Slightly less buggish Paco-Sako
[vchess.git] / client / src / views / Game.vue
... / ...
CommitLineData
1<template lang="pug">
2main
3 input#modalRules.modal(type="checkbox")
4 div#rulesDiv(
5 role="dialog"
6 data-checkbox="modalRules"
7 )
8 .card
9 label.modal-close(for="modalRules")
10 a#variantNameInGame(:href="'/#/variants/'+game.vname") {{ game.vname }}
11 div(v-html="rulesContent")
12 input#modalScore.modal(type="checkbox")
13 div#scoreDiv(
14 role="dialog"
15 data-checkbox="modalScore"
16 )
17 .card.text-center
18 label.modal-close(for="modalScore")
19 p.score-section
20 span.score {{ game.score }}
21 | &nbsp;:&nbsp;
22 span.score-msg {{ st.tr[game.scoreMsg] }}
23 input#modalRematch.modal(type="checkbox")
24 div#rematchDiv(
25 role="dialog"
26 data-checkbox="modalRematch"
27 )
28 .card.text-center
29 label.modal-close(for="modalRematch")
30 a(
31 :href="'#/game/' + rematchId"
32 onClick="document.getElementById('modalRematch').checked=false"
33 )
34 | {{ st.tr["Rematch in progress"] }}
35 input#modalChat.modal(
36 type="checkbox"
37 @click="toggleChat()"
38 )
39 div#chatWrap(
40 role="dialog"
41 data-checkbox="modalChat"
42 )
43 .card
44 label.modal-close(for="modalChat")
45 #participants
46 span {{ st.tr["Participant(s):"] }}
47 span(
48 v-for="p in Object.values(people)"
49 v-if="!!p.name"
50 )
51 | {{ p.name }}
52 span.anonymous(v-if="someAnonymousPresent()") + @nonymous
53 Chat(
54 ref="chatcomp"
55 :players="game.players"
56 :pastChats="game.chats"
57 @mychat="processChat"
58 @chatcleared="clearChat"
59 )
60 input#modalConfirm.modal(type="checkbox")
61 div#confirmDiv(role="dialog")
62 .card
63 .diagram(
64 v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
65 v-html="curDiag"
66 )
67 p.text-center(v-else)
68 span {{ st.tr["Move played:"] + " " }}
69 span.bold {{ moveNotation }}
70 br
71 span {{ st.tr["Are you sure?"] }}
72 .button-group#buttonsConfirm
73 // onClick for acceptBtn: set dynamically
74 button.acceptBtn
75 span {{ st.tr["Validate"] }}
76 button.refuseBtn(@click="cancelMove()")
77 span {{ st.tr["Cancel"] }}
78 .row
79 #aboveBoard.col-sm-12
80 span.variant-cadence(v-if="game.type!='import'") {{ game.cadence }}
81 span.variant-name {{ game.vname }}
82 span#nextGame(
83 v-if="nextIds.length > 0"
84 @click="showNextGame()"
85 )
86 | {{ st.tr["Next_g"] }}
87 button#chatBtn(
88 :class="btnTooltipClass()"
89 onClick="window.doClick('modalChat')"
90 aria-label="Chat"
91 )
92 img(src="/images/icons/chat.svg")
93 #actions(v-if="game.score=='*'")
94 button(
95 @click="clickDraw()"
96 :class="btnTooltipClass('draw')"
97 :aria-label="st.tr['Draw']"
98 )
99 img(src="/images/icons/draw.svg")
100 button(
101 v-if="!!game.mycolor"
102 :class="btnTooltipClass()"
103 @click="abortGame()"
104 :aria-label="st.tr['Abort']"
105 )
106 img(src="/images/icons/abort.svg")
107 button(
108 v-if="!!game.mycolor"
109 :class="btnTooltipClass()"
110 @click="resign()"
111 :aria-label="st.tr['Resign']"
112 )
113 img(src="/images/icons/resign.svg")
114 button(
115 v-else
116 :class="btnTooltipClass('rematch')"
117 @click="clickRematch()"
118 :aria-label="st.tr['Rematch']"
119 )
120 img(src="/images/icons/rematch.svg")
121 #playersInfo
122 div(v-if="isLargeScreen()")
123 UserBio.user-bio(
124 :class="{connected: isConnected(0)}"
125 :uid="game.players[0].id"
126 :uname="game.players[0].name"
127 )
128 span.time(
129 v-if="game.score=='*'"
130 :class="{yourturn: !!vr && vr.turn == 'w'}"
131 )
132 span.time-left {{ virtualClocks[0][0] }}
133 span.time-separator(v-if="!!virtualClocks[0][1]") :
134 span.time-right(v-if="!!virtualClocks[0][1]")
135 | {{ virtualClocks[0][1] }}
136 span.split-names -
137 UserBio.user-bio(
138 :class="{connected: isConnected(1)}"
139 :uid="game.players[1].id"
140 :uname="game.players[1].name"
141 )
142 span.time(
143 v-if="game.score=='*'"
144 :class="{yourturn: !!vr && vr.turn == 'b'}"
145 )
146 span.time-left {{ virtualClocks[1][0] }}
147 span.time-separator(v-if="!!virtualClocks[1][1]") :
148 span.time-right(v-if="!!virtualClocks[1][1]")
149 | {{ virtualClocks[1][1] }}
150 div(v-else)
151 UserBio.user-bio(
152 :class="{connected: isConnected(0)}"
153 :uid="game.players[0].id"
154 :uname="game.players[0].name"
155 )
156 span.split-names -
157 UserBio.user-bio(
158 :class="{connected: isConnected(1)}"
159 :uid="game.players[1].id"
160 :uname="game.players[1].name"
161 )
162 div(v-if="game.score=='*'")
163 span.time(:class="{yourturn: !!vr && vr.turn == 'w'}")
164 span.time-left {{ virtualClocks[0][0] }}
165 span.time-separator(v-if="!!virtualClocks[0][1]") :
166 span.time-right(v-if="!!virtualClocks[0][1]")
167 | {{ virtualClocks[0][1] }}
168 span.separator
169 span.time(:class="{yourturn: !!vr && vr.turn == 'b'}")
170 span.time-left {{ virtualClocks[1][0] }}
171 span.time-separator(v-if="!!virtualClocks[1][1]") :
172 span.time-right(v-if="!!virtualClocks[1][1]")
173 | {{ virtualClocks[1][1] }}
174 BaseGame(
175 ref="basegame"
176 :game="game"
177 @newmove="processMove"
178 )
179</template>
180
181<script>
182import BaseGame from "@/components/BaseGame.vue";
183import UserBio from "@/components/UserBio.vue";
184import Chat from "@/components/Chat.vue";
185import { store } from "@/store";
186import { GameStorage } from "@/utils/gameStorage";
187import { ImportgameStorage } from "@/utils/importgameStorage";
188import { ppt } from "@/utils/datetime";
189import { notify } from "@/utils/notifications";
190import { ajax } from "@/utils/ajax";
191import { extractTime } from "@/utils/timeControl";
192import { getRandString } from "@/utils/alea";
193import { getScoreMessage } from "@/utils/scoring";
194import { getFullNotation } from "@/utils/notation";
195import { getDiagram, replaceByDiag } from "@/utils/printDiagram";
196import { processModalClick } from "@/utils/modalClick";
197import { playMove, getFilteredMove } from "@/utils/playUndo";
198import { ArrayFun } from "@/utils/array";
199import afterRawLoad from "@/utils/afterRawLoad";
200import params from "@/parameters";
201export default {
202 name: "my-game",
203 components: {
204 BaseGame,
205 Chat,
206 UserBio
207 },
208 data: function() {
209 return {
210 st: store.state,
211 // gameRef can point to a corr game, local game or remote live game
212 gameRef: "",
213 nextIds: [],
214 game: {}, //passed to BaseGame
215 focus: !document.hidden, //will not always work... TODO
216 // virtualClocks will be initialized from true game.clocks
217 // TODO: clock update triggers re-rendering. Should be out of Vue
218 virtualClocks: [],
219 vr: null, //"variant rules" object initialized from FEN
220 rulesContent: "",
221 drawOffer: "",
222 rematchId: "",
223 rematchOffer: "",
224 lastateAsked: false,
225 people: {}, //players + observers
226 lastate: undefined, //used if opponent send lastate before game is ready
227 repeat: {}, //detect position repetition
228 curDiag: "", //for corr moves confirmation
229 conn: null,
230 roomInitialized: false,
231 // If asklastate got no reply, ask again:
232 gotLastate: false,
233 gotMoveIdx: -1, //last move index received
234 // If newmove got no pingback, send again:
235 opponentGotMove: false,
236 connexionString: "",
237 socketCloseListener: 0,
238 // Incomplete info games: show move played
239 moveNotation: "",
240 // Intervals from setInterval():
241 askLastate: null,
242 retrySendmove: null,
243 clockUpdate: null,
244 // Related to (killing of) self multi-connects:
245 newConnect: {}
246 };
247 },
248 watch: {
249 $route: function(to, from) {
250 if (to.path.length < 6 || to.path.substr(0, 6) != "/game/")
251 // Page change
252 this.cleanBeforeDestroy();
253 else if (from.params["id"] != to.params["id"]) {
254 // Change everything:
255 this.cleanBeforeDestroy();
256 let boardDiv = document.querySelector(".game");
257 if (!!boardDiv)
258 // In case of incomplete information variant:
259 boardDiv.style.visibility = "hidden";
260 this.atCreation();
261 }
262 else
263 // Same game ID
264 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
265 }
266 },
267 // NOTE: some redundant code with Hall.vue (mostly related to people array)
268 created: function() {
269 this.atCreation();
270 },
271 mounted: function() {
272 document.getElementById("chatWrap")
273 .addEventListener("click", (e) => {
274 processModalClick(e, () => {
275 this.toggleChat("close")
276 });
277 });
278 ["rulesDiv", "rematchDiv", "scoreDiv"].forEach(
279 (eltName) => {
280 document.getElementById(eltName)
281 .addEventListener("click", processModalClick);
282 }
283 );
284 },
285 beforeDestroy: function() {
286 this.cleanBeforeDestroy();
287 },
288 methods: {
289 cleanBeforeDestroy: function() {
290 clearInterval(this.socketCloseListener);
291 document.removeEventListener('visibilitychange', this.visibilityChange);
292 window.removeEventListener('focus', this.onFocus);
293 window.removeEventListener('blur', this.onBlur);
294 if (!!this.askLastate) clearInterval(this.askLastate);
295 if (!!this.retrySendmove) clearInterval(this.retrySendmove);
296 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
297 this.conn.removeEventListener("message", this.socketMessageListener);
298 this.send("disconnect");
299 this.conn = null;
300 },
301 visibilityChange: function() {
302 // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
303 this.focus = (document.visibilityState == "visible");
304 this.send(this.focus ? "getfocus" : "losefocus");
305 },
306 onFocus: function() {
307 this.focus = true;
308 this.send("getfocus");
309 },
310 onBlur: function() {
311 this.focus = false;
312 this.send("losefocus");
313 },
314 isLargeScreen: function() {
315 return window.innerWidth >= 768;
316 },
317 btnTooltipClass: function(thing) {
318 let append = {};
319 if (!!thing) append = { [thing + "-" + this[thing + "Offer"]]: true };
320 return (
321 Object.assign(
322 { tooltip: !("ontouchstart" in window) },
323 append
324 )
325 );
326 },
327 someAnonymousPresent: function() {
328 return (
329 Object.values(this.people).some(p =>
330 !p.name && Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus)
331 )
332 );
333 },
334 atCreation: function() {
335 document.addEventListener('visibilitychange', this.visibilityChange);
336 window.addEventListener('focus', this.onFocus);
337 window.addEventListener('blur', this.onBlur);
338 // 0] (Re)Set variables
339 this.gameRef = this.$route.params["id"];
340 // next = next corr games IDs to navigate faster (if applicable)
341 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
342 // Always add myself to players' list
343 const my = this.st.user;
344 const tmpId = getRandString();
345 this.$set(
346 this.people,
347 my.sid,
348 {
349 id: my.id,
350 name: my.name,
351 tmpIds: {
352 tmpId: { focus: true }
353 }
354 }
355 );
356 this.game = {
357 players: [{ name: "" }, { name: "" }],
358 chats: [],
359 rendered: false
360 };
361 let chatComp = this.$refs["chatcomp"];
362 if (!!chatComp) chatComp.chats = [];
363 this.virtualClocks = [[0,0], [0,0]];
364 this.vr = null;
365 this.rulesContent = "";
366 this.drawOffer = "";
367 this.lastateAsked = false;
368 this.rematchOffer = "";
369 this.lastate = undefined;
370 this.roomInitialized = false;
371 this.gotLastate = false;
372 this.gotMoveIdx = -1;
373 this.opponentGotMove = false;
374 this.askLastate = null;
375 this.retrySendmove = null;
376 this.clockUpdate = null;
377 this.newConnect = {};
378 // 1] Initialize connection
379 this.connexionString =
380 params.socketUrl +
381 "/?sid=" + this.st.user.sid +
382 "&id=" + this.st.user.id +
383 "&tmpId=" + tmpId +
384 "&page=" +
385 // Discard potential "/?next=[...]" for page indication:
386 encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
387 this.conn = new WebSocket(this.connexionString);
388 this.conn.addEventListener("message", this.socketMessageListener);
389 this.socketCloseListener = setInterval(
390 () => {
391 if (this.conn.readyState == 3) {
392 this.conn.removeEventListener(
393 "message", this.socketMessageListener);
394 this.conn = new WebSocket(this.connexionString);
395 this.conn.addEventListener("message", this.socketMessageListener);
396 }
397 },
398 1000
399 );
400 // Socket init required before loading remote game:
401 const socketInit = callback => {
402 if (this.conn.readyState == 1)
403 // 1 == OPEN state
404 callback();
405 else
406 // Socket not ready yet (initial loading)
407 // NOTE: first arg is Websocket object, unused here:
408 this.conn.onopen = () => callback();
409 };
410 this.fetchGame((game) => {
411 if (!!game)
412 this.loadVariantThenGame(game, () => socketInit(this.roomInit));
413 else
414 // Live game stored remotely: need socket to retrieve it
415 // NOTE: the callback "roomInit" will be lost, so it's not provided.
416 // --> It will be given when receiving "fullgame" socket event.
417 socketInit(() => { this.send("askfullgame"); });
418 });
419 },
420 roomInit: function() {
421 if (!this.roomInitialized) {
422 // Notify the room only now that I connected, because
423 // messages might be lost otherwise (if game loading is slow)
424 this.send("connect");
425 this.send("pollclients");
426 // We may ask fullgame several times if some moves are lost,
427 // but room should be init only once:
428 this.roomInitialized = true;
429 }
430 },
431 send: function(code, obj) {
432 if (!!this.conn && this.conn.readyState == 1)
433 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
434 },
435 isConnected: function(index) {
436 const player = this.game.players[index];
437 // Is it me ? In this case no need to bother with focus
438 if (
439 this.st.user.sid == player.sid ||
440 (!!player.name && this.st.user.id == player.id)
441 ) {
442 // Still have to check for name (because of potential multi-accounts
443 // on same browser, although this should be rare...)
444 return (!this.st.user.name || this.st.user.name == player.name);
445 }
446 // Try to find a match in people:
447 return (
448 (
449 !!player.sid &&
450 Object.keys(this.people).some(sid => {
451 return (
452 sid == player.sid &&
453 Object.values(this.people[sid].tmpIds).some(v => v.focus)
454 );
455 })
456 )
457 ||
458 (
459 player.id > 0 &&
460 Object.values(this.people).some(p => {
461 return (
462 p.id == player.id &&
463 Object.values(p.tmpIds).some(v => v.focus)
464 );
465 })
466 )
467 );
468 },
469 getOppsid: function() {
470 let oppsid = this.game.oppsid;
471 if (!oppsid) {
472 oppsid = Object.keys(this.people).find(
473 sid => this.people[sid].id == this.game.oppid
474 );
475 }
476 // oppsid is useful only if opponent is online:
477 if (!!oppsid && !!this.people[oppsid]) return oppsid;
478 return null;
479 },
480 // NOTE: action if provided is always a closing action
481 toggleChat: function(action) {
482 if (!action && document.getElementById("modalChat").checked)
483 // Entering chat
484 document.getElementById("inputChat").focus();
485 else {
486 document.getElementById("chatBtn").classList.remove("somethingnew");
487 if (!!this.game.mycolor) {
488 // Update "chatRead" variable either on server or locally
489 if (this.game.type == "corr")
490 this.updateCorrGame({ chatRead: this.game.mycolor });
491 else if (this.game.type == "live")
492 GameStorage.update(this.gameRef, { chatRead: true });
493 }
494 }
495 },
496 processChat: function(chat) {
497 this.send("newchat", { data: chat });
498 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
499 if (!!this.game.mycolor) {
500 if (this.game.type == "corr")
501 this.updateCorrGame({ chat: chat });
502 else {
503 // Live game
504 chat.added = Date.now();
505 GameStorage.update(this.gameRef, { chat: chat });
506 }
507 }
508 },
509 clearChat: function() {
510 if (!!this.game.mycolor) {
511 if (this.game.type == "corr") {
512 ajax(
513 "/chats",
514 "DELETE",
515 { data: { gid: this.game.id } }
516 );
517 } else {
518 // Live game
519 GameStorage.update(this.gameRef, { delchat: true });
520 }
521 this.$set(this.game, "chats", []);
522 }
523 },
524 getGameType: function(game) {
525 if (!!game.id.toString().match(/^i/)) return "import";
526 return (game.cadence.indexOf("d") >= 0 ? "corr" : "live");
527 },
528 // Notify something after a new move (to opponent and me on MyGames page)
529 notifyMyGames: function(thing, data) {
530 this.send(
531 "notify" + thing,
532 {
533 data: data,
534 targets: this.game.players.map(p => {
535 return { sid: p.sid, id: p.id };
536 })
537 }
538 );
539 },
540 showNextGame: function() {
541 // Did I play in current game? If not, add it to nextIds list
542 if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
543 this.nextIds.unshift(this.game.id);
544 const nextGid = this.nextIds.pop();
545 this.$router.push(
546 "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
547 },
548 socketMessageListener: function(msg) {
549 if (!this.conn) return;
550 const data = JSON.parse(msg.data);
551 switch (data.code) {
552 case "pollclients":
553 // TODO: shuffling and random filtering on server,
554 // if the room is really crowded.
555 Object.keys(data.sockIds).forEach(sid => {
556 if (sid != this.st.user.sid) {
557 this.send("askidentity", { target: sid });
558 this.people[sid] = { tmpIds: data.sockIds[sid] };
559 }
560 else {
561 // Complete my tmpIds:
562 Object.assign(this.people[sid].tmpIds, data.sockIds[sid]);
563 }
564 });
565 break;
566 case "connect":
567 if (!this.people[data.from[0]]) {
568 // focus depends on the tmpId (e.g. tab)
569 this.$set(
570 this.people,
571 data.from[0],
572 {
573 tmpIds: {
574 [data.from[1]]: { focus: true }
575 }
576 }
577 );
578 // For self multi-connects tests:
579 this.newConnect[data.from[0]] = true;
580 this.send("askidentity", { target: data.from[0] });
581 } else {
582 this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
583 this.$forceUpdate(); //TODO: shouldn't be required
584 }
585 break;
586 case "disconnect":
587 if (!this.people[data.from[0]]) return;
588 delete this.people[data.from[0]].tmpIds[data.from[1]];
589 if (Object.keys(this.people[data.from[0]].tmpIds).length == 0)
590 this.$delete(this.people, data.from[0]);
591 else this.$forceUpdate(); //TODO: shouldn't be required
592 break;
593 case "getfocus": {
594 let player = this.people[data.from[0]];
595 if (!!player) {
596 player.tmpIds[data.from[1]].focus = true;
597 this.$forceUpdate(); //TODO: shouldn't be required
598 }
599 break;
600 }
601 case "losefocus": {
602 let player = this.people[data.from[0]];
603 if (!!player) {
604 player.tmpIds[data.from[1]].focus = false;
605 this.$forceUpdate(); //TODO: shouldn't be required
606 }
607 break;
608 }
609 case "askidentity": {
610 // Request for identification
611 const me = {
612 // Decompose to avoid revealing email
613 name: this.st.user.name,
614 sid: this.st.user.sid,
615 id: this.st.user.id
616 };
617 this.send("identity", { data: me, target: data.from });
618 break;
619 }
620 case "identity": {
621 const user = data.data;
622 let player = this.people[user.sid];
623 // player.tmpIds is already set
624 player.name = user.name;
625 player.id = user.id;
626 if (this.game.type == "live") {
627 const myGidx =
628 this.game.players.findIndex(p => p.sid == this.st.user.sid);
629 // Sometimes a player name isn't stored yet (TODO: why?)
630 if (
631 myGidx >= 0 &&
632 !this.game.players[1 - myGidx].name &&
633 this.game.players[1 - myGidx].sid == user.sid &&
634 !!user.name
635 ) {
636 this.game.players[1-myGidx].name = user.name;
637 GameStorage.update(
638 this.gameRef,
639 { playerName: { idx: 1 - myGidx, name: user.name } }
640 );
641 }
642 }
643 this.$forceUpdate(); //TODO: shouldn't be required
644 // If I multi-connect, kill current connexion if no mark (I'm older)
645 if (this.newConnect[user.sid]) {
646 delete this.newConnect[user.sid];
647 if (
648 user.id > 0 &&
649 user.id == this.st.user.id &&
650 user.sid != this.st.user.sid
651 ) {
652 this.cleanBeforeDestroy();
653 alert(this.st.tr["New connexion detected: tab now offline"]);
654 break;
655 }
656 }
657 // Ask potentially missed last state, if opponent and I play
658 if (
659 !this.gotLastate &&
660 !!this.game.mycolor &&
661 this.game.type == "live" &&
662 this.game.players.some(p => p.sid == user.sid)
663 ) {
664 this.send("asklastate", { target: user.sid });
665 let counter = 1;
666 this.askLastate = setInterval(
667 () => {
668 // Ask at most 3 times:
669 // if no reply after that there should be a network issue.
670 if (
671 counter < 3 &&
672 !this.gotLastate &&
673 !!this.people[user.sid]
674 ) {
675 this.send("asklastate", { target: user.sid });
676 counter++;
677 } else {
678 clearInterval(this.askLastate);
679 }
680 },
681 1500
682 );
683 }
684 break;
685 }
686 case "askgame":
687 // Send current (live or import) game,
688 // if not asked by any of the players
689 if (
690 this.game.type != "corr" &&
691 this.game.players.every(p => p.sid != data.from[0])
692 ) {
693 const myGame = {
694 id: this.game.id,
695 // FEN is current position, unused for now
696 fen: this.game.fen,
697 players: this.game.players,
698 vid: this.game.vid,
699 cadence: this.game.cadence,
700 score: this.game.score
701 };
702 this.send("game", { data: myGame, target: data.from });
703 }
704 break;
705 case "askfullgame":
706 const gameToSend = Object.keys(this.game)
707 .filter(k =>
708 [
709 "id","fen","players","vid","cadence","fenStart","vname",
710 "moves","clocks","score","drawOffer","rematchOffer"
711 ].includes(k))
712 .reduce(
713 (obj, k) => {
714 obj[k] = this.game[k];
715 return obj;
716 },
717 {}
718 );
719 this.send("fullgame", { data: gameToSend, target: data.from });
720 break;
721 case "fullgame":
722 if (!!data.data.empty) {
723 alert(this.st.tr["The game should be in another tab"]);
724 this.$router.go(-1);
725 }
726 else
727 // Callback "roomInit" to poll clients only after game is loaded
728 this.loadVariantThenGame(data.data, this.roomInit);
729 break;
730 case "asklastate":
731 // Sending informative last state if I played a move or score != "*"
732 // If the game or moves aren't loaded yet, delay the sending:
733 // TODO: socket init after game load, so the game is supposedly ready
734 if (!this.game || !this.game.moves) this.lastateAsked = true;
735 else this.sendLastate(data.from);
736 break;
737 // TODO: possible bad scenario: reload page while oppponent sends a
738 // move => get both lastate and newmove, process both, add move twice.
739 // Confirm scenario? Fix?
740 case "lastate": {
741 // Got opponent infos about last move
742 this.gotLastate = true;
743 this.lastate = data.data;
744 if (this.lastate.movesCount - 1 > this.gotMoveIdx)
745 this.gotMoveIdx = this.lastate.movesCount - 1;
746 if (this.game.rendered)
747 // Game is rendered (Board component)
748 this.processLastate();
749 // Else: will be processed when game is ready
750 break;
751 }
752 case "newmove": {
753
754// DEBUG:
755//console.log("Receive move");
756//console.log(data.data);
757//moveslist not updated when receiving a move? (see in BaseGame)
758
759 const movePlus = data.data;
760 const movesCount = this.game.moves.length;
761 if (
762 movePlus.index < movesCount ||
763 this.gotMoveIdx >= movePlus.index
764 ) {
765 // Opponent re-send but we already have the move:
766 // (maybe he didn't receive our pingback...)
767 this.send("gotmove", {data: movePlus.index, target: data.from});
768 }
769 else {
770 this.gotMoveIdx = movePlus.index;
771 const receiveMyMove = (movePlus.color == this.game.mycolor);
772 const moveColIdx = ["w", "b"].indexOf(movePlus.color);
773 if (!receiveMyMove && !!this.game.mycolor) {
774 // Notify opponent that I got the move:
775 this.send(
776 "gotmove",
777 { data: movePlus.index, target: data.from }
778 );
779 // And myself if I'm elsewhere:
780 if (!this.focus) {
781 notify(
782 "New move",
783 {
784 body:
785 (this.game.players[moveColIdx].name || "@nonymous") +
786 " just played."
787 }
788 );
789 }
790 }
791 if (movePlus.cancelDrawOffer) {
792 // Opponent refuses draw
793 this.drawOffer = "";
794 // NOTE for corr games: drawOffer reset by player in turn
795 if (
796 this.game.type == "live" &&
797 !!this.game.mycolor &&
798 !receiveMyMove
799 ) {
800 GameStorage.update(this.gameRef, { drawOffer: "" });
801 }
802 }
803 this.$refs["basegame"].play(movePlus.move, "received");
804 // Freeze time while the move is being play
805 // (TODO: a callback would be cleaner here)
806 clearInterval(this.clockUpdate);
807 this.clockUpdate = null;
808 const freezeDuration = ["all", "highlight"].includes(V.ShowMoves)
809 // 250 = length of animation, 500 = delay between sub-moves
810 ? 250 + 750 *
811 (Array.isArray(movePlus.move) ? movePlus.move.length - 1 : 0)
812 // Incomplete information: no move animation
813 : 0;
814 setTimeout(
815 () => {
816 this.game.clocks[moveColIdx] = movePlus.clock;
817 this.processMove(
818 movePlus.move,
819 { receiveMyMove: receiveMyMove }
820 );
821 },
822 freezeDuration
823 );
824 }
825 break;
826 }
827 case "gotmove": {
828 this.opponentGotMove = true;
829 // Now his clock starts running on my side:
830 const oppIdx = ['w','b'].indexOf(this.vr.turn);
831 // NOTE: next line to avoid multi-resetClocks when several tabs
832 // on same game, resulting in a faster countdown.
833 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
834 this.re_setClocks();
835 break;
836 }
837 case "resign":
838 const score = (data.data == "b" ? "1-0" : "0-1");
839 const side = (data.data == "w" ? "White" : "Black");
840 this.gameOver(score, side + " surrender");
841 break;
842 case "abort":
843 this.gameOver("?", "Stop");
844 break;
845 case "draw":
846 this.gameOver("1/2", data.data);
847 break;
848 case "drawoffer":
849 // NOTE: observers don't know who offered draw
850 this.drawOffer = "received";
851 if (!!this.game.mycolor && this.game.type == "live") {
852 GameStorage.update(
853 this.gameRef,
854 { drawOffer: V.GetOppCol(this.game.mycolor) }
855 );
856 }
857 break;
858 case "rematchoffer":
859 // NOTE: observers don't know who offered rematch
860 this.rematchOffer = data.data ? "received" : "";
861 if (!!this.game.mycolor && this.game.type == "live") {
862 GameStorage.update(
863 this.gameRef,
864 { rematchOffer: data.data ? V.GetOppCol(this.game.mycolor) : "" }
865 );
866 }
867 break;
868 case "newgame": {
869 // A game started, redirect if I'm playing in
870 const gameInfo = data.data;
871 const gameType = this.getGameType(gameInfo);
872 if (
873 gameType == "live" &&
874 gameInfo.players.some(p => p.sid == this.st.user.sid)
875 ) {
876 this.addAndGotoLiveGame(gameInfo);
877 } else if (
878 gameType == "corr" &&
879 this.st.user.id > 0 &&
880 gameInfo.players.some(p => p.id == this.st.user.id)
881 ) {
882 this.$router.push("/game/" + gameInfo.id);
883 } else {
884 this.rematchId = gameInfo.id;
885 document.getElementById("modalRules").checked = false;
886 document.getElementById("modalScore").checked = false;
887 document.getElementById("modalRematch").checked = true;
888 }
889 break;
890 }
891 case "newchat": {
892 let chat = data.data;
893 this.$refs["chatcomp"].newChat(chat);
894 if (this.game.type == "live") {
895 chat.added = Date.now();
896 if (!!this.game.mycolor)
897 GameStorage.update(this.gameRef, { chat: chat });
898 }
899 if (!document.getElementById("modalChat").checked)
900 document.getElementById("chatBtn").classList.add("somethingnew");
901 break;
902 }
903 }
904 },
905 updateCorrGame: function(obj, callback) {
906 ajax(
907 "/games",
908 "PUT",
909 {
910 data: {
911 gid: this.gameRef,
912 newObj: obj
913 },
914 success: () => {
915 if (!!callback) callback();
916 }
917 }
918 );
919 },
920 sendLastate: function(target) {
921 // Send our "last state" informations to opponent
922 const L = this.game.moves.length;
923 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
924 const myLastate = {
925 lastMove:
926 (L > 0 && this.vr.turn != this.game.mycolor)
927 ? this.game.moves[L - 1]
928 : undefined,
929 clock: this.game.clocks[myIdx],
930 // Since we played a move (or abort or resign),
931 // only drawOffer=="sent" is possible
932 drawSent: this.drawOffer == "sent" ? true : undefined,
933 rematchSent: this.rematchOffer == "sent" ? true : undefined,
934 score: this.game.score != "*" ? this.game.score : undefined,
935 scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
936 movesCount: L
937 };
938 this.send("lastate", { data: myLastate, target: target });
939 },
940 // lastate was received, but maybe game wasn't ready yet:
941 processLastate: function() {
942 const data = this.lastate;
943 this.lastate = undefined; //security...
944 if (!!data.score) {
945 const oppCol = V.GetOppCol(this.game.mycolor);
946 if (!!data.rematchSent) {
947 if (this.game.rematchOffer != oppCol) {
948 // Opponent sended rematch offer while we were offline:
949 this.rematchOffer = "received";
950 GameStorage.update(
951 this.gameRef,
952 { rematchOffer: oppCol }
953 );
954 }
955 }
956 else {
957 if (this.game.rematchOffer == oppCol) {
958 // Opponent cancelled rematch offer while we were offline:
959 this.rematchOffer = "";
960 GameStorage.update(
961 this.gameRef,
962 { rematchOffer: "" }
963 );
964 }
965 }
966 }
967 else {
968 const L = this.game.moves.length;
969 const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
970 this.game.clocks[oppIdx] = data.clock;
971 if (data.movesCount > L) {
972 // Just got last move from him
973 this.$refs["basegame"].play(data.lastMove, "received");
974 this.processMove(data.lastMove);
975 } else {
976 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
977 this.re_setClocks();
978 }
979 if (!!data.drawSent) this.drawOffer = "received";
980 if (!!data.score) {
981 this.drawOffer = "";
982 if (this.game.score == "*")
983 this.gameOver(data.score, data.scoreMsg);
984 }
985 }
986 },
987 clickDraw: function() {
988 if (!this.game.mycolor || this.game.type == "import") return;
989 if (["received", "threerep"].includes(this.drawOffer)) {
990 if (!confirm(this.st.tr["Accept draw?"])) return;
991 const message =
992 this.drawOffer == "received"
993 ? "Mutual agreement"
994 : "Three repetitions";
995 this.send("draw", { data: message });
996 this.gameOver("1/2", message);
997 } else if (this.drawOffer == "") {
998 // No effect if drawOffer == "sent"
999 if (this.game.mycolor != this.vr.turn) {
1000 alert(this.st.tr["Draw offer only in your turn"]);
1001 return;
1002 }
1003 if (!confirm(this.st.tr["Offer draw?"])) return;
1004 this.drawOffer = "sent";
1005 this.send("drawoffer");
1006 if (this.game.type == "live") {
1007 GameStorage.update(
1008 this.gameRef,
1009 { drawOffer: this.game.mycolor }
1010 );
1011 } else this.updateCorrGame({ drawOffer: this.game.mycolor });
1012 }
1013 },
1014 addAndGotoLiveGame: function(gameInfo, callback) {
1015 const game = Object.assign(
1016 {},
1017 gameInfo,
1018 {
1019 // (other) Game infos: constant
1020 fenStart: gameInfo.fen,
1021 vname: this.game.vname,
1022 created: Date.now(),
1023 // Game state (including FEN): will be updated
1024 moves: [],
1025 clocks: [-1, -1], //-1 = unstarted
1026 chats: [],
1027 score: "*"
1028 }
1029 );
1030 GameStorage.add(game, (err) => {
1031 // No error expected.
1032 if (!err) {
1033 if (this.st.settings.sound)
1034 new Audio("/sounds/newgame.flac").play().catch(() => {});
1035 if (!!callback) callback();
1036 this.$router.push("/game/" + gameInfo.id);
1037 }
1038 });
1039 },
1040 clickRematch: function() {
1041 if (!this.game.mycolor || this.game.type == "import") return;
1042 if (this.rematchOffer == "received") {
1043 // Start a new game!
1044 let gameInfo = {
1045 id: getRandString(), //ignored if corr
1046 fen: V.GenRandInitFen(this.game.randomness),
1047 randomness: this.game.randomness,
1048 players: [this.game.players[1], this.game.players[0]],
1049 vid: this.game.vid,
1050 cadence: this.game.cadence
1051 };
1052 const notifyNewGame = () => {
1053 const oppsid = this.getOppsid(); //may be null
1054 this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
1055 // To main Hall if corr game:
1056 if (this.game.type == "corr")
1057 this.send("newgame", { data: gameInfo, page: "/" });
1058 // Also to MyGames page:
1059 this.notifyMyGames("newgame", gameInfo);
1060 };
1061 if (this.game.type == "live")
1062 this.addAndGotoLiveGame(gameInfo, notifyNewGame);
1063 else {
1064 // corr game
1065 ajax(
1066 "/games",
1067 "POST",
1068 {
1069 data: { gameInfo: gameInfo },
1070 success: (response) => {
1071 gameInfo.id = response.gameId;
1072 notifyNewGame();
1073 this.$router.push("/game/" + response.gameId);
1074 }
1075 }
1076 );
1077 }
1078 } else if (this.rematchOffer == "") {
1079 this.rematchOffer = "sent";
1080 this.send("rematchoffer", { data: true });
1081 if (this.game.type == "live") {
1082 GameStorage.update(
1083 this.gameRef,
1084 { rematchOffer: this.game.mycolor }
1085 );
1086 } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
1087 } else if (this.rematchOffer == "sent") {
1088 // Toggle rematch offer (on --> off)
1089 this.rematchOffer = "";
1090 this.send("rematchoffer", { data: false });
1091 if (this.game.type == "live") {
1092 GameStorage.update(
1093 this.gameRef,
1094 { rematchOffer: '' }
1095 );
1096 } else this.updateCorrGame({ rematchOffer: 'n' });
1097 }
1098 },
1099 abortGame: function() {
1100 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
1101 return;
1102 this.gameOver("?", "Stop");
1103 this.send("abort");
1104 },
1105 resign: function() {
1106 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
1107 return;
1108 this.send("resign", { data: this.game.mycolor });
1109 const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
1110 const side = (this.game.mycolor == "w" ? "White" : "Black");
1111 this.gameOver(score, side + " surrender");
1112 },
1113 loadGame: function(game, callback) {
1114 const gtype = game.type || this.getGameType(game);
1115 const tc = extractTime(game.cadence);
1116 const myIdx = game.players.findIndex(p => {
1117 return (
1118 p.sid == this.st.user.sid ||
1119 (!!p.name && p.id == this.st.user.id)
1120 );
1121 });
1122 // Sometimes the name isn't stored yet (TODO: why?)
1123 if (
1124 myIdx >= 0 &&
1125 gtype == "live" &&
1126 !game.players[myIdx].name &&
1127 !!this.st.user.name
1128 ) {
1129 game.players[myIdx].name = this.st.user.name;
1130 GameStorage.update(
1131 game.id,
1132 { playerName: { idx: myIdx, name: this.st.user.name } }
1133 );
1134 }
1135 // "mycolor" is undefined for observers
1136 const mycolor = [undefined, "w", "b"][myIdx + 1];
1137 if (gtype == "corr") {
1138 if (mycolor == 'w') game.chatRead = game.chatReadWhite;
1139 else if (mycolor == 'b') game.chatRead = game.chatReadBlack;
1140 // NOTE: clocks in seconds
1141 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
1142 game.clocks = [tc.mainTime, tc.mainTime];
1143 const L = game.moves.length;
1144 if (game.score == "*") {
1145 // Adjust clocks
1146 if (L >= 2) {
1147 game.clocks[L % 2] -=
1148 (Date.now() - game.moves[L-1].played) / 1000;
1149 }
1150 }
1151 // Now that we used idx and played, re-format moves as for live games
1152 game.moves = game.moves.map(m => m.squares);
1153 }
1154 else if (gtype == "live") {
1155 if (game.clocks[0] < 0) {
1156 // Game is unstarted. clock is ignored until move 2
1157 game.clocks = [tc.mainTime, tc.mainTime];
1158 if (myIdx >= 0) {
1159 // I play in this live game
1160 GameStorage.update(
1161 game.id,
1162 { clocks: game.clocks }
1163 );
1164 }
1165 } else {
1166 if (!!game.initime)
1167 // It's my turn: clocks not updated yet
1168 game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
1169 }
1170 }
1171 else
1172 // gtype == "import"
1173 game.clocks = [tc.mainTime, tc.mainTime];
1174 // Live games before 26/03/2020 don't have chat history:
1175 if (!game.chats) game.chats = []; //TODO: remove line
1176 // Sort chat messages from newest to oldest
1177 game.chats.sort((c1, c2) => c2.added - c1.added);
1178 if (
1179 myIdx >= 0 &&
1180 game.chats.length > 0 &&
1181 (!game.chatRead || game.chatRead < game.chats[0].added)
1182 ) {
1183 // A chat message arrived since my last reading:
1184 document.getElementById("chatBtn").classList.add("somethingnew");
1185 }
1186 // TODO: merge next 2 "if" conditions
1187 if (!!game.drawOffer) {
1188 if (game.drawOffer == "t")
1189 // Three repetitions
1190 this.drawOffer = "threerep";
1191 else {
1192 // Draw offered by any of the players:
1193 if (myIdx < 0) this.drawOffer = "received";
1194 else {
1195 // I play in this game:
1196 if (
1197 (game.drawOffer == "w" && myIdx == 0) ||
1198 (game.drawOffer == "b" && myIdx == 1)
1199 )
1200 this.drawOffer = "sent";
1201 else this.drawOffer = "received";
1202 }
1203 }
1204 }
1205 if (!!game.rematchOffer) {
1206 if (myIdx < 0) this.rematchOffer = "received";
1207 else {
1208 // I play in this game:
1209 if (
1210 (game.rematchOffer == "w" && myIdx == 0) ||
1211 (game.rematchOffer == "b" && myIdx == 1)
1212 ) {
1213 this.rematchOffer = "sent";
1214 }
1215 else this.rematchOffer = "received";
1216 }
1217 }
1218 this.repeat = {}; //reset: scan past moves' FEN:
1219 let repIdx = 0;
1220 this.vr = new V(game.fenStart);
1221 let curTurn = "n";
1222 game.moves.forEach(m => {
1223 playMove(m, this.vr);
1224 const fenIdx = this.vr.getFenForRepeat();
1225 this.repeat[fenIdx] = this.repeat[fenIdx]
1226 ? this.repeat[fenIdx] + 1
1227 : 1;
1228 });
1229 // Imported games don't have current FEN
1230 if (!game.fen) game.fen = this.vr.getFen();
1231 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
1232 this.game = Object.assign(
1233 // NOTE: assign mycolor here, since BaseGame could also be VS computer
1234 {
1235 type: gtype,
1236 increment: tc.increment,
1237 mycolor: mycolor,
1238 // opponent sid not strictly required (or available), but easier
1239 // at least oppsid or oppid is available anyway:
1240 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
1241 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
1242 },
1243 game
1244 );
1245 this.$refs["basegame"].re_setVariables(this.game);
1246 // Initial loading:
1247 this.gotMoveIdx = game.moves.length - 1;
1248 // If we arrive here after 'nextGame' action, the board might be hidden
1249 let boardDiv = document.querySelector(".game");
1250 if (!!boardDiv && boardDiv.style.visibility == "hidden")
1251 boardDiv.style.visibility = "visible";
1252 this.re_setClocks();
1253 this.$nextTick(() => {
1254 this.game.rendered = true;
1255 // Did lastate arrive before game was rendered?
1256 if (!!this.lastate) this.processLastate();
1257 });
1258 if (this.lastateAsked) {
1259 this.lastateAsked = false;
1260 this.sendLastate(game.oppsid);
1261 }
1262 if (!!callback) callback();
1263 },
1264 loadVariantThenGame: async function(game, callback) {
1265 await import("@/variants/" + game.vname + ".js")
1266 .then((vModule) => {
1267 window.V = vModule[game.vname + "Rules"];
1268 this.loadGame(game, callback);
1269 });
1270 this.rulesContent =
1271 afterRawLoad(
1272 require(
1273 "raw-loader!@/translations/rules/" +
1274 game.vname + "/" + this.st.lang + ".pug"
1275 ).default
1276 ).replace(/(fen:)([^:]*):/g, replaceByDiag);
1277 },
1278 // 3 cases for loading a game:
1279 // - from indexedDB (running or completed live game I play)
1280 // - from server (one correspondance game I play[ed] or not)
1281 // - from remote peer (one live game I don't play, finished or not)
1282 fetchGame: function(callback) {
1283 if (
1284 Number.isInteger(this.gameRef) ||
1285 !isNaN(parseInt(this.gameRef, 10))
1286 ) {
1287 // corr games identifiers are integers
1288 ajax(
1289 "/games",
1290 "GET",
1291 {
1292 data: { gid: this.gameRef },
1293 success: (res) => {
1294 res.game.moves.forEach(m => {
1295 m.squares = JSON.parse(m.squares);
1296 });
1297 callback(res.game);
1298 }
1299 }
1300 );
1301 }
1302 else if (!!this.gameRef.match(/^i/))
1303 // Game import (maybe remote)
1304 ImportgameStorage.get(this.gameRef, callback);
1305 else
1306 // Local live game (or remote)
1307 GameStorage.get(this.gameRef, callback);
1308 },
1309 re_setClocks: function() {
1310 this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
1311 if (this.game.moves.length < 2 || this.game.score != "*") {
1312 // 1st move not completed yet, or game over: freeze time
1313 return;
1314 }
1315 const currentTurn = this.vr.turn;
1316 const currentMovesCount = this.game.moves.length;
1317 const colorIdx = ["w", "b"].indexOf(currentTurn);
1318 this.clockUpdate = setInterval(
1319 () => {
1320 if (
1321 this.game.clocks[colorIdx] < 0 ||
1322 this.game.moves.length > currentMovesCount ||
1323 this.game.score != "*"
1324 ) {
1325 clearInterval(this.clockUpdate);
1326 this.clockUpdate = null;
1327 if (this.game.clocks[colorIdx] < 0)
1328 this.gameOver(
1329 currentTurn == "w" ? "0-1" : "1-0",
1330 "Time"
1331 );
1332 } else {
1333 this.$set(
1334 this.virtualClocks,
1335 colorIdx,
1336 ppt(Math.max(0, --this.game.clocks[colorIdx])).split(':')
1337 );
1338 }
1339 },
1340 1000
1341 );
1342 },
1343 // Update variables and storage after a move:
1344 processMove: function(move, data) {
1345 if (this.game.type == "import")
1346 // Shouldn't receive any messages in this mode:
1347 return;
1348 if (!data) data = {};
1349 const moveCol = this.vr.turn;
1350 const colorIdx = ["w", "b"].indexOf(moveCol);
1351 const nextIdx = 1 - colorIdx;
1352 const doProcessMove = () => {
1353 const origMovescount = this.game.moves.length;
1354 // The move is (about to be) played: stop clock
1355 clearInterval(this.clockUpdate);
1356 this.clockUpdate = null;
1357 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1358 if (this.drawOffer == "received")
1359 // I refuse draw
1360 this.drawOffer = "";
1361 if (this.game.type == "live" && origMovescount >= 2) {
1362 this.game.clocks[colorIdx] += this.game.increment;
1363 // For a correct display in casqe of disconnected opponent:
1364 this.$set(
1365 this.virtualClocks,
1366 colorIdx,
1367 ppt(this.game.clocks[colorIdx]).split(':')
1368 );
1369 GameStorage.update(this.gameRef, {
1370 // It's not my turn anymore:
1371 initime: null
1372 });
1373 }
1374 }
1375 // Update current game object:
1376 playMove(move, this.vr);
1377 if (!data.score)
1378 // Received move, score is computed in BaseGame, but maybe not yet.
1379 // ==> Compute it here, although this is redundant (TODO)
1380 data.score = this.vr.getCurrentScore();
1381 if (data.score != "*") this.gameOver(data.score);
1382 this.game.moves.push(move);
1383 this.game.fen = this.vr.getFen();
1384 if (this.game.type == "corr") {
1385 // In corr games, just reset clock to mainTime:
1386 this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
1387 }
1388 // If repetition detected, consider that a draw offer was received:
1389 const fenObj = this.vr.getFenForRepeat();
1390 this.repeat[fenObj] =
1391 !!this.repeat[fenObj]
1392 ? this.repeat[fenObj] + 1
1393 : 1;
1394 if (this.repeat[fenObj] >= 3) {
1395 if (V.LoseOnRepetition)
1396 this.gameOver(moveCol == "w" ? "0-1" : "1-0", "Repetition");
1397 else this.drawOffer = "threerep";
1398 }
1399 else if (this.drawOffer == "threerep") this.drawOffer = "";
1400 if (!!this.game.mycolor && !data.receiveMyMove) {
1401 // NOTE: 'var' to see that variable outside this block
1402 var filtered_move = getFilteredMove(move);
1403 }
1404 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1405 // Notify turn on MyGames page:
1406 this.notifyMyGames(
1407 "turn",
1408 {
1409 gid: this.gameRef,
1410 turn: this.vr.turn
1411 }
1412 );
1413 }
1414 // Since corr games are stored at only one location, update should be
1415 // done only by one player for each move:
1416 if (
1417 this.game.type == "live" &&
1418 !!this.game.mycolor &&
1419 moveCol != this.game.mycolor &&
1420 this.game.moves.length >= 2
1421 ) {
1422 // Receive a move: update initime
1423 this.game.initime = Date.now();
1424 GameStorage.update(this.gameRef, {
1425 // It's my turn now!
1426 initime: this.game.initime
1427 });
1428 }
1429 if (
1430 !!this.game.mycolor &&
1431 !data.receiveMyMove &&
1432 (this.game.type == "live" || moveCol == this.game.mycolor)
1433 ) {
1434 let drawCode = "";
1435 switch (this.drawOffer) {
1436 case "threerep":
1437 drawCode = "t";
1438 break;
1439 case "sent":
1440 drawCode = this.game.mycolor;
1441 break;
1442 case "received":
1443 drawCode = V.GetOppCol(this.game.mycolor);
1444 break;
1445 }
1446 if (this.game.type == "corr") {
1447 // corr: only move, fen and score
1448 this.updateCorrGame({
1449 fen: this.game.fen,
1450 move: {
1451 squares: filtered_move,
1452 idx: origMovescount
1453 },
1454 // Code "n" for "None" to force reset (otherwise it's ignored)
1455 drawOffer: drawCode || "n"
1456 });
1457 }
1458 else {
1459 const updateStorage = () => {
1460 GameStorage.update(this.gameRef, {
1461 fen: this.game.fen,
1462 move: filtered_move,
1463 moveIdx: origMovescount,
1464 clocks: this.game.clocks,
1465 drawOffer: drawCode
1466 });
1467 };
1468 // The active tab can update storage immediately
1469 if (this.focus) updateStorage();
1470 // Small random delay otherwise
1471 else setTimeout(updateStorage, 500 + 1000 * Math.random());
1472 }
1473 }
1474 // Send move ("newmove" event) to people in the room (if our turn)
1475 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1476 let sendMove = {
1477 move: filtered_move,
1478 index: origMovescount,
1479 // color is required to check if this is my move
1480 // (if several tabs opened)
1481 color: moveCol,
1482 cancelDrawOffer: this.drawOffer == ""
1483 };
1484 if (this.game.type == "live")
1485 sendMove["clock"] = this.game.clocks[colorIdx];
1486 // (Live) Clocks will re-start when the opponent pingback arrive
1487 this.opponentGotMove = false;
1488 this.send("newmove", {data: sendMove});
1489 // If the opponent doesn't reply gotmove soon enough, re-send move:
1490 // Do this at most 2 times, because more would mean network issues,
1491 // opponent would then be expected to disconnect/reconnect.
1492 let counter = 1;
1493 const currentUrl = document.location.href;
1494 this.retrySendmove = setInterval(
1495 () => {
1496 if (
1497 counter >= 3 ||
1498 this.opponentGotMove ||
1499 document.location.href != currentUrl //page change
1500 ) {
1501 clearInterval(this.retrySendmove);
1502 return;
1503 }
1504 const oppsid = this.getOppsid();
1505 if (!oppsid)
1506 // Opponent is disconnected: he'll ask last state
1507 clearInterval(this.retrySendmove);
1508 else {
1509 this.send("newmove", { data: sendMove, target: oppsid });
1510 counter++;
1511 }
1512 },
1513 1500
1514 );
1515 }
1516 else
1517 // Not my move or I'm an observer: just start other player's clock
1518 this.re_setClocks();
1519 };
1520 if (
1521 this.game.type == "corr" &&
1522 moveCol == this.game.mycolor &&
1523 !data.receiveMyMove
1524 ) {
1525 let boardDiv = document.querySelector(".game");
1526 const afterSetScore = () => {
1527 doProcessMove();
1528 if (this.st.settings.gotonext && this.nextIds.length > 0)
1529 this.showNextGame();
1530 else {
1531 // The board might have been hidden:
1532 if (boardDiv.style.visibility == "hidden")
1533 boardDiv.style.visibility = "visible";
1534 if (data.score == "*") this.re_setClocks();
1535 }
1536 };
1537 if (!V.CorrConfirm) {
1538 afterSetScore();
1539 return;
1540 }
1541 let el = document.querySelector("#buttonsConfirm > .acceptBtn");
1542 // We may play several moves in a row: in case of, remove listener:
1543 let elClone = el.cloneNode(true);
1544 el.parentNode.replaceChild(elClone, el);
1545 elClone.addEventListener(
1546 "click",
1547 () => {
1548 document.getElementById("modalConfirm").checked = false;
1549 if (!!data.score && data.score != "*")
1550 // Set score first
1551 this.gameOver(data.score, null, afterSetScore);
1552 else afterSetScore();
1553 }
1554 );
1555 // PlayOnBoard is enough, and more appropriate for Synchrone Chess
1556 const arMove = (Array.isArray(move) ? move : [move]);
1557 for (let i = 0; i < arMove.length; i++)
1558 V.PlayOnBoard(this.vr.board, arMove[i]);
1559 const position = this.vr.getBaseFen();
1560 for (let i = arMove.length - 1; i >= 0; i--)
1561 V.UndoOnBoard(this.vr.board, arMove[i]);
1562 if (["all","byrow"].includes(V.ShowMoves)) {
1563 this.curDiag = getDiagram({
1564 position: position,
1565 orientation: V.CanFlip ? this.game.mycolor : "w"
1566 });
1567 document.querySelector("#confirmDiv > .card").style.width =
1568 boardDiv.offsetWidth + "px";
1569 }
1570 else {
1571 // Incomplete information: just ask confirmation
1572 // Hide the board, because otherwise it could reveal infos
1573 boardDiv.style.visibility = "hidden";
1574 this.moveNotation = getFullNotation(move);
1575 }
1576 document.getElementById("modalConfirm").checked = true;
1577 }
1578 else {
1579 // Normal situation
1580 if (!!data.score && data.score != "*")
1581 this.gameOver(data.score, null, doProcessMove);
1582 else doProcessMove();
1583 }
1584 },
1585 cancelMove: function() {
1586 let boardDiv = document.querySelector(".game");
1587 if (boardDiv.style.visibility == "hidden")
1588 boardDiv.style.visibility = "visible";
1589 document.getElementById("modalConfirm").checked = false;
1590 this.$refs["basegame"].cancelLastMove();
1591 },
1592 // In corr games, callback to change page only after score is set:
1593 gameOver: function(score, scoreMsg, callback) {
1594 this.game.score = score;
1595 if (!scoreMsg) scoreMsg = getScoreMessage(score);
1596 this.game.scoreMsg = scoreMsg;
1597 document.getElementById("modalRules").checked = false;
1598 // Display result in a un-missable way:
1599 document.getElementById("modalScore").checked = true;
1600 this.$set(this.game, "scoreMsg", scoreMsg);
1601 const myIdx = this.game.players.findIndex(p => {
1602 return (
1603 p.sid == this.st.user.sid ||
1604 (!!p.name && p.id == this.st.user.id)
1605 );
1606 });
1607 if (myIdx >= 0) {
1608 // OK, I play in this game
1609 const scoreObj = {
1610 score: score,
1611 scoreMsg: scoreMsg
1612 };
1613 if (this.game.type == "live") {
1614 GameStorage.update(this.gameRef, scoreObj);
1615 // Notify myself locally if I'm elsewhere:
1616 if (!this.focus) {
1617 notify(
1618 "Game over",
1619 { body: score + " : " + scoreMsg }
1620 );
1621 }
1622 if (!!callback) callback();
1623 }
1624 else this.updateCorrGame(scoreObj, callback);
1625 // Notify the score to main Hall.
1626 // TODO: only one player (currently double send)
1627 this.send("result", { gid: this.game.id, score: score });
1628 // Also to MyGames page (TODO: doubled as well...)
1629 this.notifyMyGames(
1630 "score",
1631 {
1632 gid: this.gameRef,
1633 score: score
1634 }
1635 );
1636 }
1637 else if (!!callback) callback();
1638 }
1639 }
1640};
1641</script>
1642
1643<style lang="sass" scoped>
1644#scoreDiv > .card, #rematchDiv > .card
1645 padding: 10px 0
1646 max-width: 430px
1647
1648#rulesDiv > .card
1649 padding: 5px 0
1650 max-width: 50%
1651 max-height: 100%
1652 @media screen and (max-width: 1500px)
1653 max-width: 67%
1654 @media screen and (max-width: 1024px)
1655 max-width: 85%
1656 @media screen and (max-width: 767px)
1657 max-width: 100%
1658
1659p.score-section
1660 margin: 0
1661 font-size: 1.3em
1662 span.score
1663 font-weight: bold
1664
1665.connected
1666 background-color: lightgreen
1667
1668#participants
1669 margin-left: 5px
1670
1671.anonymous
1672 color: grey
1673 font-style: italic
1674
1675#playersInfo > p
1676 margin: 0
1677
1678@media screen and (max-width: 767px)
1679 .game
1680 width: 100%
1681
1682#actions
1683 display: inline-block
1684 margin: 0
1685
1686button
1687 display: inline-block
1688 margin: 0
1689 display: inline-flex
1690 img
1691 height: 22px
1692 display: flex
1693 @media screen and (max-width: 767px)
1694 height: 18px
1695
1696#aboveBoard
1697 text-align: center
1698
1699.user-bio
1700 display: inline
1701 font-size: 1.5rem
1702 @media screen and (max-width: 767px)
1703 font-size: 1.2rem
1704 padding: 0 3px
1705
1706.variant-cadence
1707 padding-right: 10px
1708
1709.variant-name
1710 font-weight: bold
1711 padding-right: 10px
1712
1713span#nextGame
1714 background-color: #edda99
1715 cursor: pointer
1716 display: inline-block
1717 margin-right: 10px
1718
1719span.separator
1720 display: inline-block
1721 margin: 0
1722 padding: 0
1723 width: 10px
1724
1725span.time
1726 font-size: 2rem
1727 @media screen and (max-width: 767px)
1728 font-size: 1.5rem
1729 display: inline-block
1730 .time-left
1731 margin-left: 10px
1732 .time-right
1733 margin-left: 5px
1734 .time-separator
1735 margin-left: 5px
1736 position: relative
1737 top: -1px
1738
1739span.yourturn
1740 color: #831B1B
1741 .time-separator
1742 animation: blink-animation 2s steps(3, start) infinite
1743@keyframes blink-animation
1744 to
1745 visibility: hidden
1746
1747.split-names
1748 display: inline-block
1749 margin: 0 15px
1750
1751#chatWrap > .card
1752 padding-top: 20px
1753 max-width: 767px
1754 border: none
1755
1756#confirmDiv > .card
1757 max-width: 767px
1758 max-height: 100%
1759
1760.draw-sent, .draw-sent:hover
1761 background-color: lightyellow
1762
1763.draw-received, .draw-received:hover
1764 background-color: #73C6B6
1765
1766.draw-threerep, .draw-threerep:hover
1767 background-color: #D2B4DE
1768
1769.rematch-sent, .rematch-sent:hover
1770 background-color: lightyellow
1771
1772.rematch-received, .rematch-received:hover
1773 background-color: #48C9B0
1774
1775.somethingnew
1776 background-color: #D2B4DE
1777
1778.diagram
1779 margin: 0 auto
1780 width: 100%
1781
1782#buttonsConfirm
1783 margin: 0
1784 & > button > span
1785 width: 100%
1786 text-align: center
1787
1788button.acceptBtn
1789 background-color: lightgreen
1790button.refuseBtn
1791 background-color: red
1792
1793a#variantNameInGame
1794 color: var(--card-fore-color)
1795 text-align: center
1796 font-weight: bold
1797 font-size: calc(1rem * var(--heading-ratio))
1798 line-height: 1.2
1799 margin: calc(1.5 * var(--universal-margin))
1800</style>
1801
1802<style lang="sass">
1803@import "@/styles/_rules.sass"
1804@import "@/styles/_board_squares_img.sass"
1805</style>