Fix clocks update + double move effect
[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 quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
5 (éventuel échange lastate avec les connectés, pong ...etc)
6 ensuite quand qqun se deco il suffit d'écouter "disconnect"
7 pareil quand quelqu'un reco.
8 (c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
9 // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
10 // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
11 // onClick :: ask full game to remote player, and register as an observer in game
12 // (use gameId to communicate)
13 // on landing on game :: if gameId not found locally, check remotely
14 // ==> il manque un param dans game : "remoteId"
15 -->
16 <template lang="pug">
17 .row
18 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
19 BaseGame(:game="game" :vr="vr" ref="basegame"
20 @newmove="processMove" @gameover="gameOver")
21 .button-group(v-if="game.mode!='analyze'")
22 button(@click="offerDraw") Draw
23 button(@click="abortGame") Abort
24 button(@click="resign") Resign
25 div(v-if="game.mode=='corr'")
26 textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
27 div(v-show="cursor>=0") {{ moves[cursor].message }}
28 </template>
29
30 <script>
31 import BaseGame from "@/components/BaseGame.vue";
32 //import Chat from "@/components/Chat.vue";
33 //import MoveList from "@/components/MoveList.vue";
34 import { store } from "@/store";
35 import { GameStorage } from "@/utils/storage";
36
37 export default {
38 name: 'my-game',
39 components: {
40 BaseGame,
41 },
42 // gameRef: to find the game in (potentially remote) storage
43 data: function() {
44 return {
45 st: store.state,
46 gameRef: { //given in URL (rid = remote ID)
47 id: "",
48 rid: ""
49 },
50 game: { }, //passed to BaseGame
51 vr: null, //"variant rules" object initialized from FEN
52 drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
53 people: [ ], //potential observers (TODO)
54 };
55 },
56 watch: {
57 '$route' (to, from) {
58 if (!!to.params["id"])
59 {
60 this.gameRef.id = to.params["id"];
61 this.gameRef.rid = to.query["rid"];
62 this.loadGame();
63 }
64 },
65 },
66 created: function() {
67 if (!!this.$route.params["id"])
68 {
69 this.gameRef.id = this.$route.params["id"];
70 this.gameRef.rid = this.$route.query["rid"];
71 this.loadGame();
72 }
73 // TODO: how to know who is observing ? Send message to everyone with game ID ?
74 // and then just listen to (dis)connect events
75
76
77 // server always send "connect on " + URL ; then add to observers if game...
78 // detect multiple tabs connected (when connect ask server if my SID is already in use)
79 // router when access a game page tell to server I joined + game ID (no need rid)
80 // and ask server for current joined (= observers)
81 // when send to chat (or a move), reach only this group (send gid along)
82
83 // --> doivent être enregistrés comme observers au niveau du serveur...
84 // non: poll users + events startObserving / stopObserving
85 // (à faire au niveau du routeur ?)
86
87
88 // TODO: also handle "draw accepted" (use opponents array?)
89 // --> must give this info also when sending lastState...
90 // and, if all players agree then OK draw (end game ...etc)
91 const socketMessageListener = msg => {
92 const data = JSON.parse(msg.data);
93 let L = undefined;
94 switch (data.code)
95 {
96 case "newmove":
97 // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
98 // ...or just see nothing as on buho21
99 // NOTE: next call will trigger processMove()
100 this.$refs["basegame"].play(data.move,
101 "receive", this.game.vname!="Dark" ? "animate" : null);
102 break;
103 case "pong": //received if we sent a ping (game still alive on our side)
104 if (this.gameRef.id != data.gameId)
105 break; //games IDs don't match: the game is definitely over...
106 this.oppConnected = true;
107 // Send our "last state" informations to opponent(s)
108 L = this.vr.moves.length;
109 Object.keys(this.opponents).forEach(oid => {
110 this.st.conn.send(JSON.stringify({
111 code: "lastate",
112 oppid: oid,
113 gameId: this.gameRef.id,
114 lastMove: (L>0?this.vr.moves[L-1]:undefined),
115 movesCount: L,
116 }));
117 });
118 break;
119 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
120 case "lastate": //got opponent infos about last move
121 L = this.vr.moves.length;
122 if (this.gameRef.id != data.gameId)
123 break; //games IDs don't match: nothing we can do...
124 // OK, opponent still in game (which might be over)
125 if (this.score != "*")
126 {
127 // We finished the game (any result possible)
128 this.st.conn.send(JSON.stringify({
129 code: "lastate",
130 oppid: data.oppid,
131 gameId: this.gameRef.id,
132 score: this.score,
133 }));
134 }
135 else if (!!data.score) //opponent finished the game
136 this.endGame(data.score);
137 else if (data.movesCount < L)
138 {
139 // We must tell last move to opponent
140 this.st.conn.send(JSON.stringify({
141 code: "lastate",
142 oppid: this.opponent.id,
143 gameId: this.gameRef.id,
144 lastMove: this.vr.moves[L-1],
145 movesCount: L,
146 }));
147 }
148 else if (data.movesCount > L) //just got last move from him
149 this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
150 break;
151 case "resign": //..you won!
152 this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
153 break;
154 // TODO: also use (dis)connect info to count online players?
155 case "gameconnect":
156 case "gamedisconnect":
157 if (this.mode=="human")
158 {
159 const online = (data.code == "connect");
160 // If this is an opponent ?
161 if (!!this.opponents[data.id])
162 this.opponents[data.id].online = online;
163 else
164 {
165 // Or an observer ?
166 if (!online)
167 delete this.people[data.id];
168 else
169 this.people[data.id] = data.name;
170 }
171 }
172 break;
173 }
174 };
175 const socketCloseListener = () => {
176 this.st.conn.addEventListener('message', socketMessageListener);
177 this.st.conn.addEventListener('close', socketCloseListener);
178 };
179 this.st.conn.onmessage = socketMessageListener;
180 this.st.conn.onclose = socketCloseListener;
181 },
182 // dans variant.js (plutôt room.js) conn gère aussi les challenges
183 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
184 methods: {
185 offerDraw: function() {
186 if (!confirm("Offer draw?"))
187 return;
188 // Stay in "draw offer sent" state until next move is played
189 this.drawOfferSent = true;
190 if (this.subMode == "corr")
191 {
192 // TODO: set drawOffer on in game (how ?)
193 }
194 else //live game
195 {
196 this.opponents.forEach(o => {
197 if (!!o.online)
198 {
199 try {
200 this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
201 } catch (INVALID_STATE_ERR) {
202 return;
203 }
204 }
205 });
206 }
207 },
208 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
209 receiveDrawOffer: function() {
210 //if (...)
211 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
212 // if accept: send message "draw"
213 },
214 abortGame: function() {
215 if (!confirm("Abort the game?"))
216 return;
217 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
218 //send message: "gameOver" avec score "?"
219 // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
220 },
221 resign: function(e) {
222 if (!confirm("Resign the game?"))
223 return;
224 if (this.mode == "human" && this.oppConnected(this.oppid))
225 {
226 try {
227 this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
228 } catch (INVALID_STATE_ERR) {
229 return;
230 }
231 }
232 this.endGame(this.mycolor=="w"?"0-1":"1-0");
233 },
234 // 4 cases for loading a game:
235 // - from localStorage (one running game I play)
236 // - from indexedDB (one completed live game)
237 // - from server (one correspondance game I play[ed] or not)
238 // - from remote peer (one live game I don't play, finished or not)
239 loadGame: function() {
240 GameStorage.get(this.gameRef, async (game) => {
241 this.game = Object.assign({},
242 game,
243 // NOTE: assign mycolor here, since BaseGame could also bs VS computer
244 {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
245 p => p.sid == this.st.user.sid)]},
246 );
247 const vModule = await import("@/variants/" + game.vname + ".js");
248 window.V = vModule.VariantRules;
249 this.vr = new V(game.fen);
250 // Post-processing: decorate each move with current FEN:
251 // (to be able to jump to any position quickly)
252 game.moves.forEach(move => {
253 // NOTE: this is doing manually what BaseGame.play() achieve...
254 // but in a lighter "fast-forward" way
255 move.color = this.vr.turn;
256 this.vr.play(move);
257 move.fen = this.vr.getFen();
258 });
259 this.vr.re_init(game.fen);
260 });
261 // // Poll all players except me (if I'm playing) to know online status.
262 // // --> Send ping to server (answer pong if players[s] are connected)
263 // if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
264 // {
265 // this.game.players.forEach(p => {
266 // if (p.sid != this.st.user.sid)
267 // this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
268 // });
269 // }
270 },
271 // TODO: refactor this old "oppConnected" logic
272 // oppConnected: function(uid) {
273 // return this.opponents.some(o => o.id == uid && o.online);
274 // },
275 // Post-process a move (which was just played)
276 processMove: function(move) {
277 if (!this.game.mycolor)
278 return; //I'm just an observer
279 // Update storage (corr or live)
280 const colorIdx = ["w","b","g","r"].indexOf(move.color);
281 // https://stackoverflow.com/a/38750895
282 const allowed_fields = ["appear", "vanish", "start", "end"];
283 const filtered_move = Object.keys(move)
284 .filter(key => allowed_fields.includes(key))
285 .reduce((obj, key) => {
286 obj[key] = move[key];
287 return obj;
288 }, {});
289 // Send move ("newmove" event) to opponent(s) (if ours)
290 // (otherwise move.elapsed is supposed to be already transmitted)
291 let addTime = undefined;
292 if (move.color == this.game.mycolor)
293 {
294 const elapsed = Date.now() - GameStorage.getInitime();
295 this.game.players.forEach(p => {
296 if (p.sid != this.st.user.sid)
297 this.st.conn.send(JSON.stringify({
298 code: "newmove",
299 target: p.sid,
300 move: Object.assign({}, filtered_move, {elapsed: elapsed}),
301 }));
302 });
303 move.elapsed = elapsed;
304 // elapsed time is measured in milliseconds
305 addTime = this.game.increment - elapsed/1000;
306 }
307 GameStorage.update({
308 colorIdx: colorIdx,
309 move: filtered_move,
310 fen: move.fen,
311 addTime: addTime,
312 initime: (this.vr.turn == this.game.mycolor), //my turn now?
313 });
314 },
315 // NOTE: this update function should also work for corr games
316 gameOver: function(score) {
317 GameStorage.update({
318 score: score,
319 });
320 },
321 },
322 };
323 </script>
324
325 <!-- TODO:
326 // Abort possible à tout moment avec message
327 // Sorry I have to go / Game seems over / Game is not interesting
328 // code "T" pour score "perte au temps" ?
329 -->