - p(v-html="infoMessage") + a( + :href="'#/game/' + rematchId" + onClick="document.getElementById('modalInfo').checked=false" + ) + | {{ st.tr["Rematch in progress"] }} input#modalChat.modal( type="checkbox" - @click="resetChatColor()" + @click="toggleChat()" ) div#chatWrap( role="dialog" @@ -33,7 +37,6 @@ main ref="chatcomp" :players="game.players" :pastChats="game.chats" - :newChat="newChat" @mychat="processChat" @chatcleared="clearChat" ) @@ -89,7 +92,7 @@ main ) img(src="/images/icons/resign.svg") button.tooltip( - v-else-if="!!game.mycolor" + v-else @click="clickRematch()" :class="{['rematch-' + rematchOffer]: true}" :aria-label="st.tr['Rematch']" @@ -161,13 +164,13 @@ export default { virtualClocks: [], vr: null, //"variant rules" object initialized from FEN drawOffer: "", + rematchId: "", rematchOffer: "", + lastateAsked: false, 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 curDiag: "", //for corr moves confirmation - newChat: "", conn: null, roomInitialized: false, // If newmove has wrong index: ask fullgame again: @@ -215,12 +218,13 @@ export default { }, mounted: function() { document.addEventListener('visibilitychange', this.visibilityChange); - document - .getElementById("chatWrap") - .addEventListener("click", processModalClick); + ["chatWrap", "infoDiv"].forEach(eltName => { + document.getElementById(eltName) + .addEventListener("click", processModalClick); + }); if ("ontouchstart" in window) { // Disable tooltips on smartphones: - document.getElementsByClassName("tooltip").forEach(elt => { + document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => { elt.classList.remove("tooltip"); }); } @@ -267,10 +271,9 @@ export default { this.virtualClocks = [[0,0], [0,0]]; this.vr = null; this.drawOffer = ""; + this.lastateAsked = false; this.rematchOffer = ""; - this.onMygames = []; this.lastate = undefined; - this.newChat = ""; this.roomInitialized = false; this.askGameTime = 0; this.gameIsLoading = false; @@ -287,6 +290,8 @@ export default { params.socketUrl + "/?sid=" + this.st.user.sid + + "&id=" + + this.st.user.id + "&tmpId=" + getRandString() + "&page=" + @@ -342,7 +347,7 @@ export default { isConnected: function(index) { const player = this.game.players[index]; // Is it me ? In this case no need to bother with focus - if (this.st.user.sid == player.sid || this.st.user.id == player.uid) + if (this.st.user.sid == player.sid || this.st.user.id == player.id) // Still have to check for name (because of potential multi-accounts // on same browser, although this should be rare...) return (!this.st.user.name || this.st.user.name == player.name); @@ -355,9 +360,9 @@ export default { ) || ( - player.uid && + !!player.id && Object.values(this.people).some(p => - p.id == player.uid && p.focus) + p.id == player.id && p.focus) ) ); }, @@ -372,8 +377,12 @@ export default { if (!!oppsid && !!this.people[oppsid]) return oppsid; return null; }, - resetChatColor: function() { - // TODO: this is called twice, once on opening an once on closing + toggleChat: function() { + if (document.getElementById("modalChat").checked) + // Entering chat + document.getElementById("inputChat").focus(); + // TODO: next line is only required when exiting chat, + // but the event for now isn't well detected. document.getElementById("chatBtn").classList.remove("somethingnew"); }, processChat: function(chat) { @@ -395,17 +404,20 @@ export default { this.$set(this.game, "chats", []); } }, - // Notify turn after a new move (to opponent and me on MyGames page) - notifyTurn: function(sid) { - const player = this.people[sid]; - const colorIdx = this.game.players.findIndex( - p => p.sid == sid || p.uid == player.id); - const color = ["w","b"][colorIdx]; - const movesCount = this.game.moves.length; - const yourTurn = - (color == "w" && movesCount % 2 == 0) || - (color == "b" && movesCount % 2 == 1); - this.send("turnchange", { target: sid, yourTurn: yourTurn }); + getGameType: function(game) { + return game.cadence.indexOf("d") >= 0 ? "corr" : "live"; + }, + // Notify something after a new move (to opponent and me on MyGames page) + notifyMyGames: function(thing, data) { + this.send( + "notify" + thing, + { + data: data, + targets: this.game.players.map(p => { + return { sid: p.sid, id: p.id }; + }) + } + ); }, showNextGame: function() { // Did I play in current game? If not, add it to nextIds list @@ -456,22 +468,6 @@ export default { case "disconnect": this.$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 "getfocus": { let player = this.people[data.from]; if (!!player) { @@ -595,31 +591,9 @@ export default { break; case "asklastate": // Sending informative 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" || - this.rematchOffer == "sent" - ) { - // Send our "last state" informations to opponent - const L = this.game.moves.length; - const myIdx = ["w", "b"].indexOf(this.game.mycolor); - const myLastate = { - lastMove: L > 0 ? this.game.moves[L - 1] : undefined, - clock: this.game.clocks[myIdx], - // Since we played a move (or abort or resign), - // only drawOffer=="sent" is possible - drawSent: this.drawOffer == "sent", - rematchSent: this.rematchOffer == "sent", - score: this.game.score, - score: this.game.scoreMsg, - movesCount: L, - initime: this.game.initime[1 - myIdx] //relevant only if I played - }; - this.send("lastate", { data: myLastate, target: data.from }); - } else { - this.send("lastate", { data: {nothing: true}, target: data.from }); - } + // If the game or moves aren't loaded yet, delay the sending: + if (!this.game || !this.game.moves) this.lastateAsked = true; + else this.sendLastate(data.from); break; case "lastate": { // Got opponent infos about last move @@ -710,9 +684,15 @@ export default { case "newgame": { // A game started, redirect if I'm playing in const gameInfo = data.data; + const gameType = this.getGameType(gameInfo); if ( - gameInfo.players.some(p => - p.sid == this.st.user.sid || p.uid == this.st.user.id) + gameType == "live" && + gameInfo.players.some(p => p.sid == this.st.user.sid) + ) { + this.addAndGotoLiveGame(gameInfo); + } else if ( + gameType == "corr" && + gameInfo.players.some(p => p.id == this.st.user.id) ) { this.$router.push("/game/" + gameInfo.id); } else { @@ -726,20 +706,13 @@ export default { }); urlRid += onlineSid[Math.floor(Math.random() * onlineSid.length)]; } - this.infoMessage = - this.st.tr["Rematch in progress:"] + - " " + - "#/game/" + - gameInfo.id + urlRid + - ""; + this.rematchId = gameInfo.id + urlRid; document.getElementById("modalInfo").checked = true; } break; } case "newchat": - this.newChat = data.data; + this.$refs["chatcomp"].newChat(data.data); if (!document.getElementById("modalChat").checked) document.getElementById("chatBtn").classList.add("somethingnew"); break; @@ -765,6 +738,33 @@ export default { } ); }, + sendLastate: function(target) { + if ( + (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) || + this.game.score != "*" || + this.drawOffer == "sent" || + this.rematchOffer == "sent" + ) { + // Send our "last state" informations to opponent + const L = this.game.moves.length; + const myIdx = ["w", "b"].indexOf(this.game.mycolor); + const myLastate = { + lastMove: L > 0 ? this.game.moves[L - 1] : undefined, + clock: this.game.clocks[myIdx], + // Since we played a move (or abort or resign), + // only drawOffer=="sent" is possible + drawSent: this.drawOffer == "sent", + rematchSent: this.rematchOffer == "sent", + score: this.game.score, + scoreMsg: this.game.scoreMsg, + movesCount: L, + initime: this.game.initime[1 - myIdx] //relevant only if I played + }; + this.send("lastate", { data: myLastate, target: target }); + } else { + this.send("lastate", { data: {nothing: true}, target: target }); + } + }, // lastate was received, but maybe game wasn't ready yet: processLastate: function() { const data = this.lastate; @@ -810,6 +810,32 @@ export default { } else this.updateCorrGame({ drawOffer: this.game.mycolor }); } }, + addAndGotoLiveGame: function(gameInfo, callback) { + const game = Object.assign( + {}, + gameInfo, + { + // (other) Game infos: constant + fenStart: gameInfo.fen, + vname: this.game.vname, + created: Date.now(), + // Game state (including FEN): will be updated + moves: [], + clocks: [-1, -1], //-1 = unstarted + initime: [0, 0], //initialized later + score: "*" + } + ); + GameStorage.add(game, (err) => { + // No error expected. + if (!err) { + if (this.st.settings.sound) + new Audio("/sounds/newgame.flac").play().catch(() => {}); + if (!!callback) callback(); + this.$router.push("/game/" + gameInfo.id); + } + }); + }, clickRematch: function() { if (!this.game.mycolor) return; //I'm just spectator if (this.rematchOffer == "received") { @@ -821,33 +847,17 @@ export default { vid: this.game.vid, cadence: this.game.cadence }; - let oppsid = this.getOppsid(); //may be null - this.send("rnewgame", { data: gameInfo, oppsid: oppsid }); - if (this.game.type == "live") { - const game = Object.assign( - {}, - gameInfo, - { - // (other) Game infos: constant - fenStart: gameInfo.fen, - vname: this.game.vname, - created: Date.now(), - // Game state (including FEN): will be updated - moves: [], - clocks: [-1, -1], //-1 = unstarted - initime: [0, 0], //initialized later - score: "*" - } - ); - GameStorage.add(game, (err) => { - // No error expected. - if (!err) { - if (this.st.settings.sound) - new Audio("/sounds/newgame.flac").play().catch(() => {}); - this.$router.push("/game/" + gameInfo.id); - } - }); - } + const notifyNewGame = () => { + const oppsid = this.getOppsid(); //may be null + this.send("rnewgame", { data: gameInfo, oppsid: oppsid }); + // To main Hall if corr game: + if (this.game.type == "corr") + this.send("newgame", { data: gameInfo }); + // Also to MyGames page: + this.notifyMyGames("newgame", gameInfo); + }; + if (this.game.type == "live") + this.addAndGotoLiveGame(gameInfo, notifyNewGame); else { // corr game ajax( @@ -858,6 +868,7 @@ export default { data: { gameInfo: gameInfo }, success: (response) => { gameInfo.id = response.gameId; + notifyNewGame(); this.$router.push("/game/" + response.gameId); } } @@ -902,40 +913,28 @@ export default { // - from server (one correspondance game I play[ed] or not) // - from remote peer (one live game I don't play, finished or not) loadGame: function(game, callback) { - const afterRetrieval = async game => { + const afterRetrieval = async (game) => { const vModule = await import("@/variants/" + game.vname + ".js"); window.V = vModule.VariantRules; this.vr = new V(game.fen); - const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live"; + const gtype = this.getGameType(game); const tc = extractTime(game.cadence); const myIdx = game.players.findIndex(p => { - return p.sid == this.st.user.sid || p.uid == this.st.user.id; + return p.sid == this.st.user.sid || p.id == this.st.user.id; }); const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers if (!game.chats) game.chats = []; //live games don't have chat history if (gtype == "corr") { - if (game.players[0].color == "b") { - // Adopt the same convention for live and corr games: [0] = white - [game.players[0], game.players[1]] = [ - game.players[1], - game.players[0] - ]; - } // NOTE: clocks in seconds, initime in milliseconds game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of game.clocks = [tc.mainTime, tc.mainTime]; const L = game.moves.length; if (game.score == "*") { // Set clocks + initime - game.initime = [0, 0]; - 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; - } - } + game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER]; + if (L >= 1) game.initime[L % 2] = game.moves[L-1].played; + // NOTE: game.clocks shouldn't be computed right now: + // job will be done in re_setClocks() called soon below. } // Sort chat messages from newest to oldest game.chats.sort((c1, c2) => { @@ -962,17 +961,15 @@ export default { game.moves = game.moves.map(m => m.squares); } if (gtype == "live" && game.clocks[0] < 0) { - // Game is unstarted + // Game is unstarted. clocks and initime are ignored until move 2 game.clocks = [tc.mainTime, tc.mainTime]; - if (game.score == "*") { - game.initime[0] = Date.now(); - if (myIdx >= 0) { - // I play in this live game; corr games don't have clocks+initime - GameStorage.update(game.id, { - clocks: game.clocks, - initime: game.initime - }); - } + game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER]; + if (myIdx >= 0) { + // I play in this live game + GameStorage.update(game.id, { + clocks: game.clocks, + initime: game.initime + }); } } // TODO: merge next 2 "if" conditions @@ -1027,15 +1024,12 @@ export default { // opponent sid not strictly required (or available), but easier // 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 + oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id }, - game, + game ); - if (this.gameIsLoading) - // Re-load game because we missed some moves: - // artificially reset BaseGame (required if moves arrived in wrong order) - this.$refs["basegame"].re_setVariables(); - else { + this.$refs["basegame"].re_setVariables(this.game); + if (!this.gameIsLoading) { // Initial loading: this.gotMoveIdx = game.moves.length - 1; // If we arrive here after 'nextGame' action, the board might be hidden @@ -1049,6 +1043,10 @@ export default { // Did lastate arrive before game was rendered? if (this.lastate) this.processLastate(); }); + if (this.lastateAsked) { + this.lastateAsked = false; + this.sendLastate(game.oppsid); + } if (this.gameIsLoading) { this.gameIsLoading = false; if (this.gotMoveIdx >= game.moves.length) @@ -1158,15 +1156,13 @@ export default { const score = this.vr.getCurrentScore(); if (score != "*") this.gameOver(score); } -// TODO: notifyTurn: "changeturn" message this.game.moves.push(move); this.game.fen = this.vr.getFen(); if (this.game.type == "live") { if (!!data.clock) this.game.clocks[colorIdx] = data.clock; else this.game.clocks[colorIdx] += addTime; - } - // In corr games, just reset clock to mainTime: - else { + } else { + // In corr games, just reset clock to mainTime: this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime; } // NOTE: opponent's initime is reset after "gotmove" is received @@ -1189,6 +1185,16 @@ export default { // NOTE: 'var' to see that variable outside this block var filtered_move = getFilteredMove(move); } + if (moveCol == this.game.mycolor && !data.receiveMyMove) { + // Notify turn on MyGames page: + this.notifyMyGames( + "turn", + { + gid: this.gameRef.id, + turn: this.vr.turn + } + ); + } // Since corr games are stored at only one location, update should be // done only by one player for each move: if ( @@ -1214,7 +1220,6 @@ export default { fen: this.game.fen, move: { squares: filtered_move, - played: Date.now(), idx: origMovescount }, // Code "n" for "None" to force reset (otherwise it's ignored) @@ -1352,7 +1357,7 @@ export default { this.game.scoreMsg = scoreMsg; this.$set(this.game, "scoreMsg", scoreMsg); const myIdx = this.game.players.findIndex(p => { - return p.sid == this.st.user.sid || p.uid == this.st.user.id; + return p.sid == this.st.user.sid || p.id == this.st.user.id; }); if (myIdx >= 0) { // OK, I play in this game @@ -1367,6 +1372,14 @@ export default { else this.updateCorrGame(scoreObj, callback); // Notify the score to main Hall. TODO: only one player (currently double send) this.send("result", { gid: this.game.id, score: score }); + // Also to MyGames page (TODO: doubled as well...) + this.notifyMyGames( + "score", + { + gid: this.gameRef.id, + score: score + } + ); } else if (!!callback) callback(); }