Experimental game upload added
[vchess.git] / client / src / views / Game.vue
index ec4f2c9..5145e58 100644 (file)
@@ -57,7 +57,7 @@ main
           span {{ st.tr["Cancel"] }}
   .row
     #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
-      span.variant-cadence {{ game.cadence }}
+      span.variant-cadence(v-if="game.type!='import'") {{ game.cadence }}
       span.variant-name {{ game.vname }}
       span#nextGame(
         v-if="nextIds.length > 0"
@@ -96,7 +96,7 @@ main
       )
         img(src="/images/icons/rematch.svg")
       #playersInfo
-        p
+        p(v-if="isLargeScreen()")
           span.name(:class="{connected: isConnected(0)}")
             | {{ game.players[0].name || "@nonymous" }}
           span.time(
@@ -118,6 +118,29 @@ main
             span.time-separator(v-if="!!virtualClocks[1][1]") :
             span.time-right(v-if="!!virtualClocks[1][1]")
               | {{ virtualClocks[1][1] }}
+        p(v-else)
+          span.name(:class="{connected: isConnected(0)}")
+            | {{ game.players[0].name || "@nonymous" }}
+          span.split-names -
+          span.name(:class="{connected: isConnected(1)}")
+            | {{ game.players[1].name || "@nonymous" }}
+          br
+          span.time(
+            v-if="game.score=='*'"
+            :class="{yourturn: !!vr && vr.turn == 'w'}"
+          )
+            span.time-left {{ virtualClocks[0][0] }}
+            span.time-separator(v-if="!!virtualClocks[0][1]") :
+            span.time-right(v-if="!!virtualClocks[0][1]")
+              | {{ virtualClocks[0][1] }}
+          span.time(
+            v-if="game.score=='*'"
+            :class="{yourturn: !!vr && vr.turn == 'b'}"
+          )
+            span.time-left {{ virtualClocks[1][0] }}
+            span.time-separator(v-if="!!virtualClocks[1][1]") :
+            span.time-right(v-if="!!virtualClocks[1][1]")
+              | {{ virtualClocks[1][1] }}
   BaseGame(
     ref="basegame"
     :game="game"
@@ -130,6 +153,7 @@ import BaseGame from "@/components/BaseGame.vue";
 import Chat from "@/components/Chat.vue";
 import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
+import { ImportgameStorage } from "@/utils/importgameStorage";
 import { ppt } from "@/utils/datetime";
 import { notify } from "@/utils/notifications";
 import { ajax } from "@/utils/ajax";
@@ -186,8 +210,7 @@ export default {
       retrySendmove: null,
       clockUpdate: null,
       // Related to (killing of) self multi-connects:
-      newConnect: {},
-      killed: {}
+      newConnect: {}
     };
   },
   watch: {
@@ -213,10 +236,14 @@ export default {
     this.atCreation();
   },
   mounted: function() {
-    ["chatWrap", "infoDiv"].forEach(eltName => {
-      document.getElementById(eltName)
-        .addEventListener("click", processModalClick);
-    });
+    document.getElementById("chatWrap")
+      .addEventListener("click", (e) => {
+        processModalClick(e, () => {
+          this.toggleChat("close")
+        });
+      });
+    document.getElementById("infoDiv")
+      .addEventListener("click", processModalClick);
     if ("ontouchstart" in window) {
       // Disable tooltips on smartphones:
       document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
@@ -262,6 +289,9 @@ export default {
       }
       this.send("losefocus");
     },
+    isLargeScreen: function() {
+      return window.innerWidth >= 500;
+    },
     participateInChat: function(p) {
       return Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) && !!p.name;
     },
@@ -317,7 +347,6 @@ export default {
       this.retrySendmove = null;
       this.clockUpdate = null;
       this.newConnect = {};
-      this.killed = {};
       // 1] Initialize connection
       this.connexionString =
         params.socketUrl +
@@ -332,7 +361,8 @@ export default {
       this.socketCloseListener = setInterval(
         () => {
           if (this.conn.readyState == 3) {
-            this.conn.removeEventListener("message", this.socketMessageListener);
+            this.conn.removeEventListener(
+              "message", this.socketMessageListener);
             this.conn = new WebSocket(this.connexionString);
             this.conn.addEventListener("message", this.socketMessageListener);
           }
@@ -354,7 +384,7 @@ export default {
           this.loadVariantThenGame(game, () => socketInit(this.roomInit));
         else
           // Live game stored remotely: need socket to retrieve it
-          // NOTE: the callback "roomInit" will be lost, so we don't provide it.
+          // NOTE: the callback "roomInit" will be lost, so it's not provided.
           // --> It will be given when receiving "fullgame" socket event.
           socketInit(() => { this.send("askfullgame"); });
       });
@@ -371,7 +401,7 @@ export default {
       }
     },
     send: function(code, obj) {
-      if (!!this.conn)
+      if (!!this.conn && this.conn.readyState == 1)
         this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
     },
     isConnected: function(index) {
@@ -415,22 +445,33 @@ export default {
       if (!!oppsid && !!this.people[oppsid]) return oppsid;
       return null;
     },
-    toggleChat: function() {
-      if (document.getElementById("modalChat").checked)
+    // NOTE: action if provided is always a closing action
+    toggleChat: function(action) {
+      if (!action && document.getElementById("modalChat").checked)
         // Entering chat
         document.getElementById("inputChat").focus();
-      // TODO: next line is only required when exiting chat,
-      // but the event for now isn't well detected.
-      document.getElementById("chatBtn").classList.remove("somethingnew");
+      else {
+        document.getElementById("chatBtn").classList.remove("somethingnew");
+        if (!!this.game.mycolor) {
+          // Update "chatRead" variable either on server or locally
+          if (this.game.type == "corr")
+            this.updateCorrGame({ chatRead: this.game.mycolor });
+          else if (this.game.type == "live")
+            GameStorage.update(this.gameRef, { chatRead: true });
+        }
+      }
     },
     processChat: function(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)
-        this.updateCorrGame({ chat: chat });
-      else if (this.game.type == "live") {
-        chat.added = Date.now();
-        GameStorage.update(this.gameRef, { chat: chat });
+      if (!!this.game.mycolor) {
+        if (this.game.type == "corr")
+          this.updateCorrGame({ chat: chat });
+        else {
+          // Live game
+          chat.added = Date.now();
+          GameStorage.update(this.gameRef, { chat: chat });
+        }
       }
     },
     clearChat: function() {
@@ -449,6 +490,7 @@ export default {
       }
     },
     getGameType: function(game) {
+      if (!!game.id.match(/^i/)) return "import";
       return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
     },
     // Notify something after a new move (to opponent and me on MyGames page)
@@ -521,7 +563,8 @@ export default {
                 }
               }
             );
-            this.newConnect[data.from] = true; //for self multi-connects tests
+            // For self multi-connects tests:
+            this.newConnect[data.from[0]] = true;
             this.send("askidentity", { target: data.from[0] });
           } else {
             this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
@@ -551,13 +594,6 @@ export default {
           }
           break;
         }
-        case "killed":
-          // I logged in elsewhere:
-          this.conn.removeEventListener("message", this.socketMessageListener);
-          this.conn.removeEventListener("close", this.socketCloseListener);
-          this.conn = null;
-          alert(this.st.tr["New connexion detected: tab now offline"]);
-          break;
         case "askidentity": {
           // Request for identification
           const me = {
@@ -578,57 +614,57 @@ export default {
           this.$forceUpdate(); //TODO: shouldn't be required
           // If I multi-connect, kill current connexion if no mark (I'm older)
           if (this.newConnect[user.sid]) {
+            delete this.newConnect[user.sid];
             if (
               user.id > 0 &&
               user.id == this.st.user.id &&
-              user.sid != this.st.user.sid &&
-              !this.killed[this.st.user.sid]
+              user.sid != this.st.user.sid
             ) {
-                this.send("killme", { sid: this.st.user.sid });
-                this.killed[this.st.user.sid] = true;
+              this.cleanBeforeDestroy();
+              alert(this.st.tr["New connexion detected: tab now offline"]);
+              break;
             }
-            delete this.newConnect[user.sid];
           }
-          if (!this.killed[this.st.user.sid]) {
-            // Ask potentially missed last state, if opponent and I play
-            if (
-              !this.gotLastate &&
-              !!this.game.mycolor &&
-              this.game.type == "live" &&
-              this.game.score == "*" &&
-              this.game.players.some(p => p.sid == user.sid)
-            ) {
-              this.send("asklastate", { target: user.sid });
-              let counter = 1;
-              this.askLastate = setInterval(
-                () => {
-                  // Ask at most 3 times:
-                  // if no reply after that there should be a network issue.
-                  if (
-                    counter < 3 &&
-                    !this.gotLastate &&
-                    !!this.people[user.sid]
-                  ) {
-                    this.send("asklastate", { target: user.sid });
-                    counter++;
-                  } else {
-                    clearInterval(this.askLastate);
-                  }
-                },
-                1500
-              );
-            }
+          // Ask potentially missed last state, if opponent and I play
+          if (
+            !this.gotLastate &&
+            !!this.game.mycolor &&
+            this.game.type == "live" &&
+            this.game.score == "*" &&
+            this.game.players.some(p => p.sid == user.sid)
+          ) {
+            this.send("asklastate", { target: user.sid });
+            let counter = 1;
+            this.askLastate = setInterval(
+              () => {
+                // Ask at most 3 times:
+                // if no reply after that there should be a network issue.
+                if (
+                  counter < 3 &&
+                  !this.gotLastate &&
+                  !!this.people[user.sid]
+                ) {
+                  this.send("asklastate", { target: user.sid });
+                  counter++;
+                } else {
+                  clearInterval(this.askLastate);
+                }
+              },
+              1500
+            );
           }
           break;
         }
         case "askgame":
-          // Send current (live) game if not asked by any of the players
+          // Send current (live or import) game,
+          // if not asked by any of the players
           if (
-            this.game.type == "live" &&
+            this.game.type != "corr" &&
             this.game.players.every(p => p.sid != data.from[0])
           ) {
             const myGame = {
               id: this.game.id,
+              // FEN is current position, unused for now
               fen: this.game.fen,
               players: this.game.players,
               vid: this.game.vid,
@@ -666,7 +702,7 @@ export default {
         case "asklastate":
           // Sending informative last state if I played a move or score != "*"
           // If the game or moves aren't loaded yet, delay the sending:
-          // TODO: since socket init after game load, the game is supposedly ready
+          // TODO: socket init after game load, so the game is supposedly ready
           if (!this.game || !this.game.moves) this.lastateAsked = true;
           else this.sendLastate(data.from);
           break;
@@ -703,7 +739,10 @@ export default {
               const moveColIdx = ["w", "b"].indexOf(movePlus.color);
               if (!receiveMyMove && !!this.game.mycolor) {
                 // Notify opponent that I got the move:
-                this.send("gotmove", {data: movePlus.index, target: data.from});
+                this.send(
+                  "gotmove",
+                  { data: movePlus.index, target: data.from }
+                );
                 // And myself if I'm elsewhere:
                 if (!this.focus) {
                   notify(
@@ -728,7 +767,8 @@ export default {
                   GameStorage.update(this.gameRef, { drawOffer: "" });
                 }
               }
-              this.$refs["basegame"].play(movePlus.move, "received", null, true);
+              this.$refs["basegame"].play(
+                movePlus.move, "received", null, true);
               this.game.clocks[moveColIdx] = movePlus.clock;
               this.processMove(
                 movePlus.move,
@@ -762,7 +802,7 @@ export default {
         case "drawoffer":
           // NOTE: observers don't know who offered draw
           this.drawOffer = "received";
-          if (this.game.type == "live") {
+          if (!!this.game.mycolor && this.game.type == "live") {
             GameStorage.update(
               this.gameRef,
               { drawOffer: V.GetOppCol(this.game.mycolor) }
@@ -772,7 +812,7 @@ export default {
         case "rematchoffer":
           // NOTE: observers don't know who offered rematch
           this.rematchOffer = data.data ? "received" : "";
-          if (this.game.type == "live") {
+          if (!!this.game.mycolor && this.game.type == "live") {
             GameStorage.update(
               this.gameRef,
               { rematchOffer: V.GetOppCol(this.game.mycolor) }
@@ -804,7 +844,8 @@ export default {
           this.$refs["chatcomp"].newChat(chat);
           if (this.game.type == "live") {
             chat.added = Date.now();
-            GameStorage.update(this.gameRef, { chat: chat });
+            if (!!this.game.mycolor)
+              GameStorage.update(this.gameRef, { chat: chat });
           }
           if (!document.getElementById("modalChat").checked)
             document.getElementById("chatBtn").classList.add("somethingnew");
@@ -871,7 +912,7 @@ export default {
       }
     },
     clickDraw: function() {
-      if (!this.game.mycolor) return; //I'm just spectator
+      if (!this.game.mycolor || this.game.type == "import") return;
       if (["received", "threerep"].includes(this.drawOffer)) {
         if (!confirm(this.st.tr["Accept draw?"])) return;
         const message =
@@ -923,7 +964,7 @@ export default {
       });
     },
     clickRematch: function() {
-      if (!this.game.mycolor) return; //I'm just spectator
+      if (!this.game.mycolor || this.game.type == "import") return;
       if (this.rematchOffer == "received") {
         // Start a new game!
         let gameInfo = {
@@ -982,7 +1023,8 @@ export default {
       }
     },
     abortGame: function() {
-      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
+      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
+        return;
       this.gameOver("?", "Stop");
       this.send("abort");
     },
@@ -995,18 +1037,16 @@ export default {
       this.gameOver(score, side + " surrender");
     },
     loadGame: function(game, callback) {
-      this.vr = new V(game.fen);
-      const gtype = this.getGameType(game);
+      const gtype = game.type || this.getGameType(game);
       const tc = extractTime(game.cadence);
       const myIdx = game.players.findIndex(p => {
         return p.sid == this.st.user.sid || p.id == this.st.user.id;
       });
-      const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
-      // Live games before 26/03/2020 don't have chat history. TODO: remove next line
-      if (!game.chats) game.chats = [];
-      // Sort chat messages from newest to oldest
-      game.chats.sort((c1, c2) => c2.added - c1.added);
+      // "mycolor" is undefined for observers
+      const mycolor = [undefined, "w", "b"][myIdx + 1];
       if (gtype == "corr") {
+        if (mycolor == 'w') game.chatRead = game.chatReadWhite;
+        else if (mycolor == 'b') game.chatRead = game.chatReadBlack;
         // NOTE: clocks in seconds
         game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
         game.clocks = [tc.mainTime, tc.mainTime];
@@ -1018,33 +1058,10 @@ export default {
               (Date.now() - game.moves[L-1].played) / 1000;
           }
         }
-        if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
-          // Did a chat message arrive after my last move?
-          let dtLastMove = 0;
-          if (L == 1 && myIdx == 0)
-            dtLastMove = game.moves[0].played;
-          else if (L >= 2) {
-            if (L % 2 == 0) {
-              // It's now white turn
-              dtLastMove = game.moves[L-1-(1-myIdx)].played;
-            } else {
-              // Black turn:
-              dtLastMove = game.moves[L-1-myIdx].played;
-            }
-          }
-          if (dtLastMove < game.chats[0].added)
-            document.getElementById("chatBtn").classList.add("somethingnew");
-        }
         // Now that we used idx and played, re-format moves as for live games
         game.moves = game.moves.map(m => m.squares);
       }
-      if (gtype == "live") {
-        if (
-          game.chats.length > 0 &&
-          (!game.initime || game.initime < game.chats[0].added)
-        ) {
-          document.getElementById("chatBtn").classList.add("somethingnew");
-        }
+      else if (gtype == "live") {
         if (game.clocks[0] < 0) {
           // Game is unstarted. clock is ignored until move 2
           game.clocks = [tc.mainTime, tc.mainTime];
@@ -1060,6 +1077,21 @@ export default {
             game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
         }
       }
+      else
+        // gtype == "import"
+        game.clocks = [tc.mainTime, tc.mainTime];
+      // Live games before 26/03/2020 don't have chat history:
+      if (!game.chats) game.chats = []; //TODO: remove line
+      // Sort chat messages from newest to oldest
+      game.chats.sort((c1, c2) => c2.added - c1.added);
+      if (
+        myIdx >= 0 &&
+        game.chats.length > 0 &&
+        (!game.chatRead || game.chatRead < game.chats[0].added)
+      ) {
+        // A chat message arrived since my last reading:
+        document.getElementById("chatBtn").classList.add("somethingnew");
+      }
       // TODO: merge next 2 "if" conditions
       if (!!game.drawOffer) {
         if (game.drawOffer == "t")
@@ -1093,15 +1125,17 @@ export default {
       }
       this.repeat = {}; //reset: scan past moves' FEN:
       let repIdx = 0;
-      let vr_tmp = new V(game.fenStart);
+      this.vr = new V(game.fenStart);
       let curTurn = "n";
       game.moves.forEach(m => {
-        playMove(m, vr_tmp);
-        const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
+        playMove(m, this.vr);
+        const fenIdx = this.vr.getFenForRepeat();
         this.repeat[fenIdx] = this.repeat[fenIdx]
           ? this.repeat[fenIdx] + 1
           : 1;
       });
+      // Imported games don't have current FEN
+      if (!game.fen) game.fen = this.vr.getFen();
       if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
       this.game = Object.assign(
         // NOTE: assign mycolor here, since BaseGame could also be VS computer
@@ -1155,6 +1189,11 @@ export default {
     //  - from server (one correspondance game I play[ed] or not)
     //  - from remote peer (one live game I don't play, finished or not)
     fetchGame: function(callback) {
+      
+console.log("fecth");
+      console.log(this.gameRef);
+      console.log(this.gameRef.match(/^i/));
+
       if (Number.isInteger(this.gameRef) || !isNaN(parseInt(this.gameRef))) {
         // corr games identifiers are integers
         ajax(
@@ -1170,8 +1209,12 @@ export default {
             }
           }
         );
-      } else
-        // Local game (or live remote)
+      }
+      else if (!!this.gameRef.match(/^i/))
+        // Game import (maybe remote)
+        ImportgameStorage.get(this.gameRef, callback);
+      else
+        // Local live game (or remote)
         GameStorage.get(this.gameRef, callback);
     },
     re_setClocks: function() {
@@ -1210,6 +1253,9 @@ export default {
     },
     // Update variables and storage after a move:
     processMove: function(move, data) {
+      if (this.game.type == "import")
+        // Shouldn't receive any messages in this mode:
+        return;
       if (!data) data = {};
       const moveCol = this.vr.turn;
       const colorIdx = ["w", "b"].indexOf(moveCol);
@@ -1337,7 +1383,8 @@ export default {
           let sendMove = {
             move: filtered_move,
             index: origMovescount,
-            // color is required to check if this is my move (if several tabs opened)
+            // color is required to check if this is my move
+            // (if several tabs opened)
             color: moveCol,
             cancelDrawOffer: this.drawOffer == ""
           };
@@ -1468,7 +1515,8 @@ export default {
           if (!!callback) callback();
         }
         else this.updateCorrGame(scoreObj, callback);
-        // Notify the score to main Hall. TODO: only one player (currently double send)
+        // Notify the score to main Hall.
+        // TODO: only one player (currently double send)
         this.send("result", { gid: this.game.id, score: score });
         // Also to MyGames page (TODO: doubled as well...)
         this.notifyMyGames(