X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=f8cf2a7afd04d7907e8a1d06216a13e16a111aee;hb=27d18a24ff2f3b04a7bf26b9b95c7214f8e5076a;hp=ab6ae7a8b735b07c4475300e23b854f0509a3a56;hpb=967a2686ea801d4b33129d78087651451ef1904b;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index ab6ae7a8..f8cf2a7a 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -11,6 +11,8 @@ button(@click="abortGame") {{ st.tr["Game is too boring"] }} BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove" @gameover="gameOver") + // TODO: show players names + clocks state + div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }} .button-group(v-if="game.mode!='analyze' && game.score=='*'") button(@click="offerDraw") Draw button(@click="() => abortGame()") Abort @@ -26,6 +28,7 @@ import BaseGame from "@/components/BaseGame.vue"; //import MoveList from "@/components/MoveList.vue"; import { store } from "@/store"; import { GameStorage } from "@/utils/gameStorage"; +import { ppt } from "@/utils/datetime"; export default { name: 'my-game', @@ -41,6 +44,7 @@ export default { rid: "" }, game: { }, //passed to BaseGame + virtualClocks: [0, 0], //initialized with true game.clocks vr: null, //"variant rules" object initialized from FEN drawOfferSent: false, //did I just ask for draw? (TODO: use for button style) people: [ ], //potential observers (TODO) @@ -55,6 +59,36 @@ export default { this.loadGame(); } }, + "game.clocks": function(newState) { + this.virtualClocks = newState.map(s => ppt(s)); + const currentTurn = this.vr.turn; + const colorIdx = ["w","b","g","r"].indexOf(currentTurn); + let countdown = newState[colorIdx] - + (Date.now() - this.game.initime[colorIdx])/1000; + const myTurn = (currentTurn == this.game.mycolor); + let clockUpdate = setInterval(() => { + if (countdown <= 0 || this.vr.turn != currentTurn) + { + clearInterval(clockUpdate); + if (countdown <= 0 && myTurn) + { + this.$refs["basegame"].endGame( + this.game.mycolor=="w" ? "0-1" : "1-0", "Time"); + this.game.players.forEach(p => { + if (p.sid != this.st.user.sid) + { + this.st.conn.send(JSON.stringify({ + code: "timeover", + target: p.sid, + })); + } + }); + } + } + // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown) + this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown))); + }, 1000); + }, }, created: function() { if (!!this.$route.params["id"]) @@ -222,7 +256,7 @@ export default { return; //const message = event. // Next line will trigger a "gameover" event, bubbling up till here - this.$refs["basegame"].endGame("?"); + this.$refs["basegame"].endGame("?", "Abort: " + event.msg); //TODO this.game.players.forEach(p => { if (!!p.sid && p.sid != this.st.user.sid) { @@ -248,7 +282,8 @@ export default { } }); // Next line will trigger a "gameover" event, bubbling up till here - this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0"); + this.$refs["basegame"].endGame( + this.game.mycolor=="w" ? "0-1" : "1-0", "Resign"); }, // 3 cases for loading a game: // - from indexedDB (running or completed live game I play) @@ -258,7 +293,7 @@ export default { const afterRetrieval = async (game) => { const vModule = await import("@/variants/" + game.vname + ".js"); window.V = vModule.VariantRules; - this.vr = new V(game.fenStart); + this.vr = new V(game.fen); this.game = Object.assign({}, game, // NOTE: assign mycolor here, since BaseGame could also bs VS computer @@ -311,44 +346,47 @@ export default { return obj; }, {}); // Send move ("newmove" event) to opponent(s) (if ours) - // (otherwise move.elapsed is supposed to be already transmitted) let addTime = undefined; if (move.color == this.game.mycolor) { - const elapsed = Date.now() - this.game.initime; + const elapsed = Date.now() - this.game.initime[colorIdx]; + // elapsed time is measured in milliseconds + addTime = this.game.increment - elapsed/1000; this.game.players.forEach(p => { if (p.sid != this.st.user.sid) { this.st.conn.send(JSON.stringify({ code: "newmove", target: p.sid, - move: Object.assign({}, filtered_move, {elapsed: elapsed}), + move: Object.assign({}, filtered_move, {addTime: addTime}), })); } }); - move.elapsed = elapsed; - // elapsed time is measured in milliseconds - addTime = this.game.increment - elapsed/1000; } - const myTurnNow = (this.vr.turn == this.game.mycolor); + else + addTime = move.addTime; //supposed transmitted + const nextIdx = ["w","b","g","r"].indexOf(this.vr.turn); GameStorage.update(this.gameRef.id, { colorIdx: colorIdx, + nextIdx: nextIdx, move: filtered_move, fen: move.fen, addTime: addTime, - initime: myTurnNow, }); // Also update current game object: this.game.moves.push(move); this.game.fen = move.fen; - this.game.clocks[colorIdx] += (!!addTime ? addTime : 0); - this.game.initime = (myTurnNow ? Date.now() : undefined); + //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0); + this.$set(this.game.clocks, colorIdx, + this.game.clocks[colorIdx] + (!!addTime ? addTime : 0)); + 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({ + GameStorage.update(this.gameRef.id, + { score: score, }); },