Add some thoughts on Game view
[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(:game="game" :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 BaseGame from "@/components/BaseGame.vue";
33 //import Chat from "@/components/Chat.vue";
34 //import MoveList from "@/components/MoveList.vue";
35 import { store } from "@/store";
36 import { GameStorage } from "@/utils/storage";
37
38 export default {
39 name: 'my-game',
40 components: {
41 BaseGame,
42 },
43 // gameRef: to find the game in (potentially remote) storage
44 // mode: "live" or "corr" (correspondance game), or "analyze"
45 data: function() {
46 return {
47 st: store.state,
48 gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID)
49 game: null, //passed to BaseGame
50 drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
51 people: [], //potential observers (TODO)
52 };
53 },
54 computed: {
55 analyze: function() {
56 return this.mode == "analyze";
57 },
58 },
59 watch: {
60 '$route' (to, from) {
61 this.gameRef.id = to.params["id"];
62 this.gameRef.rid = to.query["rid"];
63 this.loadGame();
64 },
65 },
66 created: function() {
67 if (!!this.$route.params["id"])
68 {
69 this.gameRef.id = this.$route.params["id"];
70 this.gameRef.rid = this.$route.query["rid"];
71 this.loadGame();
72 }
73 // TODO: how to know who is observing ? Send message to everyone with game ID ?
74 // and then just listen to (dis)connect events
75
76
77 // server always send "connect on " + URL ; then add to observers if game...
78 // detect multiple tabs connected (when connect ask server if my SID is already in use)
79 // router when access a game page tell to server I joined + game ID (no need rid)
80 // and ask server for current joined (= observers)
81 // when send to chat (or a move), reach only this group (send gid along)
82
83 // --> doivent être enregistrés comme observers au niveau du serveur...
84 // non: poll users + events startObserving / stopObserving
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":
96 // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
97 // ...or just see nothing as on buho21
98 this.$refs["baseGame"].play(
99 data.move, this.vname!="Dark" ? "animate" : null);
100 break;
101 case "pong": //received if we sent a ping (game still alive on our side)
102 if (this.gameRef.id != data.gameId)
103 break; //games IDs don't match: the game is definitely over...
104 this.oppConnected = true;
105 // Send our "last state" informations to opponent(s)
106 L = this.vr.moves.length;
107 Object.keys(this.opponents).forEach(oid => {
108 this.conn.send(JSON.stringify({
109 code: "lastate",
110 oppid: oid,
111 gameId: this.gameRef.id,
112 lastMove: (L>0?this.vr.moves[L-1]:undefined),
113 movesCount: L,
114 }));
115 });
116 break;
117 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
118 case "lastate": //got opponent infos about last move
119 L = this.vr.moves.length;
120 if (this.gameRef.id != data.gameId)
121 break; //games IDs don't match: nothing we can do...
122 // OK, opponent still in game (which might be over)
123 if (this.score != "*")
124 {
125 // We finished the game (any result possible)
126 this.conn.send(JSON.stringify({
127 code: "lastate",
128 oppid: data.oppid,
129 gameId: this.gameRef.id,
130 score: this.score,
131 }));
132 }
133 else if (!!data.score) //opponent finished the game
134 this.endGame(data.score);
135 else if (data.movesCount < L)
136 {
137 // We must tell last move to opponent
138 this.conn.send(JSON.stringify({
139 code: "lastate",
140 oppid: this.opponent.id,
141 gameId: this.gameRef.id,
142 lastMove: this.vr.moves[L-1],
143 movesCount: L,
144 }));
145 }
146 else if (data.movesCount > L) //just got last move from him
147 this.play(data.lastMove, "animate");
148 break;
149 case "resign": //..you won!
150 this.endGame(this.mycolor=="w"?"1-0":"0-1");
151 break;
152 // TODO: also use (dis)connect info to count online players?
153 case "gameconnect":
154 case "gamedisconnect":
155 if (this.mode=="human")
156 {
157 const online = (data.code == "connect");
158 // If this is an opponent ?
159 if (!!this.opponents[data.id])
160 this.opponents[data.id].online = online;
161 else
162 {
163 // Or an observer ?
164 if (!online)
165 delete this.people[data.id];
166 else
167 this.people[data.id] = data.name;
168 }
169 }
170 break;
171 }
172 };
173 const socketCloseListener = () => {
174 this.conn.addEventListener('message', socketMessageListener);
175 this.conn.addEventListener('close', socketCloseListener);
176 };
177 if (!!this.conn)
178 {
179 this.conn.onmessage = socketMessageListener;
180 this.conn.onclose = socketCloseListener;
181 }
182 },
183 // dans variant.js (plutôt room.js) conn gère aussi les challenges
184 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
185 methods: {
186 offerDraw: function() {
187 if (!confirm("Offer draw?"))
188 return;
189 // Stay in "draw offer sent" state until next move is played
190 this.drawOfferSent = true;
191 if (this.subMode == "corr")
192 {
193 // TODO: set drawOffer on in game (how ?)
194 }
195 else //live game
196 {
197 this.opponents.forEach(o => {
198 if (!!o.online)
199 {
200 try {
201 this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
202 } catch (INVALID_STATE_ERR) {
203 return;
204 }
205 }
206 });
207 }
208 },
209 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
210 receiveDrawOffer: function() {
211 //if (...)
212 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
213 // if accept: send message "draw"
214 },
215 abortGame: function() {
216 if (!confirm("Abort the game?"))
217 return;
218 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
219 //send message: "gameOver" avec score "?"
220 },
221 resign: function(e) {
222 if (!confirm("Resign the game?"))
223 return;
224 if (this.mode == "human" && this.oppConnected(this.oppid))
225 {
226 try {
227 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
228 } catch (INVALID_STATE_ERR) {
229 return;
230 }
231 }
232 this.endGame(this.mycolor=="w"?"0-1":"1-0");
233 },
234 // 4 cases for loading a game:
235 // - from localStorage (one running game I play)
236 // - from indexedDB (one completed live game)
237 // - from server (one correspondance game I play[ed] or not)
238 // - from remote peer (one live game I don't play, finished or not)
239 loadGame: async function() {
240 const game = GameStorage.get(this.gameRef);
241 this.game = game;
242 this.cursor = game.moves.length-1;
243 // TODO: lastMove must be in BaseGame, not here
244 this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
245 const vModule = await import("@/variants/" + game.vname + ".js");
246 window.V = vModule.VariantRules;
247
248
249
250
251 // Poll all players except me (if I'm playing) to know online status.
252 // --> Send ping to server (answer pong if players[s] are connected)
253 if (!!this.gameRef.id)
254 {
255 this.game.players.forEach(p => {
256 if (p.sid != this.st.user.sid)
257 this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
258 });
259 }
260
261
262
263
264
265
266 },
267 oppConnected: function(uid) {
268 return this.opponents.some(o => o.id == uid && o.online);
269 },
270 },
271 };
272 </script>