X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=fe55f7439c69353a403ad21641999ac7305ee67c;hb=2c5d7b20742b802d9c47916915c1114bcfc9a9c3;hp=f1521e679f6f9acea48d4133adc774bc7b9b09fd;hpb=ca6fae20191190bd6b8234b56963aa45652693e4;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index f1521e67..fe55f743 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -26,13 +26,10 @@ main span {{ st.tr["Participant(s):"] }} span( v-for="p in Object.values(people)" - v-if="p.focus && !!p.name" + v-if="participateInChat(p)" ) | {{ p.name }} - span.anonymous( - v-if="Object.values(people).some(p => p.focus && !p.name)" - ) - | + @nonymous + span.anonymous(v-if="someAnonymousPresent()") + @nonymous Chat( ref="chatcomp" :players="game.players" @@ -134,6 +131,7 @@ import Chat from "@/components/Chat.vue"; import { store } from "@/store"; import { GameStorage } from "@/utils/gameStorage"; import { ppt } from "@/utils/datetime"; +import { notify } from "@/utils/notifications"; import { ajax } from "@/utils/ajax"; import { extractTime } from "@/utils/timeControl"; import { getRandString } from "@/utils/alea"; @@ -157,6 +155,7 @@ export default { gameRef: "", nextIds: [], game: {}, //passed to BaseGame + focus: !document.hidden, //will not always work... TODO // virtualClocks will be initialized from true game.clocks virtualClocks: [], vr: null, //"variant rules" object initialized from FEN @@ -179,6 +178,7 @@ export default { // If newmove got no pingback, send again: opponentGotMove: false, connexionString: "", + socketCloseListener: 0, // Incomplete info games: show move played moveNotation: "", // Intervals from setInterval(): @@ -192,7 +192,7 @@ export default { }, watch: { $route: function(to, from) { - if (to.path.length < 6 || to.path.substr(6) != "/game/") + if (to.path.length < 6 || to.path.substr(0, 6) != "/game/") // Page change this.cleanBeforeDestroy(); else if (from.params["id"] != to.params["id"]) { @@ -229,38 +229,69 @@ export default { }, methods: { cleanBeforeDestroy: function() { + clearInterval(this.socketCloseListener); document.removeEventListener('visibilitychange', this.visibilityChange); - if (!!this.askLastate) - clearInterval(this.askLastate); - if (!!this.retrySendmove) - clearInterval(this.retrySendmove); - if (!!this.clockUpdate) - clearInterval(this.clockUpdate); + window.removeEventListener('focus', this.onFocus); + window.removeEventListener('blur', this.onBlur); + if (!!this.askLastate) clearInterval(this.askLastate); + if (!!this.retrySendmove) clearInterval(this.retrySendmove); + if (!!this.clockUpdate) clearInterval(this.clockUpdate); + this.conn.removeEventListener("message", this.socketMessageListener); this.send("disconnect"); + this.conn = null; }, visibilityChange: function() { // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27 - this.send( - document.visibilityState == "visible" - ? "getfocus" - : "losefocus" + this.focus = (document.visibilityState == "visible"); + if (!this.focus && !!this.rematchOffer) { + this.rematchOffer = ""; + this.send("rematchoffer", { data: false }); + // Do not remove rematch offer from (local) storage + } + this.send(this.focus ? "getfocus" : "losefocus"); + }, + onFocus: function() { + this.focus = true; + this.send("getfocus"); + }, + onBlur: function() { + this.focus = false; + if (!!this.rematchOffer) { + this.rematchOffer = ""; + this.send("rematchoffer", { data: false }); + } + this.send("losefocus"); + }, + participateInChat: function(p) { + return Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) && !!p.name; + }, + someAnonymousPresent: function() { + return ( + Object.values(this.people).some(p => + !p.name && Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) + ) ); }, atCreation: function() { document.addEventListener('visibilitychange', this.visibilityChange); + window.addEventListener('focus', this.onFocus); + window.addEventListener('blur', this.onBlur); // 0] (Re)Set variables this.gameRef = this.$route.params["id"]; // next = next corr games IDs to navigate faster (if applicable) this.nextIds = JSON.parse(this.$route.query["next"] || "[]"); // Always add myself to players' list const my = this.st.user; + const tmpId = getRandString(); this.$set( this.people, my.sid, { id: my.id, name: my.name, - focus: true + tmpIds: { + tmpId: { focus: true } + } } ); this.game = { @@ -290,18 +321,25 @@ export default { // 1] Initialize connection this.connexionString = params.socketUrl + - "/?sid=" + - this.st.user.sid + - "&id=" + - this.st.user.id + - "&tmpId=" + - getRandString() + + "/?sid=" + this.st.user.sid + + "&id=" + this.st.user.id + + "&tmpId=" + tmpId + "&page=" + // Discard potential "/?next=[...]" for page indication: encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]); this.conn = new WebSocket(this.connexionString); this.conn.addEventListener("message", this.socketMessageListener); - this.conn.addEventListener("close", this.socketCloseListener); + this.socketCloseListener = setInterval( + () => { + if (this.conn.readyState == 3) { + this.conn.removeEventListener( + "message", this.socketMessageListener); + this.conn = new WebSocket(this.connexionString); + this.conn.addEventListener("message", this.socketMessageListener); + } + }, + 1000 + ); // Socket init required before loading remote game: const socketInit = callback => { if (this.conn.readyState == 1) @@ -317,7 +355,7 @@ export default { this.loadVariantThenGame(game, () => socketInit(this.roomInit)); else // Live game stored remotely: need socket to retrieve it - // NOTE: the callback "roomInit" will be lost, so we don't provide it. + // NOTE: the callback "roomInit" will be lost, so it's not provided. // --> It will be given when receiving "fullgame" socket event. socketInit(() => { this.send("askfullgame"); }); }); @@ -348,14 +386,22 @@ export default { return ( ( !!player.sid && - Object.keys(this.people).some(sid => - sid == player.sid && this.people[sid].focus) + Object.keys(this.people).some(sid => { + return ( + sid == player.sid && + Object.values(this.people[sid].tmpIds).some(v => v.focus) + ); + }) ) || ( !!player.id && - Object.values(this.people).some(p => - p.id == player.id && p.focus) + Object.values(this.people).some(p => { + return ( + p.id == player.id && + Object.values(p.tmpIds).some(v => v.focus) + ); + }) ) ); }, @@ -383,16 +429,22 @@ export default { // NOTE: anonymous chats in corr games are not stored on server (TODO?) if (this.game.type == "corr" && this.st.user.id > 0) this.updateCorrGame({ chat: chat }); + else if (this.game.type == "live") { + chat.added = Date.now(); + GameStorage.update(this.gameRef, { chat: chat }); + } }, clearChat: function() { - // Nothing more to do if game is live (chats not recorded) - if (this.game.type == "corr") { - if (!!this.game.mycolor) { + if (!!this.game.mycolor) { + if (this.game.type == "corr") { ajax( "/chats", "DELETE", { data: { gid: this.game.id } } ); + } else { + // Live game + GameStorage.update(this.gameRef, { delchat: true }); } this.$set(this.game, "chats", []); } @@ -446,41 +498,56 @@ export default { const data = JSON.parse(msg.data); switch (data.code) { case "pollclients": - // TODO: shuffling and random filtering on server, if - // the room is really crowded. - data.sockIds.forEach(sid => { + // TODO: shuffling and random filtering on server, + // if the room is really crowded. + Object.keys(data.sockIds).forEach(sid => { if (sid != this.st.user.sid) { - this.people[sid] = { focus: true }; this.send("askidentity", { target: sid }); + this.people[sid] = { tmpIds: data.sockIds[sid] }; + } else { + // Complete my tmpIds: + Object.assign(this.people[sid].tmpIds, data.sockIds[sid]); } }); break; case "connect": - console.log("connect " + data.from + " " + !!this.people[data.from]); - if (!this.people[data.from]) { - this.people[data.from] = { focus: true }; + if (!this.people[data.from[0]]) { + // focus depends on the tmpId (e.g. tab) + this.$set( + this.people, + data.from[0], + { + tmpIds: { + [data.from[1]]: { focus: true } + } + } + ); this.newConnect[data.from] = true; //for self multi-connects tests - this.send("askidentity", { target: data.from }); + this.send("askidentity", { target: data.from[0] }); + } else { + this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true }; + this.$forceUpdate(); //TODO: shouldn't be required } break; case "disconnect": - console.log("disconnect " + data.from); - this.$delete(this.people, data.from); + if (!this.people[data.from[0]]) return; + delete this.people[data.from[0]].tmpIds[data.from[1]]; + if (Object.keys(this.people[data.from[0]].tmpIds).length == 0) + this.$delete(this.people, data.from[0]); + else this.$forceUpdate(); //TODO: shouldn't be required break; case "getfocus": { - console.log("get focus " + data.from + " " + !!this.people[data.from]); - let player = this.people[data.from]; + let player = this.people[data.from[0]]; if (!!player) { - player.focus = true; + player.tmpIds[data.from[1]].focus = true; this.$forceUpdate(); //TODO: shouldn't be required } break; } case "losefocus": { - console.log("lose focus " + data.from + " " + !!this.people[data.from]); - let player = this.people[data.from]; + let player = this.people[data.from[0]]; if (!!player) { - player.focus = false; + player.tmpIds[data.from[1]].focus = false; this.$forceUpdate(); //TODO: shouldn't be required } break; @@ -506,7 +573,7 @@ export default { case "identity": { const user = data.data; let player = this.people[user.sid]; - // player.focus is already set + // player.tmpIds is already set player.name = user.name; player.id = user.id; this.$forceUpdate(); //TODO: shouldn't be required @@ -526,6 +593,7 @@ export default { if (!this.killed[this.st.user.sid]) { // Ask potentially missed last state, if opponent and I play if ( + !this.gotLastate && !!this.game.mycolor && this.game.type == "live" && this.game.score == "*" && @@ -588,12 +656,18 @@ export default { this.send("fullgame", { data: gameToSend, target: data.from }); break; case "fullgame": - // Callback "roomInit" to poll clients only after game is loaded - this.loadVariantThenGame(data.data, this.roomInit); + if (!!data.data.empty) { + alert(this.st.tr["The game should be in another tab"]); + this.$router.go(-1); + } + else + // Callback "roomInit" to poll clients only after game is loaded + this.loadVariantThenGame(data.data, this.roomInit); break; case "asklastate": // Sending informative last state if I played a move or score != "*" // If the game or moves aren't loaded yet, delay the sending: + // TODO: socket init after game load, so the game is supposedly ready if (!this.game || !this.game.moves) this.lastateAsked = true; else this.sendLastate(data.from); break; @@ -627,9 +701,25 @@ export default { } else { this.gotMoveIdx = movePlus.index; const receiveMyMove = (movePlus.color == this.game.mycolor); - if (!receiveMyMove && !!this.game.mycolor) + const moveColIdx = ["w", "b"].indexOf(movePlus.color); + if (!receiveMyMove && !!this.game.mycolor) { // Notify opponent that I got the move: - this.send("gotmove", {data: movePlus.index, target: data.from}); + this.send( + "gotmove", + { data: movePlus.index, target: data.from } + ); + // And myself if I'm elsewhere: + if (!this.focus) { + notify( + "New move", + { + body: + (this.game.players[moveColIdx].name || "@nonymous") + + " just played." + } + ); + } + } if (movePlus.cancelDrawOffer) { // Opponent refuses draw this.drawOffer = ""; @@ -642,8 +732,8 @@ export default { GameStorage.update(this.gameRef, { drawOffer: "" }); } } - this.$refs["basegame"].play(movePlus.move, "received", null, true); - const moveColIdx = ["w", "b"].indexOf(movePlus.color); + this.$refs["basegame"].play( + movePlus.move, "received", null, true); this.game.clocks[moveColIdx] = movePlus.clock; this.processMove( movePlus.move, @@ -657,6 +747,9 @@ export default { this.opponentGotMove = true; // Now his clock starts running on my side: const oppIdx = ['w','b'].indexOf(this.vr.turn); + // NOTE: next line to avoid multi-resetClocks when several tabs + // on same game, resulting in a faster countdown. + if (!!this.clockUpdate) clearInterval(this.clockUpdate); this.re_setClocks(); break; } @@ -711,18 +804,19 @@ export default { } break; } - case "newchat": - this.$refs["chatcomp"].newChat(data.data); + case "newchat": { + let chat = data.data; + this.$refs["chatcomp"].newChat(chat); + if (this.game.type == "live") { + chat.added = Date.now(); + GameStorage.update(this.gameRef, { chat: chat }); + } if (!document.getElementById("modalChat").checked) document.getElementById("chatBtn").classList.add("somethingnew"); break; + } } }, - socketCloseListener: function() { - this.conn = new WebSocket(this.connexionString); - this.conn.addEventListener("message", this.socketMessageListener); - this.conn.addEventListener("close", this.socketCloseListener); - }, updateCorrGame: function(obj, callback) { ajax( "/games", @@ -770,7 +864,7 @@ export default { this.$refs["basegame"].play(data.lastMove, "received", null, true); this.processMove(data.lastMove); } else { - clearInterval(this.clockUpdate); + if (!!this.clockUpdate) clearInterval(this.clockUpdate); this.re_setClocks(); } if (data.drawSent) this.drawOffer = "received"; @@ -849,7 +943,7 @@ export default { this.send("rnewgame", { data: gameInfo, oppsid: oppsid }); // To main Hall if corr game: if (this.game.type == "corr") - this.send("newgame", { data: gameInfo }); + this.send("newgame", { data: gameInfo, page: "/" }); // Also to MyGames page: this.notifyMyGames("newgame", gameInfo); }; @@ -893,7 +987,8 @@ export default { } }, abortGame: function() { - if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return; + if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) + return; this.gameOver("?", "Stop"); this.send("abort"); }, @@ -912,8 +1007,12 @@ export default { const myIdx = game.players.findIndex(p => { return p.sid == this.st.user.sid || p.id == this.st.user.id; }); - const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers - if (!game.chats) game.chats = []; //live games don't have chat history + // "mycolor" is undefined for observers + const mycolor = [undefined, "w", "b"][myIdx + 1]; + // Live games before 26/03/2020 don't have chat history: + if (!game.chats) game.chats = []; //TODO: remove line + // Sort chat messages from newest to oldest + game.chats.sort((c1, c2) => c2.added - c1.added); if (gtype == "corr") { // NOTE: clocks in seconds game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of @@ -926,10 +1025,6 @@ export default { (Date.now() - game.moves[L-1].played) / 1000; } } - // Sort chat messages from newest to oldest - game.chats.sort((c1, c2) => { - return c2.added - c1.added; - }); if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) { // Did a chat message arrive after my last move? let dtLastMove = 0; @@ -951,6 +1046,12 @@ export default { game.moves = game.moves.map(m => m.squares); } if (gtype == "live") { + if ( + game.chats.length > 0 && + (!game.initime || game.initime < game.chats[0].added) + ) { + document.getElementById("chatBtn").classList.add("somethingnew"); + } if (game.clocks[0] < 0) { // Game is unstarted. clock is ignored until move 2 game.clocks = [tc.mainTime, tc.mainTime]; @@ -1097,6 +1198,7 @@ export default { this.game.score != "*" ) { clearInterval(this.clockUpdate); + this.clockUpdate = null; if (this.game.clocks[colorIdx] < 0) this.gameOver( currentTurn == "w" ? "0-1" : "1-0", @@ -1123,6 +1225,7 @@ export default { const origMovescount = this.game.moves.length; // The move is (about to be) played: stop clock clearInterval(this.clockUpdate); + this.clockUpdate = null; if (moveCol == this.game.mycolor && !data.receiveMyMove) { if (this.drawOffer == "received") // I refuse draw @@ -1231,7 +1334,7 @@ export default { }); }; // The active tab can update storage immediately - if (!document.hidden) updateStorage(); + if (this.focus) updateStorage(); // Small random delay otherwise else setTimeout(updateStorage, 500 + 1000 * Math.random()); } @@ -1241,7 +1344,8 @@ export default { let sendMove = { move: filtered_move, index: origMovescount, - // color is required to check if this is my move (if several tabs opened) + // color is required to check if this is my move + // (if several tabs opened) color: moveCol, cancelDrawOffer: this.drawOffer == "" }; @@ -1362,10 +1466,18 @@ export default { }; if (this.game.type == "live") { GameStorage.update(this.gameRef, scoreObj); + // Notify myself locally if I'm elsewhere: + if (!this.focus) { + notify( + "Game over", + { body: score + " : " + scoreMsg } + ); + } if (!!callback) callback(); } else this.updateCorrGame(scoreObj, callback); - // Notify the score to main Hall. TODO: only one player (currently double send) + // Notify the score to main Hall. + // TODO: only one player (currently double send) this.send("result", { gid: this.game.id, score: score }); // Also to MyGames page (TODO: doubled as well...) this.notifyMyGames(