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