Refactoring: BaseGame, Game, ComputerGame (ProblemGame?)
[vchess.git] / client / src / views / Game.vue
1 <!-- TODO: component Game, + handle players + observers connect/disconnect
2 event = "gameconnect" ...etc
3 connect/disconnect with sid+name (ID not required); name slightly redundant but easier
4
5 quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
6 (éventuel échange lastate avec les connectés, pong ...etc)
7 ensuite quand qqun se deco il suffit d'écouter "disconnect"
8 pareil quand quelqu'un reco.
9 (c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
10 // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
11 -->
12 <template lang="pug">
13 .row
14 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
15 BaseGame(:variant="variant.name" @game-over=".....TODO")
16
17
18
19 localStorage["score"] = score;
20
21
22 .button-group(v-if="mode!='analyze'")
23 button(@click="offerDraw") Draw
24 button(@click="abortGame") Abort
25 button(@click="resign") Resign
26 div(v-if="mode=='corr'")
27 textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
28 div(v-show="cursor>=0") {{ moves[cursor].message }}
29 </template>
30
31 <script>
32 // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
33 // onClick :: ask full game to remote player, and register as an observer in game
34 // (use gameId to communicate)
35 // on landing on game :: if gameId not found locally, check remotely
36 // ==> il manque un param dans game : "remoteId"
37 import Board from "@/components/Board.vue";
38 //import Chat from "@/components/Chat.vue";
39 //import MoveList from "@/components/MoveList.vue";
40 import { store } from "@/store";
41
42 export default {
43 name: 'my-game',
44 components: {
45 BaseGame,
46 },
47 // gameId: to find the game in storage (assumption: it exists)
48 // mode: "live" or "corr" (correspondance game), or "analyze"
49 // gameRef in URL hash (listen for changes)
50 props: ["gid","mode","variant"],
51 data: function() {
52 return {
53 st: store.state,
54 myname: store.state.user.name, //may be anonymous (thus no name)
55 opponents: {}, //filled later (potentially 2 or 3 opponents)
56 drawOfferSent: false, //did I just ask for draw?
57 people: [], //observers
58 };
59 },
60 watch: {
61 gid: function() {
62 this.launchGame();
63 },
64 },
65 // Modal end of game, and then sub-components
66 created: function() {
67 if (!!this.gid)
68 this.launchGame();
69 // TODO: if I'm one of the players in game, then:
70 // Send ping to server (answer pong if opponent[s] is connected)
71 if (true && !!this.conn && !!this.gameRef)
72 {
73 this.conn.onopen = () => {
74 this.conn.send(JSON.stringify({
75 code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
76 };
77 }
78 // TODO: also handle "draw accepted" (use opponents array?)
79 // --> must give this info also when sending lastState...
80 // and, if all players agree then OK draw (end game ...etc)
81 const socketMessageListener = msg => {
82 const data = JSON.parse(msg.data);
83 let L = undefined;
84 switch (data.code)
85 {
86 case "newmove": //..he played!
87 this.play(data.move, this.variant.name!="Dark" ? "animate" : null);
88 break;
89 case "pong": //received if we sent a ping (game still alive on our side)
90 if (this.gameRef.id != data.gameId)
91 break; //games IDs don't match: definitely over...
92 this.oppConnected = true;
93 // Send our "last state" informations to opponent(s)
94 L = this.vr.moves.length;
95 Object.keys(this.opponents).forEach(oid => {
96 this.conn.send(JSON.stringify({
97 code: "lastate",
98 oppid: oid,
99 gameId: this.gameRef.id,
100 lastMove: (L>0?this.vr.moves[L-1]:undefined),
101 movesCount: L,
102 }));
103 });
104 break;
105 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
106 case "lastate": //got opponent infos about last move
107 L = this.vr.moves.length;
108 if (this.gameRef.id != data.gameId)
109 break; //games IDs don't match: nothing we can do...
110 // OK, opponent still in game (which might be over)
111 if (this.score != "*")
112 {
113 // We finished the game (any result possible)
114 this.conn.send(JSON.stringify({
115 code: "lastate",
116 oppid: data.oppid,
117 gameId: this.gameRef.id,
118 score: this.score,
119 }));
120 }
121 else if (!!data.score) //opponent finished the game
122 this.endGame(data.score);
123 else if (data.movesCount < L)
124 {
125 // We must tell last move to opponent
126 this.conn.send(JSON.stringify({
127 code: "lastate",
128 oppid: this.opponent.id,
129 gameId: this.gameRef.id,
130 lastMove: this.vr.moves[L-1],
131 movesCount: L,
132 }));
133 }
134 else if (data.movesCount > L) //just got last move from him
135 this.play(data.lastMove, "animate");
136 break;
137 case "resign": //..you won!
138 this.endGame(this.mycolor=="w"?"1-0":"0-1");
139 break;
140 // TODO: also use (dis)connect info to count online players?
141 case "gameconnect":
142 case "gamedisconnect":
143 if (this.mode=="human")
144 {
145 const online = (data.code == "connect");
146 // If this is an opponent ?
147 if (!!this.opponents[data.id])
148 this.opponents[data.id].online = online;
149 else
150 {
151 // Or an observer ?
152 if (!online)
153 delete this.people[data.id];
154 else
155 this.people[data.id] = data.name;
156 }
157 }
158 break;
159 }
160 };
161 const socketCloseListener = () => {
162 this.conn.addEventListener('message', socketMessageListener);
163 this.conn.addEventListener('close', socketCloseListener);
164 };
165 if (!!this.conn)
166 {
167 this.conn.onmessage = socketMessageListener;
168 this.conn.onclose = socketCloseListener;
169 }
170 },
171 // dans variant.js (plutôt room.js) conn gère aussi les challenges
172 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
173 methods: {
174 offerDraw: function() {
175 if (!confirm("Offer draw?"))
176 return;
177 // Stay in "draw offer sent" state until next move is played
178 this.drawOfferSent = true;
179 if (this.subMode == "corr")
180 {
181 // TODO: set drawOffer on in game (how ?)
182 }
183 else //live game
184 {
185 this.opponents.forEach(o => {
186 if (!!o.online)
187 {
188 try {
189 this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
190 } catch (INVALID_STATE_ERR) {
191 return;
192 }
193 }
194 });
195 }
196 },
197 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
198 receiveDrawOffer: function() {
199 //if (...)
200 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
201 // if accept: send message "draw"
202 },
203 abortGame: function() {
204 if (!confirm("Abort the game?"))
205 return;
206 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
207 //send message: "gameOver" avec score "?"
208 },
209 resign: function(e) {
210 if (!confirm("Resign the game?"))
211 return;
212 if (this.mode == "human" && this.oppConnected(this.oppid))
213 {
214 try {
215 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
216 } catch (INVALID_STATE_ERR) {
217 return;
218 }
219 }
220 this.endGame(this.mycolor=="w"?"0-1":"1-0");
221 },
222 launchGame: async function() {
223 const vModule = await import("@/variants/" + this.variant.name + ".js");
224 window.V = vModule.VariantRules;
225 this.loadGame(this.gid);
226 },
227 loadGame: function(gid) {
228 // TODO: ask game to remote peer if this.remoteId is set
229 // (or just if game not found locally)
230 // NOTE: if it's a corr game, ask it from server
231 const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank
232 this.opponent.id = game.oppid; //opponent ID in case of running HH game
233 this.opponent.name = game.oppname; //maye be blank (if anonymous)
234 this.score = game.score;
235 this.mycolor = game.mycolor;
236 this.fenStart = game.fenStart;
237 this.moves = game.moves;
238 this.cursor = game.moves.length-1;
239 this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
240 },
241 oppConnected: function(uid) {
242 return this.opponents.any(o => o.id == uidi && o.online);
243 },
244 },
245 };
246 </script>