X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=bd9125f26939a463c1dfc9c8e29220ee5aba75fd;hb=d18bfa126e918ecc13f2a70612b1cfda25e1e25a;hp=47605c47543b76370a06a9923461aeab449fa176;hpb=66d03f23c9ce085877c3f7272db44dc382762b5a;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 47605c47..bd9125f2 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -61,7 +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 @@ -79,14 +79,25 @@ 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) + if (countdown <= 0 || this.vr.turn != currentTurn || this.game.score != "*") { clearInterval(clockUpdate); if (countdown <= 0 && myTurn) @@ -106,6 +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"]) @@ -136,18 +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 @@ -287,21 +306,57 @@ export default { // - from remote peer (one live game I don't play, finished or not) loadGame: function(game) { const afterRetrieval = async (game) => { - const vname = this.st.variants.filter(v => v.id == game.vid)[0].name; + // 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.id, + { + 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); + + + +//TODO: people, on connect, search for opponent....... +console.log(myIdx + " " + game.players[1-myIdx].sid); //otherwise this is undefined: + + + 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], @@ -347,12 +402,15 @@ 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, @@ -364,11 +422,14 @@ 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); @@ -380,10 +441,8 @@ export default { // TODO: this update function should also work for corr games gameOver: function(score) { this.game.mode = "analyze"; - GameStorage.update(this.gameRef.id, - { - score: score, - }); + this.game.score = score; + GameStorage.update(this.gameRef.id, { score: score }); }, }, };