Fix some racing issues within Game.vue
[vchess.git] / client / src / views / Game.vue
index b10be75..56c98d2 100644 (file)
@@ -1,37 +1,21 @@
 <template lang="pug">
 .row
   .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-    input#modalAbort.modal(type="checkbox")
-    div(role="dialog" aria-labelledby="abortBoxTitle")
-      .card.smallpad.small-modal.text-center
-        label.modal-close(for="modalAbort")
-        h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }}
-        button(@click="abortGame") {{ st.tr["Sorry I have to go"] }}
-        button(@click="abortGame") {{ st.tr["Game seems over"] }}
-        button(@click="abortGame") {{ st.tr["Game is too boring"] }}
     BaseGame(:game="game" :vr="vr" ref="basegame"
       @newmove="processMove" @gameover="gameOver")
     div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
-    div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
+    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="abortGame") Abort
       button(@click="resign") Resign
     textarea(v-if="game.score=='*'" v-model="corrMsg")
+    Chat(:players="game.players")
 </template>
 
-<!--
-// TODO: movelist dans basegame et chat ici
-// ==> après, implémenter/vérifier les passages de challenges + parties en cours
-// observer,
-// + problèmes, habiller et publier. (+ corr...)
-// when send to chat (or a move), reach only this group (send gid along)
--->
-
 <script>
 import BaseGame from "@/components/BaseGame.vue";
-//import Chat from "@/components/Chat.vue";
-//import MoveList from "@/components/MoveList.vue";
+import Chat from "@/components/Chat.vue";
 import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
 import { ppt } from "@/utils/datetime";
@@ -42,6 +26,7 @@ export default {
   name: 'my-game',
   components: {
     BaseGame,
+    Chat,
   },
   // gameRef: to find the game in (potentially remote) storage
   data: function() {
@@ -57,6 +42,7 @@ export default {
       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: {
@@ -105,20 +91,9 @@ export default {
     // Always add myself to players' list
     const my = this.st.user;
     this.people.push({sid:my.sid, id:my.id, name:my.name});
-    if (!!this.$route.params["id"])
-    {
-      this.gameRef.id = this.$route.params["id"];
-      this.gameRef.rid = this.$route.query["rid"];
-      this.loadGame();
-    }
-    // 0.1] Ask server for room composition:
-    const funcPollClients = () => {
-      this.st.conn.send(JSON.stringify({code:"pollclients"}));
-    };
-    if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
-      funcPollClients();
-    else //socket not ready yet (initial loading)
-      this.st.conn.onopen = funcPollClients;
+    this.gameRef.id = this.$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)
@@ -126,18 +101,35 @@ export default {
       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: {
-    getOppSid: function() {
-      if (!!this.game.oppsid)
-        return this.game.oppsid;
-      const opponent = this.people.find(p => p.id == this.game.oppid);
-      return (!!opponent ? opponent.sid : null);
+    // 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":
         {
@@ -162,6 +154,10 @@ export default {
         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
@@ -169,21 +165,36 @@ export default {
           {
             // 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: (L>0 ? this.game.moves[L-1] : undefined),
+                lastMove: lastMove,
                 score: this.game.score,
                 movesCount: L,
-                drawOffer: this.drawOffer,
                 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,
@@ -191,68 +202,74 @@ export default {
           break;
         case "lastate": //got opponent infos about last move
         {
-          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?
-            this.drawOffer = data.drawOffer; //does opponent offer draw?
-          }
+          this.lastate = data;
+          if (!!this.game.type) //game is loaded
+            this.processLastate();
+          //else: will be processed when game is ready
           break;
         }
         case "resign":
           this.$refs["basegame"].endGame(
-            this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
+            (data.side=="b" ? "1-0" : "0-1"), "Resign");
           break;
         case "abort":
-          this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
+          this.$refs["basegame"].endGame("?", "Abort");
           break;
         case "draw":
           this.$refs["basegame"].endGame("1/2", "Mutual agreement");
           break;
         case "drawoffer":
-          this.drawOffer = "received";
+          this.drawOffer = "received"; //TODO: observers don't know who offered draw
           break;
         case "askfullgame":
-          // TODO: just give game; observers are listed here anyway:
-          // ==> mark request SID as someone to send moves to
-          // NOT to all people array: our opponent can send moves too!
+          this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
           break;
         case "fullgame":
-          // and when receiving answer just call loadGame(received_game)
-          this.loadGame(data.game);
+          // Callback "roomInit" to poll clients only after game is loaded
+          this.loadGame(data.game, this.roomInit);
           break;
-        // TODO: drawaccepted (click draw button before sending move
-        // ==> draw offer in move)
-        // ==> on "newmove", check "drawOffer" field
         case "connect":
         {
-          this.people.push({name:"", id:0, sid:data.sid});
-          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+          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.sid);
+          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;
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
-          this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
+        this.people.forEach(p => {
+          if (p.sid != this.st.user.sid)
+            this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
+        });
         this.$refs["basegame"].endGame("1/2", "Mutual agreement");
       }
       else if (this.drawOffer == "sent")
@@ -261,52 +278,38 @@ export default {
       {
         if (!confirm("Offer draw?"))
           return;
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
-          this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid}));
+        this.drawOffer = "sent";
+        this.people.forEach(p => {
+          if (p.sid != this.st.user.sid)
+            this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
+        });
       }
     },
-    // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
-    receiveDrawOffer: function() {
-      //if (...)
-      // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
-      // if accept: send message "draw"
-    },
-    abortGame: function(event) {
-      let modalBox = document.getElementById("modalAbort");
-      if (!event)
-      {
-        // First call show options:
-        modalBox.checked = true;
-      }
-      else
-      {
-        modalBox.checked = false; //decision made: box disappear
-        const message = event.target.innerText;
-        // Next line will trigger a "gameover" event, bubbling up till here
-        this.$refs["basegame"].endGame("?", "Abort: " + message);
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
+    abortGame: function() {
+      if (!confirm(this.st.tr["Terminate game?"]))
+        return;
+      // Next line will trigger a "gameover" event, bubbling up till here
+      this.$refs["basegame"].endGame("?", "Abort");
+      this.people.forEach(p => {
+        if (p.sid != this.st.user.sid)
         {
           this.st.conn.send(JSON.stringify({
             code: "abort",
-            msg: message,
-            target: oppsid,
+            target: p.sid,
           }));
         }
-      }
+      });
     },
     resign: function(e) {
       if (!confirm("Resign the game?"))
         return;
-      const oppsid = this.getOppSid();
-      if (!!oppsid)
-      {
-        this.st.conn.send(JSON.stringify({
-          code: "resign",
-          target: oppsid,
-        }));
-      }
+      this.people.forEach(p => {
+        if (p.sid != this.st.user.sid)
+        {
+          this.st.conn.send(JSON.stringify({code:"resign",
+            side:this.game.mycolor, target:p.sid}));
+        }
+      });
       // Next line will trigger a "gameover" event, bubbling up till here
       this.$refs["basegame"].endGame(
         this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
@@ -315,7 +318,7 @@ export default {
     //  - 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) {
+    loadGame: function(game, callback) {
       const afterRetrieval = async (game) => {
         const vModule = await import("@/variants/" + game.vname + ".js");
         window.V = vModule.VariantRules;
@@ -331,6 +334,7 @@ export default {
               [ 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;
@@ -341,7 +345,7 @@ export default {
             for (let i=2; i<L; i++)
             {
               addTime[i%2] += tc.increment -
-                (game.moves[i].played - game.moves[i-1].played);
+                (game.moves[i].played - game.moves[i-1].played) / 1000;
             }
             for (let i=0; i<=1; i++)
               game.clocks[i] += addTime[i];
@@ -390,15 +394,17 @@ export default {
             oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
           }
         );
+        if (!!this.lastate) //lastate arrived before game was loaded:
+          this.processLastate();
+        callback();
       };
       if (!!game)
-        return afterRetrival(game);
+        return afterRetrieval(game);
       if (!!this.gameRef.rid)
       {
-        // Remote live game
+        // Remote live game: forgetting about callback func... (TODO: design)
         this.st.conn.send(JSON.stringify(
           {code:"askfullgame", target:this.gameRef.rid}));
-        // (send moves updates + resign/abort/draw actions)
       }
       else
       {
@@ -420,7 +426,7 @@ export default {
           obj[key] = move[key];
           return obj;
         }, {});
-      // Send move ("newmove" event) to opponent(s) (if ours)
+      // Send move ("newmove" event) to people in the room (if our turn)
       let addTime = 0;
       if (move.color == this.game.mycolor)
       {
@@ -433,15 +439,16 @@ export default {
         let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
         if (this.game.type == "corr")
           sendMove.message = this.corrMsg;
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
-        {
-          this.st.conn.send(JSON.stringify({
-            code: "newmove",
-            target: oppsid,
-            move: sendMove,
-          }));
-        }
+        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:
@@ -488,7 +495,7 @@ export default {
       // Also update current game object:
       this.game.moves.push(move);
       this.game.fen = move.fen;
-      //TODO: just this.game.clocks[colorIdx] += addTime;
+      //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
@@ -498,7 +505,11 @@ export default {
     gameOver: function(score) {
       this.game.mode = "analyze";
       this.game.score = score;
-      GameStorage.update(this.gameRef.id, { 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 });
     },
   },
 };