d366bb2d0b27e5ed9b4fb54d15254259f5450f56
[vchess.git] / client / src / views / Game.vue
1 <template lang="pug">
2 main
3 input#modalChat.modal(type="checkbox" @click="resetChatColor")
4 div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
5 #chat.card
6 label.modal-close(for="modalChat")
7 #participants
8 span {{ Object.keys(people).length }} st.tr["participant(s):"]
9 span(v-for="p in Object.values(people)" v-if="!!p.name")
10 | {{ p.name }}
11 span.anonymous(v-if="Object.values(people).some(p => !p.name)")
12 | + @nonymous
13 Chat(:players="game.players" :pastChats="game.chats"
14 @newchat-sent="finishSendChat" @newchat-received="processChat")
15 .row
16 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
17 span.variant-info
18 | {{ st.tr["Variant:"] + " " }}
19 span.vname {{ game.vname }}
20 button#chatBtn(onClick="doClick('modalChat')") Chat
21 #actions(v-if="game.score=='*'")
22 button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
23 | {{ st.tr["Draw"] }}
24 button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
25 button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
26 #playersInfo
27 p
28 span.name(:class="{connected: isConnected(0)}")
29 | {{ game.players[0].name || "@nonymous" }}
30 span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
31 span.split-names -
32 span.name(:class="{connected: isConnected(1)}")
33 | {{ game.players[1].name || "@nonymous" }}
34 span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
35 BaseGame(:game="game" :vr="vr" ref="basegame"
36 @newmove="processMove" @gameover="gameOver")
37 </template>
38
39 <script>
40 import BaseGame from "@/components/BaseGame.vue";
41 import Chat from "@/components/Chat.vue";
42 import { store } from "@/store";
43 import { GameStorage } from "@/utils/gameStorage";
44 import { ppt } from "@/utils/datetime";
45 import { extractTime } from "@/utils/timeControl";
46 import { ArrayFun } from "@/utils/array";
47 import { processModalClick } from "@/utils/modalClick";
48 import { getScoreMessage } from "@/utils/scoring";
49
50 export default {
51 name: 'my-game',
52 components: {
53 BaseGame,
54 Chat,
55 },
56 // gameRef: to find the game in (potentially remote) storage
57 data: function() {
58 return {
59 st: store.state,
60 gameRef: { //given in URL (rid = remote ID)
61 id: "",
62 rid: ""
63 },
64 game: {players:[{name:""},{name:""}]}, //passed to BaseGame
65 virtualClocks: [0, 0], //initialized with true game.clocks
66 vr: null, //"variant rules" object initialized from FEN
67 drawOffer: "",
68 people: {}, //players + observers
69 lastate: undefined, //used if opponent send lastate before game is ready
70 repeat: {}, //detect position repetition
71 };
72 },
73 watch: {
74 "$route": function(to, from) {
75 this.gameRef.id = to.params["id"];
76 this.gameRef.rid = to.query["rid"];
77 this.loadGame();
78 },
79 "game.clocks": function(newState) {
80 if (this.game.moves.length < 2 || this.game.score != "*")
81 {
82 // 1st move not completed yet, or game over: freeze time
83 this.virtualClocks = newState.map(s => ppt(s));
84 return;
85 }
86 const currentTurn = this.vr.turn;
87 const colorIdx = ["w","b"].indexOf(currentTurn);
88 let countdown = newState[colorIdx] -
89 (Date.now() - this.game.initime[colorIdx])/1000;
90 this.virtualClocks = [0,1].map(i => {
91 const removeTime = i == colorIdx
92 ? (Date.now() - this.game.initime[colorIdx])/1000
93 : 0;
94 return ppt(newState[i] - removeTime);
95 });
96 let clockUpdate = setInterval(() => {
97 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
98 {
99 clearInterval(clockUpdate);
100 if (countdown < 0)
101 this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
102 }
103 else
104 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
105 }, 1000);
106 },
107 },
108 // NOTE: some redundant code with Hall.vue (related to people array)
109 created: function() {
110 // Always add myself to players' list
111 const my = this.st.user;
112 this.$set(this.people, my.sid, {id:my.id, name:my.name});
113 this.gameRef.id = this.$route.params["id"];
114 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
115 // Define socket .onmessage() and .onclose() events:
116 this.st.conn.onmessage = this.socketMessageListener;
117 const socketCloseListener = () => {
118 store.socketCloseListener(); //reinitialize connexion (in store.js)
119 this.st.conn.addEventListener('message', this.socketMessageListener);
120 this.st.conn.addEventListener('close', socketCloseListener);
121 };
122 this.st.conn.onclose = socketCloseListener;
123 // Socket init required before loading remote game:
124 const socketInit = (callback) => {
125 if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
126 callback();
127 else //socket not ready yet (initial loading)
128 this.st.conn.onopen = callback;
129 };
130 if (!this.gameRef.rid) //game stored locally or on server
131 this.loadGame(null, () => socketInit(this.roomInit));
132 else //game stored remotely: need socket to retrieve it
133 {
134 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
135 // --> It will be given when receiving "fullgame" socket event.
136 // A more general approach would be to store it somewhere.
137 socketInit(this.loadGame);
138 }
139 },
140 mounted: function() {
141 document.getElementById("chatWrap").addEventListener(
142 "click", processModalClick);
143 },
144 methods: {
145 // O.1] Ask server for room composition:
146 roomInit: function() {
147 // Notify the room only now that I connected, because
148 // messages might be lost otherwise (if game loading is slow)
149 this.st.conn.send(JSON.stringify({code:"connect"}));
150 this.st.conn.send(JSON.stringify({code:"pollclients"}));
151 },
152 isConnected: function(index) {
153 const name = this.game.players[index].name;
154 if (this.st.user.name == name)
155 return true;
156 return Object.values(this.people).some(p => p.name == name);
157 },
158 socketMessageListener: function(msg) {
159 const data = JSON.parse(msg.data);
160 switch (data.code)
161 {
162 case "duplicate":
163 alert(this.st.tr["Warning: multi-tabs not supported"]);
164 break;
165 // 0.2] Receive clients list (just socket IDs)
166 case "pollclients":
167 {
168 data.sockIds.forEach(sid => {
169 if (!!this.people[sid])
170 return;
171 this.$set(this.people, sid, {id:0, name:""});
172 // Ask only identity
173 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
174 });
175 break;
176 }
177 case "askidentity":
178 {
179 // Request for identification: reply if I'm not anonymous
180 if (this.st.user.id > 0)
181 {
182 this.st.conn.send(JSON.stringify({code:"identity",
183 user: {
184 // NOTE: decompose to avoid revealing email
185 name: this.st.user.name,
186 sid: this.st.user.sid,
187 id: this.st.user.id,
188 },
189 target:data.from}));
190 }
191 break;
192 }
193 case "identity":
194 {
195 // NOTE: sometimes player.id fails because player is undefined...
196 // Probably because the event was meant for Hall?
197 if (!this.people[data.user.sid])
198 return;
199 this.$set(this.people, data.user.sid,
200 {id: data.user.id, name: data.user.name});
201 // Sending last state only for live games: corr games are complete,
202 // only if I played a move (otherwise opponent has all)
203 if (!!this.game.mycolor && this.game.type == "live"
204 && this.game.oppsid == data.user.sid
205 && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
206 {
207 // Send our "last state" informations to opponent
208 const L = this.game.moves.length;
209 this.st.conn.send(JSON.stringify({
210 code: "lastate",
211 target: data.user.sid,
212 state:
213 {
214 lastMove: this.game.moves[L-1],
215 // Since we played a move, only drawOffer=="sent" is possible
216 drawSent: this.drawOffer == "sent",
217 score: this.game.score,
218 movesCount: L,
219 clocks: this.game.clocks,
220 }
221 }));
222 }
223 break;
224 }
225 case "askgame":
226 // Send current (live) game if I play in (not an observer),
227 // and not asked by opponent (!)
228 if (this.game.type == "live"
229 && this.game.players.some(p => p.sid == this.st.user.sid)
230 && this.game.players.every(p => p.sid != data.from))
231 {
232 const myGame =
233 {
234 // Minimal game informations:
235 id: this.game.id,
236 players: this.game.players,
237 vid: this.game.vid,
238 timeControl: this.game.timeControl,
239 };
240 this.st.conn.send(JSON.stringify({code:"game",
241 game:myGame, target:data.from}));
242 }
243 break;
244 case "newmove":
245 if (!!data.move.cancelDrawOffer) //opponent refuses draw
246 this.drawOffer = "";
247 this.$set(this.game, "moveToPlay", data.move);
248 break;
249 case "lastate": //got opponent infos about last move
250 {
251 this.lastate = data;
252 if (!!this.game.type) //game is loaded
253 this.processLastate();
254 //else: will be processed when game is ready
255 break;
256 }
257 case "resign":
258 this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
259 break;
260 case "abort":
261 this.gameOver("?", "Abort");
262 break;
263 case "draw":
264 this.gameOver("1/2", data.message);
265 break;
266 case "drawoffer":
267 // NOTE: observers don't know who offered draw
268 this.drawOffer = "received";
269 break;
270 case "askfullgame":
271 this.st.conn.send(JSON.stringify({code:"fullgame",
272 game:this.game, target:data.from}));
273 break;
274 case "fullgame":
275 // Callback "roomInit" to poll clients only after game is loaded
276 this.loadGame(data.game, this.roomInit);
277 break;
278 case "connect":
279 {
280 // TODO: next condition is probably not required. See note line 150
281 if (!this.people[data.from])
282 {
283 this.$set(this.people, data.from, {name:"", id:0});
284 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
285 }
286 break;
287 }
288 case "disconnect":
289 this.$delete(this.people, data.from);
290 break;
291 }
292 },
293 // lastate was received, but maybe game wasn't ready yet:
294 processLastate: function() {
295 const data = this.lastate;
296 this.lastate = undefined; //security...
297 const L = this.game.moves.length;
298 if (data.movesCount > L)
299 {
300 // Just got last move from him
301 if (data.score != "*" && this.game.score == "*")
302 this.gameOver(data.score);
303 this.game.clocks = data.clocks; //TODO: check this?
304 if (!!data.drawSent)
305 this.drawOffer = "received";
306 this.$set(this.game, "moveToPlay", data.lastMove);
307 }
308 },
309 clickDraw: function() {
310 if (!this.game.mycolor)
311 return; //I'm just spectator
312 if (["received","threerep"].includes(this.drawOffer))
313 {
314 if (!confirm(this.st.tr["Accept draw?"]))
315 return;
316 const message = (this.drawOffer == "received"
317 ? "Mutual agreement"
318 : "Three repetitions");
319 Object.keys(this.people).forEach(sid => {
320 if (sid != this.st.user.sid)
321 {
322 this.st.conn.send(JSON.stringify({code:"draw",
323 message:message, target:sid}));
324 }
325 });
326 this.gameOver("1/2", message);
327 }
328 else if (this.drawOffer == "") //no effect if drawOffer == "sent"
329 {
330 if (this.game.mycolor != this.vr.turn)
331 return alert(this.st.tr["Draw offer only in your turn"]);
332 if (!confirm(this.st.tr["Offer draw?"]))
333 return;
334 this.drawOffer = "sent";
335 Object.keys(this.people).forEach(sid => {
336 if (sid != this.st.user.sid)
337 this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
338 });
339 GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
340 }
341 },
342 abortGame: function() {
343 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
344 return;
345 this.gameOver("?", "Abort");
346 Object.keys(this.people).forEach(sid => {
347 if (sid != this.st.user.sid)
348 {
349 this.st.conn.send(JSON.stringify({
350 code: "abort",
351 target: sid,
352 }));
353 }
354 });
355 },
356 resign: function(e) {
357 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
358 return;
359 Object.keys(this.people).forEach(sid => {
360 if (sid != this.st.user.sid)
361 {
362 this.st.conn.send(JSON.stringify({code:"resign",
363 side:this.game.mycolor, target:sid}));
364 }
365 });
366 this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
367 },
368 // 3 cases for loading a game:
369 // - from indexedDB (running or completed live game I play)
370 // - from server (one correspondance game I play[ed] or not)
371 // - from remote peer (one live game I don't play, finished or not)
372 loadGame: function(game, callback) {
373 const afterRetrieval = async (game) => {
374 const vModule = await import("@/variants/" + game.vname + ".js");
375 window.V = vModule.VariantRules;
376 this.vr = new V(game.fen);
377 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
378 const tc = extractTime(game.timeControl);
379 if (gtype == "corr")
380 {
381 if (game.players[0].color == "b")
382 {
383 // Adopt the same convention for live and corr games: [0] = white
384 [ game.players[0], game.players[1] ] =
385 [ game.players[1], game.players[0] ];
386 }
387 // corr game: needs to compute the clocks + initime
388 // NOTE: clocks in seconds, initime in milliseconds
389 game.clocks = [tc.mainTime, tc.mainTime];
390 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
391 if (game.score == "*") //otherwise no need to bother with time
392 {
393 game.initime = [0, 0];
394 const L = game.moves.length;
395 if (L >= 3)
396 {
397 let addTime = [0, 0];
398 for (let i=2; i<L; i++)
399 {
400 addTime[i%2] += tc.increment -
401 (game.moves[i].played - game.moves[i-1].played) / 1000;
402 }
403 for (let i=0; i<=1; i++)
404 game.clocks[i] += addTime[i];
405 }
406 if (L >= 1)
407 game.initime[L%2] = game.moves[L-1].played;
408 }
409 // Now that we used idx and played, re-format moves as for live games
410 game.moves = game.moves.map( (m) => {
411 const s = m.squares;
412 return {
413 appear: s.appear,
414 vanish: s.vanish,
415 start: s.start,
416 end: s.end,
417 };
418 });
419 // Also sort chat messages (if any)
420 game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
421 }
422 const myIdx = game.players.findIndex(p => {
423 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
424 });
425 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
426 {
427 game.clocks = [tc.mainTime, tc.mainTime];
428 if (game.score == "*")
429 {
430 game.initime[0] = Date.now();
431 if (myIdx >= 0)
432 {
433 // I play in this live game; corr games don't have clocks+initime
434 GameStorage.update(game.id,
435 {
436 clocks: game.clocks,
437 initime: game.initime,
438 });
439 }
440 }
441 }
442 if (!!game.drawOffer)
443 {
444 if (game.drawOffer == "t") //three repetitions
445 this.drawOffer = "threerep";
446 else
447 {
448 if (myIdx < 0)
449 this.drawOffer = "received"; //by any of the players
450 else
451 {
452 // I play in this game:
453 if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1))
454 this.drawOffer = "sent";
455 else //all other cases
456 this.drawOffer = "received";
457 }
458 }
459 }
460 if (!!game.scoreMsg)
461 game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
462 this.game = Object.assign({},
463 game,
464 // NOTE: assign mycolor here, since BaseGame could also be VS computer
465 {
466 type: gtype,
467 increment: tc.increment,
468 mycolor: [undefined,"w","b"][myIdx+1],
469 // opponent sid not strictly required (or available), but easier
470 // at least oppsid or oppid is available anyway:
471 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
472 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
473 }
474 );
475 this.repeat = {}; //reset: scan past moves' FEN:
476 let repIdx = 0;
477 // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
478 let vr_tmp = new V(game.fenStart);
479 game.moves.forEach(m => {
480 vr_tmp.play(m);
481 const fenObj = V.ParseFen( vr_tmp.getFen() );
482 repIdx = fenObj.position + "_" + fenObj.turn;
483 if (!!fenObj.flags)
484 repIdx += "_" + fenObj.flags;
485 this.repeat[repIdx] = (!!this.repeat[repIdx]
486 ? this.repeat[repIdx]+1
487 : 1);
488 });
489 if (this.repeat[repIdx] >= 3)
490 this.drawOffer = "threerep";
491 if (!!this.lastate) //lastate arrived before game was loaded:
492 this.processLastate();
493 callback();
494 };
495 if (!!game)
496 return afterRetrieval(game);
497 if (!!this.gameRef.rid)
498 {
499 // Remote live game: forgetting about callback func... (TODO: design)
500 this.st.conn.send(JSON.stringify(
501 {code:"askfullgame", target:this.gameRef.rid}));
502 }
503 else
504 {
505 // Local or corr game
506 GameStorage.get(this.gameRef.id, afterRetrieval);
507 }
508 },
509 // Post-process a move (which was just played)
510 processMove: function(move) {
511 // Update storage (corr or live) if I play in the game
512 const colorIdx = ["w","b"].indexOf(move.color);
513 // https://stackoverflow.com/a/38750895
514 if (!!this.game.mycolor)
515 {
516 const allowed_fields = ["appear", "vanish", "start", "end"];
517 // NOTE: 'var' to see this variable outside this block
518 var filtered_move = Object.keys(move)
519 .filter(key => allowed_fields.includes(key))
520 .reduce((obj, key) => {
521 obj[key] = move[key];
522 return obj;
523 }, {});
524 }
525 // Send move ("newmove" event) to people in the room (if our turn)
526 let addTime = 0;
527 if (move.color == this.game.mycolor)
528 {
529 if (this.drawOffer == "received") //I refuse draw
530 this.drawOffer = "";
531 if (this.game.moves.length >= 2) //after first move
532 {
533 const elapsed = Date.now() - this.game.initime[colorIdx];
534 // elapsed time is measured in milliseconds
535 addTime = this.game.increment - elapsed/1000;
536 }
537 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
538 Object.keys(this.people).forEach(sid => {
539 if (sid != this.st.user.sid)
540 {
541 this.st.conn.send(JSON.stringify({
542 code: "newmove",
543 target: sid,
544 move: sendMove,
545 cancelDrawOffer: this.drawOffer=="",
546 }));
547 }
548 });
549 }
550 else
551 addTime = move.addTime; //supposed transmitted
552 const nextIdx = ["w","b"].indexOf(this.vr.turn);
553 // Update current game object:
554 this.game.moves.push(move);
555 this.game.fen = move.fen;
556 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
557 this.game.initime[nextIdx] = Date.now();
558 // If repetition detected, consider that a draw offer was received:
559 const fenObj = V.ParseFen(move.fen);
560 let repIdx = fenObj.position + "_" + fenObj.turn;
561 if (!!fenObj.flags)
562 repIdx += "_" + fenObj.flags;
563 this.repeat[repIdx] = (!!this.repeat[repIdx]
564 ? this.repeat[repIdx]+1
565 : 1);
566 if (this.repeat[repIdx] >= 3)
567 this.drawOffer = "threerep";
568 else if (this.drawOffer == "threerep")
569 this.drawOffer = "";
570 // Since corr games are stored at only one location, update should be
571 // done only by one player for each move:
572 if (!!this.game.mycolor &&
573 (this.game.type == "live" || move.color == this.game.mycolor))
574 {
575 let drawCode = "";
576 switch (this.drawOffer)
577 {
578 case "threerep":
579 drawCode = "t";
580 break;
581 case "sent":
582 drawCode = this.game.mycolor;
583 break;
584 case "received":
585 drawCode = this.vr.turn;
586 break;
587 }
588 if (this.game.type == "corr")
589 {
590 GameStorage.update(this.gameRef.id,
591 {
592 fen: move.fen,
593 move:
594 {
595 squares: filtered_move,
596 played: Date.now(), //TODO: on server?
597 idx: this.game.moves.length - 1,
598 },
599 drawOffer: drawCode,
600 });
601 }
602 else //live
603 {
604 GameStorage.update(this.gameRef.id,
605 {
606 fen: move.fen,
607 move: filtered_move,
608 clocks: this.game.clocks,
609 initime: this.game.initime,
610 drawOffer: drawCode,
611 });
612 }
613 }
614 },
615 resetChatColor: function() {
616 // TODO: this is called twice, once on opening an once on closing
617 document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
618 },
619 finishSendChat: function(chat) {
620 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
621 if (this.game.type == "corr" && this.st.user.id > 0)
622 GameStorage.update(this.gameRef.id, {chat: chat});
623 },
624 processChat: function() {
625 if (!document.getElementById("modalChat").checked)
626 document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
627 },
628 gameOver: function(score, scoreMsg) {
629 this.game.score = score;
630 this.game.scoreMsg = this.st.tr[(!!scoreMsg
631 ? scoreMsg
632 : getScoreMessage(score))];
633 const myIdx = this.game.players.findIndex(p => {
634 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
635 });
636 if (myIdx >= 0) //OK, I play in this game
637 {
638 GameStorage.update(this.gameRef.id,
639 {score: score, scoreMsg: scoreMsg});
640 }
641 },
642 },
643 };
644 </script>
645
646 <style lang="sass" scoped>
647 .connected
648 background-color: lightgreen
649
650 #participants
651 margin-left: 5px
652
653 .anonymous
654 color: grey
655 font-style: italic
656
657 @media screen and (min-width: 768px)
658 #actions
659 width: 300px
660 @media screen and (max-width: 767px)
661 .game
662 width: 100%
663
664 #actions
665 display: inline-block
666 margin-top: 10px
667 button
668 display: inline-block
669 width: 33%
670 margin: 0
671
672 @media screen and (max-width: 767px)
673 #aboveBoard
674 text-align: center
675 @media screen and (min-width: 768px)
676 #aboveBoard
677 margin-left: 30%
678
679 .variant-info
680 padding-right: 10px
681 .vname
682 font-weight: bold
683
684 .name
685 font-size: 1.5rem
686 padding: 1px
687
688 .time
689 font-size: 2rem
690 display: inline-block
691 margin-left: 10px
692
693 .split-names
694 display: inline-block
695 margin: 0 15px
696
697 #chat
698 padding-top: 20px
699 max-width: 600px
700 border: none;
701
702 #chatBtn
703 margin: 0 10px 0 0
704
705 .draw-sent, .draw-sent:hover
706 background-color: lightyellow
707
708 .draw-received, .draw-received:hover
709 background-color: lightgreen
710
711 .draw-threerep, .draw-threerep:hover
712 background-color: #e4d1fc
713 </style>