Toward game info simplification
[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==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: {id: "", rid: ""}, //given in URL (rid = remote ID)
46 game: {}, //passed to BaseGame
47 vr: null, //"variant rules" object initialized from FEN
48 drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
49 people: [], //potential observers (TODO)
50 };
51 },
52 watch: {
53 '$route' (to, from) {
54 if (!!to.params["id"])
55 {
56 this.gameRef.id = to.params["id"];
57 this.gameRef.rid = to.query["rid"];
58 this.loadGame();
59 }
60 },
61 },
62 created: function() {
63 if (!!this.$route.params["id"])
64 {
65 this.gameRef.id = this.$route.params["id"];
66 this.gameRef.rid = this.$route.query["rid"];
67 this.loadGame();
68 }
69 // TODO: how to know who is observing ? Send message to everyone with game ID ?
70 // and then just listen to (dis)connect events
71
72
73 // server always send "connect on " + URL ; then add to observers if game...
74 // detect multiple tabs connected (when connect ask server if my SID is already in use)
75// router when access a game page tell to server I joined + game ID (no need rid)
76// and ask server for current joined (= observers)
77// when send to chat (or a move), reach only this group (send gid along)
78
79 // --> doivent être enregistrés comme observers au niveau du serveur...
80 // non: poll users + events startObserving / stopObserving
81
82
83 // TODO: also handle "draw accepted" (use opponents array?)
84 // --> must give this info also when sending lastState...
85 // and, if all players agree then OK draw (end game ...etc)
86 const socketMessageListener = msg => {
87 const data = JSON.parse(msg.data);
88 let L = undefined;
89 switch (data.code)
90 {
91 case "newmove":
92 // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
93 // ...or just see nothing as on buho21
94 this.$refs["basegame"].play(
95 data.move, this.game.vname!="Dark" ? "animate" : null);
96 break;
97 case "pong": //received if we sent a ping (game still alive on our side)
98 if (this.gameRef.id != data.gameId)
99 break; //games IDs don't match: the game is definitely over...
100 this.oppConnected = true;
101 // Send our "last state" informations to opponent(s)
102 L = this.vr.moves.length;
103 Object.keys(this.opponents).forEach(oid => {
104 this.conn.send(JSON.stringify({
105 code: "lastate",
106 oppid: oid,
107 gameId: this.gameRef.id,
108 lastMove: (L>0?this.vr.moves[L-1]:undefined),
109 movesCount: L,
110 }));
111 });
112 break;
113 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
114 case "lastate": //got opponent infos about last move
115 L = this.vr.moves.length;
116 if (this.gameRef.id != data.gameId)
117 break; //games IDs don't match: nothing we can do...
118 // OK, opponent still in game (which might be over)
119 if (this.score != "*")
120 {
121 // We finished the game (any result possible)
122 this.conn.send(JSON.stringify({
123 code: "lastate",
124 oppid: data.oppid,
125 gameId: this.gameRef.id,
126 score: this.score,
127 }));
128 }
129 else if (!!data.score) //opponent finished the game
130 this.endGame(data.score);
131 else if (data.movesCount < L)
132 {
133 // We must tell last move to opponent
134 this.conn.send(JSON.stringify({
135 code: "lastate",
136 oppid: this.opponent.id,
137 gameId: this.gameRef.id,
138 lastMove: this.vr.moves[L-1],
139 movesCount: L,
140 }));
141 }
142 else if (data.movesCount > L) //just got last move from him
143 this.play(data.lastMove, "animate");
144 break;
145 case "resign": //..you won!
146 this.endGame(this.mycolor=="w"?"1-0":"0-1");
147 break;
148 // TODO: also use (dis)connect info to count online players?
149 case "gameconnect":
150 case "gamedisconnect":
151 if (this.mode=="human")
152 {
153 const online = (data.code == "connect");
154 // If this is an opponent ?
155 if (!!this.opponents[data.id])
156 this.opponents[data.id].online = online;
157 else
158 {
159 // Or an observer ?
160 if (!online)
161 delete this.people[data.id];
162 else
163 this.people[data.id] = data.name;
164 }
165 }
166 break;
167 }
168 };
169 const socketCloseListener = () => {
170 this.conn.addEventListener('message', socketMessageListener);
171 this.conn.addEventListener('close', socketCloseListener);
172 };
173 if (!!this.conn)
174 {
175 this.conn.onmessage = socketMessageListener;
176 this.conn.onclose = socketCloseListener;
177 }
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.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 },
217 resign: function(e) {
218 if (!confirm("Resign the game?"))
219 return;
220 if (this.mode == "human" && this.oppConnected(this.oppid))
221 {
222 try {
223 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
224 } catch (INVALID_STATE_ERR) {
225 return;
226 }
227 }
228 this.endGame(this.mycolor=="w"?"0-1":"1-0");
229 },
230 // 4 cases for loading a game:
231 // - from localStorage (one running game I play)
232 // - from indexedDB (one completed live game)
233 // - from server (one correspondance game I play[ed] or not)
234 // - from remote peer (one live game I don't play, finished or not)
235 loadGame: function() {
236 GameStorage.get(this.gameRef, async (game) => {
237 this.game = game;
238 const vModule = await import("@/variants/" + game.vname + ".js");
239 window.V = vModule.VariantRules;
240 this.vr = new V(game.fen);
241 });
242// // Poll all players except me (if I'm playing) to know online status.
243// // --> Send ping to server (answer pong if players[s] are connected)
244// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
245// {
246// this.game.players.forEach(p => {
247// if (p.sid != this.st.user.sid)
248// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
249// });
250// }
251 },
252 oppConnected: function(uid) {
253 return this.opponents.some(o => o.id == uid && o.online);
254 },
255 processMove: function(move) {
256 // TODO: process some opponent's move
257 },
258 },
259};
260</script>