Small margin adjustment on Game page
[vchess.git] / client / src / views / Game.vue
index ee151f3..2a7fae8 100644 (file)
@@ -1,7 +1,7 @@
 <template lang="pug">
 main
-  input#modalChat.modal(type="checkbox" @click="resetChatColor")
-  div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
+  input#modalChat.modal(type="checkbox" @click="resetChatColor()")
+  div#chatWrap(role="dialog" data-checkbox="modalChat")
     #chat.card
       label.modal-close(for="modalChat")
       #participants
@@ -17,10 +17,10 @@ main
       span.variant-info {{ game.vname }}
       button#chatBtn(onClick="doClick('modalChat')") Chat
       #actions(v-if="game.score=='*'")
-        button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
+        button(@click="clickDraw()" :class="{['draw-' + drawOffer]: true}")
           | {{ st.tr["Draw"] }}
-        button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
-        button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
+        button(v-if="!!game.mycolor" @click="abortGame()") {{ st.tr["Abort"] }}
+        button(v-if="!!game.mycolor" @click="resign()") {{ st.tr["Resign"] }}
       #playersInfo
         p
           span.name(:class="{connected: isConnected(0)}")
@@ -30,8 +30,7 @@ main
           span.name(:class="{connected: isConnected(1)}")
             | {{ game.players[1].name || "@nonymous" }}
           span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
-  BaseGame(:game="game" :vr="vr" ref="basegame"
-    @newmove="processMove" @gameover="gameOver")
+  BaseGame(:game="game" :vr="vr" @newmove="processMove" @gameover="gameOver")
 </template>
 
 <script>
@@ -41,10 +40,11 @@ import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
 import { ppt } from "@/utils/datetime";
 import { extractTime } from "@/utils/timeControl";
+import { getRandString } from "@/utils/alea";
 import { ArrayFun } from "@/utils/array";
 import { processModalClick } from "@/utils/modalClick";
 import { getScoreMessage } from "@/utils/scoring";
-
+import params from "@/parameters";
 export default {
   name: 'my-game',
   components: {
@@ -59,7 +59,11 @@ export default {
         id: "",
         rid: ""
       },
-      game: {players:[{name:""},{name:""}]}, //passed to BaseGame
+      game: { //passed to BaseGame
+        players:[{name:""},{name:""}],
+        chats: [],
+        rendered: false,
+      },
       virtualClocks: [0, 0], //initialized with true game.clocks
       vr: null, //"variant rules" object initialized from FEN
       drawOffer: "",
@@ -67,6 +71,11 @@ export default {
       lastate: undefined, //used if opponent send lastate before game is ready
       repeat: {}, //detect position repetition
       newChat: "",
+      conn: null,
+      connexionString: "",
+      // Related to (killing of) self multi-connects:
+      newConnect: {},
+      killed: {},
     };
   },
   watch: {
@@ -104,27 +113,31 @@ export default {
       }, 1000);
     },
   },
-  // NOTE: some redundant code with Hall.vue (related to people array)
+  // NOTE: some redundant code with Hall.vue (mostly related to people array)
   created: function() {
     // Always add myself to players' list
     const my = this.st.user;
     this.$set(this.people, my.sid, {id:my.id, name:my.name});
     this.gameRef.id = this.$route.params["id"];
     this.gameRef.rid = this.$route.query["rid"]; //may be undefined
-    // Define socket .onmessage() and .onclose() events:
-    this.st.conn.onmessage = this.socketMessageListener;
-    const socketCloseListener = () => {
-      store.socketCloseListener(); //reinitialize connexion (in store.js)
-      this.st.conn.addEventListener('message', this.socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
-    };
-    this.st.conn.onclose = socketCloseListener;
+    // Initialize connection
+    this.connexionString = params.socketUrl +
+      "/?sid=" + this.st.user.sid +
+      "&tmpId=" + getRandString() +
+      "&page=" + encodeURIComponent(this.$route.path);
+    this.conn = new WebSocket(this.connexionString);
+    this.conn.onmessage = this.socketMessageListener;
+    this.conn.onclose = this.socketCloseListener;
     // Socket init required before loading remote game:
     const socketInit = (callback) => {
-      if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+      if (!!this.conn && this.conn.readyState == 1) //1 == OPEN state
         callback();
       else //socket not ready yet (initial loading)
-        this.st.conn.onopen = callback;
+      {
+        // NOTE: it's important to call callback without arguments,
+        // otherwise first arg is Websocket object and loadGame fails.
+        this.conn.onopen = () => { return callback() };
+      }
     };
     if (!this.gameRef.rid) //game stored locally or on server
       this.loadGame(null, () => socketInit(this.roomInit));
@@ -140,123 +153,181 @@ export default {
     document.getElementById("chatWrap").addEventListener(
       "click", processModalClick);
   },
+  beforeDestroy: function() {
+    this.send("disconnect");
+  },
   methods: {
-    // O.1] Ask server for room composition:
     roomInit: function() {
       // Notify the room only now that I connected, because
       // messages might be lost otherwise (if game loading is slow)
-      this.st.conn.send(JSON.stringify({code:"connect"}));
-      this.st.conn.send(JSON.stringify({code:"pollclients"}));
+      this.send("connect");
+      this.send("pollclients");
+    },
+    send: function(code, obj) {
+      if (!!this.conn)
+      {
+        this.conn.send(JSON.stringify(
+          Object.assign(
+            {code: code},
+            obj,
+          )
+        ));
+      }
     },
     isConnected: function(index) {
-      const name = this.game.players[index].name;
-      if (this.st.user.name == name)
+      const player = this.game.players[index];
+      // Is it me ?
+      if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
         return true;
-      return Object.values(this.people).some(p => p.name == name);
+      // Try to find a match in people:
+      return Object.keys(this.people).some(sid => sid == player.sid) ||
+        Object.values(this.people).some(p => p.id == player.uid);
     },
     socketMessageListener: function(msg) {
+      if (!this.conn)
+        return;
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
-        case "duplicate":
-          alert(this.st.tr["Warning: multi-tabs not supported"]);
-          break;
-        // 0.2] Receive clients list (just socket IDs)
         case "pollclients":
-        {
           data.sockIds.forEach(sid => {
-            if (!!this.people[sid])
-              return;
             this.$set(this.people, sid, {id:0, name:""});
-            // Ask only identity
-            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+            if (sid != this.st.user.sid)
+            {
+              this.send("askidentity", {target:sid});
+              // Ask potentially missed last state, if opponent and I play
+              if (!!this.game.mycolor
+                && this.game.type == "live" && this.game.score == "*"
+                && this.game.players.some(p => p.sid == sid))
+              {
+                this.send("asklastate", {target:sid});
+              }
+            }
           });
           break;
-        }
-        case "askidentity":
-        {
-          // Request for identification: reply if I'm not anonymous
-          if (this.st.user.id > 0)
+        case "connect":
+          if (!this.people[data.from])
+            this.$set(this.people, data.from, {name:"", id:0});
+          if (!this.people[data.from].name)
           {
-            this.st.conn.send(JSON.stringify({code:"identity",
-              user: {
-                // NOTE: decompose to avoid revealing email
-                name: this.st.user.name,
-                sid: this.st.user.sid,
-                id: this.st.user.id,
-              },
-              target:data.from}));
+            this.newConnect[data.from] = true; //for self multi-connects tests
+            this.send("askidentity", {target:data.from});
           }
           break;
+        case "disconnect":
+          this.$delete(this.people, data.from);
+          break;
+        case "killed":
+          // I logged in elsewhere:
+          alert(this.st.tr["New connexion detected: tab now offline"]);
+          // TODO: this fails. See https://github.com/websockets/ws/issues/489
+          //this.conn.removeEventListener("message", this.socketMessageListener);
+          //this.conn.removeEventListener("close", this.socketCloseListener);
+          //this.conn.close();
+          this.conn = null;
+          break;
+        case "askidentity":
+        {
+          // Request for identification (TODO: anonymous shouldn't need to reply)
+          const me = {
+            // Decompose to avoid revealing email
+            name: this.st.user.name,
+            sid: this.st.user.sid,
+            id: this.st.user.id,
+          };
+          this.send("identity", {data:me, target:data.from});
+          break;
         }
         case "identity":
         {
-          // NOTE: sometimes player.id fails because player is undefined...
-          // Probably because the event was meant for Hall?
-          if (!this.people[data.user.sid])
-            return;
-          this.$set(this.people, data.user.sid,
-            {id: data.user.id, name: data.user.name});
-          // Sending last state only for live games: corr games are complete,
-          // only if I played a move (otherwise opponent has all)
-          if (!!this.game.mycolor && this.game.type == "live"
-            && this.game.oppsid == data.user.sid
-            && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+          const user = data.data;
+          if (!!user.name) //otherwise anonymous
           {
-            // Send our "last state" informations to opponent
-            const L = this.game.moves.length;
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              target: data.user.sid,
-              state:
+            // If I multi-connect, kill current connexion if no mark (I'm older)
+            if (this.newConnect[user.sid] && user.id > 0
+              && user.id == this.st.user.id && user.sid != this.st.user.sid)
+            {
+              if (!this.killed[this.st.user.sid])
               {
-                lastMove: this.game.moves[L-1],
-                // Since we played a move, only drawOffer=="sent" is possible
-                drawSent: this.drawOffer == "sent",
-                score: this.game.score,
-                movesCount: L,
-                clocks: this.game.clocks,
+                this.send("killme", {sid:this.st.user.sid});
+                this.killed[this.st.user.sid] = true;
               }
-            }));
+            }
+            if (user.sid != this.st.user.sid) //I already know my identity...
+            {
+              this.$set(this.people, user.sid,
+                {
+                  id: user.id,
+                  name: user.name,
+                });
+            }
           }
+          delete this.newConnect[user.sid];
           break;
         }
         case "askgame":
-          // Send current (live) game if I play in (not an observer),
-          // and not asked by opponent (!)
+          // Send current (live) game if not asked by any of the players
           if (this.game.type == "live"
-            && this.game.players.some(p => p.sid == this.st.user.sid)
-            && this.game.players.every(p => p.sid != data.from))
+            && this.game.players.every(p => p.sid != data.from[0]))
           {
-            const myGame =
-            {
-              // Minimal game informations:
+            const myGame = {
               id: this.game.id,
+              fen: this.game.fen,
               players: this.game.players,
               vid: this.game.vid,
-              timeControl: this.game.timeControl,
+              cadence: this.game.cadence,
+              score: this.game.score,
+              rid: this.st.user.sid, //useful in Hall if I'm an observer
             };
-            this.st.conn.send(JSON.stringify({code:"game",
-              game:myGame, target:data.from}));
+            this.send("game", {data:myGame, target:data.from});
           }
           break;
-        case "newmove":
-          if (!!data.move.cancelDrawOffer) //opponent refuses draw
-            this.drawOffer = "";
-          this.$set(this.game, "moveToPlay", data.move);
+        case "askfullgame":
+          this.send("fullgame", {data:this.game, target:data.from});
           break;
-        case "newchat":
-          this.newChat = data.chat;
-          if (!document.getElementById("modalChat").checked)
-            document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+        case "fullgame":
+          // Callback "roomInit" to poll clients only after game is loaded
+          this.loadGame(data.data, this.roomInit);
+          break;
+        case "asklastate":
+          // Sending last state if I played a move or score != "*"
+          if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+              || this.game.score != "*" || this.drawOffer == "sent")
+          {
+            // Send our "last state" informations to opponent
+            const L = this.game.moves.length;
+            const myIdx = ["w","b"].indexOf(this.game.mycolor);
+            const myLastate = {
+              // NOTE: lastMove (when defined) includes addTime
+              lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+              // Since we played a move (or abort or resign),
+              // only drawOffer=="sent" is possible
+              drawSent: this.drawOffer == "sent",
+              score: this.game.score,
+              movesCount: L,
+              initime: this.game.initime[1-myIdx], //relevant only if I played
+            };
+            this.send("lastate", {data:myLastate, target:data.from});
+          }
           break;
         case "lastate": //got opponent infos about last move
-        {
-          this.lastate = data;
-          if (!!this.game.type) //game is loaded
+          this.lastate = data.data;
+          if (this.game.rendered) //game is rendered (Board component)
             this.processLastate();
           //else: will be processed when game is ready
           break;
+        case "newmove":
+        {
+          const move = data.data;
+          if (!!move.cancelDrawOffer) //opponent refuses draw
+          {
+            this.drawOffer = "";
+            // NOTE for corr games: drawOffer reset by player in turn
+            if (this.game.type == "live" && !!this.game.mycolor)
+              GameStorage.update(this.gameRef.id, {drawOffer: ""});
+          }
+          this.$set(this.game, "moveToPlay", move);
+          break;
         }
         case "resign":
           this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
@@ -265,35 +336,24 @@ export default {
           this.gameOver("?", "Abort");
           break;
         case "draw":
-          this.gameOver("1/2", data.message);
+          this.gameOver("1/2", data.data);
           break;
         case "drawoffer":
           // NOTE: observers don't know who offered draw
           this.drawOffer = "received";
           break;
-        case "askfullgame":
-          this.st.conn.send(JSON.stringify({code:"fullgame",
-            game:this.game, target:data.from}));
-          break;
-        case "fullgame":
-          // Callback "roomInit" to poll clients only after game is loaded
-          this.loadGame(data.game, this.roomInit);
-          break;
-        case "connect":
-        {
-          // TODO: next condition is probably not required. See note line 150
-          if (!this.people[data.from])
-          {
-            this.$set(this.people, data.from, {name:"", id:0});
-            this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
-          }
-          break;
-        }
-        case "disconnect":
-          this.$delete(this.people, data.from);
+        case "newchat":
+          this.newChat = data.data;
+          if (!document.getElementById("modalChat").checked)
+            document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
           break;
       }
     },
+    socketCloseListener: function() {
+      this.conn = new WebSocket(this.connexionString);
+      this.conn.addEventListener('message', this.socketMessageListener);
+      this.conn.addEventListener('close', this.socketCloseListener);
+    },
     // lastate was received, but maybe game wasn't ready yet:
     processLastate: function() {
       const data = this.lastate;
@@ -302,12 +362,15 @@ export default {
       if (data.movesCount > L)
       {
         // Just got last move from him
-        if (data.score != "*" && this.game.score == "*")
+        this.$set(this.game, "moveToPlay", Object.assign({initime: data.initime}, data.lastMove));
+      }
+      if (data.drawSent)
+        this.drawOffer = "received";
+      if (data.score != "*")
+      {
+        this.drawOffer = "";
+        if (this.game.score == "*")
           this.gameOver(data.score);
-        this.game.clocks = data.clocks; //TODO: check this?
-        if (!!data.drawSent)
-          this.drawOffer = "received";
-        this.$set(this.game, "moveToPlay", data.lastMove);
       }
     },
     clickDraw: function() {
@@ -320,13 +383,7 @@ export default {
         const message = (this.drawOffer == "received"
           ? "Mutual agreement"
           : "Three repetitions");
-        Object.keys(this.people).forEach(sid => {
-          if (sid != this.st.user.sid)
-          {
-            this.st.conn.send(JSON.stringify({code:"draw",
-              message:message, target:sid}));
-          }
-        });
+        this.send("draw", {data:message});
         this.gameOver("1/2", message);
       }
       else if (this.drawOffer == "") //no effect if drawOffer == "sent"
@@ -336,10 +393,7 @@ export default {
         if (!confirm(this.st.tr["Offer draw?"]))
           return;
         this.drawOffer = "sent";
-        Object.keys(this.people).forEach(sid => {
-          if (sid != this.st.user.sid)
-            this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
-        });
+        this.send("drawoffer");
         GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
       }
     },
@@ -347,26 +401,12 @@ export default {
       if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
         return;
       this.gameOver("?", "Abort");
-      Object.keys(this.people).forEach(sid => {
-        if (sid != this.st.user.sid)
-        {
-          this.st.conn.send(JSON.stringify({
-            code: "abort",
-            target: sid,
-          }));
-        }
-      });
+      this.send("abort");
     },
     resign: function(e) {
       if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
         return;
-      Object.keys(this.people).forEach(sid => {
-        if (sid != this.st.user.sid)
-        {
-          this.st.conn.send(JSON.stringify({code:"resign",
-            side:this.game.mycolor, target:sid}));
-        }
-      });
+      this.send("resign", {data:this.game.mycolor});
       this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
     },
     // 3 cases for loading a game:
@@ -378,8 +418,10 @@ export default {
         const vModule = await import("@/variants/" + game.vname + ".js");
         window.V = vModule.VariantRules;
         this.vr = new V(game.fen);
-        const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
-        const tc = extractTime(game.timeControl);
+        const gtype = (game.cadence.indexOf('d') >= 0 ? "corr" : "live");
+        const tc = extractTime(game.cadence);
+        if (!game.chats)
+          game.chats = []; //live games don't have chat history
         if (gtype == "corr")
         {
           if (game.players[0].color == "b")
@@ -476,6 +518,12 @@ export default {
             oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
           }
         );
+        this.$nextTick(() => {
+          this.game.rendered = true;
+          // Did lastate arrive before game was rendered?
+          if (!!this.lastate)
+            this.processLastate();
+        });
         this.repeat = {}; //reset: scan past moves' FEN:
         let repIdx = 0;
         // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
@@ -492,17 +540,15 @@ export default {
         });
         if (this.repeat[repIdx] >= 3)
           this.drawOffer = "threerep";
-        if (!!this.lastate) //lastate arrived before game was loaded:
-          this.processLastate();
-        callback();
+        if (!!callback)
+          callback();
       };
       if (!!game)
         return afterRetrieval(game);
       if (!!this.gameRef.rid)
       {
         // Remote live game: forgetting about callback func... (TODO: design)
-        this.st.conn.send(JSON.stringify(
-          {code:"askfullgame", target:this.gameRef.rid}));
+        this.send("askfullgame", {target:this.gameRef.rid});
       }
       else
       {
@@ -510,10 +556,16 @@ export default {
         GameStorage.get(this.gameRef.id, afterRetrieval);
       }
     },
-    // Post-process a move (which was just played)
+    // Post-process a move (which was just played in BaseGame)
     processMove: function(move) {
+      if (this.game.type == "corr" && move.color == this.game.mycolor)
+      {
+        if (!confirm(this.st.tr["Move played:"] + " " + move.notation + "\n" + this.st.tr["Are you sure?"]))
+          return this.$set(this.game, "moveToUndo", move);
+      }
       // Update storage (corr or live) if I play in the game
       const colorIdx = ["w","b"].indexOf(move.color);
+      const nextIdx = ["w","b"].indexOf(this.vr.turn);
       // https://stackoverflow.com/a/38750895
       if (!!this.game.mycolor)
       {
@@ -538,27 +590,24 @@ export default {
           // elapsed time is measured in milliseconds
           addTime = this.game.increment - elapsed/1000;
         }
-        let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
-        Object.keys(this.people).forEach(sid => {
-          if (sid != this.st.user.sid)
+        const sendMove = Object.assign({},
+          filtered_move,
           {
-            this.st.conn.send(JSON.stringify({
-              code: "newmove",
-              target: sid,
-              move: sendMove,
-              cancelDrawOffer: this.drawOffer=="",
-            }));
-          }
-        });
+            addTime: addTime,
+            cancelDrawOffer: this.drawOffer=="",
+          });
+        this.send("newmove", {data: sendMove});
+        // (Add)Time indication: useful in case of lastate infos requested
+        move.addTime = addTime;
       }
       else
         addTime = move.addTime; //supposed transmitted
-      const nextIdx = ["w","b"].indexOf(this.vr.turn);
       // Update current game object:
       this.game.moves.push(move);
       this.game.fen = move.fen;
       this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
-      this.game.initime[nextIdx] = Date.now();
+      // move.initime is set only when I receive a "lastate" move from opponent
+      this.game.initime[nextIdx] = move.initime || Date.now();
       // If repetition detected, consider that a draw offer was received:
       const fenObj = V.ParseFen(move.fen);
       let repIdx = fenObj.position + "_" + fenObj.turn;
@@ -597,10 +646,10 @@ export default {
             move:
             {
               squares: filtered_move,
-              played: Date.now(), //TODO: on server?
+              played: Date.now(),
               idx: this.game.moves.length - 1,
             },
-            drawOffer: drawCode,
+            drawOffer: drawCode || "n", //"n" for "None" to force reset (otherwise it's ignored)
           });
         }
         else //live
@@ -621,7 +670,7 @@ export default {
       document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
     },
     processChat: function(chat) {
-      this.st.conn.send(JSON.stringify({code:"newchat", chat:chat}));
+      this.send("newchat", {data:chat});
       // NOTE: anonymous chats in corr games are not stored on server (TODO?)
       if (this.game.type == "corr" && this.st.user.id > 0)
         GameStorage.update(this.gameRef.id, {chat: chat});
@@ -638,6 +687,8 @@ export default {
       {
         GameStorage.update(this.gameRef.id,
           {score: score, scoreMsg: scoreMsg});
+        // Notify the score to main Hall. TODO: only one player (currently double send)
+        this.send("result", {gid:this.game.id, score:score});
       }
     },
   },
@@ -664,7 +715,7 @@ export default {
 
 #actions
   display: inline-block
-  margin-top: 10px
+  margin: 0
   button
     display: inline-block
     margin: 0
@@ -695,7 +746,7 @@ export default {
 
 #chat
   padding-top: 20px
-  max-width: 600px
+  max-width: 767px
   border: none;
 
 #chatBtn