Better clocks management
[vchess.git] / client / src / views / Game.vue
... / ...
CommitLineData
1<template lang="pug">
2main
3 input#modalChat.modal(
4 type="checkbox"
5 @click="resetChatColor()"
6 )
7 div#chatWrap(
8 role="dialog"
9 data-checkbox="modalChat"
10 )
11 .card
12 label.modal-close(for="modalChat")
13 #participants
14 span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
15 span(
16 v-for="p in Object.values(people)"
17 v-if="p.name"
18 )
19 | {{ p.name }}
20 span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
21 | + @nonymous
22 Chat(
23 ref="chatcomp"
24 :players="game.players"
25 :pastChats="game.chats"
26 :newChat="newChat"
27 @mychat="processChat"
28 @chatcleared="clearChat"
29 )
30 input#modalConfirm.modal(type="checkbox")
31 div#confirmDiv(role="dialog")
32 .card
33 .diagram(v-html="curDiag")
34 .button-group#buttonsConfirm
35 // onClick for acceptBtn: set dynamically
36 button.acceptBtn
37 span {{ st.tr["Validate"] }}
38 button.refuseBtn(@click="cancelMove()")
39 span {{ st.tr["Cancel"] }}
40 .row
41 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
42 span.variant-cadence {{ game.cadence }}
43 span.variant-name {{ game.vname }}
44 span#nextGame(
45 v-if="nextIds.length > 0"
46 @click="showNextGame()"
47 )
48 | {{ st.tr["Next_g"] }}
49 button#chatBtn.tooltip(
50 onClick="window.doClick('modalChat')"
51 aria-label="Chat"
52 )
53 img(src="/images/icons/chat.svg")
54 #actions(v-if="game.score=='*'")
55 button.tooltip(
56 @click="clickDraw()"
57 :class="{['draw-' + drawOffer]: true}"
58 :aria-label="st.tr['Draw']"
59 )
60 img(src="/images/icons/draw.svg")
61 button.tooltip(
62 v-if="!!game.mycolor"
63 @click="abortGame()"
64 :aria-label="st.tr['Abort']"
65 )
66 img(src="/images/icons/abort.svg")
67 button.tooltip(
68 v-if="!!game.mycolor"
69 @click="resign()"
70 :aria-label="st.tr['Resign']"
71 )
72 img(src="/images/icons/resign.svg")
73 button.tooltip(
74 v-else-if="!!game.mycolor"
75 @click="rematch()"
76 :aria-label="st.tr['Rematch']"
77 )
78 img(src="/images/icons/rematch.svg")
79 #playersInfo
80 p
81 span.name(:class="{connected: isConnected(0)}")
82 | {{ game.players[0].name || "@nonymous" }}
83 span.time(
84 v-if="game.score=='*'"
85 :class="{yourturn: !!vr && vr.turn == 'w'}"
86 )
87 span.time-left {{ virtualClocks[0][0] }}
88 span.time-separator(v-if="!!virtualClocks[0][1]") :
89 span.time-right(v-if="!!virtualClocks[0][1]")
90 | {{ virtualClocks[0][1] }}
91 span.split-names -
92 span.name(:class="{connected: isConnected(1)}")
93 | {{ game.players[1].name || "@nonymous" }}
94 span.time(
95 v-if="game.score=='*'"
96 :class="{yourturn: !!vr && vr.turn == 'b'}"
97 )
98 span.time-left {{ virtualClocks[1][0] }}
99 span.time-separator(v-if="!!virtualClocks[1][1]") :
100 span.time-right(v-if="!!virtualClocks[1][1]")
101 | {{ virtualClocks[1][1] }}
102 BaseGame(
103 ref="basegame"
104 :game="game"
105 @newmove="processMove"
106 )
107</template>
108
109<script>
110import BaseGame from "@/components/BaseGame.vue";
111import Chat from "@/components/Chat.vue";
112import { store } from "@/store";
113import { GameStorage } from "@/utils/gameStorage";
114import { ppt } from "@/utils/datetime";
115import { ajax } from "@/utils/ajax";
116import { extractTime } from "@/utils/timeControl";
117import { getRandString } from "@/utils/alea";
118import { getScoreMessage } from "@/utils/scoring";
119import { getFullNotation } from "@/utils/notation";
120import { getDiagram } from "@/utils/printDiagram";
121import { processModalClick } from "@/utils/modalClick";
122import { playMove, getFilteredMove } from "@/utils/playUndo";
123import { ArrayFun } from "@/utils/array";
124import params from "@/parameters";
125export default {
126 name: "my-game",
127 components: {
128 BaseGame,
129 Chat
130 },
131 data: function() {
132 return {
133 st: store.state,
134 gameRef: {
135 // rid = remote (socket) ID
136 id: "",
137 rid: ""
138 },
139 nextIds: [],
140 game: {}, //passed to BaseGame
141 // virtualClocks will be initialized from true game.clocks
142 virtualClocks: [],
143 vr: null, //"variant rules" object initialized from FEN
144 drawOffer: "",
145 people: {}, //players + observers
146 onMygames: [], //opponents (or me) on "MyGames" page
147 lastate: undefined, //used if opponent send lastate before game is ready
148 repeat: {}, //detect position repetition
149 curDiag: "", //for corr moves confirmation
150 newChat: "",
151 conn: null,
152 roomInitialized: false,
153 // If newmove has wrong index: ask fullgame again:
154 askGameTime: 0,
155 gameIsLoading: false,
156 // If asklastate got no reply, ask again:
157 gotLastate: false,
158 gotMoveIdx: -1, //last move index received
159 // If newmove got no pingback, send again:
160 opponentGotMove: false,
161 connexionString: "",
162 // Intervals from setInterval():
163 askLastate: null,
164 retrySendmove: null,
165 clockUpdate: null,
166 // Related to (killing of) self multi-connects:
167 newConnect: {},
168 killed: {}
169 };
170 },
171 watch: {
172 $route: function(to, from) {
173 if (from.params["id"] != to.params["id"]) {
174 // Change everything:
175 this.cleanBeforeDestroy();
176 let boardDiv = document.querySelector(".game");
177 if (!!boardDiv)
178 // In case of incomplete information variant:
179 boardDiv.style.visibility = "hidden";
180 this.atCreation();
181 } else {
182 // Same game ID
183 this.gameRef.id = to.params["id"];
184 this.gameRef.rid = to.query["rid"];
185 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
186 this.loadGame();
187 }
188 }
189 },
190 // NOTE: some redundant code with Hall.vue (mostly related to people array)
191 created: function() {
192 this.atCreation();
193 },
194 mounted: function() {
195 document
196 .getElementById("chatWrap")
197 .addEventListener("click", processModalClick);
198 if ("ontouchstart" in window) {
199 // Disable tooltips on smartphones:
200 document.getElementsByClassName("tooltip").forEach(elt => {
201 elt.classList.remove("tooltip");
202 });
203 }
204 },
205 beforeDestroy: function() {
206 this.cleanBeforeDestroy();
207 },
208 methods: {
209 atCreation: function() {
210 // 0] (Re)Set variables
211 this.gameRef.id = this.$route.params["id"];
212 // rid = remote ID to find an observed live game,
213 // next = next corr games IDs to navigate faster
214 // (Both might be undefined)
215 this.gameRef.rid = this.$route.query["rid"];
216 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
217 // Always add myself to players' list
218 const my = this.st.user;
219 this.$set(this.people, my.sid, { id: my.id, name: my.name });
220 this.game = {
221 players: [{ name: "" }, { name: "" }],
222 chats: [],
223 rendered: false
224 };
225 let chatComp = this.$refs["chatcomp"];
226 if (!!chatComp) chatComp.chats = [];
227 this.virtualClocks = [[0,0], [0,0]];
228 this.vr = null;
229 this.drawOffer = "";
230 this.onMygames = [];
231 this.lastate = undefined;
232 this.newChat = "";
233 this.roomInitialized = false;
234 this.askGameTime = 0;
235 this.gameIsLoading = false;
236 this.gotLastate = false;
237 this.gotMoveIdx = -1;
238 this.opponentGotMove = false;
239 this.askLastate = null;
240 this.retrySendmove = null;
241 this.clockUpdate = null;
242 this.newConnect = {};
243 this.killed = {};
244 // 1] Initialize connection
245 this.connexionString =
246 params.socketUrl +
247 "/?sid=" +
248 this.st.user.sid +
249 "&tmpId=" +
250 getRandString() +
251 "&page=" +
252 // Discard potential "/?next=[...]" for page indication:
253 encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
254 this.conn = new WebSocket(this.connexionString);
255 this.conn.onmessage = this.socketMessageListener;
256 this.conn.onclose = this.socketCloseListener;
257 // Socket init required before loading remote game:
258 const socketInit = callback => {
259 if (!!this.conn && this.conn.readyState == 1)
260 // 1 == OPEN state
261 callback();
262 else
263 // Socket not ready yet (initial loading)
264 // NOTE: it's important to call callback without arguments,
265 // otherwise first arg is Websocket object and loadGame fails.
266 this.conn.onopen = () => callback();
267 };
268 if (!this.gameRef.rid)
269 // Game stored locally or on server
270 this.loadGame(null, () => socketInit(this.roomInit));
271 else
272 // Game stored remotely: need socket to retrieve it
273 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
274 // --> It will be given when receiving "fullgame" socket event.
275 socketInit(this.loadGame);
276 },
277 cleanBeforeDestroy: function() {
278 if (!!this.askLastate)
279 clearInterval(this.askLastate);
280 if (!!this.retrySendmove)
281 clearInterval(this.retrySendmove);
282 if (!!this.clockUpdate)
283 clearInterval(this.clockUpdate);
284 this.send("disconnect");
285 },
286 roomInit: function() {
287 if (!this.roomInitialized) {
288 // Notify the room only now that I connected, because
289 // messages might be lost otherwise (if game loading is slow)
290 this.send("connect");
291 this.send("pollclients");
292 // We may ask fullgame several times if some moves are lost,
293 // but room should be init only once:
294 this.roomInitialized = true;
295 }
296 },
297 send: function(code, obj) {
298 if (!!this.conn)
299 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
300 },
301 isConnected: function(index) {
302 const player = this.game.players[index];
303 // Is it me ?
304 if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
305 // Still have to check for name (because of potential multi-accounts
306 // on same browser, although this should be rare...)
307 return (!this.st.user.name || this.st.user.name == player.name);
308 // Try to find a match in people:
309 return (
310 (
311 player.sid &&
312 Object.keys(this.people).some(sid => sid == player.sid)
313 )
314 ||
315 (
316 player.uid &&
317 Object.values(this.people).some(p => p.id == player.uid)
318 )
319 );
320 },
321 resetChatColor: function() {
322 // TODO: this is called twice, once on opening an once on closing
323 document.getElementById("chatBtn").classList.remove("somethingnew");
324 },
325 processChat: function(chat) {
326 this.send("newchat", { data: chat });
327 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
328 if (this.game.type == "corr" && this.st.user.id > 0)
329 this.updateCorrGame({ chat: chat });
330 },
331 clearChat: function() {
332 // Nothing more to do if game is live (chats not recorded)
333 if (this.game.type == "corr") {
334 if (!!this.game.mycolor)
335 ajax("/chats", "DELETE", {gid: this.game.id});
336 this.$set(this.game, "chats", []);
337 }
338 },
339 // Notify turn after a new move (to opponent and me on MyGames page)
340 notifyTurn: function(sid) {
341 const player = this.people[sid];
342 const colorIdx = this.game.players.findIndex(
343 p => p.sid == sid || p.uid == player.id);
344 const color = ["w","b"][colorIdx];
345 const movesCount = this.game.moves.length;
346 const yourTurn =
347 (color == "w" && movesCount % 2 == 0) ||
348 (color == "b" && movesCount % 2 == 1);
349 this.send("turnchange", { target: sid, yourTurn: yourTurn });
350 },
351 showNextGame: function() {
352 // Did I play in current game? If not, add it to nextIds list
353 if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
354 this.nextIds.unshift(this.game.id);
355 const nextGid = this.nextIds.pop();
356 this.$router.push(
357 "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
358 },
359 rematch: function() {
360 alert("Unimplemented yet (soon :) )");
361 // TODO: same logic as for draw, but re-click remove rematch offer (toggle)
362 },
363 askGameAgain: function() {
364 this.gameIsLoading = true;
365 const currentUrl = document.location.href;
366 const doAskGame = () => {
367 if (document.location.href != currentUrl) return; //page change
368 if (!this.gameRef.rid)
369 // This is my game: just reload.
370 this.loadGame();
371 else
372 // Just ask fullgame again (once!), this is much simpler.
373 // If this fails, the user could just reload page :/
374 this.send("askfullgame", { target: this.gameRef.rid });
375 };
376 // Delay of at least 2s between two game requests
377 const now = Date.now();
378 const delay = Math.max(2000 - (now - this.askGameTime), 0);
379 this.askGameTime = now;
380 setTimeout(doAskGame, delay);
381 },
382 socketMessageListener: function(msg) {
383 if (!this.conn) return;
384 const data = JSON.parse(msg.data);
385 switch (data.code) {
386 case "pollclients":
387 data.sockIds.forEach(sid => {
388 if (sid != this.st.user.sid)
389 this.send("askidentity", { target: sid });
390 });
391 break;
392 case "connect":
393 if (!this.people[data.from]) {
394 this.newConnect[data.from] = true; //for self multi-connects tests
395 this.send("askidentity", { target: data.from });
396 }
397 break;
398 case "disconnect":
399 this.$delete(this.people, data.from);
400 break;
401 case "mconnect": {
402 // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
403 // Either me (another tab) or opponent
404 const sid = data.from;
405 if (!this.onMygames.some(s => s == sid))
406 {
407 this.onMygames.push(sid);
408 this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
409 }
410 break;
411 if (!this.people[sid])
412 this.send("askidentity", { target: sid });
413 }
414 case "mdisconnect":
415 ArrayFun.remove(this.onMygames, sid => sid == data.from);
416 break;
417 case "killed":
418 // I logged in elsewhere:
419 this.conn = null;
420 alert(this.st.tr["New connexion detected: tab now offline"]);
421 break;
422 case "askidentity": {
423 // Request for identification
424 const me = {
425 // Decompose to avoid revealing email
426 name: this.st.user.name,
427 sid: this.st.user.sid,
428 id: this.st.user.id
429 };
430 this.send("identity", { data: me, target: data.from });
431 break;
432 }
433 case "identity": {
434 const user = data.data;
435 this.$set(this.people, user.sid, { name: user.name, id: user.id });
436 // If I multi-connect, kill current connexion if no mark (I'm older)
437 if (this.newConnect[user.sid]) {
438 if (
439 user.id > 0 &&
440 user.id == this.st.user.id &&
441 user.sid != this.st.user.sid &&
442 !this.killed[this.st.user.sid]
443 ) {
444 this.send("killme", { sid: this.st.user.sid });
445 this.killed[this.st.user.sid] = true;
446 }
447 delete this.newConnect[user.sid];
448 }
449 if (!this.killed[this.st.user.sid]) {
450 // Ask potentially missed last state, if opponent and I play
451 if (
452 !!this.game.mycolor &&
453 this.game.type == "live" &&
454 this.game.score == "*" &&
455 this.game.players.some(p => p.sid == user.sid)
456 ) {
457 this.send("asklastate", { target: user.sid });
458 let counter = 1;
459 this.askLastate = setInterval(
460 () => {
461 // Ask at most 3 times:
462 // if no reply after that there should be a network issue.
463 if (
464 counter < 3 &&
465 !this.gotLastate &&
466 !!this.people[user.sid]
467 ) {
468 this.send("asklastate", { target: user.sid });
469 counter++;
470 } else {
471 clearInterval(this.askLastate);
472 }
473 },
474 1500
475 );
476 }
477 }
478 break;
479 }
480 case "askgame":
481 // Send current (live) game if not asked by any of the players
482 if (
483 this.game.type == "live" &&
484 this.game.players.every(p => p.sid != data.from[0])
485 ) {
486 const myGame = {
487 id: this.game.id,
488 fen: this.game.fen,
489 players: this.game.players,
490 vid: this.game.vid,
491 cadence: this.game.cadence,
492 score: this.game.score,
493 rid: this.st.user.sid //useful in Hall if I'm an observer
494 };
495 this.send("game", { data: myGame, target: data.from });
496 }
497 break;
498 case "askfullgame":
499 const gameToSend = Object.keys(this.game)
500 .filter(k =>
501 [
502 "id","fen","players","vid","cadence","fenStart","vname",
503 "moves","clocks","initime","score","drawOffer"
504 ].includes(k))
505 .reduce(
506 (obj, k) => {
507 obj[k] = this.game[k];
508 return obj;
509 },
510 {}
511 );
512 this.send("fullgame", { data: gameToSend, target: data.from });
513 break;
514 case "fullgame":
515 // Callback "roomInit" to poll clients only after game is loaded
516 this.loadGame(data.data, this.roomInit);
517 break;
518 case "asklastate":
519 // Sending informative last state if I played a move or score != "*"
520 if (
521 (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
522 this.game.score != "*" ||
523 this.drawOffer == "sent"
524 ) {
525 // Send our "last state" informations to opponent
526 const L = this.game.moves.length;
527 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
528 const myLastate = {
529 lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
530 clock: this.game.clocks[myIdx],
531 // Since we played a move (or abort or resign),
532 // only drawOffer=="sent" is possible
533 drawSent: this.drawOffer == "sent",
534 score: this.game.score,
535 movesCount: L,
536 initime: this.game.initime[1 - myIdx] //relevant only if I played
537 };
538 this.send("lastate", { data: myLastate, target: data.from });
539 } else {
540 this.send("lastate", { data: {nothing: true}, target: data.from });
541 }
542 break;
543 case "lastate": {
544 // Got opponent infos about last move
545 this.gotLastate = true;
546 if (!data.data.nothing) {
547 this.lastate = data.data;
548 if (this.game.rendered)
549 // Game is rendered (Board component)
550 this.processLastate();
551 // Else: will be processed when game is ready
552 }
553 break;
554 }
555 case "newmove": {
556 const movePlus = data.data;
557 const movesCount = this.game.moves.length;
558 if (movePlus.index > movesCount) {
559 // This can only happen if I'm an observer and missed a move.
560 if (this.gotMoveIdx < movePlus.index)
561 this.gotMoveIdx = movePlus.index;
562 if (!this.gameIsLoading) this.askGameAgain();
563 }
564 else {
565 if (
566 movePlus.index < movesCount ||
567 this.gotMoveIdx >= movePlus.index
568 ) {
569 // Opponent re-send but we already have the move:
570 // (maybe he didn't receive our pingback...)
571 this.send("gotmove", {data: movePlus.index, target: data.from});
572 } else {
573 this.gotMoveIdx = movePlus.index;
574 const receiveMyMove = (movePlus.color == this.game.mycolor);
575 if (!receiveMyMove && !!this.game.mycolor)
576 // Notify opponent that I got the move:
577 this.send("gotmove", {data: movePlus.index, target: data.from});
578 if (movePlus.cancelDrawOffer) {
579 // Opponent refuses draw
580 this.drawOffer = "";
581 // NOTE for corr games: drawOffer reset by player in turn
582 if (
583 this.game.type == "live" &&
584 !!this.game.mycolor &&
585 !receiveMyMove
586 ) {
587 GameStorage.update(this.gameRef.id, { drawOffer: "" });
588 }
589 }
590 this.$refs["basegame"].play(movePlus.move, "received", null, true);
591 this.processMove(
592 movePlus.move,
593 {
594 clock: movePlus.clock,
595 receiveMyMove: receiveMyMove
596 }
597 );
598 }
599 }
600 break;
601 }
602 case "gotmove": {
603 this.opponentGotMove = true;
604 // Now his clock starts running:
605 const oppIdx = ['w','b'].indexOf(this.vr.turn);
606 this.game.initime[oppIdx] = Date.now();
607 this.re_setClocks();
608 break;
609 }
610 case "resign":
611 const score = data.side == "b" ? "1-0" : "0-1";
612 const side = data.side == "w" ? "White" : "Black";
613 this.gameOver(score, side + " surrender");
614 break;
615 case "abort":
616 this.gameOver("?", "Stop");
617 break;
618 case "draw":
619 this.gameOver("1/2", data.data);
620 break;
621 case "drawoffer":
622 // NOTE: observers don't know who offered draw
623 this.drawOffer = "received";
624 break;
625 case "newchat":
626 this.newChat = data.data;
627 if (!document.getElementById("modalChat").checked)
628 document.getElementById("chatBtn").classList.add("somethingnew");
629 break;
630 }
631 },
632 socketCloseListener: function() {
633 this.conn = new WebSocket(this.connexionString);
634 this.conn.addEventListener("message", this.socketMessageListener);
635 this.conn.addEventListener("close", this.socketCloseListener);
636 },
637 updateCorrGame: function(obj, callback) {
638 ajax(
639 "/games",
640 "PUT",
641 {
642 gid: this.gameRef.id,
643 newObj: obj
644 },
645 () => {
646 if (!!callback) callback();
647 }
648 );
649 },
650 // lastate was received, but maybe game wasn't ready yet:
651 processLastate: function() {
652 const data = this.lastate;
653 this.lastate = undefined; //security...
654 const L = this.game.moves.length;
655 if (data.movesCount > L) {
656 // Just got last move from him
657 this.$refs["basegame"].play(data.lastMove, "received", null, true);
658 this.processMove(data.lastMove, { clock: data.clock });
659 }
660 if (data.drawSent) this.drawOffer = "received";
661 if (data.score != "*") {
662 this.drawOffer = "";
663 if (this.game.score == "*")
664 // TODO: also pass scoreMsg in lastate
665 this.gameOver(data.score);
666 }
667 },
668 clickDraw: function() {
669 if (!this.game.mycolor) return; //I'm just spectator
670 if (["received", "threerep"].includes(this.drawOffer)) {
671 if (!confirm(this.st.tr["Accept draw?"])) return;
672 const message =
673 this.drawOffer == "received"
674 ? "Mutual agreement"
675 : "Three repetitions";
676 this.send("draw", { data: message });
677 this.gameOver("1/2", message);
678 } else if (this.drawOffer == "") {
679 // No effect if drawOffer == "sent"
680 if (this.game.mycolor != this.vr.turn) {
681 alert(this.st.tr["Draw offer only in your turn"]);
682 return;
683 }
684 if (!confirm(this.st.tr["Offer draw?"])) return;
685 this.drawOffer = "sent";
686 this.send("drawoffer");
687 if (this.game.type == "live") {
688 GameStorage.update(
689 this.gameRef.id,
690 { drawOffer: this.game.mycolor }
691 );
692 } else this.updateCorrGame({ drawOffer: this.game.mycolor });
693 }
694 },
695 abortGame: function() {
696 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
697 this.gameOver("?", "Stop");
698 this.send("abort");
699 },
700 resign: function() {
701 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
702 return;
703 this.send("resign", { data: this.game.mycolor });
704 const score = this.game.mycolor == "w" ? "0-1" : "1-0";
705 const side = this.game.mycolor == "w" ? "White" : "Black";
706 this.gameOver(score, side + " surrender");
707 },
708 // 3 cases for loading a game:
709 // - from indexedDB (running or completed live game I play)
710 // - from server (one correspondance game I play[ed] or not)
711 // - from remote peer (one live game I don't play, finished or not)
712 loadGame: function(game, callback) {
713 const afterRetrieval = async game => {
714 const vModule = await import("@/variants/" + game.vname + ".js");
715 window.V = vModule.VariantRules;
716 this.vr = new V(game.fen);
717 const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
718 const tc = extractTime(game.cadence);
719 const myIdx = game.players.findIndex(p => {
720 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
721 });
722 const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
723 if (!game.chats) game.chats = []; //live games don't have chat history
724 if (gtype == "corr") {
725 if (game.players[0].color == "b") {
726 // Adopt the same convention for live and corr games: [0] = white
727 [game.players[0], game.players[1]] = [
728 game.players[1],
729 game.players[0]
730 ];
731 }
732 // NOTE: clocks in seconds, initime in milliseconds
733 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
734 game.clocks = [tc.mainTime, tc.mainTime];
735 const L = game.moves.length;
736 if (game.score == "*") {
737 // Set clocks + initime
738 game.initime = [0, 0];
739 if (L >= 1) {
740 const gameLastupdate = game.moves[L-1].played;
741 game.initime[L % 2] = gameLastupdate;
742 if (L >= 2) {
743 game.clocks[L % 2] =
744 tc.mainTime - (Date.now() - gameLastupdate) / 1000;
745 }
746 }
747 }
748 // Sort chat messages from newest to oldest
749 game.chats.sort((c1, c2) => {
750 return c2.added - c1.added;
751 });
752 if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
753 // Did a chat message arrive after my last move?
754 let dtLastMove = 0;
755 if (L == 1 && myIdx == 0)
756 dtLastMove = game.moves[0].played;
757 else if (L >= 2) {
758 if (L % 2 == 0) {
759 // It's now white turn
760 dtLastMove = game.moves[L-1-(1-myIdx)].played;
761 } else {
762 // Black turn:
763 dtLastMove = game.moves[L-1-myIdx].played;
764 }
765 }
766 if (dtLastMove < game.chats[0].added)
767 document.getElementById("chatBtn").classList.add("somethingnew");
768 }
769 // Now that we used idx and played, re-format moves as for live games
770 game.moves = game.moves.map(m => m.squares);
771 }
772 if (gtype == "live" && game.clocks[0] < 0) {
773 // Game is unstarted
774 game.clocks = [tc.mainTime, tc.mainTime];
775 if (game.score == "*") {
776 game.initime[0] = Date.now();
777 if (myIdx >= 0) {
778 // I play in this live game; corr games don't have clocks+initime
779 GameStorage.update(game.id, {
780 clocks: game.clocks,
781 initime: game.initime
782 });
783 }
784 }
785 }
786 if (!!game.drawOffer) {
787 if (game.drawOffer == "t")
788 // Three repetitions
789 this.drawOffer = "threerep";
790 else {
791 // Draw offered by any of the players:
792 if (myIdx < 0) this.drawOffer = "received";
793 else {
794 // I play in this game:
795 if (
796 (game.drawOffer == "w" && myIdx == 0) ||
797 (game.drawOffer == "b" && myIdx == 1)
798 )
799 this.drawOffer = "sent";
800 else this.drawOffer = "received";
801 }
802 }
803 }
804 this.repeat = {}; //reset: scan past moves' FEN:
805 let repIdx = 0;
806 let vr_tmp = new V(game.fenStart);
807 let curTurn = "n";
808 game.moves.forEach(m => {
809 playMove(m, vr_tmp);
810 const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
811 this.repeat[fenIdx] = this.repeat[fenIdx]
812 ? this.repeat[fenIdx] + 1
813 : 1;
814 });
815 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
816 this.game = Object.assign(
817 // NOTE: assign mycolor here, since BaseGame could also be VS computer
818 {
819 type: gtype,
820 increment: tc.increment,
821 mycolor: mycolor,
822 // opponent sid not strictly required (or available), but easier
823 // at least oppsid or oppid is available anyway:
824 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
825 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
826 },
827 game,
828 );
829 if (this.gameIsLoading)
830 // Re-load game because we missed some moves:
831 // artificially reset BaseGame (required if moves arrived in wrong order)
832 this.$refs["basegame"].re_setVariables();
833 else {
834 // Initial loading:
835 this.gotMoveIdx = game.moves.length - 1;
836 // If we arrive here after 'nextGame' action, the board might be hidden
837 let boardDiv = document.querySelector(".game");
838 if (!!boardDiv && boardDiv.style.visibility == "hidden")
839 boardDiv.style.visibility = "visible";
840 }
841 this.re_setClocks();
842 this.$nextTick(() => {
843 this.game.rendered = true;
844 // Did lastate arrive before game was rendered?
845 if (this.lastate) this.processLastate();
846 });
847 if (this.gameIsLoading) {
848 this.gameIsLoading = false;
849 if (this.gotMoveIdx >= game.moves.length)
850 // Some moves arrived meanwhile...
851 this.askGameAgain();
852 }
853 if (!!callback) callback();
854 };
855 if (!!game) {
856 afterRetrieval(game);
857 return;
858 }
859 if (this.gameRef.rid) {
860 // Remote live game: forgetting about callback func... (TODO: design)
861 this.send("askfullgame", { target: this.gameRef.rid });
862 } else {
863 // Local or corr game on server.
864 // NOTE: afterRetrieval() is never called if game not found
865 const gid = this.gameRef.id;
866 if (Number.isInteger(gid) || !isNaN(parseInt(gid))) {
867 // corr games identifiers are integers
868 ajax("/games", "GET", { gid: gid }, res => {
869 let g = res.game;
870 g.moves.forEach(m => {
871 m.squares = JSON.parse(m.squares);
872 });
873 afterRetrieval(g);
874 });
875 }
876 else
877 // Local game
878 GameStorage.get(this.gameRef.id, afterRetrieval);
879 }
880 },
881 re_setClocks: function() {
882 if (this.game.moves.length < 2 || this.game.score != "*") {
883 // 1st move not completed yet, or game over: freeze time
884 this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
885 return;
886 }
887 const currentTurn = this.vr.turn;
888 const currentMovesCount = this.game.moves.length;
889 const colorIdx = ["w", "b"].indexOf(currentTurn);
890 let countdown =
891 this.game.clocks[colorIdx] -
892 (Date.now() - this.game.initime[colorIdx]) / 1000;
893 this.virtualClocks = [0, 1].map(i => {
894 const removeTime =
895 i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
896 return ppt(this.game.clocks[i] - removeTime).split(':');
897 });
898 this.clockUpdate = setInterval(
899 () => {
900 if (
901 countdown < 0 ||
902 this.game.moves.length > currentMovesCount ||
903 this.game.score != "*"
904 ) {
905 clearInterval(this.clockUpdate);
906 if (countdown < 0)
907 this.gameOver(
908 currentTurn == "w" ? "0-1" : "1-0",
909 "Time"
910 );
911 } else
912 this.$set(
913 this.virtualClocks,
914 colorIdx,
915 ppt(Math.max(0, --countdown)).split(':')
916 );
917 },
918 1000
919 );
920 },
921 // Update variables and storage after a move:
922 processMove: function(move, data) {
923 if (!data) data = {};
924 const moveCol = this.vr.turn;
925 const doProcessMove = () => {
926 const colorIdx = ["w", "b"].indexOf(moveCol);
927 const nextIdx = 1 - colorIdx;
928 const origMovescount = this.game.moves.length;
929 let addTime = 0; //for live games
930 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
931 if (this.drawOffer == "received")
932 // I refuse draw
933 this.drawOffer = "";
934 if (this.game.type == "live" && origMovescount >= 2) {
935 const elapsed = Date.now() - this.game.initime[colorIdx];
936 // elapsed time is measured in milliseconds
937 addTime = this.game.increment - elapsed / 1000;
938 }
939 }
940 // Update current game object:
941 playMove(move, this.vr);
942 // The move is played: stop clock
943 clearInterval(this.clockUpdate);
944 if (!data.score) {
945 // Received move, score has not been computed in BaseGame (!!noemit)
946 const score = this.vr.getCurrentScore();
947 if (score != "*") this.gameOver(score);
948 }
949// TODO: notifyTurn: "changeturn" message
950 this.game.moves.push(move);
951 this.game.fen = this.vr.getFen();
952 if (this.game.type == "live") {
953 if (!!data.clock) this.game.clocks[colorIdx] = data.clock;
954 else this.game.clocks[colorIdx] += addTime;
955 }
956 // In corr games, just reset clock to mainTime:
957 else {
958 this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
959 }
960 // NOTE: opponent's initime is reset after "gotmove" is received
961 if (
962 !this.game.mycolor ||
963 moveCol != this.game.mycolor ||
964 !!data.receiveMyMove
965 ) {
966 this.game.initime[nextIdx] = Date.now();
967 }
968 // If repetition detected, consider that a draw offer was received:
969 const fenObj = this.vr.getFenForRepeat();
970 this.repeat[fenObj] =
971 !!this.repeat[fenObj]
972 ? this.repeat[fenObj] + 1
973 : 1;
974 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
975 else if (this.drawOffer == "threerep") this.drawOffer = "";
976 if (!!this.game.mycolor && !data.receiveMyMove) {
977 // NOTE: 'var' to see that variable outside this block
978 var filtered_move = getFilteredMove(move);
979 }
980 // Since corr games are stored at only one location, update should be
981 // done only by one player for each move:
982 if (
983 !!this.game.mycolor &&
984 !data.receiveMyMove &&
985 (this.game.type == "live" || moveCol == this.game.mycolor)
986 ) {
987 let drawCode = "";
988 switch (this.drawOffer) {
989 case "threerep":
990 drawCode = "t";
991 break;
992 case "sent":
993 drawCode = this.game.mycolor;
994 break;
995 case "received":
996 drawCode = V.GetOppCol(this.game.mycolor);
997 break;
998 }
999 if (this.game.type == "corr") {
1000 // corr: only move, fen and score
1001 this.updateCorrGame({
1002 fen: this.game.fen,
1003 move: {
1004 squares: filtered_move,
1005 played: Date.now(),
1006 idx: origMovescount
1007 },
1008 // Code "n" for "None" to force reset (otherwise it's ignored)
1009 drawOffer: drawCode || "n"
1010 });
1011 }
1012 else {
1013 const updateStorage = () => {
1014 GameStorage.update(this.gameRef.id, {
1015 fen: this.game.fen,
1016 move: filtered_move,
1017 moveIdx: origMovescount,
1018 clocks: this.game.clocks,
1019 initime: this.game.initime,
1020 drawOffer: drawCode
1021 });
1022 };
1023 // The active tab can update storage immediately
1024 if (!document.hidden) updateStorage();
1025 // Small random delay otherwise
1026 else setTimeout(updateStorage, 500 + 1000 * Math.random());
1027 }
1028 }
1029 // Send move ("newmove" event) to people in the room (if our turn)
1030 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1031 let sendMove = {
1032 move: filtered_move,
1033 index: origMovescount,
1034 // color is required to check if this is my move (if several tabs opened)
1035 color: moveCol,
1036 cancelDrawOffer: this.drawOffer == ""
1037 };
1038 if (this.game.type == "live")
1039 sendMove["clock"] = this.game.clocks[colorIdx];
1040 this.opponentGotMove = false;
1041 this.send("newmove", {data: sendMove});
1042 // If the opponent doesn't reply gotmove soon enough, re-send move:
1043 // Do this at most 2 times, because mpore would mean network issues,
1044 // opponent would then be expected to disconnect/reconnect.
1045 let counter = 1;
1046 const currentUrl = document.location.href;
1047 this.retrySendmove = setInterval(
1048 () => {
1049 if (
1050 counter >= 3 ||
1051 this.opponentGotMove ||
1052 document.location.href != currentUrl //page change
1053 ) {
1054 clearInterval(this.retrySendmove);
1055 return;
1056 }
1057 let oppsid = this.game.players[nextIdx].sid;
1058 if (!oppsid) {
1059 oppsid = Object.keys(this.people).find(
1060 sid => this.people[sid].id == this.game.players[nextIdx].uid
1061 );
1062 }
1063 if (!oppsid || !this.people[oppsid])
1064 // Opponent is disconnected: he'll ask last state
1065 clearInterval(this.retrySendmove);
1066 else {
1067 this.send("newmove", { data: sendMove, target: oppsid });
1068 counter++;
1069 }
1070 },
1071 1500
1072 );
1073 }
1074 else
1075 // Not my move or I'm an observer: just start other player's clock
1076 this.re_setClocks();
1077 };
1078 if (
1079 this.game.type == "corr" &&
1080 moveCol == this.game.mycolor &&
1081 !data.receiveMyMove
1082 ) {
1083 const afterSetScore = () => {
1084 doProcessMove();
1085 if (this.st.settings.gotonext && this.nextIds.length > 0)
1086 this.showNextGame();
1087 else {
1088 // The board might have been hidden:
1089 let boardDiv = document.querySelector(".game");
1090 if (boardDiv.style.visibility == "hidden")
1091 boardDiv.style.visibility = "visible";
1092 }
1093 };
1094 if (["all","byrow"].includes(V.ShowMoves)) {
1095 let el = document.querySelector("#buttonsConfirm > .acceptBtn");
1096 // We may play several moves in a row: in case of, remove listener:
1097 let elClone = el.cloneNode(true);
1098 el.parentNode.replaceChild(elClone, el);
1099 elClone.addEventListener(
1100 "click",
1101 () => {
1102 document.getElementById("modalConfirm").checked = false;
1103 if (!!data.score && data.score != "*")
1104 // Set score first
1105 this.gameOver(data.score, null, afterSetScore);
1106 else afterSetScore();
1107 }
1108 );
1109 // PlayOnBoard is enough, and more appropriate for Synchrone Chess
1110 V.PlayOnBoard(this.vr.board, move);
1111 const position = this.vr.getBaseFen();
1112 V.UndoOnBoard(this.vr.board, move);
1113 this.curDiag = getDiagram({
1114 position: position,
1115 orientation: V.CanFlip ? this.game.mycolor : "w"
1116 });
1117 document.getElementById("modalConfirm").checked = true;
1118 } else {
1119 // Incomplete information: just ask confirmation
1120 // Hide the board, because otherwise it could be revealed (TODO?)
1121 let boardDiv = document.querySelector(".game");
1122 boardDiv.style.visibility = "hidden";
1123 if (
1124 !confirm(
1125 this.st.tr["Move played:"] + " " +
1126 getFullNotation(move) + "\n" +
1127 this.st.tr["Are you sure?"]
1128 )
1129 ) {
1130 this.$refs["basegame"].cancelLastMove();
1131 boardDiv.style.visibility = "visible";
1132 return;
1133 }
1134 if (!!data.score && data.score != "*")
1135 this.gameOver(data.score, null, afterSetScore);
1136 else afterSetScore();
1137 }
1138 }
1139 else {
1140 // Normal situation
1141 if (!!data.score && data.score != "*")
1142 this.gameOver(data.score, null, doProcessMove);
1143 else doProcessMove();
1144 }
1145 },
1146 cancelMove: function() {
1147 document.getElementById("modalConfirm").checked = false;
1148 this.$refs["basegame"].cancelLastMove();
1149 },
1150 // In corr games, callback to change page only after score is set:
1151 gameOver: function(score, scoreMsg, callback) {
1152 this.game.score = score;
1153 if (!scoreMsg) scoreMsg = getScoreMessage(score);
1154 this.$set(this.game, "scoreMsg", scoreMsg);
1155 const myIdx = this.game.players.findIndex(p => {
1156 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
1157 });
1158 if (myIdx >= 0) {
1159 // OK, I play in this game
1160 const scoreObj = {
1161 score: score,
1162 scoreMsg: scoreMsg
1163 };
1164 if (this.game.type == "live") {
1165 GameStorage.update(this.gameRef.id, scoreObj);
1166 if (!!callback) callback();
1167 }
1168 else this.updateCorrGame(scoreObj, callback);
1169 // Notify the score to main Hall. TODO: only one player (currently double send)
1170 this.send("result", { gid: this.game.id, score: score });
1171 }
1172 else if (!!callback) callback();
1173 }
1174 }
1175};
1176</script>
1177
1178<style lang="sass" scoped>
1179.connected
1180 background-color: lightgreen
1181
1182#participants
1183 margin-left: 5px
1184
1185.anonymous
1186 color: grey
1187 font-style: italic
1188
1189#playersInfo > p
1190 margin: 0
1191
1192@media screen and (min-width: 768px)
1193 #actions
1194 width: 300px
1195@media screen and (max-width: 767px)
1196 .game
1197 width: 100%
1198
1199#actions
1200 display: inline-block
1201 margin: 0
1202
1203button
1204 display: inline-block
1205 margin: 0
1206 display: inline-flex
1207 img
1208 height: 24px
1209 display: flex
1210 @media screen and (max-width: 767px)
1211 height: 18px
1212
1213@media screen and (max-width: 767px)
1214 #aboveBoard
1215 text-align: center
1216@media screen and (min-width: 768px)
1217 #aboveBoard
1218 margin-left: 30%
1219
1220.variant-cadence
1221 padding-right: 10px
1222
1223.variant-name
1224 font-weight: bold
1225 padding-right: 10px
1226
1227span#nextGame
1228 background-color: #edda99
1229 cursor: pointer
1230 display: inline-block
1231 margin-right: 10px
1232
1233span.name
1234 font-size: 1.5rem
1235 padding: 0 3px
1236
1237span.time
1238 font-size: 2rem
1239 display: inline-block
1240 .time-left
1241 margin-left: 10px
1242 .time-right
1243 margin-left: 5px
1244 .time-separator
1245 margin-left: 5px
1246 position: relative
1247 top: -1px
1248
1249span.yourturn
1250 color: #831B1B
1251 .time-separator
1252 animation: blink-animation 2s steps(3, start) infinite
1253@keyframes blink-animation
1254 to
1255 visibility: hidden
1256
1257.split-names
1258 display: inline-block
1259 margin: 0 15px
1260
1261#chatWrap > .card
1262 padding-top: 20px
1263 max-width: 767px
1264 border: none
1265
1266#confirmDiv > .card
1267 max-width: 767px
1268 max-height: 100%
1269
1270.draw-sent, .draw-sent:hover
1271 background-color: lightyellow
1272
1273.draw-received, .draw-received:hover
1274 background-color: lightgreen
1275
1276.draw-threerep, .draw-threerep:hover
1277 background-color: #e4d1fc
1278
1279.somethingnew
1280 background-color: #c5fefe
1281
1282.diagram
1283 margin: 0 auto
1284 max-width: 400px
1285 // width: 100% required for Firefox
1286 width: 100%
1287
1288#buttonsConfirm
1289 margin: 0
1290 & > button > span
1291 width: 100%
1292 text-align: center
1293
1294button.acceptBtn
1295 background-color: lightgreen
1296button.refuseBtn
1297 background-color: red
1298</style>