X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=f93b5b3a17ca7728924daf9e90a24cdea53f1f45;hb=e71161fbfffe53b0f4b174e0467cdd98cc70b7b0;hp=1294d50db85ac338b6b78bec30af326e686618c5;hpb=725da57f8e2983d744629b524f9084516a43cbac;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 1294d50d..f93b5b3a 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -58,7 +58,6 @@ main BaseGame( ref="basegame" :game="game" - :vr="vr" @newmove="processMove" @gameover="gameOver" ) @@ -73,6 +72,8 @@ import { ppt } from "@/utils/datetime"; import { extractTime } from "@/utils/timeControl"; import { getRandString } from "@/utils/alea"; import { processModalClick } from "@/utils/modalClick"; +import { getFullNotation } from "@/utils/notation"; +import { playMove, getFilteredMove } from "@/utils/playUndo"; import { getScoreMessage } from "@/utils/scoring"; import params from "@/parameters"; export default { @@ -321,20 +322,24 @@ export default { case "lastate": //got opponent infos about last move this.lastate = data.data; if (this.game.rendered) - //game is rendered (Board component) + // Game is rendered (Board component) this.processLastate(); - //else: will be processed when game is ready + // Else: will be processed when game is ready break; case "newmove": { const move = data.data; if (move.cancelDrawOffer) { - //opponent refuses draw + // Opponent refuses draw this.drawOffer = ""; // NOTE for corr games: drawOffer reset by player in turn if (this.game.type == "live" && !!this.game.mycolor) GameStorage.update(this.gameRef.id, { drawOffer: "" }); } - this.$refs["basegame"].play(move, "received"); + this.$refs["basegame"].play( + move.move, + "received", + null, + {addTime:move.addTime}); break; } case "resign": @@ -372,8 +377,10 @@ export default { if (data.movesCount > L) { // Just got last move from him this.$refs["basegame"].play( - Object.assign({ initime: data.initime }, data.lastMove) - ); + data.lastMove.move, + "received", + null, + {addTime:data.lastMove.addTime, initime:data.initime}); } if (data.drawSent) this.drawOffer = "received"; if (data.score != "*") { @@ -392,7 +399,7 @@ export default { this.send("draw", { data: message }); this.gameOver("1/2", message); } else if (this.drawOffer == "") { - //no effect if drawOffer == "sent" + // No effect if drawOffer == "sent" if (this.game.mycolor != this.vr.turn) { alert(this.st.tr["Draw offer only in your turn"]); return; @@ -444,10 +451,10 @@ export default { // NOTE: clocks in seconds, initime in milliseconds game.clocks = [tc.mainTime, tc.mainTime]; game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of + const L = game.moves.length; if (game.score == "*") { - //otherwise no need to bother with time + // Set clocks + initime game.initime = [0, 0]; - const L = game.moves.length; if (L >= 3) { let addTime = [0, 0]; for (let i = 2; i < L; i++) { @@ -463,16 +470,18 @@ export default { game.chats.sort((c1, c2) => { return c2.added - c1.added; }); - if (myIdx >= 0 && game.chats.length > 0) { + if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) { // Did a chat message arrive after my last move? - let vr_tmp = new V(game.fen); //start from last position - const flags = V.ParseFen(game.fen).flags; //may be undefined let dtLastMove = 0; - for (let midx = game.moves.length - 1; midx >= 0; midx--) { - vr_tmp.undo(Object.assign({flags:flags}, game.moves[midx].squares)); - if (vr_tmp.turn == mycolor) { - dtLastMove = game.moves[midx].played; - break; + if (L == 1 && myIdx == 0) + dtLastMove = game.moves[0].played; + else if (L >= 2) { + if (L % 2 == 0) { + // It's now white turn + dtLastMove = game.moves[L-1-(1-myIdx)].played; + } else { + // Black turn: + dtLastMove = game.moves[L-1-myIdx].played; } } if (dtLastMove < game.chats[0].added) @@ -515,30 +524,17 @@ export default { } this.repeat = {}; //reset: scan past moves' FEN: let repIdx = 0; - // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame let vr_tmp = new V(game.fenStart); - let movesCount = -1; let curTurn = "n"; game.moves.forEach(m => { - if (vr_tmp.turn != curTurn) - { - movesCount++; - curTurn = vr_tmp.turn; - } - vr_tmp.play(m); - const fenObj = V.ParseFen(vr_tmp.getFen()); - repIdx = fenObj.position + "_" + fenObj.turn; - if (fenObj.flags) repIdx += "_" + fenObj.flags; - this.repeat[repIdx] = this.repeat[repIdx] - ? this.repeat[repIdx] + 1 + playMove(m, vr_tmp); + const fenIdx = vr_tmp.getFen().replace(/ /g, "_"); + this.repeat[fenIdx] = this.repeat[fenIdx] + ? this.repeat[fenIdx] + 1 : 1; }); - if (vr_tmp.turn != curTurn) - movesCount++; if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; this.game = Object.assign( - {}, - game, // NOTE: assign mycolor here, since BaseGame could also be VS computer { type: gtype, @@ -548,8 +544,9 @@ export default { // 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, - movesCount: movesCount, - } + movesCount: game.moves.length + }, + game, ); this.re_setClocks(); this.$nextTick(() => { @@ -599,7 +596,7 @@ export default { if (countdown < 0) this.gameOver( currentTurn == "w" ? "0-1" : "1-0", - this.st.tr["Time"] + "Time" ); } else this.$set( @@ -610,110 +607,111 @@ export default { }, 1000); }, // Post-process a (potentially partial) move (which was just played in BaseGame) - processMove: function(move) { - if (this.game.type == "corr" && move.color == this.game.mycolor) { - if ( - !confirm( - this.st.tr["Move played:"] + - " " + - move.notation + - "\n" + - this.st.tr["Are you sure?"] - ) - ) { - this.$refs["basegame"].undo(move); - return; + processMove: function(move, data) { + const moveCol = this.vr.turn; + const doProcessMove = () => { + const colorIdx = ["w", "b"].indexOf(moveCol); + const nextIdx = 1 - colorIdx; + if (this.game.mycolor) { + // NOTE: 'var' to see that variable outside this block + var filtered_move = getFilteredMove(move); } - } - const colorIdx = ["w", "b"].indexOf(move.color); - const nextIdx = ["w", "b"].indexOf(this.vr.turn); - // https://stackoverflow.com/a/38750895 - if (this.game.mycolor) { - const allowed_fields = ["appear", "vanish", "start", "end"]; - // NOTE: 'var' to see that variable outside this block - var filtered_move = Object.keys(move) - .filter(key => allowed_fields.includes(key)) - .reduce((obj, key) => { - obj[key] = move[key]; - return obj; - }, {}); - } - // Send move ("newmove" event) to people in the room (if our turn) - let addTime = 0; - if (move.color == this.game.mycolor) { - if (this.drawOffer == "received") - // I refuse draw - this.drawOffer = ""; - if (this.game.movesCount >= 2) { - const elapsed = Date.now() - this.game.initime[colorIdx]; - // elapsed time is measured in milliseconds - addTime = this.game.increment - elapsed / 1000; + // Send move ("newmove" event) to people in the room (if our turn) + let addTime = data ? data.addTime : 0; + if (moveCol == this.game.mycolor) { + if (this.drawOffer == "received") + // I refuse draw + this.drawOffer = ""; + if (this.game.movesCount >= 2) { + const elapsed = Date.now() - this.game.initime[colorIdx]; + // elapsed time is measured in milliseconds + addTime = this.game.increment - elapsed / 1000; + } + const sendMove = { + move: filtered_move, + addTime: addTime, + cancelDrawOffer: this.drawOffer == "" + }; + this.send("newmove", { data: sendMove }); } - const sendMove = Object.assign({}, filtered_move, { - addTime: addTime, - cancelDrawOffer: this.drawOffer == "" - }); - this.send("newmove", { data: sendMove }); - // (Add)Time indication: useful in case of lastate infos requested - move.addTime = addTime; - } else addTime = move.addTime; //supposed transmitted - // Update current game object: - if (nextIdx != colorIdx) + // Update current game object (no need for moves stack): + playMove(move, this.vr); this.game.movesCount++; - this.game.moves.push(move); - this.game.fen = move.fen; - this.game.clocks[colorIdx] += addTime; - // move.initime is set only when I receive a "lastate" move from opponent - this.game.initime[nextIdx] = move.initime || Date.now(); - this.re_setClocks(); - // If repetition detected, consider that a draw offer was received: - const fenObj = V.ParseFen(move.fen); - let repIdx = fenObj.position + "_" + fenObj.turn; - if (fenObj.flags) repIdx += "_" + fenObj.flags; - this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1; - if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; - else if (this.drawOffer == "threerep") this.drawOffer = ""; - // Since corr games are stored at only one location, update should be - // done only by one player for each move: - if ( - this.game.mycolor && - (this.game.type == "live" || move.color == this.game.mycolor) - ) { - let drawCode = ""; - switch (this.drawOffer) { - case "threerep": - drawCode = "t"; - break; - case "sent": - drawCode = this.game.mycolor; - break; - case "received": - drawCode = this.vr.turn; - break; - } - if (this.game.type == "corr") { - GameStorage.update(this.gameRef.id, { - fen: move.fen, - move: { - squares: filtered_move, - played: Date.now(), - idx: this.game.moves.length - 1 - }, - // Code "n" for "None" to force reset (otherwise it's ignored) - drawOffer: drawCode || "n" - }); - } - else { - // Live game: - GameStorage.update(this.gameRef.id, { - fen: move.fen, - move: filtered_move, - clocks: this.game.clocks, - initime: this.game.initime, - drawOffer: drawCode - }); + // (add)Time indication: useful in case of lastate infos requested + this.game.moves.push({move:move, addTime:addTime}); + this.game.fen = this.vr.getFen(); + this.game.clocks[colorIdx] += addTime; + // data.initime is set only when I receive a "lastate" move from opponent + this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now(); + this.re_setClocks(); + // If repetition detected, consider that a draw offer was received: + const fenObj = V.ParseFen(this.game.fen); + let repIdx = fenObj.position + "_" + fenObj.turn; + if (fenObj.flags) repIdx += "_" + fenObj.flags; + this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1; + if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; + else if (this.drawOffer == "threerep") this.drawOffer = ""; + // Since corr games are stored at only one location, update should be + // done only by one player for each move: + if ( + this.game.mycolor && + (this.game.type == "live" || moveCol == this.game.mycolor) + ) { + let drawCode = ""; + switch (this.drawOffer) { + case "threerep": + drawCode = "t"; + break; + case "sent": + drawCode = this.game.mycolor; + break; + case "received": + drawCode = V.GetOppCol(this.game.mycolor); + break; + } + if (this.game.type == "corr") { + GameStorage.update(this.gameRef.id, { + fen: this.game.fen, + move: { + squares: filtered_move, + played: Date.now(), + idx: this.game.moves.length - 1 + }, + // Code "n" for "None" to force reset (otherwise it's ignored) + drawOffer: drawCode || "n" + }); + } + else { + // Live game: + GameStorage.update(this.gameRef.id, { + fen: this.game.fen, + move: filtered_move, + clocks: this.game.clocks, + initime: this.game.initime, + drawOffer: drawCode + }); + } } + }; + if (this.game.type == "corr" && moveCol == this.game.mycolor) { + setTimeout(() => { + if ( + !confirm( + this.st.tr["Move played:"] + + " " + + getFullNotation(move) + + "\n" + + this.st.tr["Are you sure?"] + ) + ) { + this.$refs["basegame"].cancelLastMove(); + return; + } + doProcessMove(); + // Let small time to finish drawing current move attempt: + }, 500); } + else doProcessMove(); }, resetChatColor: function() { // TODO: this is called twice, once on opening an once on closing