2f751ac57e23fc1c09f5ceebb49878d98bb68f6a
[vchess.git] / client / src / views / Game.vue
1 <template lang="pug">
2 main
3 input#modalRules.modal(type="checkbox")
4 div#rulesDiv(
5 role="dialog"
6 data-checkbox="modalRules"
7 )
8 .card
9 label.modal-close(for="modalRules")
10 a#variantNameInGame(:href="'/#/variants/'+game.vname") {{ game.vname }}
11 div(v-html="rulesContent")
12 input#modalScore.modal(type="checkbox")
13 div#scoreDiv(
14 role="dialog"
15 data-checkbox="modalScore"
16 )
17 .card.text-center
18 label.modal-close(for="modalScore")
19 p.score-section
20 span.score {{ game.score }}
21 | &nbsp;:&nbsp;
22 span.score-msg {{ st.tr[game.scoreMsg] }}
23 input#modalRematch.modal(type="checkbox")
24 div#rematchDiv(
25 role="dialog"
26 data-checkbox="modalRematch"
27 )
28 .card.text-center
29 label.modal-close(for="modalRematch")
30 a(
31 :href="'#/game/' + rematchId"
32 onClick="document.getElementById('modalRematch').checked=false"
33 )
34 | {{ st.tr["Rematch in progress"] }}
35 input#modalChat.modal(
36 type="checkbox"
37 @click="toggleChat()"
38 )
39 div#chatWrap(
40 role="dialog"
41 data-checkbox="modalChat"
42 )
43 .card
44 label.modal-close(for="modalChat")
45 #participants
46 span {{ st.tr["Participant(s):"] }}
47 span(
48 v-for="p in Object.values(people)"
49 v-if="!!p.name"
50 )
51 | {{ p.name }}
52 span.anonymous(v-if="someAnonymousPresent()") + @nonymous
53 Chat(
54 ref="chatcomp"
55 :players="game.players"
56 :pastChats="game.chats"
57 @mychat="processChat"
58 @chatcleared="clearChat"
59 )
60 input#modalConfirm.modal(type="checkbox")
61 div#confirmDiv(role="dialog")
62 .card
63 .diagram(
64 v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
65 v-html="curDiag"
66 )
67 p.text-center(v-else)
68 span {{ st.tr["Move played:"] + " " }}
69 span.bold {{ moveNotation }}
70 br
71 span {{ st.tr["Are you sure?"] }}
72 .button-group#buttonsConfirm
73 // onClick for acceptBtn: set dynamically
74 button.acceptBtn
75 span {{ st.tr["Validate"] }}
76 button.refuseBtn(@click="cancelMove()")
77 span {{ st.tr["Cancel"] }}
78 .row
79 #aboveBoard.col-sm-12
80 span.variant-cadence(v-if="game.type!='import'") {{ game.cadence }}
81 span.variant-name {{ game.vname }}
82 span#nextGame(
83 v-if="nextIds.length > 0"
84 @click="showNextGame()"
85 )
86 | {{ st.tr["Next_g"] }}
87 button#chatBtn(
88 :class="btnTooltipClass()"
89 onClick="window.doClick('modalChat')"
90 aria-label="Chat"
91 )
92 img(src="/images/icons/chat.svg")
93 #actions(v-if="game.score=='*'")
94 button(
95 @click="clickDraw()"
96 :class="btnTooltipClass('draw')"
97 :aria-label="st.tr['Draw']"
98 )
99 img(src="/images/icons/draw.svg")
100 button(
101 v-if="!!game.mycolor"
102 :class="btnTooltipClass()"
103 @click="abortGame()"
104 :aria-label="st.tr['Abort']"
105 )
106 img(src="/images/icons/abort.svg")
107 button(
108 v-if="!!game.mycolor"
109 :class="btnTooltipClass()"
110 @click="resign()"
111 :aria-label="st.tr['Resign']"
112 )
113 img(src="/images/icons/resign.svg")
114 button(
115 v-else
116 :class="btnTooltipClass('rematch')"
117 @click="clickRematch()"
118 :aria-label="st.tr['Rematch']"
119 )
120 img(src="/images/icons/rematch.svg")
121 #playersInfo
122 div(v-if="isLargeScreen()")
123 UserBio.user-bio(
124 :class="{connected: isConnected(0)}"
125 :uid="game.players[0].id"
126 :uname="game.players[0].name"
127 )
128 span.time(
129 v-if="game.score=='*'"
130 :class="{yourturn: !!vr && vr.turn == 'w'}"
131 )
132 span.time-left {{ virtualClocks[0][0] }}
133 span.time-separator(v-if="!!virtualClocks[0][1]") :
134 span.time-right(v-if="!!virtualClocks[0][1]")
135 | {{ virtualClocks[0][1] }}
136 span.split-names -
137 UserBio.user-bio(
138 :class="{connected: isConnected(1)}"
139 :uid="game.players[1].id"
140 :uname="game.players[1].name"
141 )
142 span.time(
143 v-if="game.score=='*'"
144 :class="{yourturn: !!vr && vr.turn == 'b'}"
145 )
146 span.time-left {{ virtualClocks[1][0] }}
147 span.time-separator(v-if="!!virtualClocks[1][1]") :
148 span.time-right(v-if="!!virtualClocks[1][1]")
149 | {{ virtualClocks[1][1] }}
150 div(v-else)
151 UserBio.user-bio(
152 :class="{connected: isConnected(0)}"
153 :uid="game.players[0].id"
154 :uname="game.players[0].name"
155 )
156 span.split-names -
157 UserBio.user-bio(
158 :class="{connected: isConnected(1)}"
159 :uid="game.players[1].id"
160 :uname="game.players[1].name"
161 )
162 div(v-if="game.score=='*'")
163 span.time(:class="{yourturn: !!vr && vr.turn == 'w'}")
164 span.time-left {{ virtualClocks[0][0] }}
165 span.time-separator(v-if="!!virtualClocks[0][1]") :
166 span.time-right(v-if="!!virtualClocks[0][1]")
167 | {{ virtualClocks[0][1] }}
168 span.separator
169 span.time(:class="{yourturn: !!vr && vr.turn == 'b'}")
170 span.time-left {{ virtualClocks[1][0] }}
171 span.time-separator(v-if="!!virtualClocks[1][1]") :
172 span.time-right(v-if="!!virtualClocks[1][1]")
173 | {{ virtualClocks[1][1] }}
174 BaseGame(
175 ref="basegame"
176 :game="game"
177 @newmove="processMove"
178 )
179 </template>
180
181 <script>
182 // TODO: this will be a component instead ?
183 // If simultaneous games, no "rematch" button
184
185 import BaseGame from "@/components/BaseGame.vue";
186 import UserBio from "@/components/UserBio.vue";
187 import Chat from "@/components/Chat.vue";
188 import { store } from "@/store";
189 import { GameStorage } from "@/utils/gameStorage";
190 import { ImportgameStorage } from "@/utils/importgameStorage";
191 import { ppt } from "@/utils/datetime";
192 import { notify } from "@/utils/notifications";
193 import { ajax } from "@/utils/ajax";
194 import { extractTime } from "@/utils/timeControl";
195 import { getRandString } from "@/utils/alea";
196 import { getScoreMessage } from "@/utils/scoring";
197 import { getFullNotation } from "@/utils/notation";
198 import { getDiagram, replaceByDiag } from "@/utils/printDiagram";
199 import { processModalClick } from "@/utils/modalClick";
200 import { playMove, getFilteredMove } from "@/utils/playUndo";
201 import { ArrayFun } from "@/utils/array";
202 import params from "@/parameters";
203 export default {
204 name: "my-game",
205 components: {
206 BaseGame,
207 Chat,
208 UserBio
209 },
210 data: function() {
211 return {
212 st: store.state,
213 // gameRef can point to a corr game, local game or remote live game
214 gameRef: "",
215 nextIds: [],
216 game: {}, //passed to BaseGame
217 focus: !document.hidden, //will not always work... TODO
218 // virtualClocks will be initialized from true game.clocks
219 // TODO: clock update triggers re-rendering. Should be out of Vue
220 virtualClocks: [],
221 vr: null, //"variant rules" object initialized from FEN
222 rulesContent: "",
223 drawOffer: "",
224 rematchId: "",
225 rematchOffer: "",
226 lastateAsked: false,
227 people: {}, //players + observers
228 lastate: undefined, //used if opponent send lastate before game is ready
229 repeat: {}, //detect position repetition
230 curDiag: "", //for corr moves confirmation
231 conn: null,
232 roomInitialized: false,
233 // If asklastate got no reply, ask again:
234 gotLastate: false,
235 gotMoveIdx: -1, //last move index received
236 // If newmove got no pingback, send again:
237 opponentGotMove: false,
238 connexionString: "",
239 socketCloseListener: 0,
240 // Incomplete info games: show move played
241 moveNotation: "",
242 // Intervals from setInterval():
243 askLastate: null,
244 retrySendmove: null,
245 clockUpdate: null,
246 // Related to (killing of) self multi-connects:
247 newConnect: {}
248 };
249 },
250 watch: {
251 $route: function(to, from) {
252 if (to.path.length < 6 || to.path.substr(0, 6) != "/game/")
253 // Page change
254 this.cleanBeforeDestroy();
255 else if (from.params["id"] != to.params["id"]) {
256 // Change everything:
257 this.cleanBeforeDestroy();
258 let boardDiv = document.querySelector(".game");
259 if (!!boardDiv)
260 // In case of incomplete information variant:
261 boardDiv.style.visibility = "hidden";
262 this.atCreation();
263 }
264 else
265 // Same game ID
266 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
267 }
268 },
269 // NOTE: some redundant code with Hall.vue (mostly related to people array)
270 created: function() {
271 this.atCreation();
272 },
273 mounted: function() {
274 document.getElementById("chatWrap")
275 .addEventListener("click", (e) => {
276 processModalClick(e, () => {
277 this.toggleChat("close")
278 });
279 });
280 ["rulesDiv", "rematchDiv", "scoreDiv"].forEach(
281 (eltName) => {
282 document.getElementById(eltName)
283 .addEventListener("click", processModalClick);
284 }
285 );
286 },
287 beforeDestroy: function() {
288 this.cleanBeforeDestroy();
289 },
290 methods: {
291 cleanBeforeDestroy: function() {
292 clearInterval(this.socketCloseListener);
293 document.removeEventListener('visibilitychange', this.visibilityChange);
294 window.removeEventListener('focus', this.onFocus);
295 window.removeEventListener('blur', this.onBlur);
296 if (!!this.askLastate) clearInterval(this.askLastate);
297 if (!!this.retrySendmove) clearInterval(this.retrySendmove);
298 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
299 this.conn.removeEventListener("message", this.socketMessageListener);
300 this.send("disconnect");
301 this.conn = null;
302 },
303 visibilityChange: function() {
304 // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
305 this.focus = (document.visibilityState == "visible");
306 this.send(this.focus ? "getfocus" : "losefocus");
307 },
308 onFocus: function() {
309 this.focus = true;
310 this.send("getfocus");
311 },
312 onBlur: function() {
313 this.focus = false;
314 this.send("losefocus");
315 },
316 isLargeScreen: function() {
317 return window.innerWidth >= 768;
318 },
319 btnTooltipClass: function(thing) {
320 let append = {};
321 if (!!thing) append = { [thing + "-" + this[thing + "Offer"]]: true };
322 return (
323 Object.assign(
324 { tooltip: !("ontouchstart" in window) },
325 append
326 )
327 );
328 },
329 someAnonymousPresent: function() {
330 return (
331 Object.values(this.people).some(p =>
332 !p.name && Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus)
333 )
334 );
335 },
336 atCreation: function() {
337 document.addEventListener('visibilitychange', this.visibilityChange);
338 window.addEventListener('focus', this.onFocus);
339 window.addEventListener('blur', this.onBlur);
340 // 0] (Re)Set variables
341 this.gameRef = this.$route.params["id"];
342 // next = next corr games IDs to navigate faster (if applicable)
343 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
344 // Always add myself to players' list
345 const my = this.st.user;
346 const tmpId = getRandString();
347 this.$set(
348 this.people,
349 my.sid,
350 {
351 id: my.id,
352 name: my.name,
353 tmpIds: {
354 tmpId: { focus: true }
355 }
356 }
357 );
358 this.game = {
359 players: [{ name: "" }, { name: "" }],
360 chats: [],
361 rendered: false
362 };
363 let chatComp = this.$refs["chatcomp"];
364 if (!!chatComp) chatComp.chats = [];
365 this.virtualClocks = [[0,0], [0,0]];
366 this.vr = null;
367 this.rulesContent = "";
368 this.drawOffer = "";
369 this.lastateAsked = false;
370 this.rematchOffer = "";
371 this.lastate = undefined;
372 this.roomInitialized = false;
373 this.gotLastate = false;
374 this.gotMoveIdx = -1;
375 this.opponentGotMove = false;
376 this.askLastate = null;
377 this.retrySendmove = null;
378 this.clockUpdate = null;
379 this.newConnect = {};
380 // 1] Initialize connection
381 this.connexionString =
382 params.socketUrl +
383 "/?sid=" + this.st.user.sid +
384 "&id=" + this.st.user.id +
385 "&tmpId=" + tmpId +
386 "&page=" +
387 // Discard potential "/?next=[...]" for page indication:
388 encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
389 this.conn = new WebSocket(this.connexionString);
390 this.conn.addEventListener("message", this.socketMessageListener);
391 this.socketCloseListener = setInterval(
392 () => {
393 if (this.conn.readyState == 3) {
394 this.conn.removeEventListener(
395 "message", this.socketMessageListener);
396 this.conn = new WebSocket(this.connexionString);
397 this.conn.addEventListener("message", this.socketMessageListener);
398 }
399 },
400 1000
401 );
402 // Socket init required before loading remote game:
403 const socketInit = callback => {
404 if (this.conn.readyState == 1)
405 // 1 == OPEN state
406 callback();
407 else
408 // Socket not ready yet (initial loading)
409 // NOTE: first arg is Websocket object, unused here:
410 this.conn.onopen = () => callback();
411 };
412 this.fetchGame((game) => {
413 if (!!game)
414 this.loadVariantThenGame(game, () => socketInit(this.roomInit));
415 else
416 // Live game stored remotely: need socket to retrieve it
417 // NOTE: the callback "roomInit" will be lost, so it's not provided.
418 // --> It will be given when receiving "fullgame" socket event.
419 socketInit(() => { this.send("askfullgame"); });
420 });
421 },
422 roomInit: function() {
423 if (!this.roomInitialized) {
424 // Notify the room only now that I connected, because
425 // messages might be lost otherwise (if game loading is slow)
426 this.send("connect");
427 this.send("pollclients");
428 // We may ask fullgame several times if some moves are lost,
429 // but room should be init only once:
430 this.roomInitialized = true;
431 }
432 },
433 send: function(code, obj) {
434 if (!!this.conn && this.conn.readyState == 1)
435 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
436 },
437 isConnected: function(index) {
438 const player = this.game.players[index];
439 // Is it me ? In this case no need to bother with focus
440 if (
441 this.st.user.sid == player.sid ||
442 (!!player.name && this.st.user.id == player.id)
443 ) {
444 // Still have to check for name (because of potential multi-accounts
445 // on same browser, although this should be rare...)
446 return (!this.st.user.name || this.st.user.name == player.name);
447 }
448 // Try to find a match in people:
449 return (
450 (
451 !!player.sid &&
452 Object.keys(this.people).some(sid => {
453 return (
454 sid == player.sid &&
455 Object.values(this.people[sid].tmpIds).some(v => v.focus)
456 );
457 })
458 )
459 ||
460 (
461 player.id > 0 &&
462 Object.values(this.people).some(p => {
463 return (
464 p.id == player.id &&
465 Object.values(p.tmpIds).some(v => v.focus)
466 );
467 })
468 )
469 );
470 },
471 getOppsid: function() {
472 let oppsid = this.game.oppsid;
473 if (!oppsid) {
474 oppsid = Object.keys(this.people).find(
475 sid => this.people[sid].id == this.game.oppid
476 );
477 }
478 // oppsid is useful only if opponent is online:
479 if (!!oppsid && !!this.people[oppsid]) return oppsid;
480 return null;
481 },
482 // NOTE: action if provided is always a closing action
483 toggleChat: function(action) {
484 if (!action && document.getElementById("modalChat").checked)
485 // Entering chat
486 document.getElementById("inputChat").focus();
487 else {
488 document.getElementById("chatBtn").classList.remove("somethingnew");
489 if (!!this.game.mycolor) {
490 // Update "chatRead" variable either on server or locally
491 if (this.game.type == "corr")
492 this.updateCorrGame({ chatRead: this.game.mycolor });
493 else if (this.game.type == "live")
494 GameStorage.update(this.gameRef, { chatRead: true });
495 }
496 }
497 },
498 processChat: function(chat) {
499 this.send("newchat", { data: chat });
500 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
501 if (!!this.game.mycolor) {
502 if (this.game.type == "corr")
503 this.updateCorrGame({ chat: chat });
504 else {
505 // Live game
506 chat.added = Date.now();
507 GameStorage.update(this.gameRef, { chat: chat });
508 }
509 }
510 },
511 clearChat: function() {
512 if (!!this.game.mycolor) {
513 if (this.game.type == "corr") {
514 ajax(
515 "/chats",
516 "DELETE",
517 { data: { gid: this.game.id } }
518 );
519 } else {
520 // Live game
521 GameStorage.update(this.gameRef, { delchat: true });
522 }
523 this.$set(this.game, "chats", []);
524 }
525 },
526 getGameType: function(game) {
527 if (!!game.id.toString().match(/^i/)) return "import";
528 return (
529 game.cadence.indexOf("d") >= 0
530 ? "corr"
531 : (game.cadence.indexOf("/") >= 0 ? "simul" : "live")
532 );
533 },
534 // Notify something after a new move (to opponent and me on MyGames page)
535 notifyMyGames: function(thing, data) {
536 this.send(
537 "notify" + thing,
538 {
539 data: data,
540 targets: this.game.players.map(p => {
541 return { sid: p.sid, id: p.id };
542 })
543 }
544 );
545 },
546 showNextGame: function() {
547 // Did I play in current game? If not, add it to nextIds list
548 if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
549 this.nextIds.unshift(this.game.id);
550 const nextGid = this.nextIds.pop();
551 this.$router.push(
552 "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
553 },
554 socketMessageListener: function(msg) {
555 if (!this.conn) return;
556 const data = JSON.parse(msg.data);
557 switch (data.code) {
558 case "pollclients":
559 // TODO: shuffling and random filtering on server,
560 // if the room is really crowded.
561 Object.keys(data.sockIds).forEach(sid => {
562 if (sid != this.st.user.sid) {
563 this.send("askidentity", { target: sid });
564 this.people[sid] = { tmpIds: data.sockIds[sid] };
565 }
566 else {
567 // Complete my tmpIds:
568 Object.assign(this.people[sid].tmpIds, data.sockIds[sid]);
569 }
570 });
571 break;
572 case "connect":
573 if (!this.people[data.from[0]]) {
574 // focus depends on the tmpId (e.g. tab)
575 this.$set(
576 this.people,
577 data.from[0],
578 {
579 tmpIds: {
580 [data.from[1]]: { focus: true }
581 }
582 }
583 );
584 // For self multi-connects tests:
585 this.newConnect[data.from[0]] = true;
586 this.send("askidentity", { target: data.from[0] });
587 } else {
588 this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
589 this.$forceUpdate(); //TODO: shouldn't be required
590 }
591 break;
592 case "disconnect":
593 if (!this.people[data.from[0]]) return;
594 delete this.people[data.from[0]].tmpIds[data.from[1]];
595 if (Object.keys(this.people[data.from[0]].tmpIds).length == 0)
596 this.$delete(this.people, data.from[0]);
597 else this.$forceUpdate(); //TODO: shouldn't be required
598 break;
599 case "getfocus": {
600 let player = this.people[data.from[0]];
601 if (!!player) {
602 player.tmpIds[data.from[1]].focus = true;
603 this.$forceUpdate(); //TODO: shouldn't be required
604 }
605 break;
606 }
607 case "losefocus": {
608 let player = this.people[data.from[0]];
609 if (!!player) {
610 player.tmpIds[data.from[1]].focus = false;
611 this.$forceUpdate(); //TODO: shouldn't be required
612 }
613 break;
614 }
615 case "askidentity": {
616 // Request for identification
617 const me = {
618 // Decompose to avoid revealing email
619 name: this.st.user.name,
620 sid: this.st.user.sid,
621 id: this.st.user.id
622 };
623 this.send("identity", { data: me, target: data.from });
624 break;
625 }
626 case "identity": {
627 const user = data.data;
628 let player = this.people[user.sid];
629 // player.tmpIds is already set
630 player.name = user.name;
631 player.id = user.id;
632 if (this.game.type == "live") {
633 const myGidx =
634 this.game.players.findIndex(p => p.sid == this.st.user.sid);
635 // Sometimes a player name isn't stored yet (TODO: why?)
636 if (
637 myGidx >= 0 &&
638 !this.game.players[1 - myGidx].name &&
639 this.game.players[1 - myGidx].sid == user.sid &&
640 !!user.name
641 ) {
642 this.game.players[1-myGidx].name = user.name;
643 GameStorage.update(
644 this.gameRef,
645 { playerName: { idx: 1 - myGidx, name: user.name } }
646 );
647 }
648 }
649 this.$forceUpdate(); //TODO: shouldn't be required
650 // If I multi-connect, kill current connexion if no mark (I'm older)
651 if (this.newConnect[user.sid]) {
652 delete this.newConnect[user.sid];
653 if (
654 user.id > 0 &&
655 user.id == this.st.user.id &&
656 user.sid != this.st.user.sid
657 ) {
658 this.cleanBeforeDestroy();
659 alert(this.st.tr["New connexion detected: tab now offline"]);
660 break;
661 }
662 }
663 // Ask potentially missed last state, if opponent and I play
664 if (
665 !this.gotLastate &&
666 !!this.game.mycolor &&
667 this.game.type == "live" &&
668 this.game.players.some(p => p.sid == user.sid)
669 ) {
670 this.send("asklastate", { target: user.sid });
671 let counter = 1;
672 this.askLastate = setInterval(
673 () => {
674 // Ask at most 3 times:
675 // if no reply after that there should be a network issue.
676 if (
677 counter < 3 &&
678 !this.gotLastate &&
679 !!this.people[user.sid]
680 ) {
681 this.send("asklastate", { target: user.sid });
682 counter++;
683 } else {
684 clearInterval(this.askLastate);
685 }
686 },
687 1500
688 );
689 }
690 break;
691 }
692 case "askgame":
693 // Send current (live or import) game,
694 // if not asked by any of the players
695 if (
696 this.game.type != "corr" &&
697 this.game.players.every(p => p.sid != data.from[0])
698 ) {
699 const myGame = {
700 id: this.game.id,
701 // FEN is current position, unused for now
702 fen: this.game.fen,
703 players: this.game.players,
704 vid: this.game.vid,
705 cadence: this.game.cadence,
706 score: this.game.score
707 };
708 this.send("game", { data: myGame, target: data.from });
709 }
710 break;
711 case "askfullgame":
712 const gameToSend = Object.keys(this.game)
713 .filter(k =>
714 [
715 "id","fen","players","vid","cadence","fenStart","vname",
716 "moves","clocks","score","drawOffer","rematchOffer"
717 ].includes(k))
718 .reduce(
719 (obj, k) => {
720 obj[k] = this.game[k];
721 return obj;
722 },
723 {}
724 );
725 this.send("fullgame", { data: gameToSend, target: data.from });
726 break;
727 case "fullgame":
728 if (!!data.data.empty) {
729 alert(this.st.tr["The game should be in another tab"]);
730 this.$router.go(-1);
731 }
732 else
733 // Callback "roomInit" to poll clients only after game is loaded
734 this.loadVariantThenGame(data.data, this.roomInit);
735 break;
736 case "asklastate":
737 // Sending informative last state if I played a move or score != "*"
738 // If the game or moves aren't loaded yet, delay the sending:
739 // TODO: socket init after game load, so the game is supposedly ready
740 if (!this.game || !this.game.moves) this.lastateAsked = true;
741 else this.sendLastate(data.from);
742 break;
743 // TODO: possible bad scenario: reload page while oppponent sends a
744 // move => get both lastate and newmove, process both, add move twice.
745 // Confirm scenario? Fix?
746 case "lastate": {
747 // Got opponent infos about last move
748 this.gotLastate = true;
749 this.lastate = data.data;
750 if (this.lastate.movesCount - 1 > this.gotMoveIdx)
751 this.gotMoveIdx = this.lastate.movesCount - 1;
752 if (this.game.rendered)
753 // Game is rendered (Board component)
754 this.processLastate();
755 // Else: will be processed when game is ready
756 break;
757 }
758 case "newmove": {
759
760 // DEBUG:
761 console.log("Receive move");
762 console.log(data.data);
763 //moveslist not updated when receiving a move? (see in baseGame)
764
765 const movePlus = data.data;
766 const movesCount = this.game.moves.length;
767 if (
768 movePlus.index < movesCount ||
769 this.gotMoveIdx >= movePlus.index
770 ) {
771 // Opponent re-send but we already have the move:
772 // (maybe he didn't receive our pingback...)
773 this.send("gotmove", {data: movePlus.index, target: data.from});
774 }
775 else {
776 this.gotMoveIdx = movePlus.index;
777 const receiveMyMove = (movePlus.color == this.game.mycolor);
778 const moveColIdx = ["w", "b"].indexOf(movePlus.color);
779 if (!receiveMyMove && !!this.game.mycolor) {
780 // Notify opponent that I got the move:
781 this.send(
782 "gotmove",
783 { data: movePlus.index, target: data.from }
784 );
785 // And myself if I'm elsewhere:
786 if (!this.focus) {
787 notify(
788 "New move",
789 {
790 body:
791 (this.game.players[moveColIdx].name || "@nonymous") +
792 " just played."
793 }
794 );
795 }
796 }
797 if (movePlus.cancelDrawOffer) {
798 // Opponent refuses draw
799 this.drawOffer = "";
800 // NOTE for corr games: drawOffer reset by player in turn
801 if (
802 this.game.type == "live" &&
803 !!this.game.mycolor &&
804 !receiveMyMove
805 ) {
806 GameStorage.update(this.gameRef, { drawOffer: "" });
807 }
808 }
809 this.$refs["basegame"].play(movePlus.move, "received");
810 // Freeze time while the move is being play
811 // (TODO: a callback would be cleaner here)
812 clearInterval(this.clockUpdate);
813 this.clockUpdate = null;
814 const freezeDuration = ["all", "highlight"].includes(V.ShowMoves)
815 // 250 = length of animation, 500 = delay between sub-moves
816 ? 250 + 750 *
817 (Array.isArray(movePlus.move) ? movePlus.move.length - 1 : 0)
818 // Incomplete information: no move animation
819 : 0;
820 setTimeout(
821 () => {
822 this.game.clocks[moveColIdx] = movePlus.clock;
823 this.processMove(
824 movePlus.move,
825 { receiveMyMove: receiveMyMove }
826 );
827 },
828 freezeDuration
829 );
830 }
831 break;
832 }
833 case "gotmove": {
834 this.opponentGotMove = true;
835 // Now his clock starts running on my side:
836 const oppIdx = ['w','b'].indexOf(this.vr.turn);
837 // NOTE: next line to avoid multi-resetClocks when several tabs
838 // on same game, resulting in a faster countdown.
839 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
840 this.re_setClocks();
841 break;
842 }
843 case "resign":
844 const score = (data.data == "b" ? "1-0" : "0-1");
845 const side = (data.data == "w" ? "White" : "Black");
846 this.gameOver(score, side + " surrender");
847 break;
848 case "abort":
849 this.gameOver("?", "Stop");
850 break;
851 case "draw":
852 this.gameOver("1/2", data.data);
853 break;
854 case "drawoffer":
855 // NOTE: observers don't know who offered draw
856 this.drawOffer = "received";
857 if (!!this.game.mycolor && this.game.type == "live") {
858 GameStorage.update(
859 this.gameRef,
860 { drawOffer: V.GetOppCol(this.game.mycolor) }
861 );
862 }
863 break;
864 case "rematchoffer":
865 // NOTE: observers don't know who offered rematch
866 this.rematchOffer = data.data ? "received" : "";
867 if (!!this.game.mycolor && this.game.type == "live") {
868 GameStorage.update(
869 this.gameRef,
870 { rematchOffer: data.data ? V.GetOppCol(this.game.mycolor) : "" }
871 );
872 }
873 break;
874 case "newgame": {
875 // A game started, redirect if I'm playing in
876 const gameInfo = data.data;
877 const gameType = this.getGameType(gameInfo);
878 if (
879 gameType == "live" &&
880 gameInfo.players.some(p => p.sid == this.st.user.sid)
881 ) {
882 this.addAndGotoLiveGame(gameInfo);
883 } else if (
884 gameType == "corr" &&
885 this.st.user.id > 0 &&
886 gameInfo.players.some(p => p.id == this.st.user.id)
887 ) {
888 this.$router.push("/game/" + gameInfo.id);
889 } else {
890 this.rematchId = gameInfo.id;
891 document.getElementById("modalRules").checked = false;
892 document.getElementById("modalScore").checked = false;
893 document.getElementById("modalRematch").checked = true;
894 }
895 break;
896 }
897 case "newchat": {
898 let chat = data.data;
899 this.$refs["chatcomp"].newChat(chat);
900 if (this.game.type == "live") {
901 chat.added = Date.now();
902 if (!!this.game.mycolor)
903 GameStorage.update(this.gameRef, { chat: chat });
904 }
905 if (!document.getElementById("modalChat").checked)
906 document.getElementById("chatBtn").classList.add("somethingnew");
907 break;
908 }
909 }
910 },
911 updateCorrGame: function(obj, callback) {
912 ajax(
913 "/games",
914 "PUT",
915 {
916 data: {
917 gid: this.gameRef,
918 newObj: obj
919 },
920 success: () => {
921 if (!!callback) callback();
922 }
923 }
924 );
925 },
926 sendLastate: function(target) {
927 // Send our "last state" informations to opponent
928 const L = this.game.moves.length;
929 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
930 const myLastate = {
931 lastMove:
932 (L > 0 && this.vr.turn != this.game.mycolor)
933 ? this.game.moves[L - 1]
934 : undefined,
935 clock: this.game.clocks[myIdx],
936 // Since we played a move (or abort or resign),
937 // only drawOffer=="sent" is possible
938 drawSent: this.drawOffer == "sent" ? true : undefined,
939 rematchSent: this.rematchOffer == "sent" ? true : undefined,
940 score: this.game.score != "*" ? this.game.score : undefined,
941 scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
942 movesCount: L
943 };
944 this.send("lastate", { data: myLastate, target: target });
945 },
946 // lastate was received, but maybe game wasn't ready yet:
947 processLastate: function() {
948 const data = this.lastate;
949 this.lastate = undefined; //security...
950 if (!!data.score) {
951 const oppCol = V.GetOppCol(this.game.mycolor);
952 if (!!data.rematchSent) {
953 if (this.game.rematchOffer != oppCol) {
954 // Opponent sended rematch offer while we were offline:
955 this.rematchOffer = "received";
956 GameStorage.update(
957 this.gameRef,
958 { rematchOffer: oppCol }
959 );
960 }
961 }
962 else {
963 if (this.game.rematchOffer == oppCol) {
964 // Opponent cancelled rematch offer while we were offline:
965 this.rematchOffer = "";
966 GameStorage.update(
967 this.gameRef,
968 { rematchOffer: "" }
969 );
970 }
971 }
972 }
973 else {
974 const L = this.game.moves.length;
975 const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
976 this.game.clocks[oppIdx] = data.clock;
977 if (data.movesCount > L) {
978 // Just got last move from him
979 this.$refs["basegame"].play(data.lastMove, "received");
980 this.processMove(data.lastMove);
981 } else {
982 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
983 this.re_setClocks();
984 }
985 if (!!data.drawSent) this.drawOffer = "received";
986 if (!!data.score) {
987 this.drawOffer = "";
988 if (this.game.score == "*")
989 this.gameOver(data.score, data.scoreMsg);
990 }
991 }
992 },
993 clickDraw: function() {
994 if (!this.game.mycolor || this.game.type == "import") return;
995 if (["received", "threerep"].includes(this.drawOffer)) {
996 if (!confirm(this.st.tr["Accept draw?"])) return;
997 const message =
998 this.drawOffer == "received"
999 ? "Mutual agreement"
1000 : "Three repetitions";
1001 this.send("draw", { data: message });
1002 this.gameOver("1/2", message);
1003 } else if (this.drawOffer == "") {
1004 // No effect if drawOffer == "sent"
1005 if (this.game.mycolor != this.vr.turn) {
1006 alert(this.st.tr["Draw offer only in your turn"]);
1007 return;
1008 }
1009 if (!confirm(this.st.tr["Offer draw?"])) return;
1010 this.drawOffer = "sent";
1011 this.send("drawoffer");
1012 if (this.game.type == "live") {
1013 GameStorage.update(
1014 this.gameRef,
1015 { drawOffer: this.game.mycolor }
1016 );
1017 } else this.updateCorrGame({ drawOffer: this.game.mycolor });
1018 }
1019 },
1020 addAndGotoLiveGame: function(gameInfo, callback) {
1021 const game = Object.assign(
1022 {},
1023 gameInfo,
1024 {
1025 // (other) Game infos: constant
1026 fenStart: gameInfo.fen,
1027 vname: this.game.vname,
1028 created: Date.now(),
1029 // Game state (including FEN): will be updated
1030 moves: [],
1031 clocks: [-1, -1], //-1 = unstarted
1032 chats: [],
1033 score: "*"
1034 }
1035 );
1036 GameStorage.add(game, (err) => {
1037 // No error expected.
1038 if (!err) {
1039 if (this.st.settings.sound)
1040 new Audio("/sounds/newgame.flac").play().catch(() => {});
1041 if (!!callback) callback();
1042 this.$router.push("/game/" + gameInfo.id);
1043 }
1044 });
1045 },
1046 clickRematch: function() {
1047 if (!this.game.mycolor || this.game.type == "import") return;
1048 if (this.rematchOffer == "received") {
1049 // Start a new game!
1050 let gameInfo = {
1051 id: getRandString(), //ignored if corr
1052 fen: V.GenRandInitFen(this.game.randomness),
1053 players: [this.game.players[1], this.game.players[0]],
1054 vid: this.game.vid,
1055 cadence: this.game.cadence
1056 };
1057 const notifyNewGame = () => {
1058 const oppsid = this.getOppsid(); //may be null
1059 this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
1060 // To main Hall if corr game:
1061 if (this.game.type == "corr")
1062 this.send("newgame", { data: gameInfo, page: "/" });
1063 // Also to MyGames page:
1064 this.notifyMyGames("newgame", gameInfo);
1065 };
1066 if (this.game.type == "live")
1067 this.addAndGotoLiveGame(gameInfo, notifyNewGame);
1068 else {
1069 // corr game
1070 ajax(
1071 "/games",
1072 "POST",
1073 {
1074 // cid is useful to delete the challenge:
1075 data: { gameInfo: gameInfo },
1076 success: (response) => {
1077 gameInfo.id = response.gameId;
1078 notifyNewGame();
1079 this.$router.push("/game/" + response.gameId);
1080 }
1081 }
1082 );
1083 }
1084 } else if (this.rematchOffer == "") {
1085 this.rematchOffer = "sent";
1086 this.send("rematchoffer", { data: true });
1087 if (this.game.type == "live") {
1088 GameStorage.update(
1089 this.gameRef,
1090 { rematchOffer: this.game.mycolor }
1091 );
1092 } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
1093 } else if (this.rematchOffer == "sent") {
1094 // Toggle rematch offer (on --> off)
1095 this.rematchOffer = "";
1096 this.send("rematchoffer", { data: false });
1097 if (this.game.type == "live") {
1098 GameStorage.update(
1099 this.gameRef,
1100 { rematchOffer: '' }
1101 );
1102 } else this.updateCorrGame({ rematchOffer: 'n' });
1103 }
1104 },
1105 abortGame: function() {
1106 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
1107 return;
1108 this.gameOver("?", "Stop");
1109 this.send("abort");
1110 },
1111 resign: function() {
1112 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
1113 return;
1114 this.send("resign", { data: this.game.mycolor });
1115 const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
1116 const side = (this.game.mycolor == "w" ? "White" : "Black");
1117 this.gameOver(score, side + " surrender");
1118 },
1119 loadGame: function(game, callback) {
1120 const gtype = game.type || this.getGameType(game);
1121 const tc = extractTime(game.cadence);
1122 const myIdx = game.players.findIndex(p => {
1123 return (
1124 p.sid == this.st.user.sid ||
1125 (!!p.name && p.id == this.st.user.id)
1126 );
1127 });
1128 // Sometimes the name isn't stored yet (TODO: why?)
1129 if (
1130 myIdx >= 0 &&
1131 gtype == "live" &&
1132 !game.players[myIdx].name &&
1133 !!this.st.user.name
1134 ) {
1135 game.players[myIdx].name = this.st.user.name;
1136 GameStorage.update(
1137 game.id,
1138 { playerName: { idx: myIdx, name: this.st.user.name } }
1139 );
1140 }
1141 // "mycolor" is undefined for observers
1142 const mycolor = [undefined, "w", "b"][myIdx + 1];
1143 if (gtype == "corr") {
1144 if (mycolor == 'w') game.chatRead = game.chatReadWhite;
1145 else if (mycolor == 'b') game.chatRead = game.chatReadBlack;
1146 // NOTE: clocks in seconds
1147 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
1148 game.clocks = [tc.mainTime, tc.mainTime];
1149 const L = game.moves.length;
1150 if (game.score == "*") {
1151 // Adjust clocks
1152 if (L >= 2) {
1153 game.clocks[L % 2] -=
1154 (Date.now() - game.moves[L-1].played) / 1000;
1155 }
1156 }
1157 // Now that we used idx and played, re-format moves as for live games
1158 game.moves = game.moves.map(m => m.squares);
1159 }
1160 else if (gtype == "live") {
1161 if (game.clocks[0] < 0) {
1162 // Game is unstarted. clock is ignored until move 2
1163 game.clocks = [tc.mainTime, tc.mainTime];
1164 if (myIdx >= 0) {
1165 // I play in this live game
1166 GameStorage.update(
1167 game.id,
1168 { clocks: game.clocks }
1169 );
1170 }
1171 } else {
1172 if (!!game.initime)
1173 // It's my turn: clocks not updated yet
1174 game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
1175 }
1176 }
1177 else
1178 // gtype == "import"
1179 game.clocks = [tc.mainTime, tc.mainTime];
1180 // Live games before 26/03/2020 don't have chat history:
1181 if (!game.chats) game.chats = []; //TODO: remove line
1182 // Sort chat messages from newest to oldest
1183 game.chats.sort((c1, c2) => c2.added - c1.added);
1184 if (
1185 myIdx >= 0 &&
1186 game.chats.length > 0 &&
1187 (!game.chatRead || game.chatRead < game.chats[0].added)
1188 ) {
1189 // A chat message arrived since my last reading:
1190 document.getElementById("chatBtn").classList.add("somethingnew");
1191 }
1192 // TODO: merge next 2 "if" conditions
1193 if (!!game.drawOffer) {
1194 if (game.drawOffer == "t")
1195 // Three repetitions
1196 this.drawOffer = "threerep";
1197 else {
1198 // Draw offered by any of the players:
1199 if (myIdx < 0) this.drawOffer = "received";
1200 else {
1201 // I play in this game:
1202 if (
1203 (game.drawOffer == "w" && myIdx == 0) ||
1204 (game.drawOffer == "b" && myIdx == 1)
1205 )
1206 this.drawOffer = "sent";
1207 else this.drawOffer = "received";
1208 }
1209 }
1210 }
1211 if (!!game.rematchOffer) {
1212 if (myIdx < 0) this.rematchOffer = "received";
1213 else {
1214 // I play in this game:
1215 if (
1216 (game.rematchOffer == "w" && myIdx == 0) ||
1217 (game.rematchOffer == "b" && myIdx == 1)
1218 ) {
1219 this.rematchOffer = "sent";
1220 }
1221 else this.rematchOffer = "received";
1222 }
1223 }
1224 this.repeat = {}; //reset: scan past moves' FEN:
1225 let repIdx = 0;
1226 this.vr = new V(game.fenStart);
1227 let curTurn = "n";
1228 game.moves.forEach(m => {
1229 playMove(m, this.vr);
1230 const fenIdx = this.vr.getFenForRepeat();
1231 this.repeat[fenIdx] = this.repeat[fenIdx]
1232 ? this.repeat[fenIdx] + 1
1233 : 1;
1234 });
1235 // Imported games don't have current FEN
1236 if (!game.fen) game.fen = this.vr.getFen();
1237 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
1238 this.game = Object.assign(
1239 // NOTE: assign mycolor here, since BaseGame could also be VS computer
1240 {
1241 type: gtype,
1242 increment: tc.increment,
1243 mycolor: mycolor,
1244 // opponent sid not strictly required (or available), but easier
1245 // at least oppsid or oppid is available anyway:
1246 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
1247 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
1248 },
1249 game
1250 );
1251 this.$refs["basegame"].re_setVariables(this.game);
1252 // Initial loading:
1253 this.gotMoveIdx = game.moves.length - 1;
1254 // If we arrive here after 'nextGame' action, the board might be hidden
1255 let boardDiv = document.querySelector(".game");
1256 if (!!boardDiv && boardDiv.style.visibility == "hidden")
1257 boardDiv.style.visibility = "visible";
1258 this.re_setClocks();
1259 this.$nextTick(() => {
1260 this.game.rendered = true;
1261 // Did lastate arrive before game was rendered?
1262 if (!!this.lastate) this.processLastate();
1263 });
1264 if (this.lastateAsked) {
1265 this.lastateAsked = false;
1266 this.sendLastate(game.oppsid);
1267 }
1268 if (!!callback) callback();
1269 },
1270 loadVariantThenGame: async function(game, callback) {
1271 await import("@/variants/" + game.vname + ".js")
1272 .then((vModule) => {
1273 window.V = vModule[game.vname + "Rules"];
1274 this.loadGame(game, callback);
1275 });
1276 // (AJAX) Request to get rules content (plain text, HTML)
1277 this.rulesContent =
1278 require(
1279 "raw-loader!@/translations/rules/" +
1280 game.vname + "/" +
1281 this.st.lang + ".pug"
1282 )
1283 // Next two lines fix a weird issue after last update (2019-11)
1284 .replace(/\\n/g, " ")
1285 .replace(/\\"/g, '"')
1286 .replace('module.exports = "', "")
1287 .replace(/"$/, "")
1288 .replace(/(fen:)([^:]*):/g, replaceByDiag);
1289 },
1290 // 3 cases for loading a game:
1291 // - from indexedDB (running or completed live game I play)
1292 // - from server (one correspondance game I play[ed] or not)
1293 // - from remote peer (one live game I don't play, finished or not)
1294 fetchGame: function(callback) {
1295 if (
1296 Number.isInteger(this.gameRef) ||
1297 !isNaN(parseInt(this.gameRef, 10))
1298 ) {
1299 // corr games identifiers are integers
1300 ajax(
1301 "/games",
1302 "GET",
1303 {
1304 data: { gid: this.gameRef },
1305 success: (res) => {
1306 res.game.moves.forEach(m => {
1307 m.squares = JSON.parse(m.squares);
1308 });
1309 callback(res.game);
1310 }
1311 }
1312 );
1313 }
1314 else if (!!this.gameRef.match(/^i/))
1315 // Game import (maybe remote)
1316 ImportgameStorage.get(this.gameRef, callback);
1317 else
1318 // Local live game (or remote)
1319 GameStorage.get(this.gameRef, callback);
1320 },
1321 re_setClocks: function() {
1322 this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
1323 if (this.game.moves.length < 2 || this.game.score != "*") {
1324 // 1st move not completed yet, or game over: freeze time
1325 return;
1326 }
1327 const currentTurn = this.vr.turn;
1328 const currentMovesCount = this.game.moves.length;
1329 const colorIdx = ["w", "b"].indexOf(currentTurn);
1330 this.clockUpdate = setInterval(
1331 () => {
1332 if (
1333 this.game.clocks[colorIdx] < 0 ||
1334 this.game.moves.length > currentMovesCount ||
1335 this.game.score != "*"
1336 ) {
1337 clearInterval(this.clockUpdate);
1338 this.clockUpdate = null;
1339 if (this.game.clocks[colorIdx] < 0)
1340 this.gameOver(
1341 currentTurn == "w" ? "0-1" : "1-0",
1342 "Time"
1343 );
1344 } else {
1345 this.$set(
1346 this.virtualClocks,
1347 colorIdx,
1348 ppt(Math.max(0, --this.game.clocks[colorIdx])).split(':')
1349 );
1350 }
1351 },
1352 1000
1353 );
1354 },
1355 // Update variables and storage after a move:
1356 processMove: function(move, data) {
1357 if (this.game.type == "import")
1358 // Shouldn't receive any messages in this mode:
1359 return;
1360 if (!data) data = {};
1361 const moveCol = this.vr.turn;
1362 const colorIdx = ["w", "b"].indexOf(moveCol);
1363 const nextIdx = 1 - colorIdx;
1364 const doProcessMove = () => {
1365 const origMovescount = this.game.moves.length;
1366 // The move is (about to be) played: stop clock
1367 clearInterval(this.clockUpdate);
1368 this.clockUpdate = null;
1369 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1370 if (this.drawOffer == "received")
1371 // I refuse draw
1372 this.drawOffer = "";
1373 if (this.game.type == "live" && origMovescount >= 2) {
1374 this.game.clocks[colorIdx] += this.game.increment;
1375 // For a correct display in casqe of disconnected opponent:
1376 this.$set(
1377 this.virtualClocks,
1378 colorIdx,
1379 ppt(this.game.clocks[colorIdx]).split(':')
1380 );
1381 GameStorage.update(this.gameRef, {
1382 // It's not my turn anymore:
1383 initime: null
1384 });
1385 }
1386 }
1387 // Update current game object:
1388 playMove(move, this.vr);
1389 if (!data.score)
1390 // Received move, score is computed in BaseGame, but maybe not yet.
1391 // ==> Compute it here, although this is redundant (TODO)
1392 data.score = this.vr.getCurrentScore();
1393 if (data.score != "*") this.gameOver(data.score);
1394 this.game.moves.push(move);
1395 this.game.fen = this.vr.getFen();
1396 if (this.game.type == "corr") {
1397 // In corr games, just reset clock to mainTime:
1398 this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
1399 }
1400 // If repetition detected, consider that a draw offer was received:
1401 const fenObj = this.vr.getFenForRepeat();
1402 this.repeat[fenObj] =
1403 !!this.repeat[fenObj]
1404 ? this.repeat[fenObj] + 1
1405 : 1;
1406 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
1407 else if (this.drawOffer == "threerep") this.drawOffer = "";
1408 if (!!this.game.mycolor && !data.receiveMyMove) {
1409 // NOTE: 'var' to see that variable outside this block
1410 var filtered_move = getFilteredMove(move);
1411 }
1412 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1413 // Notify turn on MyGames page:
1414 this.notifyMyGames(
1415 "turn",
1416 {
1417 gid: this.gameRef,
1418 turn: this.vr.turn
1419 }
1420 );
1421 }
1422 // Since corr games are stored at only one location, update should be
1423 // done only by one player for each move:
1424 if (
1425 this.game.type == "live" &&
1426 !!this.game.mycolor &&
1427 moveCol != this.game.mycolor &&
1428 this.game.moves.length >= 2
1429 ) {
1430 // Receive a move: update initime
1431 this.game.initime = Date.now();
1432 GameStorage.update(this.gameRef, {
1433 // It's my turn now!
1434 initime: this.game.initime
1435 });
1436 }
1437 if (
1438 !!this.game.mycolor &&
1439 !data.receiveMyMove &&
1440 (this.game.type == "live" || moveCol == this.game.mycolor)
1441 ) {
1442 let drawCode = "";
1443 switch (this.drawOffer) {
1444 case "threerep":
1445 drawCode = "t";
1446 break;
1447 case "sent":
1448 drawCode = this.game.mycolor;
1449 break;
1450 case "received":
1451 drawCode = V.GetOppCol(this.game.mycolor);
1452 break;
1453 }
1454 if (this.game.type == "corr") {
1455 // corr: only move, fen and score
1456 this.updateCorrGame({
1457 fen: this.game.fen,
1458 move: {
1459 squares: filtered_move,
1460 idx: origMovescount
1461 },
1462 // Code "n" for "None" to force reset (otherwise it's ignored)
1463 drawOffer: drawCode || "n"
1464 });
1465 }
1466 else {
1467 const updateStorage = () => {
1468 GameStorage.update(this.gameRef, {
1469 fen: this.game.fen,
1470 move: filtered_move,
1471 moveIdx: origMovescount,
1472 clocks: this.game.clocks,
1473 drawOffer: drawCode
1474 });
1475 };
1476 // The active tab can update storage immediately
1477 if (this.focus) updateStorage();
1478 // Small random delay otherwise
1479 else setTimeout(updateStorage, 500 + 1000 * Math.random());
1480 }
1481 }
1482 // Send move ("newmove" event) to people in the room (if our turn)
1483 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1484 let sendMove = {
1485 move: filtered_move,
1486 index: origMovescount,
1487 // color is required to check if this is my move
1488 // (if several tabs opened)
1489 color: moveCol,
1490 cancelDrawOffer: this.drawOffer == ""
1491 };
1492 if (this.game.type == "live")
1493 sendMove["clock"] = this.game.clocks[colorIdx];
1494 // (Live) Clocks will re-start when the opponent pingback arrive
1495 this.opponentGotMove = false;
1496 this.send("newmove", {data: sendMove});
1497 // If the opponent doesn't reply gotmove soon enough, re-send move:
1498 // Do this at most 2 times, because more would mean network issues,
1499 // opponent would then be expected to disconnect/reconnect.
1500 let counter = 1;
1501 const currentUrl = document.location.href;
1502 this.retrySendmove = setInterval(
1503 () => {
1504 if (
1505 counter >= 3 ||
1506 this.opponentGotMove ||
1507 document.location.href != currentUrl //page change
1508 ) {
1509 clearInterval(this.retrySendmove);
1510 return;
1511 }
1512 const oppsid = this.getOppsid();
1513 if (!oppsid)
1514 // Opponent is disconnected: he'll ask last state
1515 clearInterval(this.retrySendmove);
1516 else {
1517 this.send("newmove", { data: sendMove, target: oppsid });
1518 counter++;
1519 }
1520 },
1521 1500
1522 );
1523 }
1524 else
1525 // Not my move or I'm an observer: just start other player's clock
1526 this.re_setClocks();
1527 };
1528 if (
1529 this.game.type == "corr" &&
1530 moveCol == this.game.mycolor &&
1531 !data.receiveMyMove
1532 ) {
1533 let boardDiv = document.querySelector(".game");
1534 const afterSetScore = () => {
1535 doProcessMove();
1536 if (this.st.settings.gotonext && this.nextIds.length > 0)
1537 this.showNextGame();
1538 else {
1539 // The board might have been hidden:
1540 if (boardDiv.style.visibility == "hidden")
1541 boardDiv.style.visibility = "visible";
1542 if (data.score == "*") this.re_setClocks();
1543 }
1544 };
1545 if (!V.CorrConfirm) {
1546 afterSetScore();
1547 return;
1548 }
1549 let el = document.querySelector("#buttonsConfirm > .acceptBtn");
1550 // We may play several moves in a row: in case of, remove listener:
1551 let elClone = el.cloneNode(true);
1552 el.parentNode.replaceChild(elClone, el);
1553 elClone.addEventListener(
1554 "click",
1555 () => {
1556 document.getElementById("modalConfirm").checked = false;
1557 if (!!data.score && data.score != "*")
1558 // Set score first
1559 this.gameOver(data.score, null, afterSetScore);
1560 else afterSetScore();
1561 }
1562 );
1563 // PlayOnBoard is enough, and more appropriate for Synchrone Chess
1564 const arMove = (Array.isArray(move) ? move : [move]);
1565 for (let i = 0; i < arMove.length; i++)
1566 V.PlayOnBoard(this.vr.board, arMove[i]);
1567 const position = this.vr.getBaseFen();
1568 for (let i = arMove.length - 1; i >= 0; i--)
1569 V.UndoOnBoard(this.vr.board, arMove[i]);
1570 if (["all","byrow"].includes(V.ShowMoves)) {
1571 this.curDiag = getDiagram({
1572 position: position,
1573 orientation: V.CanFlip ? this.game.mycolor : "w"
1574 });
1575 document.querySelector("#confirmDiv > .card").style.width =
1576 boardDiv.offsetWidth + "px";
1577 }
1578 else {
1579 // Incomplete information: just ask confirmation
1580 // Hide the board, because otherwise it could reveal infos
1581 boardDiv.style.visibility = "hidden";
1582 this.moveNotation = getFullNotation(move);
1583 }
1584 document.getElementById("modalConfirm").checked = true;
1585 }
1586 else {
1587 // Normal situation
1588 if (!!data.score && data.score != "*")
1589 this.gameOver(data.score, null, doProcessMove);
1590 else doProcessMove();
1591 }
1592 },
1593 cancelMove: function() {
1594 let boardDiv = document.querySelector(".game");
1595 if (boardDiv.style.visibility == "hidden")
1596 boardDiv.style.visibility = "visible";
1597 document.getElementById("modalConfirm").checked = false;
1598 this.$refs["basegame"].cancelLastMove();
1599 },
1600 // In corr games, callback to change page only after score is set:
1601 gameOver: function(score, scoreMsg, callback) {
1602 this.game.score = score;
1603 if (!scoreMsg) scoreMsg = getScoreMessage(score);
1604 this.game.scoreMsg = scoreMsg;
1605 document.getElementById("modalRules").checked = false;
1606 // Display result in a un-missable way:
1607 document.getElementById("modalScore").checked = true;
1608 this.$set(this.game, "scoreMsg", scoreMsg);
1609 const myIdx = this.game.players.findIndex(p => {
1610 return (
1611 p.sid == this.st.user.sid ||
1612 (!!p.name && p.id == this.st.user.id)
1613 );
1614 });
1615 if (myIdx >= 0) {
1616 // OK, I play in this game
1617 const scoreObj = {
1618 score: score,
1619 scoreMsg: scoreMsg
1620 };
1621 if (this.game.type == "live") {
1622 GameStorage.update(this.gameRef, scoreObj);
1623 // Notify myself locally if I'm elsewhere:
1624 if (!this.focus) {
1625 notify(
1626 "Game over",
1627 { body: score + " : " + scoreMsg }
1628 );
1629 }
1630 if (!!callback) callback();
1631 }
1632 else this.updateCorrGame(scoreObj, callback);
1633 // Notify the score to main Hall.
1634 // TODO: only one player (currently double send)
1635 this.send("result", { gid: this.game.id, score: score });
1636 // Also to MyGames page (TODO: doubled as well...)
1637 this.notifyMyGames(
1638 "score",
1639 {
1640 gid: this.gameRef,
1641 score: score
1642 }
1643 );
1644 }
1645 else if (!!callback) callback();
1646 }
1647 }
1648 };
1649 </script>
1650
1651 <style lang="sass" scoped>
1652 #scoreDiv > .card, #rematchDiv > .card
1653 padding: 10px 0
1654 max-width: 430px
1655
1656 #rulesDiv > .card
1657 padding: 5px 0
1658 max-width: 50%
1659 max-height: 100%
1660 @media screen and (max-width: 1500px)
1661 max-width: 67%
1662 @media screen and (max-width: 1024px)
1663 max-width: 85%
1664 @media screen and (max-width: 767px)
1665 max-width: 100%
1666
1667 p.score-section
1668 margin: 0
1669 font-size: 1.3em
1670 span.score
1671 font-weight: bold
1672
1673 .connected
1674 background-color: lightgreen
1675
1676 #participants
1677 margin-left: 5px
1678
1679 .anonymous
1680 color: grey
1681 font-style: italic
1682
1683 #playersInfo > p
1684 margin: 0
1685
1686 @media screen and (max-width: 767px)
1687 .game
1688 width: 100%
1689
1690 #actions
1691 display: inline-block
1692 margin: 0
1693
1694 button
1695 display: inline-block
1696 margin: 0
1697 display: inline-flex
1698 img
1699 height: 22px
1700 display: flex
1701 @media screen and (max-width: 767px)
1702 height: 18px
1703
1704 #aboveBoard
1705 text-align: center
1706
1707 .user-bio
1708 display: inline
1709 font-size: 1.5rem
1710 @media screen and (max-width: 767px)
1711 font-size: 1.2rem
1712 padding: 0 3px
1713
1714 .variant-cadence
1715 padding-right: 10px
1716
1717 .variant-name
1718 font-weight: bold
1719 padding-right: 10px
1720
1721 span#nextGame
1722 background-color: #edda99
1723 cursor: pointer
1724 display: inline-block
1725 margin-right: 10px
1726
1727 span.separator
1728 display: inline-block
1729 margin: 0
1730 padding: 0
1731 width: 10px
1732
1733 span.time
1734 font-size: 2rem
1735 @media screen and (max-width: 767px)
1736 font-size: 1.5rem
1737 display: inline-block
1738 .time-left
1739 margin-left: 10px
1740 .time-right
1741 margin-left: 5px
1742 .time-separator
1743 margin-left: 5px
1744 position: relative
1745 top: -1px
1746
1747 span.yourturn
1748 color: #831B1B
1749 .time-separator
1750 animation: blink-animation 2s steps(3, start) infinite
1751 @keyframes blink-animation
1752 to
1753 visibility: hidden
1754
1755 .split-names
1756 display: inline-block
1757 margin: 0 15px
1758
1759 #chatWrap > .card
1760 padding-top: 20px
1761 max-width: 767px
1762 border: none
1763
1764 #confirmDiv > .card
1765 max-width: 767px
1766 max-height: 100%
1767
1768 .draw-sent, .draw-sent:hover
1769 background-color: lightyellow
1770
1771 .draw-received, .draw-received:hover
1772 background-color: #73C6B6
1773
1774 .draw-threerep, .draw-threerep:hover
1775 background-color: #D2B4DE
1776
1777 .rematch-sent, .rematch-sent:hover
1778 background-color: lightyellow
1779
1780 .rematch-received, .rematch-received:hover
1781 background-color: #48C9B0
1782
1783 .somethingnew
1784 background-color: #D2B4DE
1785
1786 .diagram
1787 margin: 0 auto
1788 width: 100%
1789
1790 #buttonsConfirm
1791 margin: 0
1792 & > button > span
1793 width: 100%
1794 text-align: center
1795
1796 button.acceptBtn
1797 background-color: lightgreen
1798 button.refuseBtn
1799 background-color: red
1800
1801 a#variantNameInGame
1802 color: var(--card-fore-color)
1803 text-align: center
1804 font-weight: bold
1805 font-size: calc(1rem * var(--heading-ratio))
1806 line-height: 1.2
1807 margin: calc(1.5 * var(--universal-margin))
1808 </style>
1809
1810 <style lang="sass">
1811 @import "@/styles/_rules.sass"
1812 @import "@/styles/_board_squares_img.sass"
1813 </style>