Start thinking about game page (then problems, then launch website ?)
[vchess.git] / client / src / views / Game.vue
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
4 quand 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)
6 ensuite quand qqun se deco il suffit d'écouter "disconnect"
7 pareil 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="variant.name" :analyze="analyze"
20 :vr="vr" :fen-start="fenStart" :players="players" :mycolor="mycolor"
21 ref="basegame" @newmove="processMove")
22 .button-group(v-if="mode!='analyze'")
23 button(@click="offerDraw") Draw
24 button(@click="abortGame") Abort
25 button(@click="resign") Resign
26 div(v-if="mode=='corr'")
27 textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
28 div(v-show="cursor>=0") {{ moves[cursor].message }}
29 </template>
30
31 <script>
32 import Board from "@/components/Board.vue";
33 //import Chat from "@/components/Chat.vue";
34 //import MoveList from "@/components/MoveList.vue";
35 import { store } from "@/store";
36
37 export default {
38 name: 'my-game',
39 components: {
40 BaseGame,
41 },
42 // gameId: to find the game in storage (assumption: it exists)
43 // mode: "live" or "corr" (correspondance game), or "analyze"
44 // gameRef in URL hash (listen for changes)
45 data: function() {
46 return {
47 st: store.state,
48 // variables passed to BaseGame:
49 fenStart: "",
50 vr: null,
51 players: ["Myself","Computer"], //always playing white for now
52 mycolor: "w",
53 ////////////
54 gid: "", //given in URL
55 mode: "live", //or "corr"
56 variant: {}, //TODO
57 myname: store.state.user.name, //may be anonymous (thus no name)
58 drawOfferSent: false, //did I just ask for draw?
59 opponents: [], //filled later (potentially 2 or 3 opponents)
60 people: [], //observers
61 };
62 },
63 computed: {
64 analyze: function() {
65 return this.mode == "analyze";
66 },
67 },
68 watch: {
69 // TODO: watch URL instead
70 gid: function() {
71 this.launchGame();
72 },
73 },
74 // Modal end of game, and then sub-components
75 created: function() {
76 // TODO: look for game in storage, if found then:
77 //this.launchGame();
78 // TODO: if I'm one of the players in game, then:
79 // Send ping to server (answer pong if opponent[s] is connected)
80 if (true && !!this.conn && !!this.gameRef)
81 {
82 this.conn.onopen = () => {
83 this.conn.send(JSON.stringify({
84 code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
85 };
86 }
87 // TODO: also handle "draw accepted" (use opponents array?)
88 // --> must give this info also when sending lastState...
89 // and, if all players agree then OK draw (end game ...etc)
90 const socketMessageListener = msg => {
91 const data = JSON.parse(msg.data);
92 let L = undefined;
93 switch (data.code)
94 {
95 case "newmove": //..he played!
96 this.play(data.move, this.variant.name!="Dark" ? "animate" : null);
97 break;
98 case "pong": //received if we sent a ping (game still alive on our side)
99 if (this.gameRef.id != data.gameId)
100 break; //games IDs don't match: definitely over...
101 this.oppConnected = true;
102 // Send our "last state" informations to opponent(s)
103 L = this.vr.moves.length;
104 Object.keys(this.opponents).forEach(oid => {
105 this.conn.send(JSON.stringify({
106 code: "lastate",
107 oppid: oid,
108 gameId: this.gameRef.id,
109 lastMove: (L>0?this.vr.moves[L-1]:undefined),
110 movesCount: L,
111 }));
112 });
113 break;
114 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
115 case "lastate": //got opponent infos about last move
116 L = this.vr.moves.length;
117 if (this.gameRef.id != data.gameId)
118 break; //games IDs don't match: nothing we can do...
119 // OK, opponent still in game (which might be over)
120 if (this.score != "*")
121 {
122 // We finished the game (any result possible)
123 this.conn.send(JSON.stringify({
124 code: "lastate",
125 oppid: data.oppid,
126 gameId: this.gameRef.id,
127 score: this.score,
128 }));
129 }
130 else if (!!data.score) //opponent finished the game
131 this.endGame(data.score);
132 else if (data.movesCount < L)
133 {
134 // We must tell last move to opponent
135 this.conn.send(JSON.stringify({
136 code: "lastate",
137 oppid: this.opponent.id,
138 gameId: this.gameRef.id,
139 lastMove: this.vr.moves[L-1],
140 movesCount: L,
141 }));
142 }
143 else if (data.movesCount > L) //just got last move from him
144 this.play(data.lastMove, "animate");
145 break;
146 case "resign": //..you won!
147 this.endGame(this.mycolor=="w"?"1-0":"0-1");
148 break;
149 // TODO: also use (dis)connect info to count online players?
150 case "gameconnect":
151 case "gamedisconnect":
152 if (this.mode=="human")
153 {
154 const online = (data.code == "connect");
155 // If this is an opponent ?
156 if (!!this.opponents[data.id])
157 this.opponents[data.id].online = online;
158 else
159 {
160 // Or an observer ?
161 if (!online)
162 delete this.people[data.id];
163 else
164 this.people[data.id] = data.name;
165 }
166 }
167 break;
168 }
169 };
170 const socketCloseListener = () => {
171 this.conn.addEventListener('message', socketMessageListener);
172 this.conn.addEventListener('close', socketCloseListener);
173 };
174 if (!!this.conn)
175 {
176 this.conn.onmessage = socketMessageListener;
177 this.conn.onclose = socketCloseListener;
178 }
179 },
180 // dans variant.js (plutôt room.js) conn gère aussi les challenges
181 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
182 methods: {
183 offerDraw: function() {
184 if (!confirm("Offer draw?"))
185 return;
186 // Stay in "draw offer sent" state until next move is played
187 this.drawOfferSent = true;
188 if (this.subMode == "corr")
189 {
190 // TODO: set drawOffer on in game (how ?)
191 }
192 else //live game
193 {
194 this.opponents.forEach(o => {
195 if (!!o.online)
196 {
197 try {
198 this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
199 } catch (INVALID_STATE_ERR) {
200 return;
201 }
202 }
203 });
204 }
205 },
206 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
207 receiveDrawOffer: function() {
208 //if (...)
209 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
210 // if accept: send message "draw"
211 },
212 abortGame: function() {
213 if (!confirm("Abort the game?"))
214 return;
215 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
216 //send message: "gameOver" avec score "?"
217 },
218 resign: function(e) {
219 if (!confirm("Resign the game?"))
220 return;
221 if (this.mode == "human" && this.oppConnected(this.oppid))
222 {
223 try {
224 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
225 } catch (INVALID_STATE_ERR) {
226 return;
227 }
228 }
229 this.endGame(this.mycolor=="w"?"0-1":"1-0");
230 },
231 launchGame: async function() {
232 const vModule = await import("@/variants/" + this.variant.name + ".js");
233 window.V = vModule.VariantRules;
234 this.loadGame(this.gid);
235 },
236 loadGame: function(gid) {
237 // TODO: ask game to remote peer if this.remoteId is set
238 // (or just if game not found locally)
239 // NOTE: if it's a corr game, ask it from server
240 const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank
241 this.opponent.id = game.oppid; //opponent ID in case of running HH game
242 this.opponent.name = game.oppname; //maye be blank (if anonymous)
243 this.score = game.score;
244 this.mycolor = game.mycolor;
245 this.fenStart = game.fenStart;
246 this.moves = game.moves;
247 this.cursor = game.moves.length-1;
248 this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
249 },
250 oppConnected: function(uid) {
251 return this.opponents.any(o => o.id == uidi && o.online);
252 },
253 },
254 };
255 </script>