X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=cb00856d99739eccf6829351f5252753beae273c;hb=92b82defacccf9c4d3755924a71fcb584002ccc6;hp=c292252d81fb0df42eb74ed2d90b3f73903a7d40;hpb=5f13148449c73de92993b7961c077167563b84e5;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index c292252d..cb00856d 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -11,7 +11,7 @@ button(@click="abortGame") {{ st.tr["Game is too boring"] }} BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove" @gameover="gameOver") - // TODO: also show players names + div Names: {{ game.players[0].name }} - {{ game.players[1].name }} div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }} .button-group(v-if="game.mode!='analyze' && game.score=='*'") button(@click="offerDraw") Draw @@ -38,6 +38,7 @@ import { store } from "@/store"; import { GameStorage } from "@/utils/gameStorage"; import { ppt } from "@/utils/datetime"; import { extractTime } from "@/utils/timeControl"; +import { ArrayFun } from "@/utils/array"; export default { name: 'my-game', @@ -52,7 +53,7 @@ export default { id: "", rid: "" }, - game: {}, //passed to BaseGame + 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 @@ -109,14 +110,6 @@ 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; - } - }, }, // TODO: redundant code with Hall.vue (related to people array) created: function() { @@ -179,67 +172,50 @@ export default { } case "identity": { - const pIdx = this.people.findIndex(p => p.sid == data.user.sid); - this.people[pIdx].id = data.user.id; - this.people[pIdx].name = data.user.name; - break; - } - case "newmove": - // NOTE: next call will trigger processMove() - this.$refs["basegame"].play(data.move, - "receive", this.game.vname!="Dark" ? "animate" : null); - break; - case "pong": //received if we sent a ping (game still alive on our side) - { - if (this.game.type == "live") //corr games are always complete + let player = this.people.find(p => p.sid == data.user.sid); + player.id = data.user.id; + player.name = data.user.name; + // Sending last state only for live games: corr games are complete + if (this.game.type == "live" && this.game.oppsid == player.sid) { - // Send our "last state" informations to opponent(s) + // Send our "last state" informations to opponent const L = this.game.moves.length; this.st.conn.send(JSON.stringify({ code: "lastate", - target: this.getOppSid(), //he's connected for sure - gameId: this.gameRef.id, - lastMove: (L>0 ? this.game.moves[L-1] : undefined), - score: this.game.score, - movesCount: L, - drawOffer: this.drawOffer, - clocks: this.game.clocks, + target: player.sid, + state: + { + lastMove: (L>0 ? this.game.moves[L-1] : undefined), + score: this.game.score, + movesCount: L, + drawOffer: this.drawOffer, + clocks: this.game.clocks, + } })); } break; } + case "newmove": + // NOTE: this call to play() will trigger processMove() + this.$refs["basegame"].play(data.move, + "receive", this.game.vname!="Dark" ? "animate" : null); + break; case "lastate": //got opponent infos about last move { const L = this.game.moves.length; - if (this.gameRef.id != data.gameId) - break; //games IDs don't match: nothing we can do... - // OK, opponent still in game (which might be over) if (data.movesCount > L) { // Just got last move from him - this.$refs["basegame"].play(data.lastMove, "receive"); + this.$refs["basegame"].play(data.lastMove, + "receive", this.game.vname!="Dark" ? "animate" : null); if (data.score != "*" && this.game.score == "*") { // Opponent resigned or aborted game, or accepted draw offer // (this is not a stalemate or checkmate) this.$refs["basegame"].endGame(data.score, "Opponent action"); } - this.game.clocks = data.clocks; - this.drawOffer = data.drawOffer; - } - else if (data.movesCount < L) - { - // We must tell last move to opponent - this.st.conn.send(JSON.stringify({ - code: "lastate", - target: this.getOppSid(), //we know he is connected - 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, - })); + this.game.clocks = data.clocks; //TODO: check this? + this.drawOffer = data.drawOffer; //does opponent offer draw? } break; } @@ -274,7 +250,6 @@ export default { // ==> on "newmove", check "drawOffer" field case "connect": { - // TODO: if opponent connect, trigger lastate chain of events... this.people.push({name:"", id:0, sid:data.sid}); this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid})); break; @@ -357,25 +332,24 @@ export default { // - from remote peer (one live game I don't play, finished or not) loadGame: function(game) { const afterRetrieval = async (game) => { - // 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 vModule = await import("@/variants/" + game.vname + ".js"); + window.V = vModule.VariantRules; + this.vr = new V(game.fen); const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live"); - // 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; - }); const tc = extractTime(game.timeControl); 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] ]; + } // corr game: needs to compute the clocks + initime game.clocks = [tc.mainTime, tc.mainTime]; game.initime = [0, 0]; const L = game.moves.length; + game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of if (L >= 3) { let addTime = [0, 0]; @@ -389,7 +363,22 @@ export default { } if (L >= 1) game.initime[L%2] = game.moves[L-1].played; + // Now that we used idx and played, re-format moves as for live games + game.moves = game.moves.map(m => { + const s = m.squares; + return + { + appear: s.appear, + vanish: s.vanish, + start: s.start, + end: s.end, + message: m.message, + }; + }); } + const myIdx = game.players.findIndex(p => { + return p.sid == this.st.user.sid || p.uid == this.st.user.id; + }); if (gtype == "live" && game.clocks[0] < 0) //game unstarted { game.clocks = [tc.mainTime, tc.mainTime]; @@ -404,16 +393,12 @@ export default { }); } } - const vModule = await import("@/variants/" + vname + ".js"); - window.V = vModule.VariantRules; - this.vr = new V(game.fen); this.game = Object.assign({}, game, // NOTE: assign mycolor here, since BaseGame could also be VS computer { type: gtype, increment: tc.increment, - vname: vname, mycolor: [undefined,"w","b"][myIdx+1], // opponent sid not strictly required (or available), but easier // at least oppsid or oppid is available anyway: @@ -421,23 +406,20 @@ export default { oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid), } ); - if (!!this.game.oppid) - { - // Send ping to server (answer pong if players[s] are connected) - this.st.conn.send(JSON.stringify({code:"ping", target:this.game.oppid})); - } }; if (!!game) return afterRetrival(game); if (!!this.gameRef.rid) { + // Remote live game this.st.conn.send(JSON.stringify( {code:"askfullgame", target:this.gameRef.rid})); // (send moves updates + resign/abort/draw actions) } else { - GameStorage.get(this.gameRef.id, async (game) => { + // Local or corr game + GameStorage.get(this.gameRef.id, (game) => { afterRetrieval(game); }); } @@ -477,8 +459,14 @@ export default { const nextIdx = ["w","b"].indexOf(this.vr.turn); GameStorage.update(this.gameRef.id, { - move: filtered_move, fen: move.fen, + move: + { + squares: filtered_move, + message: this.corrMsg, //TODO + played: Date.now(), //TODO: on server? + idx: this.game.moves.length, + }, clocks: this.game.clocks.map((t,i) => i==colorIdx ? this.game.clocks[i] + addTime : this.game.clocks[i]),