On the way to simplify : gameState + gameInfo everywhere = game
[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(:vname="game.vname" :game="game" :analyze="analyze" :vr="vr"
20 ref="basegame" @newmove="processMove")
21 .button-group(v-if="mode!='analyze'")
22 button(@click="offerDraw") Draw
23 button(@click="abortGame") Abort
24 button(@click="resign") Resign
25 div(v-if="mode=='corr'")
26 textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
27 div(v-show="cursor>=0") {{ moves[cursor].message }}
28</template>
29
30<script>
31import BaseGame from "@/components/BaseGame.vue";
32//import Chat from "@/components/Chat.vue";
33//import MoveList from "@/components/MoveList.vue";
34import { store } from "@/store";
35import { GameStorage } from "@/utils/storage";
36
37export default {
38 name: 'my-game',
39 components: {
40 BaseGame,
41 },
42 // gameRef: to find the game in (potentially remote) storage
43 // mode: "live" or "corr" (correspondance game), or "analyze"
44 data: function() {
45 return {
46 st: store.state,
47 gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID)
48 game: {}, //passed to BaseGame
49 vr: null, //TODO
50 mode: "analyze", //mutable
51 drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
52 people: [], //potential observers (TODO)
53 };
54 },
55 computed: {
56 analyze: function() {
57 return this.mode == "analyze";
58 },
59 },
60 watch: {
61 '$route' (to, from) {
62 if (!!to.params["id"])
63 {
64 this.gameRef.id = to.params["id"];
65 this.gameRef.rid = to.query["rid"];
66 this.loadGame();
67 }
68 },
69 },
70 created: function() {
71 if (!!this.$route.params["id"])
72 {
73 this.gameRef.id = this.$route.params["id"];
74 this.gameRef.rid = this.$route.query["rid"];
75 this.loadGame();
76 }
77 // TODO: how to know who is observing ? Send message to everyone with game ID ?
78 // and then just listen to (dis)connect events
79
80
81 // server always send "connect on " + URL ; then add to observers if game...
82 // detect multiple tabs connected (when connect ask server if my SID is already in use)
83// router when access a game page tell to server I joined + game ID (no need rid)
84// and ask server for current joined (= observers)
85// when send to chat (or a move), reach only this group (send gid along)
86
87 // --> doivent être enregistrés comme observers au niveau du serveur...
88 // non: poll users + events startObserving / stopObserving
89
90
91 // TODO: also handle "draw accepted" (use opponents array?)
92 // --> must give this info also when sending lastState...
93 // and, if all players agree then OK draw (end game ...etc)
94 const socketMessageListener = msg => {
95 const data = JSON.parse(msg.data);
96 let L = undefined;
97 switch (data.code)
98 {
99 case "newmove":
100 // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
101 // ...or just see nothing as on buho21
102 this.$refs["basegame"].play(
103 data.move, this.game.vname!="Dark" ? "animate" : null);
104 break;
105 case "pong": //received if we sent a ping (game still alive on our side)
106 if (this.gameRef.id != data.gameId)
107 break; //games IDs don't match: the game is definitely over...
108 this.oppConnected = true;
109 // Send our "last state" informations to opponent(s)
110 L = this.vr.moves.length;
111 Object.keys(this.opponents).forEach(oid => {
112 this.conn.send(JSON.stringify({
113 code: "lastate",
114 oppid: oid,
115 gameId: this.gameRef.id,
116 lastMove: (L>0?this.vr.moves[L-1]:undefined),
117 movesCount: L,
118 }));
119 });
120 break;
121 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
122 case "lastate": //got opponent infos about last move
123 L = this.vr.moves.length;
124 if (this.gameRef.id != data.gameId)
125 break; //games IDs don't match: nothing we can do...
126 // OK, opponent still in game (which might be over)
127 if (this.score != "*")
128 {
129 // We finished the game (any result possible)
130 this.conn.send(JSON.stringify({
131 code: "lastate",
132 oppid: data.oppid,
133 gameId: this.gameRef.id,
134 score: this.score,
135 }));
136 }
137 else if (!!data.score) //opponent finished the game
138 this.endGame(data.score);
139 else if (data.movesCount < L)
140 {
141 // We must tell last move to opponent
142 this.conn.send(JSON.stringify({
143 code: "lastate",
144 oppid: this.opponent.id,
145 gameId: this.gameRef.id,
146 lastMove: this.vr.moves[L-1],
147 movesCount: L,
148 }));
149 }
150 else if (data.movesCount > L) //just got last move from him
151 this.play(data.lastMove, "animate");
152 break;
153 case "resign": //..you won!
154 this.endGame(this.mycolor=="w"?"1-0":"0-1");
155 break;
156 // TODO: also use (dis)connect info to count online players?
157 case "gameconnect":
158 case "gamedisconnect":
159 if (this.mode=="human")
160 {
161 const online = (data.code == "connect");
162 // If this is an opponent ?
163 if (!!this.opponents[data.id])
164 this.opponents[data.id].online = online;
165 else
166 {
167 // Or an observer ?
168 if (!online)
169 delete this.people[data.id];
170 else
171 this.people[data.id] = data.name;
172 }
173 }
174 break;
175 }
176 };
177 const socketCloseListener = () => {
178 this.conn.addEventListener('message', socketMessageListener);
179 this.conn.addEventListener('close', socketCloseListener);
180 };
181 if (!!this.conn)
182 {
183 this.conn.onmessage = socketMessageListener;
184 this.conn.onclose = socketCloseListener;
185 }
186 },
187 // dans variant.js (plutôt room.js) conn gère aussi les challenges
188 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
189 methods: {
190 offerDraw: function() {
191 if (!confirm("Offer draw?"))
192 return;
193 // Stay in "draw offer sent" state until next move is played
194 this.drawOfferSent = true;
195 if (this.subMode == "corr")
196 {
197 // TODO: set drawOffer on in game (how ?)
198 }
199 else //live game
200 {
201 this.opponents.forEach(o => {
202 if (!!o.online)
203 {
204 try {
205 this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
206 } catch (INVALID_STATE_ERR) {
207 return;
208 }
209 }
210 });
211 }
212 },
213 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
214 receiveDrawOffer: function() {
215 //if (...)
216 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
217 // if accept: send message "draw"
218 },
219 abortGame: function() {
220 if (!confirm("Abort the game?"))
221 return;
222 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
223 //send message: "gameOver" avec score "?"
224 },
225 resign: function(e) {
226 if (!confirm("Resign the game?"))
227 return;
228 if (this.mode == "human" && this.oppConnected(this.oppid))
229 {
230 try {
231 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
232 } catch (INVALID_STATE_ERR) {
233 return;
234 }
235 }
236 this.endGame(this.mycolor=="w"?"0-1":"1-0");
237 },
238 // 4 cases for loading a game:
239 // - from localStorage (one running game I play)
240 // - from indexedDB (one completed live game)
241 // - from server (one correspondance game I play[ed] or not)
242 // - from remote peer (one live game I don't play, finished or not)
243 loadGame: async function() {
244 GameStorage.get(this.gameRef, (game) => {
245 this.gameInfo =
246 this.vname = game.vname;
247 this.mode = game.mode;
248 const vModule = await import("@/variants/" + this.vname + ".js");
249 window.V = vModule.VariantRules;
250 this.vr = new V(this.gameInfo.fen);
251 });
252// // Poll all players except me (if I'm playing) to know online status.
253// // --> Send ping to server (answer pong if players[s] are connected)
254// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
255// {
256// this.game.players.forEach(p => {
257// if (p.sid != this.st.user.sid)
258// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
259// });
260// }
261 },
262 oppConnected: function(uid) {
263 return this.opponents.some(o => o.id == uid && o.online);
264 },
265 processMove: function(move) {
266 // TODO: process some opponent's move
267 },
268 },
269};
270</script>