Some fixes
[vchess.git] / client / src / views / Game.vue
1 <template lang="pug">
2 main
3 .row
4 .col-sm-12.col-md-3
5 Chat(:players="game.players")
6 .col-sm-12.col-md-9
7 BaseGame(:game="game" :vr="vr" ref="basegame"
8 @newmove="processMove" @gameover="gameOver")
9 .row
10 .col-sm-12.col-md-9.col-md-offset-3
11 .button-group(v-if="game.mode!='analyze' && game.score=='*'")
12 button(@click="offerDraw") Draw
13 button(@click="abortGame") Abort
14 button(@click="resign") Resign
15 div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
16 div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
17 div(v-if="game.type=='corr'") {{ game.corrMsg }}
18 textarea(v-if="game.score=='*'" v-model="corrMsg")
19 </template>
20
21 <script>
22 import BaseGame from "@/components/BaseGame.vue";
23 import Chat from "@/components/Chat.vue";
24 import { store } from "@/store";
25 import { GameStorage } from "@/utils/gameStorage";
26 import { ppt } from "@/utils/datetime";
27 import { extractTime } from "@/utils/timeControl";
28 import { ArrayFun } from "@/utils/array";
29
30 export default {
31 name: 'my-game',
32 components: {
33 BaseGame,
34 Chat,
35 },
36 // gameRef: to find the game in (potentially remote) storage
37 data: function() {
38 return {
39 st: store.state,
40 gameRef: { //given in URL (rid = remote ID)
41 id: "",
42 rid: ""
43 },
44 game: {players:[{name:""},{name:""}]}, //passed to BaseGame
45 corrMsg: "", //to send offline messages in corr games
46 virtualClocks: [0, 0], //initialized with true game.clocks
47 vr: null, //"variant rules" object initialized from FEN
48 drawOffer: "", //TODO: use for button style
49 people: [], //players + observers
50 lastate: undefined, //used if opponent send lastate before game is ready
51 };
52 },
53 watch: {
54 "$route": function(to, from) {
55 this.gameRef.id = to.params["id"];
56 this.gameRef.rid = to.query["rid"];
57 this.loadGame();
58 },
59 "game.clocks": function(newState) {
60 if (this.game.moves.length < 2 || this.game.score != "*")
61 {
62 // 1st move not completed yet, or game over: freeze time
63 this.virtualClocks = newState.map(s => ppt(s));
64 return;
65 }
66 const currentTurn = this.vr.turn;
67 const colorIdx = ["w","b"].indexOf(currentTurn);
68 let countdown = newState[colorIdx] -
69 (Date.now() - this.game.initime[colorIdx])/1000;
70 this.virtualClocks = [0,1].map(i => {
71 const removeTime = i == colorIdx
72 ? (Date.now() - this.game.initime[colorIdx])/1000
73 : 0;
74 return ppt(newState[i] - removeTime);
75 });
76 let clockUpdate = setInterval(() => {
77 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
78 {
79 clearInterval(clockUpdate);
80 if (countdown < 0)
81 this.setScore(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
82 }
83 else
84 {
85 // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
86 this.$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.$set(this.game, "moveToPlay", data.move); //TODO: Vue3...
203 break;
204 case "lastate": //got opponent infos about last move
205 {
206 this.lastate = data;
207 if (!!this.game.type) //game is loaded
208 this.processLastate();
209 //else: will be processed when game is ready
210 break;
211 }
212 case "resign":
213 this.setScore(data.side=="b" ? "1-0" : "0-1", "Resign");
214 break;
215 case "abort":
216 this.setScore("?", "Abort");
217 break;
218 case "draw":
219 this.setScore("1/2", "Mutual agreement");
220 break;
221 case "drawoffer":
222 this.drawOffer = "received"; //TODO: observers don't know who offered draw
223 break;
224 case "askfullgame":
225 this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
226 break;
227 case "fullgame":
228 // Callback "roomInit" to poll clients only after game is loaded
229 this.loadGame(data.game, this.roomInit);
230 break;
231 case "connect":
232 {
233 this.people.push({name:"", id:0, sid:data.from});
234 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
235 break;
236 }
237 case "disconnect":
238 ArrayFun.remove(this.people, p => p.sid == data.from);
239 break;
240 }
241 },
242 // lastate was received, but maybe game wasn't ready yet:
243 processLastate: function() {
244 const data = this.lastate;
245 this.lastate = undefined; //security...
246 const L = this.game.moves.length;
247 if (data.movesCount > L)
248 {
249 // Just got last move from him
250 this.$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.setScore(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 setScore: function(score, message) {
263 this.game.scoreMsg = message;
264 this.$set(this.game, "score", score); //TODO: Vue3...
265 },
266 offerDraw: function() {
267 if (this.drawOffer == "received")
268 {
269 if (!confirm("Accept draw?"))
270 return;
271 this.people.forEach(p => {
272 if (p.sid != this.st.user.sid)
273 this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
274 });
275 this.setScore("1/2", "Mutual agreement");
276 }
277 else if (this.drawOffer == "sent")
278 {
279 this.drawOffer = "";
280 if (this.game.type == "corr")
281 GameStorage.update(this.gameRef.id, {drawOffer: false});
282 }
283 else
284 {
285 if (!confirm("Offer draw?"))
286 return;
287 this.drawOffer = "sent";
288 this.people.forEach(p => {
289 if (p.sid != this.st.user.sid)
290 this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
291 });
292 if (this.game.type == "corr")
293 GameStorage.update(this.gameRef.id, {drawOffer: true});
294 }
295 },
296 abortGame: function() {
297 if (!confirm(this.st.tr["Terminate game?"]))
298 return;
299 this.setScore("?", "Abort");
300 this.people.forEach(p => {
301 if (p.sid != this.st.user.sid)
302 {
303 this.st.conn.send(JSON.stringify({
304 code: "abort",
305 target: p.sid,
306 }));
307 }
308 });
309 },
310 resign: function(e) {
311 if (!confirm("Resign the game?"))
312 return;
313 this.people.forEach(p => {
314 if (p.sid != this.st.user.sid)
315 {
316 this.st.conn.send(JSON.stringify({code:"resign",
317 side:this.game.mycolor, target:p.sid}));
318 }
319 });
320 this.setScore(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
321 },
322 // 3 cases for loading a game:
323 // - from indexedDB (running or completed live game I play)
324 // - from server (one correspondance game I play[ed] or not)
325 // - from remote peer (one live game I don't play, finished or not)
326 loadGame: function(game, callback) {
327 const afterRetrieval = async (game) => {
328 const vModule = await import("@/variants/" + game.vname + ".js");
329 window.V = vModule.VariantRules;
330 this.vr = new V(game.fen);
331 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
332 const tc = extractTime(game.timeControl);
333 if (gtype == "corr")
334 {
335 if (game.players[0].color == "b")
336 {
337 // Adopt the same convention for live and corr games: [0] = white
338 [ game.players[0], game.players[1] ] =
339 [ game.players[1], game.players[0] ];
340 }
341 // corr game: needs to compute the clocks + initime
342 // NOTE: clocks in seconds, initime in milliseconds
343 game.clocks = [tc.mainTime, tc.mainTime];
344 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
345 if (game.score == "*") //otherwise no need to bother with time
346 {
347 game.initime = [0, 0];
348 const L = game.moves.length;
349 if (L >= 3)
350 {
351 let addTime = [0, 0];
352 for (let i=2; i<L; i++)
353 {
354 addTime[i%2] += tc.increment -
355 (game.moves[i].played - game.moves[i-1].played) / 1000;
356 }
357 for (let i=0; i<=1; i++)
358 game.clocks[i] += addTime[i];
359 }
360 if (L >= 1)
361 game.initime[L%2] = game.moves[L-1].played;
362 if (game.drawOffer)
363 this.drawOffer = "received";
364 }
365 // Now that we used idx and played, re-format moves as for live games
366 game.moves = game.moves.map( (m) => {
367 const s = m.squares;
368 return {
369 appear: s.appear,
370 vanish: s.vanish,
371 start: s.start,
372 end: s.end,
373 message: m.message,
374 };
375 });
376 }
377 const myIdx = game.players.findIndex(p => {
378 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
379 });
380 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
381 {
382 game.clocks = [tc.mainTime, tc.mainTime];
383 if (game.score == "*")
384 {
385 game.initime[0] = Date.now();
386 if (myIdx >= 0)
387 {
388 // I play in this live game; corr games don't have clocks+initime
389 GameStorage.update(game.id,
390 {
391 clocks: game.clocks,
392 initime: game.initime,
393 });
394 }
395 }
396 }
397 this.game = Object.assign({},
398 game,
399 // NOTE: assign mycolor here, since BaseGame could also be VS computer
400 {
401 type: gtype,
402 increment: tc.increment,
403 mycolor: [undefined,"w","b"][myIdx+1],
404 // opponent sid not strictly required (or available), but easier
405 // at least oppsid or oppid is available anyway:
406 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
407 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
408 }
409 );
410 if (!!this.lastate) //lastate arrived before game was loaded:
411 this.processLastate();
412 callback();
413 };
414 if (!!game)
415 return afterRetrieval(game);
416 if (!!this.gameRef.rid)
417 {
418 // Remote live game: forgetting about callback func... (TODO: design)
419 this.st.conn.send(JSON.stringify(
420 {code:"askfullgame", target:this.gameRef.rid}));
421 }
422 else
423 {
424 // Local or corr game
425 GameStorage.get(this.gameRef.id, afterRetrieval);
426 }
427 },
428 // Post-process a move (which was just played)
429 processMove: function(move) {
430 if (!this.game.mycolor)
431 return; //I'm just an observer
432 // Update storage (corr or live)
433 const colorIdx = ["w","b"].indexOf(move.color);
434 // https://stackoverflow.com/a/38750895
435 const allowed_fields = ["appear", "vanish", "start", "end"];
436 const filtered_move = Object.keys(move)
437 .filter(key => allowed_fields.includes(key))
438 .reduce((obj, key) => {
439 obj[key] = move[key];
440 return obj;
441 }, {});
442 // Send move ("newmove" event) to people in the room (if our turn)
443 let addTime = 0;
444 if (move.color == this.game.mycolor)
445 {
446 if (this.game.moves.length >= 2) //after first move
447 {
448 const elapsed = Date.now() - this.game.initime[colorIdx];
449 // elapsed time is measured in milliseconds
450 addTime = this.game.increment - elapsed/1000;
451 }
452 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
453 if (this.game.type == "corr")
454 sendMove.message = this.corrMsg;
455 this.people.forEach(p => {
456 if (p.sid != this.st.user.sid)
457 {
458 this.st.conn.send(JSON.stringify({
459 code: "newmove",
460 target: p.sid,
461 move: sendMove,
462 }));
463 }
464 });
465 }
466 else
467 addTime = move.addTime; //supposed transmitted
468 const nextIdx = ["w","b"].indexOf(this.vr.turn);
469 // Since corr games are stored at only one location, update should be
470 // done only by one player for each move:
471 if (this.game.type == "live" || move.color == this.game.mycolor)
472 {
473 if (this.game.type == "corr")
474 {
475 GameStorage.update(this.gameRef.id,
476 {
477 fen: move.fen,
478 message: this.corrMsg,
479 move:
480 {
481 squares: filtered_move,
482 played: Date.now(), //TODO: on server?
483 idx: this.game.moves.length,
484 },
485 });
486 }
487 else //live
488 {
489 GameStorage.update(this.gameRef.id,
490 {
491 fen: move.fen,
492 move: filtered_move,
493 clocks: this.game.clocks.map((t,i) => i==colorIdx
494 ? this.game.clocks[i] + addTime
495 : this.game.clocks[i]),
496 initime: this.game.initime.map((t,i) => i==nextIdx
497 ? Date.now()
498 : this.game.initime[i]),
499 });
500 }
501 }
502 // Also update current game object:
503 this.game.moves.push(move);
504 this.game.fen = move.fen;
505 //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
506 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
507 this.game.initime[nextIdx] = Date.now();
508 },
509 gameOver: function(score) {
510 this.game.mode = "analyze";
511 this.game.score = score; //until Vue3, this property change isn't seen
512 //by child (and doesn't need to be)
513 const myIdx = this.game.players.findIndex(p => {
514 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
515 });
516 if (myIdx >= 0) //OK, I play in this game
517 GameStorage.update(this.gameRef.id, { score: score });
518 },
519 },
520 };
521 </script>
522
523 <style lang="sass">
524 // TODO
525 </style>