X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=cb00856d99739eccf6829351f5252753beae273c;hb=92b82defacccf9c4d3755924a71fcb584002ccc6;hp=d74002d6db1fef14a1be123789e1fc1a1ddae197;hpb=92a523d1a74cbabcfd7d6ade45f25fa622815f0b;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index d74002d6..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 @@ -61,13 +62,10 @@ export default { }; }, watch: { - '$route' (to, from) { - if (!!to.params["id"]) - { - this.gameRef.id = to.params["id"]; - this.gameRef.rid = to.query["rid"]; - this.loadGame(); - } + "$route": function(to, from) { + this.gameRef.id = to.params["id"]; + this.gameRef.rid = to.query["rid"]; + this.loadGame(); }, "game.clocks": function(newState) { if (this.game.moves.length < 2) @@ -95,10 +93,14 @@ export default { { this.$refs["basegame"].endGame( this.game.mycolor=="w" ? "0-1" : "1-0", "Time"); - this.st.conn.send(JSON.stringify({ - code: "timeover", - target: this.game.oppid, - })); + const oppsid = this.getOppSid(); + if (!!oppsid) + { + this.st.conn.send(JSON.stringify({ + code: "timeover", + target: oppsid, + })); + } } } else @@ -108,95 +110,112 @@ export default { } }, 1000); }, - // In case variants array was't loaded when game was retrieved - "st.variants": function(variantArray) { - if (!!this.game.vname && this.game.vname == "") - this.game.vname = variantArray.filter(v => v.id == this.game.vid)[0].name; - }, - }, - computed: { - oppConnected: function() { - return this.people.indexOf(p => p.id == this.game.oppid) >= 0; - }, }, + // TODO: redundant code with Hall.vue (related to people array) created: function() { + // Always add myself to players' list + const my = this.st.user; + this.people.push({sid:my.sid, id:my.id, name:my.name}); if (!!this.$route.params["id"]) { this.gameRef.id = this.$route.params["id"]; this.gameRef.rid = this.$route.query["rid"]; this.loadGame(); } - // TODO: onopen, ask lastState informations + update observers and players status + // 0.1] Ask server for room composition: + const funcPollClients = () => { + this.st.conn.send(JSON.stringify({code:"pollclients"})); + }; + if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state + funcPollClients(); + else //socket not ready yet (initial loading) + this.st.conn.onopen = funcPollClients; + this.st.conn.onmessage = this.socketMessageListener; 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: { + getOppSid: function() { + if (!!this.game.oppsid) + return this.game.oppsid; + const opponent = this.people.find(p => p.id == this.game.oppid); + return (!!opponent ? opponent.sid : null); + }, socketMessageListener: function(msg) { const data = JSON.parse(msg.data); switch (data.code) { - case "newmove": - // NOTE: next call will trigger processMove() - this.$refs["basegame"].play(data.move, - "receive", this.game.vname!="Dark" ? "animate" : null); + // 0.2] Receive clients list (just socket IDs) + case "pollclients": + { + data.sockIds.forEach(sid => { + this.people.push({sid:sid, id:0, name:""}); + // Ask only identity + this.st.conn.send(JSON.stringify({code:"askidentity", target:sid})); + }); break; - case "pong": //received if we sent a ping (game still alive on our side) + } + case "askidentity": { - this.oppConnected = true; - if (this.game.type == "live") //corr games are always complete + // Request for identification: reply if I'm not anonymous + if (this.st.user.id > 0) { - // Send our "last state" informations to opponent(s) + this.st.conn.send(JSON.stringify( + // people[0] instead of st.user to avoid sending email + {code:"identity", user:this.people[0], target:data.from})); + } + break; + } + case "identity": + { + let player = this.people.find(p => p.sid == data.user.sid); + player.id = data.user.id; + player.name = data.user.name; + // Sending last state only for live games: corr games are complete + if (this.game.type == "live" && this.game.oppsid == player.sid) + { + // Send our "last state" informations to opponent const L = this.game.moves.length; this.st.conn.send(JSON.stringify({ code: "lastate", - target: this.game.oppid, - gameId: this.gameRef.id, - lastMove: (L>0 ? this.game.moves[L-1] : undefined), - score: this.game.score, - movesCount: L, - drawOffer: this.drawOffer, - clocks: this.game.clocks, + target: player.sid, + state: + { + lastMove: (L>0 ? this.game.moves[L-1] : undefined), + score: this.game.score, + movesCount: L, + drawOffer: this.drawOffer, + clocks: this.game.clocks, + } })); } break; } + case "newmove": + // NOTE: this call to play() will trigger processMove() + this.$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.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, - })); + this.game.clocks = data.clocks; //TODO: check this? + this.drawOffer = data.drawOffer; //does opponent offer draw? } break; } @@ -219,25 +238,24 @@ export default { break; case "askfullgame": // TODO: just give game; observers are listed here anyway: - // gameconnect? + // ==> mark request SID as someone to send moves to + // NOT to all people array: our opponent can send moves too! break; - // TODO: drawaccepted (click draw button before sending move ==> draw offer in move) - // ==> on "newmove", check "drawOffer" field - // TODO: also use (dis)connect info to count online players? - case "gameconnect": - case "gamedisconnect": - const online = (data.code == "gameconnect"); - // If this is an opponent ? - if (this.game.oppid == data.id) - this.oppConnected = true; - else - { - // Or an observer ? - if (!online) - delete this.people[data.id]; - else - this.people[data.id] = data.name; - } + case "fullgame": + // and when receiving answer just call loadGame(received_game) + this.loadGame(data.game); + break; + // TODO: drawaccepted (click draw button before sending move + // ==> draw offer in move) + // ==> on "newmove", check "drawOffer" field + case "connect": + { + this.people.push({name:"", id:0, sid:data.sid}); + this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid})); + break; + } + case "disconnect": + ArrayFun.remove(this.people, p => p.sid == data.sid); break; } }, @@ -247,7 +265,9 @@ export default { { if (!confirm("Accept draw?")) return; - this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid})); + const oppsid = this.getOppSid(); + if (!!oppsid) + this.st.conn.send(JSON.stringify({code:"draw", target:oppsid})); this.$refs["basegame"].endGame("1/2", "Mutual agreement"); } else if (this.drawOffer == "sent") @@ -256,7 +276,9 @@ export default { { if (!confirm("Offer draw?")) return; - this.st.conn.send(JSON.stringify({code:"drawoffer", target:this.game.oppid})); + const oppsid = this.getOppSid(); + if (!!oppsid) + this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid})); } }, // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) @@ -278,20 +300,28 @@ export default { const message = event.target.innerText; // Next line will trigger a "gameover" event, bubbling up till here this.$refs["basegame"].endGame("?", "Abort: " + message); - this.st.conn.send(JSON.stringify({ - code: "abort", - msg: message, - target: this.game.oppid, - })); + const oppsid = this.getOppSid(); + if (!!oppsid) + { + this.st.conn.send(JSON.stringify({ + code: "abort", + msg: message, + target: oppsid, + })); + } } }, resign: function(e) { if (!confirm("Resign the game?")) return; - this.st.conn.send(JSON.stringify({ - code: "resign", - target: this.game.oppid, - })); + const oppsid = this.getOppSid(); + if (!!oppsid) + { + this.st.conn.send(JSON.stringify({ + code: "resign", + target: oppsid, + })); + } // Next line will trigger a "gameover" event, bubbling up till here this.$refs["basegame"].endGame( this.game.mycolor=="w" ? "0-1" : "1-0", "Resign"); @@ -302,32 +332,50 @@ 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"); 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]; - let addTime = [0, 0]; - for (let i=2; i m1.idx - m2.idx); //in case of + if (L >= 3) { - addTime[i%2] += tc.increment - - (game.moves[i].played - game.moves[i-1].played); + let addTime = [0, 0]; + for (let i=2; i= 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, + }; + }); } - // 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; }); @@ -345,48 +393,33 @@ export default { }); } } - const vModule = await import("@/variants/" + vname + ".js"); - window.V = vModule.VariantRules; - this.vr = new V(game.fen); - - - -//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 be 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), + // 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), } ); - 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) { - this.st.conn.send(JSON.stringify({code:"askfullgame", target:this.gameRef.rid})); - // TODO: just send a game request message to the remote player, - // and when receiving answer just call loadGame(received_game) - // + remote peer should have registered us as an observer + // 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); }); } @@ -426,8 +459,14 @@ console.log(myIdx + " " + game.players[1-myIdx].sid); //otherwise this is undefi 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]),