'update'
[vchess.git] / client / src / views / Game.vue
... / ...
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1<!-- TODO: component Game, + handle players + observers connect/disconnect
2 event = "gameconnect" ...etc
3 connect/disconnect with sid+name (ID not required); name slightly redundant but easier
4quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
5(éventuel échange lastate avec les connectés, pong ...etc)
6ensuite quand qqun se deco il suffit d'écouter "disconnect"
7pareil quand quelqu'un reco.
8(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
9 // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
10// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
11// onClick :: ask full game to remote player, and register as an observer in game
12// (use gameId to communicate)
13// on landing on game :: if gameId not found locally, check remotely
14// ==> il manque un param dans game : "remoteId"
15-->
16<template lang="pug">
17.row
18 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
19 BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove")
20 .button-group(v-if="game.mode!='analyze'")
21 button(@click="offerDraw") Draw
22 button(@click="abortGame") Abort
23 button(@click="resign") Resign
24 div(v-if="game.mode=='corr'")
25 textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
26 div(v-show="cursor>=0") {{ moves[cursor].message }}
27</template>
28
29<script>
30import BaseGame from "@/components/BaseGame.vue";
31//import Chat from "@/components/Chat.vue";
32//import MoveList from "@/components/MoveList.vue";
33import { store } from "@/store";
34import { GameStorage } from "@/utils/storage";
35
36export default {
37 name: 'my-game',
38 components: {
39 BaseGame,
40 },
41 // gameRef: to find the game in (potentially remote) storage
42 data: function() {
43 return {
44 st: store.state,
45 gameRef: { //given in URL (rid = remote ID)
46 id: "",
47 rid: ""
48 },
49 game: { }, //passed to BaseGame
50 vr: null, //"variant rules" object initialized from FEN
51 drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
52 people: [ ], //potential observers (TODO)
53 };
54 },
55 watch: {
56 '$route' (to, from) {
57 if (!!to.params["id"])
58 {
59 this.gameRef.id = to.params["id"];
60 this.gameRef.rid = to.query["rid"];
61 this.loadGame();
62 }
63 },
64 },
65 created: function() {
66 if (!!this.$route.params["id"])
67 {
68 this.gameRef.id = this.$route.params["id"];
69 this.gameRef.rid = this.$route.query["rid"];
70 this.loadGame();
71 }
72 // TODO: how to know who is observing ? Send message to everyone with game ID ?
73 // and then just listen to (dis)connect events
74
75
76 // server always send "connect on " + URL ; then add to observers if game...
77 // detect multiple tabs connected (when connect ask server if my SID is already in use)
78// router when access a game page tell to server I joined + game ID (no need rid)
79// and ask server for current joined (= observers)
80// when send to chat (or a move), reach only this group (send gid along)
81
82 // --> doivent être enregistrés comme observers au niveau du serveur...
83 // non: poll users + events startObserving / stopObserving
84
85
86 // TODO: also handle "draw accepted" (use opponents array?)
87 // --> must give this info also when sending lastState...
88 // and, if all players agree then OK draw (end game ...etc)
89 const socketMessageListener = msg => {
90 const data = JSON.parse(msg.data);
91 let L = undefined;
92 switch (data.code)
93 {
94 case "newmove":
95 // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
96 // ...or just see nothing as on buho21
97 this.$refs["basegame"].play(
98 data.move, this.game.vname!="Dark" ? "animate" : null);
99 break;
100 case "pong": //received if we sent a ping (game still alive on our side)
101 if (this.gameRef.id != data.gameId)
102 break; //games IDs don't match: the game is definitely over...
103 this.oppConnected = true;
104 // Send our "last state" informations to opponent(s)
105 L = this.vr.moves.length;
106 Object.keys(this.opponents).forEach(oid => {
107 this.st.conn.send(JSON.stringify({
108 code: "lastate",
109 oppid: oid,
110 gameId: this.gameRef.id,
111 lastMove: (L>0?this.vr.moves[L-1]:undefined),
112 movesCount: L,
113 }));
114 });
115 break;
116 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
117 case "lastate": //got opponent infos about last move
118 L = this.vr.moves.length;
119 if (this.gameRef.id != data.gameId)
120 break; //games IDs don't match: nothing we can do...
121 // OK, opponent still in game (which might be over)
122 if (this.score != "*")
123 {
124 // We finished the game (any result possible)
125 this.st.conn.send(JSON.stringify({
126 code: "lastate",
127 oppid: data.oppid,
128 gameId: this.gameRef.id,
129 score: this.score,
130 }));
131 }
132 else if (!!data.score) //opponent finished the game
133 this.endGame(data.score);
134 else if (data.movesCount < L)
135 {
136 // We must tell last move to opponent
137 this.st.conn.send(JSON.stringify({
138 code: "lastate",
139 oppid: this.opponent.id,
140 gameId: this.gameRef.id,
141 lastMove: this.vr.moves[L-1],
142 movesCount: L,
143 }));
144 }
145 else if (data.movesCount > L) //just got last move from him
146 this.play(data.lastMove, "animate");
147 break;
148 case "resign": //..you won!
149 this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
150 break;
151 // TODO: also use (dis)connect info to count online players?
152 case "gameconnect":
153 case "gamedisconnect":
154 if (this.mode=="human")
155 {
156 const online = (data.code == "connect");
157 // If this is an opponent ?
158 if (!!this.opponents[data.id])
159 this.opponents[data.id].online = online;
160 else
161 {
162 // Or an observer ?
163 if (!online)
164 delete this.people[data.id];
165 else
166 this.people[data.id] = data.name;
167 }
168 }
169 break;
170 }
171 };
172 const socketCloseListener = () => {
173 this.st.conn.addEventListener('message', socketMessageListener);
174 this.st.conn.addEventListener('close', socketCloseListener);
175 };
176 this.st.conn.onmessage = socketMessageListener;
177 this.st.conn.onclose = socketCloseListener;
178 },
179 // dans variant.js (plutôt room.js) conn gère aussi les challenges
180 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
181 methods: {
182 offerDraw: function() {
183 if (!confirm("Offer draw?"))
184 return;
185 // Stay in "draw offer sent" state until next move is played
186 this.drawOfferSent = true;
187 if (this.subMode == "corr")
188 {
189 // TODO: set drawOffer on in game (how ?)
190 }
191 else //live game
192 {
193 this.opponents.forEach(o => {
194 if (!!o.online)
195 {
196 try {
197 this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
198 } catch (INVALID_STATE_ERR) {
199 return;
200 }
201 }
202 });
203 }
204 },
205 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
206 receiveDrawOffer: function() {
207 //if (...)
208 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
209 // if accept: send message "draw"
210 },
211 abortGame: function() {
212 if (!confirm("Abort the game?"))
213 return;
214 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
215 //send message: "gameOver" avec score "?"
216 // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
217 },
218 resign: function(e) {
219 if (!confirm("Resign the game?"))
220 return;
221 if (this.mode == "human" && this.oppConnected(this.oppid))
222 {
223 try {
224 this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
225 } catch (INVALID_STATE_ERR) {
226 return;
227 }
228 }
229 this.endGame(this.mycolor=="w"?"0-1":"1-0");
230 },
231 // 4 cases for loading a game:
232 // - from localStorage (one running game I play)
233 // - from indexedDB (one completed live game)
234 // - from server (one correspondance game I play[ed] or not)
235 // - from remote peer (one live game I don't play, finished or not)
236 loadGame: function() {
237 GameStorage.get(this.gameRef, async (game) => {
238 this.game = Object.assign({},
239 game,
240 // NOTE: assign mycolor here, since BaseGame could also bs VS computer
241 {mycolor: ["w","b"][game.players.findIndex(p => p.sid == this.st.user.sid)]},
242 );
243 const vModule = await import("@/variants/" + game.vname + ".js");
244 window.V = vModule.VariantRules;
245 this.vr = new V(game.fen);
246 });
247// // Poll all players except me (if I'm playing) to know online status.
248// // --> Send ping to server (answer pong if players[s] are connected)
249// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
250// {
251// this.game.players.forEach(p => {
252// if (p.sid != this.st.user.sid)
253// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
254// });
255// }
256 },
257 oppConnected: function(uid) {
258 return this.opponents.some(o => o.id == uid && o.online);
259 },
260 processMove: function(move) {
261 // TODO: process some opponent's move
262
263 // update storage (corr or live), send move to opponent (if ours) /
264 // notify BaseGame if opponents move (how ?) --> need a game.newmove field ?
265 },
266 },
267};
268</script>