Fix multiple challenges bug
[vchess.git] / client / src / views / Game.vue
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1<template lang="pug">
2.row
3 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
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4 input#modalAbort.modal(type="checkbox")
5 div(role="dialog" aria-labelledby="abortBoxTitle")
6 .card.smallpad.small-modal.text-center
7 label.modal-close(for="modalAbort")
8 h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }}
9 button(@click="abortGame") {{ st.tr["Sorry I have to go"] }}
10 button(@click="abortGame") {{ st.tr["Game seems over"] }}
11 button(@click="abortGame") {{ st.tr["Game is too boring"] }}
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12 BaseGame(:game="game" :vr="vr" ref="basegame"
13 @newmove="processMove" @gameover="gameOver")
6fba6e0c 14 // TODO: also show players names
809ba2aa 15 div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
d4036efe 16 .button-group(v-if="game.mode!='analyze' && game.score=='*'")
a6088c90 17 button(@click="offerDraw") Draw
b988c726 18 button(@click="() => abortGame()") Abort
a6088c90 19 button(@click="resign") Resign
6dd02928 20 div(v-if="game.mode=='corr'")
4b0384fa 21 textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
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22 div(v-show="cursor>=0") {{ moves[cursor].message }}
23</template>
24
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25<!--
26// TODO: movelist dans basegame et chat ici
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27// ==> après, implémenter/vérifier les passages de challenges + parties en cours
28// observer,
29// + problèmes, habiller et publier. (+ corr...)
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30 // TODO: how to know who is observing ? Send message to everyone with game ID ?
31 // and then just listen to (dis)connect events
32 // server always send "connect on " + URL ; then add to observers if game...
33// router when access a game page tell to server I joined + game ID (no need rid)
34// and ask server for current joined (= observers)
35// when send to chat (or a move), reach only this group (send gid along)
36// -> doivent être enregistrés comme observers au niveau du serveur...
37 // non: poll users + events startObserving / stopObserving
38 // (à faire au niveau du routeur ?)
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39-->
40
a6088c90 41<script>
46284a2f 42import BaseGame from "@/components/BaseGame.vue";
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43//import Chat from "@/components/Chat.vue";
44//import MoveList from "@/components/MoveList.vue";
45import { store } from "@/store";
967a2686 46import { GameStorage } from "@/utils/gameStorage";
5b87454c 47import { ppt } from "@/utils/datetime";
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48
49export default {
50 name: 'my-game',
51 components: {
52 BaseGame,
53 },
f7121527 54 // gameRef: to find the game in (potentially remote) storage
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55 data: function() {
56 return {
57 st: store.state,
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58 gameRef: { //given in URL (rid = remote ID)
59 id: "",
60 rid: ""
61 },
62 game: { }, //passed to BaseGame
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63 oppConnected: false,
64 corrMsg: "", //to send offline messages in corr games
809ba2aa 65 virtualClocks: [0, 0], //initialized with true game.clocks
6dd02928 66 vr: null, //"variant rules" object initialized from FEN
6fba6e0c 67 drawOffer: "", //TODO: use for button style
4b0384fa 68 people: [ ], //potential observers (TODO)
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69 };
70 },
71 watch: {
f7121527 72 '$route' (to, from) {
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73 if (!!to.params["id"])
74 {
75 this.gameRef.id = to.params["id"];
76 this.gameRef.rid = to.query["rid"];
77 this.loadGame();
78 }
a6088c90 79 },
5b87454c 80 "game.clocks": function(newState) {
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81 this.virtualClocks = newState.map(s => ppt(s));
82 const currentTurn = this.vr.turn;
6fba6e0c 83 const colorIdx = ["w","b"].indexOf(currentTurn);
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84 let countdown = newState[colorIdx] -
85 (Date.now() - this.game.initime[colorIdx])/1000;
86 const myTurn = (currentTurn == this.game.mycolor);
809ba2aa 87 let clockUpdate = setInterval(() => {
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88 if (countdown <= 0 || this.vr.turn != currentTurn)
89 {
90 clearInterval(clockUpdate);
91 if (countdown <= 0 && myTurn)
92 {
93 this.$refs["basegame"].endGame(
94 this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
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95 this.st.conn.send(JSON.stringify({
96 code: "timeover",
97 target: this.game.oppid,
98 }));
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99 }
100 }
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101 else
102 {
103 // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
104 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
105 }
809ba2aa 106 }, 1000);
5b87454c 107 },
a6088c90 108 },
a6088c90 109 created: function() {
f7121527 110 if (!!this.$route.params["id"])
a6088c90 111 {
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112 this.gameRef.id = this.$route.params["id"];
113 this.gameRef.rid = this.$route.query["rid"];
b196f8ea 114 this.loadGame();
f7121527 115 }
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116 const socketMessageListener = msg => {
117 const data = JSON.parse(msg.data);
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118 switch (data.code)
119 {
f7121527 120 case "newmove":
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121 // NOTE: next call will trigger processMove()
122 this.$refs["basegame"].play(data.move,
123 "receive", this.game.vname!="Dark" ? "animate" : null);
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124 break;
125 case "pong": //received if we sent a ping (game still alive on our side)
6fba6e0c 126 {
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127 this.oppConnected = true;
128 // Send our "last state" informations to opponent(s)
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129 const L = this.game.moves.length;
130 this.st.conn.send(JSON.stringify({
131 code: "lastate",
132 target: this.game.oppid,
133 gameId: this.gameRef.id,
134 lastMove: (L>0 ? this.game.moves[L-1] : undefined),
135 score: this.game.score,
136 movesCount: L,
137 drawOffer: this.drawOffer,
138 clocks: this.game.clocks,
139 }));
a6088c90 140 break;
6fba6e0c 141 }
a6088c90 142 case "lastate": //got opponent infos about last move
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143 {
144 const L = this.game.moves.length;
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145 if (this.gameRef.id != data.gameId)
146 break; //games IDs don't match: nothing we can do...
147 // OK, opponent still in game (which might be over)
6fba6e0c 148 if (data.movesCount > L)
a6088c90 149 {
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150 // Just got last move from him
151 this.$refs["basegame"].play(data.lastMove, "receive");
152 if (data.score != "*" && this.game.score == "*")
153 {
154 // Opponent resigned or aborted game, or accepted draw offer
155 // (this is not a stalemate or checkmate)
156 this.$refs["basegame"].endGame(data.score, "Opponent action");
157 }
158 this.game.clocks = data.clocks;
159 this.drawOffer = data.drawOffer;
a6088c90 160 }
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161 else if (data.movesCount < L)
162 {
163 // We must tell last move to opponent
4b0384fa 164 this.st.conn.send(JSON.stringify({
a6088c90 165 code: "lastate",
6fba6e0c 166 target: this.game.oppid,
a6088c90 167 gameId: this.gameRef.id,
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168 lastMove: (L>0 ? this.game.moves[L-1] : undefined),
169 score: this.game.score,
a6088c90 170 movesCount: L,
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171 drawOffer: this.drawOffer,
172 clocks: this.game.clocks,
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173 }));
174 }
a6088c90 175 break;
6fba6e0c 176 }
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177 case "resign":
178 this.$refs["basegame"].endGame(
179 this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
180 break;
181 case "timeover":
182 this.$refs["basegame"].endGame(
183 this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
a6088c90 184 break;
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185 case "abort":
186 this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
187 break;
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188 case "draw":
189 this.$refs["basegame"].endGame("1/2", "Mutual agreement");
190 break;
191 case "drawoffer":
192 this.drawOffer = "received";
193 break;
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194 case "askfullgame":
195 // TODO: just give game; observers are listed here anyway:
196 // gameconnect?
197 break;
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198 // TODO: drawaccepted (click draw button before sending move ==> draw offer in move)
199 // ==> on "newmove", check "drawOffer" field
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200 // TODO: also use (dis)connect info to count online players?
201 case "gameconnect":
202 case "gamedisconnect":
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203 const online = (data.code == "gameconnect");
204 // If this is an opponent ?
205 if (this.game.oppid == data.id)
206 this.oppConnected = true;
207 else
a6088c90 208 {
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209 // Or an observer ?
210 if (!online)
211 delete this.people[data.id];
a6088c90 212 else
6fba6e0c 213 this.people[data.id] = data.name;
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214 }
215 break;
216 }
217 };
40477190 218 // TODO: onopen, ask lastState informations + update observers and players status
a6088c90 219 const socketCloseListener = () => {
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220 this.st.conn.addEventListener('message', socketMessageListener);
221 this.st.conn.addEventListener('close', socketCloseListener);
a6088c90 222 };
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223 this.st.conn.onmessage = socketMessageListener;
224 this.st.conn.onclose = socketCloseListener;
a6088c90 225 },
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226 methods: {
227 offerDraw: function() {
2cc10cdb 228 // TODO: also for corr games
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229 if (this.drawOffer == "received")
230 {
2cc10cdb 231 if (!confirm("Accept draw?"))
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232 return;
233 this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
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234 this.$refs["basegame"].endGame("1/2", "Mutual agreement");
235 }
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236 else if (this.drawOffer == "sent")
237 this.drawOffer = "";
238 else
239 {
240 if (!confirm("Offer draw?"))
241 return;
2cc10cdb 242 this.st.conn.send(JSON.stringify({code:"drawoffer", target:this.game.oppid}));
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243 }
244 },
245 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
246 receiveDrawOffer: function() {
247 //if (...)
248 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
249 // if accept: send message "draw"
250 },
b988c726 251 abortGame: function(event) {
9aa229f3 252 let modalBox = document.getElementById("modalAbort");
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253 if (!event)
254 {
255 // First call show options:
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256 modalBox.checked = true;
257 }
258 else
259 {
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260 modalBox.checked = false; //decision made: box disappear
261 const message = event.target.innerText;
d4036efe 262 // Next line will trigger a "gameover" event, bubbling up till here
9aa229f3 263 this.$refs["basegame"].endGame("?", "Abort: " + message);
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264 this.st.conn.send(JSON.stringify({
265 code: "abort",
266 msg: message,
267 target: this.game.oppid,
268 }));
b988c726 269 }
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270 },
271 resign: function(e) {
272 if (!confirm("Resign the game?"))
273 return;
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274 this.st.conn.send(JSON.stringify({
275 code: "resign",
276 target: this.game.oppid,
277 }));
93d1d7a7 278 // Next line will trigger a "gameover" event, bubbling up till here
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279 this.$refs["basegame"].endGame(
280 this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
a6088c90 281 },
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282 // 3 cases for loading a game:
283 // - from indexedDB (running or completed live game I play)
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284 // - from server (one correspondance game I play[ed] or not)
285 // - from remote peer (one live game I don't play, finished or not)
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286 loadGame: function(game) {
287 const afterRetrieval = async (game) => {
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288 const vModule = await import("@/variants/" + game.vname + ".js");
289 window.V = vModule.VariantRules;
809ba2aa 290 this.vr = new V(game.fen);
6fba6e0c 291 const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
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292 this.game = Object.assign({},
293 game,
294 // NOTE: assign mycolor here, since BaseGame could also bs VS computer
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295 {
296 mycolor: [undefined,"w","b"][myIdx+1],
297 // opponent sid not strictly required, but easier
298 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
299 }
4b0384fa 300 );
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301 if (!!this.game.oppid)
302 {
303 // Send ping to server (answer pong if players[s] are connected)
a36a09c0 304 this.st.conn.send(JSON.stringify({code:"ping", target:this.game.oppid}));
6fba6e0c 305 }
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306 };
307 if (!!game)
308 return afterRetrival(game);
309 if (!!this.gameRef.rid)
310 {
7e1a1fe9 311 this.st.conn.send(JSON.stringify({code:"askfullgame", target:this.gameRef.rid}));
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312 // TODO: just send a game request message to the remote player,
313 // and when receiving answer just call loadGame(received_game)
314 // + remote peer should have registered us as an observer
315 // (send moves updates + resign/abort/draw actions)
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316 }
317 else
318 {
319 GameStorage.get(this.gameRef.id, async (game) => {
320 afterRetrieval(game);
321 });
322 }
a6088c90 323 },
9d54ab89 324 // Post-process a move (which was just played)
ce87ac6a 325 processMove: function(move) {
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326 if (!this.game.mycolor)
327 return; //I'm just an observer
9d54ab89 328 // Update storage (corr or live)
6fba6e0c 329 const colorIdx = ["w","b"].indexOf(move.color);
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330 // https://stackoverflow.com/a/38750895
331 const allowed_fields = ["appear", "vanish", "start", "end"];
332 const filtered_move = Object.keys(move)
333 .filter(key => allowed_fields.includes(key))
334 .reduce((obj, key) => {
8a7452b5 335 obj[key] = move[key];
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336 return obj;
337 }, {});
b4fb1612 338 // Send move ("newmove" event) to opponent(s) (if ours)
c4f91d3f 339 let addTime = undefined;
9d54ab89 340 if (move.color == this.game.mycolor)
b4fb1612 341 {
809ba2aa 342 const elapsed = Date.now() - this.game.initime[colorIdx];
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343 // elapsed time is measured in milliseconds
344 addTime = this.game.increment - elapsed/1000;
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345 this.st.conn.send(JSON.stringify({
346 code: "newmove",
347 target: this.game.oppid,
348 move: Object.assign({}, filtered_move, {addTime: addTime}),
349 }));
b4fb1612 350 }
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351 else
352 addTime = move.addTime; //supposed transmitted
6fba6e0c 353 const nextIdx = ["w","b"].indexOf(this.vr.turn);
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354 GameStorage.update(this.gameRef.id,
355 {
9d54ab89 356 colorIdx: colorIdx,
809ba2aa 357 nextIdx: nextIdx,
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358 move: filtered_move,
359 fen: move.fen,
c4f91d3f 360 addTime: addTime,
9d54ab89 361 });
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362 // Also update current game object:
363 this.game.moves.push(move);
364 this.game.fen = move.fen;
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365 //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
366 this.$set(this.game.clocks, colorIdx,
367 this.game.clocks[colorIdx] + (!!addTime ? addTime : 0));
809ba2aa 368 this.game.initime[nextIdx] = Date.now();
b4fb1612 369 },
93d1d7a7 370 // TODO: this update function should also work for corr games
b4fb1612 371 gameOver: function(score) {
93d1d7a7 372 this.game.mode = "analyze";
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373 GameStorage.update(this.gameRef.id,
374 {
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375 score: score,
376 });
ce87ac6a 377 },
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378 },
379};
380</script>
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381
382<style lang="sass">
383// TODO
384</style>