Fix some racing issues within Game.vue
[vchess.git] / client / src / views / Game.vue
index 2c877b7..56c98d2 100644 (file)
-<template>
-  <div class="about">
-    <h1>This is an about page</h1>
-  </div>
+<template lang="pug">
+.row
+  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+    BaseGame(:game="game" :vr="vr" ref="basegame"
+      @newmove="processMove" @gameover="gameOver")
+    div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
+    div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
+    .button-group(v-if="game.mode!='analyze' && game.score=='*'")
+      button(@click="offerDraw") Draw
+      button(@click="abortGame") Abort
+      button(@click="resign") Resign
+    textarea(v-if="game.score=='*'" v-model="corrMsg")
+    Chat(:players="game.players")
 </template>
-       methods: {
-               // Game is over, clear storage and put it in indexedDB
-               archiveGame: function() {
-                       // TODO: ...
-                       //clearStorage();
-               },
-       },
+
+<script>
+import BaseGame from "@/components/BaseGame.vue";
+import Chat from "@/components/Chat.vue";
+import { store } from "@/store";
+import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
+import { ArrayFun } from "@/utils/array";
+
+export default {
+  name: 'my-game',
+  components: {
+    BaseGame,
+    Chat,
+  },
+  // gameRef: to find the game in (potentially remote) storage
+  data: function() {
+    return {
+      st: store.state,
+      gameRef: { //given in URL (rid = remote ID)
+        id: "",
+        rid: ""
+      },
+      game: {players:[{name:""},{name:""}]}, //passed to BaseGame
+      corrMsg: "", //to send offline messages in corr games
+      virtualClocks: [0, 0], //initialized with true game.clocks
+      vr: null, //"variant rules" object initialized from FEN
+      drawOffer: "", //TODO: use for button style
+      people: [], //players + observers
+      lastate: undefined, //used if opponent send lastate before game is ready
+    };
+  },
+  watch: {
+    "$route": function(to, from) {
+      this.gameRef.id = to.params["id"];
+      this.gameRef.rid = to.query["rid"];
+      this.loadGame();
+    },
+    "game.clocks": function(newState) {
+      if (this.game.moves.length < 2)
+      {
+        // 1st move not completed yet: freeze time
+        this.virtualClocks = newState.map(s => ppt(s));
+        return;
+      }
+      const currentTurn = this.vr.turn;
+      const colorIdx = ["w","b"].indexOf(currentTurn);
+      let countdown = newState[colorIdx] -
+        (Date.now() - this.game.initime[colorIdx])/1000;
+      this.virtualClocks = [0,1].map(i => {
+        const removeTime = i == colorIdx
+          ? (Date.now() - this.game.initime[colorIdx])/1000
+          : 0;
+        return ppt(newState[i] - removeTime);
+      });
+      let clockUpdate = setInterval(() => {
+        if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
+        {
+          clearInterval(clockUpdate);
+          if (countdown < 0)
+          {
+            this.$refs["basegame"].endGame(
+              this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+          }
+        }
+        else
+        {
+          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+        }
+      }, 1000);
+    },
+  },
+  // TODO: redundant code with Hall.vue (related to people array)
+  created: function() {
+    // Always add myself to players' list
+    const my = this.st.user;
+    this.people.push({sid:my.sid, id:my.id, name:my.name});
+    this.gameRef.id = this.$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;
+    // Socket init required before loading remote game:
+    const socketInit = (callback) => {
+      if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+        callback();
+      else //socket not ready yet (initial loading)
+        this.st.conn.onopen = callback;
+    };
+    if (!this.gameRef.rid) //game stored locally or on server
+      this.loadGame(null, () => socketInit(this.roomInit));
+    else //game stored remotely: need socket to retrieve it
+    {
+      // NOTE: the callback "roomInit" will be lost, so we don't provide it.
+      // --> It will be given when receiving "fullgame" socket event.
+      // A more general approach would be to store it somewhere.
+      socketInit(this.loadGame);
+    }
+  },
+  methods: {
+    // O.1] Ask server for room composition:
+    roomInit: function() {
+      this.st.conn.send(JSON.stringify({code:"pollclients"}));
+    },
+    socketMessageListener: function(msg) {
+      const data = JSON.parse(msg.data);
+      switch (data.code)
+      {
+        case "duplicate":
+          alert("Warning: duplicate 'offline' connection");
+          break;
+        // 0.2] Receive clients list (just socket IDs)
+        case "pollclients":
+        {
+          data.sockIds.forEach(sid => {
+            this.people.push({sid:sid, id:0, name:""});
+            // Ask only identity
+            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+          });
+          break;
+        }
+        case "askidentity":
+        {
+          // Request for identification: reply if I'm not anonymous
+          if (this.st.user.id > 0)
+          {
+            this.st.conn.send(JSON.stringify(
+              // people[0] instead of st.user to avoid sending email
+              {code:"identity", user:this.people[0], target:data.from}));
+          }
+          break;
+        }
+        case "identity":
+        {
+          let player = this.people.find(p => p.sid == data.user.sid);
+          // NOTE: sometimes player.id fails because player is undefined...
+          // Probably because the event was meant for Hall?
+          if (!player)
+            return;
+          player.id = data.user.id;
+          player.name = data.user.name;
+          // Sending last state only for live games: corr games are complete
+          if (this.game.type == "live" && this.game.oppsid == player.sid)
+          {
+            // Send our "last state" informations to opponent
+            const L = this.game.moves.length;
+            let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
+            if (!!lastMove && this.drawOffer == "sent")
+              lastMove.draw = true;
+            this.st.conn.send(JSON.stringify({
+              code: "lastate",
+              target: player.sid,
+              state:
+              {
+                lastMove: lastMove,
+                score: this.game.score,
+                movesCount: L,
+                clocks: this.game.clocks,
+              }
+            }));
+          }
+          break;
+        }
+        case "askgame":
+          // Send current (live) game
+          const myGame =
+          {
+            // Minimal game informations:
+            id: this.game.id,
+            players: this.game.players.map(p => { return {name:p.name}; }),
+            vid: this.game.vid,
+            timeControl: this.game.timeControl,
+          };
+          this.st.conn.send(JSON.stringify({code:"game",
+            game:myGame, target:data.from}));
+          break;
+        case "newmove":
+          // NOTE: this call to play() will trigger processMove()
+          this.$refs["basegame"].play(data.move,
+            "receive", this.game.vname!="Dark" ? "animate" : null);
+          break;
+        case "lastate": //got opponent infos about last move
+        {
+          this.lastate = data;
+          if (!!this.game.type) //game is loaded
+            this.processLastate();
+          //else: will be processed when game is ready
+          break;
+        }
+        case "resign":
+          this.$refs["basegame"].endGame(
+            (data.side=="b" ? "1-0" : "0-1"), "Resign");
+          break;
+        case "abort":
+          this.$refs["basegame"].endGame("?", "Abort");
+          break;
+        case "draw":
+          this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+          break;
+        case "drawoffer":
+          this.drawOffer = "received"; //TODO: observers don't know who offered draw
+          break;
+        case "askfullgame":
+          this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
+          break;
+        case "fullgame":
+          // Callback "roomInit" to poll clients only after game is loaded
+          this.loadGame(data.game, this.roomInit);
+          break;
+        case "connect":
+        {
+          this.people.push({name:"", id:0, sid:data.from});
+          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+          break;
+        }
+        case "disconnect":
+          ArrayFun.remove(this.people, p => p.sid == data.from);
+          break;
+      }
+    },
+    // lastate was received, but maybe game wasn't ready yet:
+    processLastate: function() {
+      const data = this.lastate;
+      this.lastate = undefined; //security...
+      const L = this.game.moves.length;
+      if (data.movesCount > L)
+      {
+        // Just got last move from him
+        this.$refs["basegame"].play(data.lastMove,
+          "receive", this.game.vname!="Dark" ? "animate" : null);
+        if (data.score != "*" && this.game.score == "*")
+        {
+          // Opponent resigned or aborted game, or accepted draw offer
+          // (this is not a stalemate or checkmate)
+          this.$refs["basegame"].endGame(data.score, "Opponent action");
+        }
+        this.game.clocks = data.clocks; //TODO: check this?
+        if (!!data.lastMove.draw)
+          this.drawOffer = "received";
+      }
+    },
+    offerDraw: function() {
+      // TODO: also for corr games
+      if (this.drawOffer == "received")
+      {
+        if (!confirm("Accept draw?"))
+          return;
+        this.people.forEach(p => {
+          if (p.sid != this.st.user.sid)
+            this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
+        });
+        this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+      }
+      else if (this.drawOffer == "sent")
+        this.drawOffer = "";
+      else
+      {
+        if (!confirm("Offer draw?"))
+          return;
+        this.drawOffer = "sent";
+        this.people.forEach(p => {
+          if (p.sid != this.st.user.sid)
+            this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
+        });
+      }
+    },
+    abortGame: function() {
+      if (!confirm(this.st.tr["Terminate game?"]))
+        return;
+      // Next line will trigger a "gameover" event, bubbling up till here
+      this.$refs["basegame"].endGame("?", "Abort");
+      this.people.forEach(p => {
+        if (p.sid != this.st.user.sid)
+        {
+          this.st.conn.send(JSON.stringify({
+            code: "abort",
+            target: p.sid,
+          }));
+        }
+      });
+    },
+    resign: function(e) {
+      if (!confirm("Resign the game?"))
+        return;
+      this.people.forEach(p => {
+        if (p.sid != this.st.user.sid)
+        {
+          this.st.conn.send(JSON.stringify({code:"resign",
+            side:this.game.mycolor, target:p.sid}));
+        }
+      });
+      // Next line will trigger a "gameover" event, bubbling up till here
+      this.$refs["basegame"].endGame(
+        this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+    },
+    // 3 cases for loading a game:
+    //  - from indexedDB (running or completed live game I play)
+    //  - from server (one correspondance game I play[ed] or not)
+    //  - from remote peer (one live game I don't play, finished or not)
+    loadGame: function(game, callback) {
+      const afterRetrieval = async (game) => {
+        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);
+        if (gtype == "corr")
+        {
+          if (game.players[0].color == "b")
+          {
+            // Adopt the same convention for live and corr games: [0] = white
+            [ game.players[0], game.players[1] ] =
+              [ game.players[1], game.players[0] ];
+          }
+          // corr game: needs to compute the clocks + initime
+          // NOTE: clocks in seconds, initime in milliseconds
+          game.clocks = [tc.mainTime, tc.mainTime];
+          game.initime = [0, 0];
+          const L = game.moves.length;
+          game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
+          if (L >= 3)
+          {
+            let addTime = [0, 0];
+            for (let i=2; i<L; i++)
+            {
+              addTime[i%2] += tc.increment -
+                (game.moves[i].played - game.moves[i-1].played) / 1000;
+            }
+            for (let i=0; i<=1; i++)
+              game.clocks[i] += addTime[i];
+          }
+          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 s = m.squares;
+            return {
+              appear: s.appear,
+              vanish: s.vanish,
+              start: s.start,
+              end: s.end,
+              message: m.message,
+            };
+          });
+        }
+        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];
+          game.initime[0] = Date.now();
+          if (myIdx >= 0)
+          {
+            // I play in this live game; corr games don't have clocks+initime
+            GameStorage.update(game.id,
+            {
+              clocks: game.clocks,
+              initime: game.initime,
+            });
+          }
+        }
+        this.game = Object.assign({},
+          game,
+          // NOTE: assign mycolor here, since BaseGame could also be VS computer
+          {
+            type: gtype,
+            increment: tc.increment,
+            mycolor: [undefined,"w","b"][myIdx+1],
+            // 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),
+          }
+        );
+        if (!!this.lastate) //lastate arrived before game was loaded:
+          this.processLastate();
+        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}));
+      }
+      else
+      {
+        // Local or corr game
+        GameStorage.get(this.gameRef.id, afterRetrieval);
+      }
+    },
+    // Post-process a move (which was just played)
+    processMove: function(move) {
+      if (!this.game.mycolor)
+        return; //I'm just an observer
+      // Update storage (corr or live)
+      const colorIdx = ["w","b"].indexOf(move.color);
+      // https://stackoverflow.com/a/38750895
+      const allowed_fields = ["appear", "vanish", "start", "end"];
+      const filtered_move = Object.keys(move)
+        .filter(key => allowed_fields.includes(key))
+        .reduce((obj, key) => {
+          obj[key] = move[key];
+          return obj;
+        }, {});
+      // Send move ("newmove" event) to people in the room (if our turn)
+      let addTime = 0;
+      if (move.color == this.game.mycolor)
+      {
+        if (this.game.moves.length >= 2) //after first move
+        {
+          const elapsed = Date.now() - this.game.initime[colorIdx];
+          // elapsed time is measured in milliseconds
+          addTime = this.game.increment - elapsed/1000;
+        }
+        let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
+        if (this.game.type == "corr")
+          sendMove.message = this.corrMsg;
+        this.people.forEach(p => {
+          if (p.sid != this.st.user.sid)
+          {
+            this.st.conn.send(JSON.stringify({
+              code: "newmove",
+              target: p.sid,
+              move: sendMove,
+            }));
+          }
+        });
+        if (this.game.type == "corr" && this.corrMsg != "")
+        {
+          // Add message to last move in BaseGame:
+          // TODO: not very good style...
+          this.$refs["basegame"].setCurrentMessage(this.corrMsg);
+        }
+      }
+      else
+        addTime = move.addTime; //supposed transmitted
+      const nextIdx = ["w","b"].indexOf(this.vr.turn);
+      // Since corr games are stored at only one location, update should be
+      // done only by one player for each move:
+      if (this.game.type == "live" || move.color == this.game.mycolor)
+      {
+        if (this.game.type == "corr")
+        {
+          GameStorage.update(this.gameRef.id,
+          {
+            fen: move.fen,
+            move:
+            {
+              squares: filtered_move,
+              message: this.corrMsg,
+              played: Date.now(), //TODO: on server?
+              idx: this.game.moves.length,
+            },
+          });
+        }
+        else //live
+        {
+          GameStorage.update(this.gameRef.id,
+          {
+            fen: move.fen,
+            move: filtered_move,
+            clocks: this.game.clocks.map((t,i) => i==colorIdx
+              ? this.game.clocks[i] + addTime
+              : this.game.clocks[i]),
+            initime: this.game.initime.map((t,i) => i==nextIdx
+              ? Date.now()
+              : this.game.initime[i]),
+          });
+        }
+      }
+      // Also update current game object:
+      this.game.moves.push(move);
+      this.game.fen = move.fen;
+      //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
+      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+      this.game.initime[nextIdx] = Date.now();
+      // Finally reset curMoveMessage if needed
+      if (this.game.type == "corr" && move.color == this.game.mycolor)
+        this.corrMsg = "";
+    },
+    gameOver: function(score) {
+      this.game.mode = "analyze";
+      this.game.score = score;
+      const myIdx = this.game.players.findIndex(p => {
+        return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+      });
+      if (myIdx >= 0) //OK, I play in this game
+        GameStorage.update(this.gameRef.id, { score: score });
+    },
+  },
+};
+</script>
+
+<style lang="sass">
+// TODO
+</style>