Better menu ordering ?
[vchess.git] / client / src / views / Game.vue
index a7d26d7..5255cf4 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
@@ -14,13 +14,14 @@ main
         :newChat="newChat" @mychat="processChat")
   .row
     #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
-      span.variant-info {{ game.vname }}
+      span.variant-cadence {{ game.cadence }}
+      span.variant-name {{ 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 +31,7 @@ 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>
@@ -41,6 +41,7 @@ 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";
@@ -61,6 +62,7 @@ export default {
       },
       game: { //passed to BaseGame
         players:[{name:""},{name:""}],
+        chats: [],
         rendered: false,
       },
       virtualClocks: [0, 0], //initialized with true game.clocks
@@ -71,6 +73,10 @@ export default {
       repeat: {}, //detect position repetition
       newChat: "",
       conn: null,
+      connexionString: "",
+      // Related to (killing of) self multi-connects:
+      newConnect: {},
+      killed: {},
     };
   },
   watch: {
@@ -79,34 +85,6 @@ export default {
       this.gameRef.rid = to.query["rid"];
       this.loadGame();
     },
-    "game.clocks": function(newState) {
-      if (this.game.moves.length < 2 || this.game.score != "*")
-      {
-        // 1st move not completed yet, or game over: freeze time
-        this.virtualClocks = newState.map(s => ppt(s));
-        return;
-      }
-      const currentTurn = this.vr.turn;
-      const colorIdx = ["w","b"].indexOf(currentTurn);
-      let countdown = newState[colorIdx] -
-        (Date.now() - this.game.initime[colorIdx])/1000;
-      this.virtualClocks = [0,1].map(i => {
-        const removeTime = i == colorIdx
-          ? (Date.now() - this.game.initime[colorIdx])/1000
-          : 0;
-        return ppt(newState[i] - removeTime);
-      });
-      let clockUpdate = setInterval(() => {
-        if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
-        {
-          clearInterval(clockUpdate);
-          if (countdown < 0)
-            this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
-        }
-        else
-          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
-      }, 1000);
-    },
   },
   // NOTE: some redundant code with Hall.vue (mostly related to people array)
   created: function() {
@@ -116,24 +94,23 @@ export default {
     this.gameRef.id = this.$route.params["id"];
     this.gameRef.rid = this.$route.query["rid"]; //may be undefined
     // Initialize connection
-    const connexionString = params.socketUrl +
+    this.connexionString = params.socketUrl +
       "/?sid=" + this.st.user.sid +
       "&tmpId=" + getRandString() +
       "&page=" + encodeURIComponent(this.$route.path);
-    this.conn = new WebSocket(connexionString);
+    this.conn = new WebSocket(this.connexionString);
     this.conn.onmessage = this.socketMessageListener;
-    const socketCloseListener = () => {
-      this.conn = new WebSocket(connexionString);
-      this.conn.addEventListener('message', this.socketMessageListener);
-      this.conn.addEventListener('close', socketCloseListener);
-    };
-    this.conn.onclose = socketCloseListener;
+    this.conn.onclose = this.socketCloseListener;
     // Socket init required before loading remote game:
     const socketInit = (callback) => {
       if (!!this.conn && this.conn.readyState == 1) //1 == OPEN state
         callback();
       else //socket not ready yet (initial loading)
-        this.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));
@@ -160,12 +137,15 @@ export default {
       this.send("pollclients");
     },
     send: function(code, obj) {
-      this.conn.send(JSON.stringify(
-        Object.assign(
-          {code: code},
-          obj,
-        )
-      ));
+      if (!!this.conn)
+      {
+        this.conn.send(JSON.stringify(
+          Object.assign(
+            {code: code},
+            obj,
+          )
+        ));
+      }
     },
     isConnected: function(index) {
       const player = this.game.players[index];
@@ -177,6 +157,8 @@ export default {
         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)
       {
@@ -184,40 +166,76 @@ export default {
           data.sockIds.forEach(sid => {
             this.$set(this.people, sid, {id:0, name:""});
             if (sid != this.st.user.sid)
+            {
               this.send("askidentity", {target:sid});
+              // Ask potentially missed last state, if opponent and I play
+              if (!!this.game.mycolor
+                && this.game.type == "live" && this.game.score == "*"
+                && this.game.players.some(p => p.sid == sid))
+              {
+                this.send("asklastate", {target:sid});
+              }
+            }
           });
           break;
         case "connect":
-          this.$set(this.people, data.from, {name:"", id:0});
-          this.send("askidentity", {target:data.from});
+          if (!this.people[data.from])
+            this.$set(this.people, data.from, {name:"", id:0});
+          if (!this.people[data.from].name)
+          {
+            this.newConnect[data.from] = true; //for self multi-connects tests
+            this.send("askidentity", {target:data.from});
+          }
           break;
         case "disconnect":
           this.$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: reply if I'm not anonymous
-          if (this.st.user.id > 0)
-          {
-            const me = {
-              // NOTE: 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});
-          }
+        {
+          // 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":
         {
           const user = data.data;
-          this.$set(this.people, user.sid, {id: user.id, name: user.name});
-          // Ask potentially missed last state, if opponent and I play
-          if (!!this.game.mycolor
-            && this.game.type == "live" && this.game.score == "*"
-            && this.game.players.some(p => p.sid == user.sid))
+          if (!!user.name) //otherwise anonymous
           {
-            this.send("asklastate", {target:user.sid});
+            // If I multi-connect, kill current connexion if no mark (I'm older)
+            if (this.newConnect[user.sid] && user.id > 0
+              && user.id == this.st.user.id && user.sid != this.st.user.sid)
+            {
+              if (!this.killed[this.st.user.sid])
+              {
+                this.send("killme", {sid:this.st.user.sid});
+                this.killed[this.st.user.sid] = true;
+              }
+            }
+            if (user.sid != this.st.user.sid) //I already know my identity...
+            {
+              this.$set(this.people, user.sid,
+                {
+                  id: user.id,
+                  name: user.name,
+                });
+            }
           }
+          delete this.newConnect[user.sid];
           break;
         }
         case "askgame":
@@ -232,6 +250,7 @@ export default {
               vid: this.game.vid,
               cadence: this.game.cadence,
               score: this.game.score,
+              rid: this.st.user.sid, //useful in Hall if I'm an observer
             };
             this.send("game", {data:myGame, target:data.from});
           }
@@ -297,15 +316,17 @@ export default {
           this.drawOffer = "received";
           break;
         case "newchat":
-        {
-          const chat = data.data;
-          this.newChat = chat;
+          this.newChat = data.data;
           if (!document.getElementById("modalChat").checked)
-            document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+            document.getElementById("chatBtn").classList.add("somethingnew");
           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;
@@ -372,6 +393,12 @@ export default {
         this.vr = new V(game.fen);
         const gtype = (game.cadence.indexOf('d') >= 0 ? "corr" : "live");
         const tc = extractTime(game.cadence);
+        const myIdx = game.players.findIndex(p => {
+          return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+        });
+        const mycolor = [undefined,"w","b"][myIdx+1]; //undefined for observers
+        if (!game.chats)
+          game.chats = []; //live games don't have chat history
         if (gtype == "corr")
         {
           if (game.players[0].color == "b")
@@ -402,8 +429,7 @@ export default {
             if (L >= 1)
               game.initime[L%2] = game.moves[L-1].played;
           }
-          // Now that we used idx and played, re-format moves as for live games
-          game.moves = game.moves.map( (m) => {
+          const reformattedMoves = game.moves.map( (m) => {
             const s = m.squares;
             return {
               appear: s.appear,
@@ -412,12 +438,34 @@ export default {
               end: s.end,
             };
           });
-          // Also sort chat messages (if any)
+          // Sort chat messages from newest to oldest
           game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
+          if (myIdx >= 0 && game.chats.length > 0)
+          {
+            // TODO: group multi-moves into an array, to deduce color from index
+            // and not need this (also repeated in BaseGame::re_setVariables())
+            let vr_tmp = new V(game.fenStart); //vr is already at end of game
+            for (let i=0; i<reformattedMoves.length; i++)
+            {
+              game.moves[i].color = vr_tmp.turn;
+              vr_tmp.play(reformattedMoves[i]);
+            }
+            // Blue background on chat button if last chat message arrived after my last move.
+            let dtLastMove = 0;
+            for (let midx = game.moves.length-1; midx >= 0; midx--)
+            {
+              if (game.moves[midx].color == mycolor)
+              {
+                dtLastMove = game.moves[midx].played;
+                break;
+              }
+            }
+            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 = reformattedMoves;
         }
-        const myIdx = game.players.findIndex(p => {
-          return p.sid == this.st.user.sid || p.uid == this.st.user.id;
-        });
         if (gtype == "live" && game.clocks[0] < 0) //game unstarted
         {
           game.clocks = [tc.mainTime, tc.mainTime];
@@ -461,13 +509,14 @@ export default {
           {
             type: gtype,
             increment: tc.increment,
-            mycolor: [undefined,"w","b"][myIdx+1],
+            mycolor: mycolor,
             // opponent sid not strictly required (or available), but easier
             // at least oppsid or oppid is available anyway:
             oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
             oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
           }
         );
+        this.re_setClocks();
         this.$nextTick(() => {
           this.game.rendered = true;
           // Did lastate arrive before game was rendered?
@@ -490,7 +539,8 @@ export default {
         });
         if (this.repeat[repIdx] >= 3)
           this.drawOffer = "threerep";
-        callback();
+        if (!!callback)
+          callback();
       };
       if (!!game)
         return afterRetrieval(game);
@@ -505,9 +555,43 @@ export default {
         GameStorage.get(this.gameRef.id, afterRetrieval);
       }
     },
-    // Post-process a move (which was just played)
+    re_setClocks: function() {
+      if (this.game.moves.length < 2 || this.game.score != "*")
+      {
+        // 1st move not completed yet, or game over: freeze time
+        this.virtualClocks = this.game.clocks.map(s => ppt(s));
+        return;
+      }
+      const currentTurn = this.vr.turn;
+      const colorIdx = ["w","b"].indexOf(currentTurn);
+      let countdown = this.game.clocks[colorIdx] -
+        (Date.now() - this.game.initime[colorIdx])/1000;
+      this.virtualClocks = [0,1].map(i => {
+        const removeTime = i == colorIdx
+          ? (Date.now() - this.game.initime[colorIdx])/1000
+          : 0;
+        return ppt(this.game.clocks[i] - removeTime);
+      });
+      let clockUpdate = setInterval(() => {
+        if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
+        {
+          clearInterval(clockUpdate);
+          if (countdown < 0)
+            this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
+        }
+        else
+          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+      }, 1000);
+    },
+    // Post-process a move (which was just played in BaseGame)
     processMove: function(move) {
-      // Update storage (corr or live) if I play in the game
+      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.$set(this.game, "moveToUndo", move);
+        }
+      }
       const colorIdx = ["w","b"].indexOf(move.color);
       const nextIdx = ["w","b"].indexOf(this.vr.turn);
       // https://stackoverflow.com/a/38750895
@@ -549,9 +633,10 @@ export default {
       // Update current game object:
       this.game.moves.push(move);
       this.game.fen = move.fen;
-      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+      this.game.clocks[colorIdx] += addTime;
       // move.initime is set only when I receive a "lastate" move from opponent
       this.game.initime[nextIdx] = move.initime || Date.now();
+      this.re_setClocks();
       // If repetition detected, consider that a draw offer was received:
       const fenObj = V.ParseFen(move.fen);
       let repIdx = fenObj.position + "_" + fenObj.turn;
@@ -611,7 +696,7 @@ export default {
     },
     resetChatColor: function() {
       // TODO: this is called twice, once on opening an once on closing
-      document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
+      document.getElementById("chatBtn").classList.remove("somethingnew");
     },
     processChat: function(chat) {
       this.send("newchat", {data:chat});
@@ -631,6 +716,8 @@ 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});
       }
     },
   },
@@ -648,6 +735,9 @@ export default {
   color: grey
   font-style: italic
 
+#playersInfo > p
+  margin: 0
+
 @media screen and (min-width: 768px)
   #actions
     width: 300px
@@ -657,7 +747,7 @@ export default {
 
 #actions
   display: inline-block
-  margin-top: 10px
+  margin: 0
   button
     display: inline-block
     margin: 0
@@ -669,7 +759,10 @@ export default {
   #aboveBoard
     margin-left: 30%
 
-.variant-info
+.variant-cadence
+  padding-right: 10px
+
+.variant-name
   font-weight: bold
   padding-right: 10px
 
@@ -688,7 +781,7 @@ export default {
 
 #chat
   padding-top: 20px
-  max-width: 600px
+  max-width: 767px
   border: none;
 
 #chatBtn
@@ -702,4 +795,7 @@ export default {
 
 .draw-threerep, .draw-threerep:hover
   background-color: #e4d1fc
+
+.somethingnew
+  background-color: #c5fefe
 </style>