Merge branch 'master' of auder.net:vchess
[vchess.git] / client / src / views / Game.vue
1 <template lang="pug">
2 main
3 input#modalChat.modal(
4 type="checkbox"
5 @click="resetChatColor()"
6 )
7 div#chatWrap(
8 role="dialog"
9 data-checkbox="modalChat"
10 )
11 #chat.card
12 label.modal-close(for="modalChat")
13 #participants
14 span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
15 span(
16 v-for="p in Object.values(people)"
17 v-if="!!p.name"
18 )
19 | {{ p.name }}
20 span.anonymous(v-if="Object.values(people).some(p => !p.name)")
21 | + @nonymous
22 Chat(
23 :players="game.players"
24 :pastChats="game.chats"
25 :newChat="newChat"
26 @mychat="processChat"
27 @chatcleared="clearChat"
28 )
29 .row
30 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
31 span.variant-cadence {{ game.cadence }}
32 span.variant-name {{ game.vname }}
33 button#chatBtn(onClick="window.doClick('modalChat')") Chat
34 #actions(v-if="game.score=='*'")
35 button(
36 @click="clickDraw()"
37 :class="{['draw-' + drawOffer]: true}"
38 )
39 | {{ st.tr["Draw"] }}
40 button(
41 v-if="!!game.mycolor"
42 @click="abortGame()"
43 )
44 | {{ st.tr["Abort"] }}
45 button(
46 v-if="!!game.mycolor"
47 @click="resign()"
48 )
49 | {{ st.tr["Resign"] }}
50 #playersInfo
51 p
52 span.name(:class="{connected: isConnected(0)}")
53 | {{ game.players[0].name || "@nonymous" }}
54 span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
55 span.split-names -
56 span.name(:class="{connected: isConnected(1)}")
57 | {{ game.players[1].name || "@nonymous" }}
58 span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
59 BaseGame(
60 ref="basegame"
61 :game="game"
62 @newmove="processMove"
63 @gameover="gameOver"
64 )
65 </template>
66
67 <script>
68 import BaseGame from "@/components/BaseGame.vue";
69 import Chat from "@/components/Chat.vue";
70 import { store } from "@/store";
71 import { GameStorage } from "@/utils/gameStorage";
72 import { ppt } from "@/utils/datetime";
73 import { ajax } from "@/utils/ajax";
74 import { extractTime } from "@/utils/timeControl";
75 import { getRandString } from "@/utils/alea";
76 import { processModalClick } from "@/utils/modalClick";
77 import { getFullNotation } from "@/utils/notation";
78 import { playMove, getFilteredMove } from "@/utils/playUndo";
79 import { getScoreMessage } from "@/utils/scoring";
80 import { ArrayFun } from "@/utils/array";
81 import params from "@/parameters";
82 export default {
83 name: "my-game",
84 components: {
85 BaseGame,
86 Chat
87 },
88 // gameRef: to find the game in (potentially remote) storage
89 data: function() {
90 return {
91 st: store.state,
92 gameRef: {
93 // rid = remote (socket) ID
94 id: "",
95 rid: ""
96 },
97 game: {
98 // Passed to BaseGame
99 players: [{ name: "" }, { name: "" }],
100 chats: [],
101 rendered: false
102 },
103 virtualClocks: [0, 0], //initialized with true game.clocks
104 vr: null, //"variant rules" object initialized from FEN
105 drawOffer: "",
106 people: {}, //players + observers
107 onMygames: [], //opponents (or me) on "MyGames" page
108 lastate: undefined, //used if opponent send lastate before game is ready
109 repeat: {}, //detect position repetition
110 newChat: "",
111 conn: null,
112 connexionString: "",
113 // Related to (killing of) self multi-connects:
114 newConnect: {},
115 killed: {}
116 };
117 },
118 watch: {
119 $route: function(to) {
120 this.gameRef.id = to.params["id"];
121 this.gameRef.rid = to.query["rid"];
122 this.loadGame();
123 }
124 },
125 // NOTE: some redundant code with Hall.vue (mostly related to people array)
126 created: function() {
127 // Always add myself to players' list
128 const my = this.st.user;
129 this.$set(this.people, my.sid, { id: my.id, name: my.name });
130 this.gameRef.id = this.$route.params["id"];
131 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
132 // Initialize connection
133 this.connexionString =
134 params.socketUrl +
135 "/?sid=" +
136 this.st.user.sid +
137 "&tmpId=" +
138 getRandString() +
139 "&page=" +
140 encodeURIComponent(this.$route.path);
141 this.conn = new WebSocket(this.connexionString);
142 this.conn.onmessage = this.socketMessageListener;
143 this.conn.onclose = this.socketCloseListener;
144 // Socket init required before loading remote game:
145 const socketInit = callback => {
146 if (!!this.conn && this.conn.readyState == 1)
147 // 1 == OPEN state
148 callback();
149 else
150 // Socket not ready yet (initial loading)
151 // NOTE: it's important to call callback without arguments,
152 // otherwise first arg is Websocket object and loadGame fails.
153 this.conn.onopen = () => callback();
154 };
155 if (!this.gameRef.rid)
156 // Game stored locally or on server
157 this.loadGame(null, () => socketInit(this.roomInit));
158 else
159 // Game stored remotely: need socket to retrieve it
160 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
161 // --> It will be given when receiving "fullgame" socket event.
162 socketInit(this.loadGame);
163 },
164 mounted: function() {
165 document
166 .getElementById("chatWrap")
167 .addEventListener("click", processModalClick);
168 },
169 beforeDestroy: function() {
170 this.send("disconnect");
171 },
172 methods: {
173 roomInit: function() {
174 // Notify the room only now that I connected, because
175 // messages might be lost otherwise (if game loading is slow)
176 this.send("connect");
177 this.send("pollclients");
178 },
179 send: function(code, obj) {
180 if (this.conn)
181 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
182 },
183 isConnected: function(index) {
184 const player = this.game.players[index];
185 // Is it me ?
186 if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
187 return true;
188 // Try to find a match in people:
189 return (
190 (
191 player.sid &&
192 Object.keys(this.people).some(sid => sid == player.sid)
193 )
194 ||
195 (
196 player.uid &&
197 Object.values(this.people).some(p => p.id == player.uid)
198 )
199 );
200 },
201 resetChatColor: function() {
202 // TODO: this is called twice, once on opening an once on closing
203 document.getElementById("chatBtn").classList.remove("somethingnew");
204 },
205 processChat: function(chat) {
206 this.send("newchat", { data: chat });
207 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
208 if (this.game.type == "corr" && this.st.user.id > 0)
209 GameStorage.update(this.gameRef.id, { chat: chat });
210 },
211 clearChat: function() {
212 // Nothing more to do if game is live (chats not recorded)
213 if (this.game.type == "corr") {
214 if (this.game.mycolor)
215 ajax("/chats", "DELETE", {gid: this.game.id});
216 this.game.chats = [];
217 }
218 },
219 // Notify turn after a new move (to opponent and me on MyGames page)
220 notifyTurn: function(sid) {
221 const player = this.people[sid];
222 const colorIdx = this.game.players.findIndex(
223 p => p.sid == sid || p.id == player.id);
224 const color = ["w","b"][colorIdx];
225 const yourTurn =
226 (
227 color == "w" &&
228 this.game.movesCount % 2 == 0
229 )
230 ||
231 (
232 color == "b" &&
233 this.game.movesCount % 2 == 1
234 );
235 this.send("turnchange", { target: sid, yourTurn: yourTurn });
236 },
237 socketMessageListener: function(msg) {
238 if (!this.conn) return;
239 const data = JSON.parse(msg.data);
240 switch (data.code) {
241 case "pollclients":
242 data.sockIds.forEach(sid => {
243 this.$set(this.people, sid, { id: 0, name: "" });
244 if (sid != this.st.user.sid) {
245 this.send("askidentity", { target: sid });
246 // Ask potentially missed last state, if opponent and I play
247 if (
248 !!this.game.mycolor &&
249 this.game.type == "live" &&
250 this.game.score == "*" &&
251 this.game.players.some(p => p.sid == sid)
252 ) {
253 this.send("asklastate", { target: sid });
254 }
255 }
256 });
257 break;
258 case "connect":
259 if (!this.people[data.from])
260 // TODO: people array should be init only after identity is known
261 this.$set(this.people, data.from, { name: "", id: 0 });
262 if (!this.people[data.from].name) {
263 this.newConnect[data.from] = true; //for self multi-connects tests
264 this.send("askidentity", { target: data.from });
265 }
266 break;
267 case "disconnect":
268 this.$delete(this.people, data.from);
269 break;
270 case "mconnect":
271 {
272 // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
273 // Either me (another tab) or opponent
274 const sid = data.from;
275 if (!this.onMygames.some(s => s == sid))
276 {
277 this.onMygames.push(sid);
278 this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
279 }
280 break;
281 if (!this.people[sid])
282 this.send("askidentity", { target: sid });
283 }
284 case "mdisconnect":
285 ArrayFun.remove(this.onMygames, sid => sid == data.from);
286 break;
287 case "killed":
288 // I logged in elsewhere:
289 this.conn = null;
290 alert(this.st.tr["New connexion detected: tab now offline"]);
291 break;
292 case "askidentity": {
293 // Request for identification (TODO: anonymous shouldn't need to reply)
294 const me = {
295 // Decompose to avoid revealing email
296 name: this.st.user.name,
297 sid: this.st.user.sid,
298 id: this.st.user.id
299 };
300 this.send("identity", { data: me, target: data.from });
301 break;
302 }
303 case "identity": {
304 // TODO: init people array here.
305 const user = data.data;
306 if (user.name) {
307 // If I multi-connect, kill current connexion if no mark (I'm older)
308 if (
309 this.newConnect[user.sid] &&
310 user.id > 0 &&
311 user.id == this.st.user.id &&
312 user.sid != this.st.user.sid
313 ) {
314 if (!this.killed[this.st.user.sid]) {
315 this.send("killme", { sid: this.st.user.sid });
316 this.killed[this.st.user.sid] = true;
317 }
318 }
319 if (user.sid != this.st.user.sid) {
320 //I already know my identity...
321 this.$set(this.people, user.sid, {
322 id: user.id,
323 name: user.name
324 });
325 }
326 }
327 delete this.newConnect[user.sid];
328 break;
329 }
330 case "askgame":
331 // Send current (live) game if not asked by any of the players
332 if (
333 this.game.type == "live" &&
334 this.game.players.every(p => p.sid != data.from[0])
335 ) {
336 const myGame = {
337 id: this.game.id,
338 fen: this.game.fen,
339 players: this.game.players,
340 vid: this.game.vid,
341 cadence: this.game.cadence,
342 score: this.game.score,
343 rid: this.st.user.sid //useful in Hall if I'm an observer
344 };
345 this.send("game", { data: myGame, target: data.from });
346 }
347 break;
348 case "askfullgame":
349 this.send("fullgame", { data: this.game, target: data.from });
350 break;
351 case "fullgame":
352 // Callback "roomInit" to poll clients only after game is loaded
353 let game = data.data;
354 // Move format isn't the same in storage and in browser,
355 // because of the 'addTime' field.
356 game.moves = game.moves.map(m => { return m.move || m; });
357 this.loadGame(game, this.roomInit);
358 break;
359 case "asklastate":
360 // Sending last state if I played a move or score != "*"
361 if (
362 (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
363 this.game.score != "*" ||
364 this.drawOffer == "sent"
365 ) {
366 // Send our "last state" informations to opponent
367 const L = this.game.moves.length;
368 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
369 const myLastate = {
370 // NOTE: lastMove (when defined) includes addTime
371 lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
372 // Since we played a move (or abort or resign),
373 // only drawOffer=="sent" is possible
374 drawSent: this.drawOffer == "sent",
375 score: this.game.score,
376 movesCount: L,
377 initime: this.game.initime[1 - myIdx] //relevant only if I played
378 };
379 this.send("lastate", { data: myLastate, target: data.from });
380 }
381 break;
382 case "lastate": //got opponent infos about last move
383 this.lastate = data.data;
384 if (this.game.rendered)
385 // Game is rendered (Board component)
386 this.processLastate();
387 // Else: will be processed when game is ready
388 break;
389 case "newmove": {
390 const move = data.data;
391 if (move.cancelDrawOffer) {
392 // Opponent refuses draw
393 this.drawOffer = "";
394 // NOTE for corr games: drawOffer reset by player in turn
395 if (this.game.type == "live" && !!this.game.mycolor)
396 GameStorage.update(this.gameRef.id, { drawOffer: "" });
397 }
398 this.$refs["basegame"].play(
399 move.move,
400 "received",
401 null,
402 {addTime: move.addTime});
403 break;
404 }
405 case "resign":
406 const score = data.side == "b" ? "1-0" : "0-1";
407 const side = data.side == "w" ? "White" : "Black";
408 this.gameOver(score, side + " surrender");
409 break;
410 case "abort":
411 this.gameOver("?", "Stop");
412 break;
413 case "draw":
414 this.gameOver("1/2", data.data);
415 break;
416 case "drawoffer":
417 // NOTE: observers don't know who offered draw
418 this.drawOffer = "received";
419 break;
420 case "newchat":
421 this.newChat = data.data;
422 if (!document.getElementById("modalChat").checked)
423 document.getElementById("chatBtn").classList.add("somethingnew");
424 break;
425 }
426 },
427 socketCloseListener: function() {
428 this.conn = new WebSocket(this.connexionString);
429 this.conn.addEventListener("message", this.socketMessageListener);
430 this.conn.addEventListener("close", this.socketCloseListener);
431 },
432 // lastate was received, but maybe game wasn't ready yet:
433 processLastate: function() {
434 const data = this.lastate;
435 this.lastate = undefined; //security...
436 const L = this.game.moves.length;
437 if (data.movesCount > L) {
438 // Just got last move from him
439 this.$refs["basegame"].play(
440 data.lastMove.move,
441 "received",
442 null,
443 {addTime: data.lastMove.addTime, initime: data.initime});
444 }
445 if (data.drawSent) this.drawOffer = "received";
446 if (data.score != "*") {
447 this.drawOffer = "";
448 if (this.game.score == "*") this.gameOver(data.score);
449 }
450 },
451 clickDraw: function() {
452 if (!this.game.mycolor) return; //I'm just spectator
453 if (["received", "threerep"].includes(this.drawOffer)) {
454 if (!confirm(this.st.tr["Accept draw?"])) return;
455 const message =
456 this.drawOffer == "received"
457 ? "Mutual agreement"
458 : "Three repetitions";
459 this.send("draw", { data: message });
460 this.gameOver("1/2", message);
461 } else if (this.drawOffer == "") {
462 // No effect if drawOffer == "sent"
463 if (this.game.mycolor != this.vr.turn) {
464 alert(this.st.tr["Draw offer only in your turn"]);
465 return;
466 }
467 if (!confirm(this.st.tr["Offer draw?"])) return;
468 this.drawOffer = "sent";
469 this.send("drawoffer");
470 GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
471 }
472 },
473 abortGame: function() {
474 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
475 this.gameOver("?", "Stop");
476 this.send("abort");
477 },
478 resign: function() {
479 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
480 return;
481 this.send("resign", { data: this.game.mycolor });
482 const score = this.game.mycolor == "w" ? "0-1" : "1-0";
483 const side = this.game.mycolor == "w" ? "White" : "Black";
484 this.gameOver(score, side + " surrender");
485 },
486 // 3 cases for loading a game:
487 // - from indexedDB (running or completed live game I play)
488 // - from server (one correspondance game I play[ed] or not)
489 // - from remote peer (one live game I don't play, finished or not)
490 loadGame: function(game, callback) {
491 const afterRetrieval = async game => {
492 const vModule = await import("@/variants/" + game.vname + ".js");
493 window.V = vModule.VariantRules;
494 this.vr = new V(game.fen);
495 const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
496 const tc = extractTime(game.cadence);
497 const myIdx = game.players.findIndex(p => {
498 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
499 });
500 const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
501 if (!game.chats) game.chats = []; //live games don't have chat history
502 if (gtype == "corr") {
503 if (game.players[0].color == "b") {
504 // Adopt the same convention for live and corr games: [0] = white
505 [game.players[0], game.players[1]] = [
506 game.players[1],
507 game.players[0]
508 ];
509 }
510 // NOTE: clocks in seconds, initime in milliseconds
511 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
512 const L = game.moves.length;
513 if (game.score == "*") {
514 // Set clocks + initime
515 game.clocks = [tc.mainTime, tc.mainTime];
516 game.initime = [0, 0];
517 if (L >= 1) {
518 const gameLastupdate = game.moves[L-1].played;
519 game.initime[L % 2] = gameLastupdate;
520 if (L >= 2)
521 game.clocks[L % 2] = Date.now() - gameLastupdate;
522 }
523 }
524 // Sort chat messages from newest to oldest
525 game.chats.sort((c1, c2) => {
526 return c2.added - c1.added;
527 });
528 if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
529 // Did a chat message arrive after my last move?
530 let dtLastMove = 0;
531 if (L == 1 && myIdx == 0)
532 dtLastMove = game.moves[0].played;
533 else if (L >= 2) {
534 if (L % 2 == 0) {
535 // It's now white turn
536 dtLastMove = game.moves[L-1-(1-myIdx)].played;
537 } else {
538 // Black turn:
539 dtLastMove = game.moves[L-1-myIdx].played;
540 }
541 }
542 if (dtLastMove < game.chats[0].added)
543 document.getElementById("chatBtn").classList.add("somethingnew");
544 }
545 // Now that we used idx and played, re-format moves as for live games
546 game.moves = game.moves.map(m => m.squares);
547 }
548 if (gtype == "live" && game.clocks[0] < 0) {
549 // Game is unstarted
550 game.clocks = [tc.mainTime, tc.mainTime];
551 if (game.score == "*") {
552 game.initime[0] = Date.now();
553 if (myIdx >= 0) {
554 // I play in this live game; corr games don't have clocks+initime
555 GameStorage.update(game.id, {
556 clocks: game.clocks,
557 initime: game.initime
558 });
559 }
560 }
561 }
562 if (game.drawOffer) {
563 if (game.drawOffer == "t")
564 // Three repetitions
565 this.drawOffer = "threerep";
566 else {
567 // Draw offered by any of the players:
568 if (myIdx < 0) this.drawOffer = "received";
569 else {
570 // I play in this game:
571 if (
572 (game.drawOffer == "w" && myIdx == 0) ||
573 (game.drawOffer == "b" && myIdx == 1)
574 )
575 this.drawOffer = "sent";
576 else this.drawOffer = "received";
577 }
578 }
579 }
580 this.repeat = {}; //reset: scan past moves' FEN:
581 let repIdx = 0;
582 let vr_tmp = new V(game.fenStart);
583 let curTurn = "n";
584 game.moves.forEach(m => {
585 playMove(m, vr_tmp);
586 const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
587 this.repeat[fenIdx] = this.repeat[fenIdx]
588 ? this.repeat[fenIdx] + 1
589 : 1;
590 });
591 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
592 this.game = Object.assign(
593 // NOTE: assign mycolor here, since BaseGame could also be VS computer
594 {
595 type: gtype,
596 increment: tc.increment,
597 mycolor: mycolor,
598 // opponent sid not strictly required (or available), but easier
599 // at least oppsid or oppid is available anyway:
600 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
601 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
602 movesCount: game.moves.length
603 },
604 game,
605 );
606 this.re_setClocks();
607 this.$nextTick(() => {
608 this.game.rendered = true;
609 // Did lastate arrive before game was rendered?
610 if (this.lastate) this.processLastate();
611 });
612 if (callback) callback();
613 };
614 if (game) {
615 afterRetrieval(game);
616 return;
617 }
618 if (this.gameRef.rid) {
619 // Remote live game: forgetting about callback func... (TODO: design)
620 this.send("askfullgame", { target: this.gameRef.rid });
621 } else {
622 // Local or corr game
623 // NOTE: afterRetrieval() is never called if game not found
624 GameStorage.get(this.gameRef.id, afterRetrieval);
625 }
626 },
627 re_setClocks: function() {
628 if (this.game.movesCount < 2 || this.game.score != "*") {
629 // 1st move not completed yet, or game over: freeze time
630 this.virtualClocks = this.game.clocks.map(s => ppt(s));
631 return;
632 }
633 const currentTurn = this.vr.turn;
634 const currentMovesCount = this.game.moves.length;
635 const colorIdx = ["w", "b"].indexOf(currentTurn);
636 let countdown =
637 this.game.clocks[colorIdx] -
638 (Date.now() - this.game.initime[colorIdx]) / 1000;
639 this.virtualClocks = [0, 1].map(i => {
640 const removeTime =
641 i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
642 return ppt(this.game.clocks[i] - removeTime);
643 });
644 let clockUpdate = setInterval(() => {
645 if (
646 countdown < 0 ||
647 this.game.moves.length > currentMovesCount ||
648 this.game.score != "*"
649 ) {
650 clearInterval(clockUpdate);
651 if (countdown < 0)
652 this.gameOver(
653 currentTurn == "w" ? "0-1" : "1-0",
654 "Time"
655 );
656 } else
657 this.$set(
658 this.virtualClocks,
659 colorIdx,
660 ppt(Math.max(0, --countdown))
661 );
662 }, 1000);
663 },
664 // Post-process a (potentially partial) move (which was just played in BaseGame)
665 // TODO?: wait for AJAX return to finish processing a move,
666 // and for opponent pingback in case of live game : if none received after e.g. 500ms, re-send newmove
667 // ...and provide move index with newmove event for basic check after receiving
668 processMove: function(move, data) {
669 const moveCol = this.vr.turn;
670 const doProcessMove = () => {
671 const colorIdx = ["w", "b"].indexOf(moveCol);
672 const nextIdx = 1 - colorIdx;
673 if (this.game.mycolor) {
674 // NOTE: 'var' to see that variable outside this block
675 var filtered_move = getFilteredMove(move);
676 }
677 // Send move ("newmove" event) to people in the room (if our turn)
678 let addTime = (data && this.game.type == "live") ? data.addTime : 0;
679 if (moveCol == this.game.mycolor) {
680 if (this.drawOffer == "received")
681 // I refuse draw
682 this.drawOffer = "";
683 // 'addTime' is irrelevant for corr games:
684 if (this.game.type == "live" && this.game.movesCount >= 2) {
685 const elapsed = Date.now() - this.game.initime[colorIdx];
686 // elapsed time is measured in milliseconds
687 addTime = this.game.increment - elapsed / 1000;
688 }
689 const sendMove = {
690 move: filtered_move,
691 addTime: addTime, //undefined for corr games
692 cancelDrawOffer: this.drawOffer == "",
693 // Players' SID required for /mygames page
694 // TODO: precompute and add this field to game object?
695 players: this.game.players.map(p => p.sid)
696 };
697 this.send("newmove", { data: sendMove });
698 }
699 // Update current game object (no need for moves stack):
700 playMove(move, this.vr);
701 this.game.movesCount++;
702 // TODO: notifyTurn
703 // (add)Time indication: useful in case of lastate infos requested
704 this.game.moves.push(this.game.type == "live"
705 ? {move:move, addTime:addTime}
706 : move);
707 this.game.fen = this.vr.getFen();
708 if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
709 // In corr games, just reset clock to mainTime:
710 else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
711 // data.initime is set only when I receive a "lastate" move from opponent
712 this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
713 this.re_setClocks();
714 // If repetition detected, consider that a draw offer was received:
715 const fenObj = V.ParseFen(this.game.fen);
716 let repIdx = fenObj.position + "_" + fenObj.turn;
717 if (fenObj.flags) repIdx += "_" + fenObj.flags;
718 this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1;
719 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
720 else if (this.drawOffer == "threerep") this.drawOffer = "";
721 // Since corr games are stored at only one location, update should be
722 // done only by one player for each move:
723 if (
724 this.game.mycolor &&
725 (this.game.type == "live" || moveCol == this.game.mycolor)
726 ) {
727 let drawCode = "";
728 switch (this.drawOffer) {
729 case "threerep":
730 drawCode = "t";
731 break;
732 case "sent":
733 drawCode = this.game.mycolor;
734 break;
735 case "received":
736 drawCode = V.GetOppCol(this.game.mycolor);
737 break;
738 }
739 if (this.game.type == "corr") {
740 GameStorage.update(this.gameRef.id, {
741 fen: this.game.fen,
742 move: {
743 squares: filtered_move,
744 played: Date.now(),
745 idx: this.game.moves.length - 1
746 },
747 // Code "n" for "None" to force reset (otherwise it's ignored)
748 drawOffer: drawCode || "n"
749 });
750 }
751 else {
752 // Live game:
753 GameStorage.update(this.gameRef.id, {
754 fen: this.game.fen,
755 move: filtered_move,
756 clocks: this.game.clocks,
757 initime: this.game.initime,
758 drawOffer: drawCode
759 });
760 }
761 }
762 };
763 if (this.game.type == "corr" && moveCol == this.game.mycolor) {
764 setTimeout(() => {
765 if (
766 !confirm(
767 this.st.tr["Move played:"] +
768 " " +
769 getFullNotation(move) +
770 "\n" +
771 this.st.tr["Are you sure?"]
772 )
773 ) {
774 this.$refs["basegame"].cancelLastMove();
775 return;
776 }
777 doProcessMove();
778 // Let small time to finish drawing current move attempt:
779 }, 500);
780 }
781 else doProcessMove();
782 },
783 gameOver: function(score, scoreMsg) {
784 this.game.score = score;
785 this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score));
786 const myIdx = this.game.players.findIndex(p => {
787 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
788 });
789 if (myIdx >= 0) {
790 // OK, I play in this game
791 GameStorage.update(this.gameRef.id, {
792 score: score,
793 scoreMsg: scoreMsg
794 });
795 // Notify the score to main Hall. TODO: only one player (currently double send)
796 this.send("result", { gid: this.game.id, score: score });
797 }
798 }
799 }
800 };
801 </script>
802
803 <style lang="sass" scoped>
804 .connected
805 background-color: lightgreen
806
807 #participants
808 margin-left: 5px
809
810 .anonymous
811 color: grey
812 font-style: italic
813
814 #playersInfo > p
815 margin: 0
816
817 @media screen and (min-width: 768px)
818 #actions
819 width: 300px
820 @media screen and (max-width: 767px)
821 .game
822 width: 100%
823
824 #actions
825 display: inline-block
826 margin: 0
827 button
828 display: inline-block
829 margin: 0
830
831 @media screen and (max-width: 767px)
832 #aboveBoard
833 text-align: center
834 @media screen and (min-width: 768px)
835 #aboveBoard
836 margin-left: 30%
837
838 .variant-cadence
839 padding-right: 10px
840
841 .variant-name
842 font-weight: bold
843 padding-right: 10px
844
845 .name
846 font-size: 1.5rem
847 padding: 1px
848
849 .time
850 font-size: 2rem
851 display: inline-block
852 margin-left: 10px
853
854 .split-names
855 display: inline-block
856 margin: 0 15px
857
858 #chat
859 padding-top: 20px
860 max-width: 767px
861 border: none;
862
863 #chatBtn
864 margin: 0 10px 0 0
865
866 .draw-sent, .draw-sent:hover
867 background-color: lightyellow
868
869 .draw-received, .draw-received:hover
870 background-color: lightgreen
871
872 .draw-threerep, .draw-threerep:hover
873 background-color: #e4d1fc
874
875 .somethingnew
876 background-color: #c5fefe
877 </style>