Smooth scrolling in moves, template to render moveList
[vchess.git] / client / src / views / Game.vue
1 <template lang="pug">
2 main
3 .row
4 #chat.col-sm-12.col-md-4.col-md-offset-4
5 Chat(:players="game.players")
6 .row
7 .col-sm-12
8 #actions(v-if="game.mode!='analyze' && game.score=='*'")
9 button(@click="offerDraw") Draw
10 button(@click="abortGame") Abort
11 button(@click="resign") Resign
12 div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
13 div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
14 div(v-if="game.type=='corr'") {{ game.corrMsg }}
15 textarea(v-if="game.score=='*'" v-model="corrMsg")
16 BaseGame(:game="game" :vr="vr" ref="basegame"
17 @newmove="processMove" @gameover="gameOver")
18 </template>
19
20 <script>
21 import BaseGame from "@/components/BaseGame.vue";
22 import Chat from "@/components/Chat.vue";
23 import { store } from "@/store";
24 import { GameStorage } from "@/utils/gameStorage";
25 import { ppt } from "@/utils/datetime";
26 import { extractTime } from "@/utils/timeControl";
27 import { ArrayFun } from "@/utils/array";
28
29 export default {
30 name: 'my-game',
31 components: {
32 BaseGame,
33 Chat,
34 },
35 // gameRef: to find the game in (potentially remote) storage
36 data: function() {
37 return {
38 st: store.state,
39 gameRef: { //given in URL (rid = remote ID)
40 id: "",
41 rid: ""
42 },
43 game: {players:[{name:""},{name:""}]}, //passed to BaseGame
44 corrMsg: "", //to send offline messages in corr games
45 virtualClocks: [0, 0], //initialized with true game.clocks
46 vr: null, //"variant rules" object initialized from FEN
47 drawOffer: "", //TODO: use for button style
48 people: [], //players + observers
49 lastate: undefined, //used if opponent send lastate before game is ready
50 repeat: {}, //detect position repetition
51 };
52 },
53 watch: {
54 "$route": function(to, from) {
55 this.gameRef.id = to.params["id"];
56 this.gameRef.rid = to.query["rid"];
57 this.loadGame();
58 },
59 "game.clocks": function(newState) {
60 if (this.game.moves.length < 2 || this.game.score != "*")
61 {
62 // 1st move not completed yet, or game over: freeze time
63 this.virtualClocks = newState.map(s => ppt(s));
64 return;
65 }
66 const currentTurn = this.vr.turn;
67 const colorIdx = ["w","b"].indexOf(currentTurn);
68 let countdown = newState[colorIdx] -
69 (Date.now() - this.game.initime[colorIdx])/1000;
70 this.virtualClocks = [0,1].map(i => {
71 const removeTime = i == colorIdx
72 ? (Date.now() - this.game.initime[colorIdx])/1000
73 : 0;
74 return ppt(newState[i] - removeTime);
75 });
76 let clockUpdate = setInterval(() => {
77 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
78 {
79 clearInterval(clockUpdate);
80 if (countdown < 0)
81 this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
82 }
83 else
84 {
85 // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
86 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
87 }
88 }, 1000);
89 },
90 },
91 // TODO: redundant code with Hall.vue (related to people array)
92 created: function() {
93 // Always add myself to players' list
94 const my = this.st.user;
95 this.people.push({sid:my.sid, id:my.id, name:my.name});
96 this.gameRef.id = this.$route.params["id"];
97 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
98 // Define socket .onmessage() and .onclose() events:
99 this.st.conn.onmessage = this.socketMessageListener;
100 const socketCloseListener = () => {
101 store.socketCloseListener(); //reinitialize connexion (in store.js)
102 this.st.conn.addEventListener('message', this.socketMessageListener);
103 this.st.conn.addEventListener('close', socketCloseListener);
104 };
105 this.st.conn.onclose = socketCloseListener;
106 // Socket init required before loading remote game:
107 const socketInit = (callback) => {
108 if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
109 callback();
110 else //socket not ready yet (initial loading)
111 this.st.conn.onopen = callback;
112 };
113 if (!this.gameRef.rid) //game stored locally or on server
114 this.loadGame(null, () => socketInit(this.roomInit));
115 else //game stored remotely: need socket to retrieve it
116 {
117 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
118 // --> It will be given when receiving "fullgame" socket event.
119 // A more general approach would be to store it somewhere.
120 socketInit(this.loadGame);
121 }
122 },
123 methods: {
124 // O.1] Ask server for room composition:
125 roomInit: function() {
126 this.st.conn.send(JSON.stringify({code:"pollclients"}));
127 },
128 socketMessageListener: function(msg) {
129 const data = JSON.parse(msg.data);
130 switch (data.code)
131 {
132 case "duplicate":
133 alert("Warning: duplicate 'offline' connection");
134 break;
135 // 0.2] Receive clients list (just socket IDs)
136 case "pollclients":
137 {
138 data.sockIds.forEach(sid => {
139 this.people.push({sid:sid, id:0, name:""});
140 // Ask only identity
141 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
142 });
143 break;
144 }
145 case "askidentity":
146 {
147 // Request for identification: reply if I'm not anonymous
148 if (this.st.user.id > 0)
149 {
150 this.st.conn.send(JSON.stringify(
151 // people[0] instead of st.user to avoid sending email
152 {code:"identity", user:this.people[0], target:data.from}));
153 }
154 break;
155 }
156 case "identity":
157 {
158 let player = this.people.find(p => p.sid == data.user.sid);
159 // NOTE: sometimes player.id fails because player is undefined...
160 // Probably because the event was meant for Hall?
161 if (!player)
162 return;
163 player.id = data.user.id;
164 player.name = data.user.name;
165 // Sending last state only for live games: corr games are complete
166 if (this.game.type == "live" && this.game.oppsid == player.sid)
167 {
168 // Send our "last state" informations to opponent
169 const L = this.game.moves.length;
170 let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
171 if (!!lastMove && this.drawOffer == "sent")
172 lastMove.draw = true;
173 this.st.conn.send(JSON.stringify({
174 code: "lastate",
175 target: player.sid,
176 state:
177 {
178 lastMove: lastMove,
179 score: this.game.score,
180 movesCount: L,
181 clocks: this.game.clocks,
182 }
183 }));
184 }
185 break;
186 }
187 case "askgame":
188 // Send current (live) game
189 const myGame =
190 {
191 // Minimal game informations:
192 id: this.game.id,
193 players: this.game.players.map(p => { return {name:p.name}; }),
194 vid: this.game.vid,
195 timeControl: this.game.timeControl,
196 };
197 this.st.conn.send(JSON.stringify({code:"game",
198 game:myGame, target:data.from}));
199 break;
200 case "newmove":
201 this.corrMsg = data.move.message; //may be empty
202 this.$set(this.game, "moveToPlay", data.move); //TODO: Vue3...
203 break;
204 case "lastate": //got opponent infos about last move
205 {
206 this.lastate = data;
207 if (!!this.game.type) //game is loaded
208 this.processLastate();
209 //else: will be processed when game is ready
210 break;
211 }
212 case "resign":
213 this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
214 break;
215 case "abort":
216 this.gameOver("?", "Abort");
217 break;
218 case "draw":
219 this.gameOver("1/2", "Mutual agreement");
220 break;
221 case "drawoffer":
222 this.drawOffer = "received"; //TODO: observers don't know who offered draw
223 break;
224 case "askfullgame":
225 this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
226 break;
227 case "fullgame":
228 // Callback "roomInit" to poll clients only after game is loaded
229 this.loadGame(data.game, this.roomInit);
230 break;
231 case "connect":
232 {
233 this.people.push({name:"", id:0, sid:data.from});
234 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
235 break;
236 }
237 case "disconnect":
238 ArrayFun.remove(this.people, p => p.sid == data.from);
239 break;
240 }
241 },
242 // lastate was received, but maybe game wasn't ready yet:
243 processLastate: function() {
244 const data = this.lastate;
245 this.lastate = undefined; //security...
246 const L = this.game.moves.length;
247 if (data.movesCount > L)
248 {
249 // Just got last move from him
250 this.$set(this.game, "moveToPlay", data.lastMove);
251 if (data.score != "*" && this.game.score == "*")
252 {
253 // Opponent resigned or aborted game, or accepted draw offer
254 // (this is not a stalemate or checkmate)
255 this.gameOver(data.score, "Opponent action");
256 }
257 this.game.clocks = data.clocks; //TODO: check this?
258 if (!!data.lastMove.draw)
259 this.drawOffer = "received";
260 }
261 },
262 offerDraw: function() {
263 if (this.drawOffer == "received")
264 {
265 if (!confirm("Accept draw?"))
266 return;
267 this.people.forEach(p => {
268 if (p.sid != this.st.user.sid)
269 this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
270 });
271 this.gameOver("1/2", "Mutual agreement");
272 }
273 else if (this.drawOffer == "sent")
274 {
275 this.drawOffer = "";
276 if (this.game.type == "corr")
277 GameStorage.update(this.gameRef.id, {drawOffer: false});
278 }
279 else
280 {
281 if (!confirm("Offer draw?"))
282 return;
283 this.drawOffer = "sent";
284 this.people.forEach(p => {
285 if (p.sid != this.st.user.sid)
286 this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
287 });
288 if (this.game.type == "corr")
289 GameStorage.update(this.gameRef.id, {drawOffer: true});
290 }
291 },
292 abortGame: function() {
293 if (!confirm(this.st.tr["Terminate game?"]))
294 return;
295 this.gameOver("?", "Abort");
296 this.people.forEach(p => {
297 if (p.sid != this.st.user.sid)
298 {
299 this.st.conn.send(JSON.stringify({
300 code: "abort",
301 target: p.sid,
302 }));
303 }
304 });
305 },
306 resign: function(e) {
307 if (!confirm("Resign the game?"))
308 return;
309 this.people.forEach(p => {
310 if (p.sid != this.st.user.sid)
311 {
312 this.st.conn.send(JSON.stringify({code:"resign",
313 side:this.game.mycolor, target:p.sid}));
314 }
315 });
316 this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
317 },
318 // 3 cases for loading a game:
319 // - from indexedDB (running or completed live game I play)
320 // - from server (one correspondance game I play[ed] or not)
321 // - from remote peer (one live game I don't play, finished or not)
322 loadGame: function(game, callback) {
323 const afterRetrieval = async (game) => {
324 const vModule = await import("@/variants/" + game.vname + ".js");
325 window.V = vModule.VariantRules;
326 this.vr = new V(game.fen);
327 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
328 const tc = extractTime(game.timeControl);
329 if (gtype == "corr")
330 {
331 if (game.players[0].color == "b")
332 {
333 // Adopt the same convention for live and corr games: [0] = white
334 [ game.players[0], game.players[1] ] =
335 [ game.players[1], game.players[0] ];
336 }
337 // corr game: needs to compute the clocks + initime
338 // NOTE: clocks in seconds, initime in milliseconds
339 game.clocks = [tc.mainTime, tc.mainTime];
340 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
341 if (game.score == "*") //otherwise no need to bother with time
342 {
343 game.initime = [0, 0];
344 const L = game.moves.length;
345 if (L >= 3)
346 {
347 let addTime = [0, 0];
348 for (let i=2; i<L; i++)
349 {
350 addTime[i%2] += tc.increment -
351 (game.moves[i].played - game.moves[i-1].played) / 1000;
352 }
353 for (let i=0; i<=1; i++)
354 game.clocks[i] += addTime[i];
355 }
356 if (L >= 1)
357 game.initime[L%2] = game.moves[L-1].played;
358 if (game.drawOffer)
359 this.drawOffer = "received";
360 }
361 // Now that we used idx and played, re-format moves as for live games
362 game.moves = game.moves.map( (m) => {
363 const s = m.squares;
364 return {
365 appear: s.appear,
366 vanish: s.vanish,
367 start: s.start,
368 end: s.end,
369 message: m.message,
370 };
371 });
372 }
373 const myIdx = game.players.findIndex(p => {
374 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
375 });
376 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
377 {
378 game.clocks = [tc.mainTime, tc.mainTime];
379 if (game.score == "*")
380 {
381 game.initime[0] = Date.now();
382 if (myIdx >= 0)
383 {
384 // I play in this live game; corr games don't have clocks+initime
385 GameStorage.update(game.id,
386 {
387 clocks: game.clocks,
388 initime: game.initime,
389 });
390 }
391 }
392 }
393 this.game = Object.assign({},
394 game,
395 // NOTE: assign mycolor here, since BaseGame could also be VS computer
396 {
397 type: gtype,
398 increment: tc.increment,
399 mycolor: [undefined,"w","b"][myIdx+1],
400 // opponent sid not strictly required (or available), but easier
401 // at least oppsid or oppid is available anyway:
402 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
403 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
404 }
405 );
406 this.repeat = {}; //reset
407 if (!!this.lastate) //lastate arrived before game was loaded:
408 this.processLastate();
409 callback();
410 };
411 if (!!game)
412 return afterRetrieval(game);
413 if (!!this.gameRef.rid)
414 {
415 // Remote live game: forgetting about callback func... (TODO: design)
416 this.st.conn.send(JSON.stringify(
417 {code:"askfullgame", target:this.gameRef.rid}));
418 }
419 else
420 {
421 // Local or corr game
422 GameStorage.get(this.gameRef.id, afterRetrieval);
423 }
424 },
425 // Post-process a move (which was just played)
426 processMove: function(move) {
427 if (!this.game.mycolor)
428 return; //I'm just an observer
429 // Update storage (corr or live)
430 const colorIdx = ["w","b"].indexOf(move.color);
431 // https://stackoverflow.com/a/38750895
432 const allowed_fields = ["appear", "vanish", "start", "end"];
433 const filtered_move = Object.keys(move)
434 .filter(key => allowed_fields.includes(key))
435 .reduce((obj, key) => {
436 obj[key] = move[key];
437 return obj;
438 }, {});
439 // Send move ("newmove" event) to people in the room (if our turn)
440 let addTime = 0;
441 if (move.color == this.game.mycolor)
442 {
443 if (this.game.moves.length >= 2) //after first move
444 {
445 const elapsed = Date.now() - this.game.initime[colorIdx];
446 // elapsed time is measured in milliseconds
447 addTime = this.game.increment - elapsed/1000;
448 }
449 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
450 if (this.game.type == "corr")
451 sendMove.message = this.corrMsg;
452 this.people.forEach(p => {
453 if (p.sid != this.st.user.sid)
454 {
455 this.st.conn.send(JSON.stringify({
456 code: "newmove",
457 target: p.sid,
458 move: sendMove,
459 }));
460 }
461 });
462 }
463 else
464 addTime = move.addTime; //supposed transmitted
465 const nextIdx = ["w","b"].indexOf(this.vr.turn);
466 // Since corr games are stored at only one location, update should be
467 // done only by one player for each move:
468 if (this.game.type == "live" || move.color == this.game.mycolor)
469 {
470 if (this.game.type == "corr")
471 {
472 GameStorage.update(this.gameRef.id,
473 {
474 fen: move.fen,
475 message: this.corrMsg,
476 move:
477 {
478 squares: filtered_move,
479 played: Date.now(), //TODO: on server?
480 idx: this.game.moves.length,
481 },
482 });
483 }
484 else //live
485 {
486 GameStorage.update(this.gameRef.id,
487 {
488 fen: move.fen,
489 move: filtered_move,
490 clocks: this.game.clocks.map((t,i) => i==colorIdx
491 ? this.game.clocks[i] + addTime
492 : this.game.clocks[i]),
493 initime: this.game.initime.map((t,i) => i==nextIdx
494 ? Date.now()
495 : this.game.initime[i]),
496 });
497 }
498 }
499 // Also update current game object:
500 this.game.moves.push(move);
501 this.game.fen = move.fen;
502 //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
503 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
504 this.game.initime[nextIdx] = Date.now();
505 // If repetition detected, consider that a draw offer was received:
506 const fenObj = V.ParseFen(move.fen);
507 let repIdx = fenObj.position + "_" + fenObj.turn;
508 if (!!fenObj.flags)
509 repIdx += "_" + fenObj.flags;
510 this.repeat[repIdx] = (!!this.repeat[repIdx]
511 ? this.repeat[repIdx]+1
512 : 1);
513 if (this.repeat[repIdx] >= 3)
514 this.drawOffer = "received"; //TODO: will print "mutual agreement"...
515 },
516 gameOver: function(score, scoreMsg) {
517 this.game.mode = "analyze";
518 this.game.score = score;
519 this.game.scoreMsg = scoreMsg;
520 const myIdx = this.game.players.findIndex(p => {
521 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
522 });
523 if (myIdx >= 0) //OK, I play in this game
524 GameStorage.update(this.gameRef.id, { score: score });
525 },
526 },
527 };
528 </script>
529
530 <style lang="sass">
531 .connected
532 background-color: green
533 .disconnected
534 background-color: red
535
536 @media screen and (min-width: 768px)
537 #actions
538 width: 300px
539 @media screen and (max-width: 767px)
540 .game
541 width: 100%
542
543 #actions
544 margin-top: 10px
545 margin-left: auto
546 margin-right: auto
547 button
548 display: inline-block
549 width: 33%
550 margin: 0
551 #chat
552 margin-top: 5px
553 margin-bottom: 5px
554 >.card
555 max-width: 100%
556 margin: 0;
557 border: none;
558 </style>