Fix message when resigning
[vchess.git] / client / src / views / Game.vue
index a401e46..5785abd 100644 (file)
@@ -7,16 +7,14 @@ main
   )
     .card.text-center
       label.modal-close(for="modalInfo")
-      p
-        span {{ st.tr["Rematch in progress:"] }}
-        a(
-          :href="'#/game/' + rematchId"
-          onClick="document.getElementById('modalInfo').checked=false"
-        )
-          | {{ "#/game/" + rematchId }}
+      a(
+        :href="'#/game/' + rematchId"
+        onClick="document.getElementById('modalInfo').checked=false"
+      )
+        | {{ st.tr["Rematch in progress"] }}
   input#modalChat.modal(
     type="checkbox"
-    @click="resetChatColor()"
+    @click="toggleChat()"
   )
   div#chatWrap(
     role="dialog"
@@ -39,7 +37,6 @@ main
         ref="chatcomp"
         :players="game.players"
         :pastChats="game.chats"
-        :newChat="newChat"
         @mychat="processChat"
         @chatcleared="clearChat"
       )
@@ -174,7 +171,6 @@ export default {
       lastate: undefined, //used if opponent send lastate before game is ready
       repeat: {}, //detect position repetition
       curDiag: "", //for corr moves confirmation
-      newChat: "",
       conn: null,
       roomInitialized: false,
       // If newmove has wrong index: ask fullgame again:
@@ -212,7 +208,7 @@ export default {
         this.gameRef.id = to.params["id"];
         this.gameRef.rid = to.query["rid"];
         this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
-        this.loadGame();
+        this.fetchGame();
       }
     }
   },
@@ -278,7 +274,6 @@ export default {
       this.lastateAsked = false;
       this.rematchOffer = "";
       this.lastate = undefined;
-      this.newChat = "";
       this.roomInitialized = false;
       this.askGameTime = 0;
       this.gameIsLoading = false;
@@ -313,17 +308,17 @@ export default {
         else
           // Socket not ready yet (initial loading)
           // NOTE: it's important to call callback without arguments,
-          // otherwise first arg is Websocket object and loadGame fails.
+          // otherwise first arg is Websocket object and fetchGame fails.
           this.conn.onopen = () => callback();
       };
       if (!this.gameRef.rid)
         // Game stored locally or on server
-        this.loadGame(null, () => socketInit(this.roomInit));
+        this.fetchGame(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.
-        socketInit(this.loadGame);
+        socketInit(this.fetchGame);
     },
     cleanBeforeDestroy: function() {
       if (!!this.askLastate)
@@ -365,7 +360,7 @@ export default {
         )
         ||
         (
-          player.id &&
+          !!player.id &&
           Object.values(this.people).some(p =>
             p.id == player.id && p.focus)
         )
@@ -382,8 +377,12 @@ export default {
       if (!!oppsid && !!this.people[oppsid]) return oppsid;
       return null;
     },
-    resetChatColor: function() {
-      // TODO: this is called twice, once on opening an once on closing
+    toggleChat: function() {
+      if (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");
     },
     processChat: function(chat) {
@@ -435,7 +434,7 @@ export default {
         if (document.location.href != currentUrl) return; //page change
         if (!this.gameRef.rid)
           // This is my game: just reload.
-          this.loadGame();
+          this.fetchGame();
         else
           // Just ask fullgame again (once!), this is much simpler.
           // If this fails, the user could just reload page :/
@@ -588,7 +587,7 @@ export default {
           break;
         case "fullgame":
           // Callback "roomInit" to poll clients only after game is loaded
-          this.loadGame(data.data, this.roomInit);
+          this.fetchGame(data.data, this.roomInit);
           break;
         case "asklastate":
           // Sending informative last state if I played a move or score != "*"
@@ -664,8 +663,8 @@ export default {
           break;
         }
         case "resign":
-          const score = data.side == "b" ? "1-0" : "0-1";
-          const side = data.side == "w" ? "White" : "Black";
+          const score = (data.data == "b" ? "1-0" : "0-1");
+          const side = (data.data == "w" ? "White" : "Black");
           this.gameOver(score, side + " surrender");
           break;
         case "abort":
@@ -713,7 +712,7 @@ export default {
           break;
         }
         case "newchat":
-          this.newChat = data.data;
+          this.$refs["chatcomp"].newChat(data.data);
           if (!document.getElementById("modalChat").checked)
             document.getElementById("chatBtn").classList.add("somethingnew");
           break;
@@ -849,8 +848,11 @@ export default {
           cadence: this.game.cadence
         };
         const notifyNewGame = () => {
-          let oppsid = this.getOppsid(); //may be null
+          const oppsid = this.getOppsid(); //may be null
           this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
+          // To main Hall if corr game:
+          if (this.game.type == "corr")
+            this.send("newgame", { data: gameInfo });
           // Also to MyGames page:
           this.notifyMyGames("newgame", gameInfo);
         };
@@ -902,8 +904,8 @@ export default {
       if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
         return;
       this.send("resign", { data: this.game.mycolor });
-      const score = this.game.mycolor == "w" ? "0-1" : "1-0";
-      const side = this.game.mycolor == "w" ? "White" : "Black";
+      const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
+      const side = (this.game.mycolor == "w" ? "White" : "Black");
       this.gameOver(score, side + " surrender");
     },
     // 3 cases for loading a game:
@@ -911,165 +913,161 @@ 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)
     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 = 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
-        if (!game.chats) game.chats = []; //live games don't have chat history
-        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]
-            ];
-          }
-          // NOTE: clocks in seconds, initime in milliseconds
-          game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
-          game.clocks = [tc.mainTime, tc.mainTime];
-          const L = game.moves.length;
-          if (game.score == "*") {
-            // Set clocks + initime
-            game.initime = [0, 0];
-            if (L >= 1) game.initime[L % 2] = game.moves[L-1].played;
-            // NOTE: game.clocks shouldn't be computed right now:
-            // job will be done in re_setClocks() called soon below.
-          }
-          // Sort chat messages from newest to oldest
-          game.chats.sort((c1, c2) => {
-            return c2.added - c1.added;
-          });
-          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);
+      this.vr = new V(game.fen);
+      const gtype = 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
+      if (!game.chats) game.chats = []; //live games don't have chat history
+      if (gtype == "corr") {
+        // NOTE: clocks in seconds, initime in milliseconds
+        game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
+        game.clocks = [tc.mainTime, tc.mainTime];
+        const L = game.moves.length;
+        if (game.score == "*") {
+          // Set clocks + initime
+          game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER];
+          if (L >= 1) game.initime[L % 2] = game.moves[L-1].played;
+          // NOTE: game.clocks shouldn't be computed right now:
+          // job will be done in re_setClocks() called soon below.
         }
-        if (gtype == "live" && game.clocks[0] < 0) {
-          // Game is unstarted
-          game.clocks = [tc.mainTime, tc.mainTime];
-          if (game.score == "*") {
-            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
-              });
+        // Sort chat messages from newest to oldest
+        game.chats.sort((c1, c2) => {
+          return c2.added - c1.added;
+        });
+        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");
         }
-        // TODO: merge next 2 "if" conditions
-        if (!!game.drawOffer) {
-          if (game.drawOffer == "t")
-            // Three repetitions
-            this.drawOffer = "threerep";
-          else {
-            // Draw offered by any of the players:
-            if (myIdx < 0) this.drawOffer = "received";
-            else {
-              // I play in this game:
-              if (
-                (game.drawOffer == "w" && myIdx == 0) ||
-                (game.drawOffer == "b" && myIdx == 1)
-              )
-                this.drawOffer = "sent";
-              else this.drawOffer = "received";
-            }
-          }
+        // 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" && game.clocks[0] < 0) {
+        // Game is unstarted. clocks and initime are ignored until move 2
+        game.clocks = [tc.mainTime, tc.mainTime];
+        game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER];
+        if (myIdx >= 0) {
+          // I play in this live game
+          GameStorage.update(game.id, {
+            clocks: game.clocks,
+            initime: game.initime
+          });
         }
-        if (!!game.rematchOffer) {
-          if (myIdx < 0) this.rematchOffer = "received";
+      }
+      // TODO: merge next 2 "if" conditions
+      if (!!game.drawOffer) {
+        if (game.drawOffer == "t")
+          // Three repetitions
+          this.drawOffer = "threerep";
+        else {
+          // Draw offered by any of the players:
+          if (myIdx < 0) this.drawOffer = "received";
           else {
             // I play in this game:
             if (
-              (game.rematchOffer == "w" && myIdx == 0) ||
-              (game.rematchOffer == "b" && myIdx == 1)
+              (game.drawOffer == "w" && myIdx == 0) ||
+              (game.drawOffer == "b" && myIdx == 1)
             )
-              this.rematchOffer = "sent";
-            else this.rematchOffer = "received";
+              this.drawOffer = "sent";
+            else this.drawOffer = "received";
           }
         }
-        this.repeat = {}; //reset: scan past moves' FEN:
-        let repIdx = 0;
-        let vr_tmp = new V(game.fenStart);
-        let curTurn = "n";
-        game.moves.forEach(m => {
-          playMove(m, vr_tmp);
-          const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
-          this.repeat[fenIdx] = this.repeat[fenIdx]
-            ? this.repeat[fenIdx] + 1
-            : 1;
-        });
-        if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
-        this.game = Object.assign(
-          // NOTE: assign mycolor here, since BaseGame could also be VS computer
-          {
-            type: gtype,
-            increment: tc.increment,
-            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].id
-          },
-          game,
-        );
-        this.$refs["basegame"].re_setVariables(this.game);
-        if (!this.gameIsLoading) {
-          // Initial loading:
-          this.gotMoveIdx = game.moves.length - 1;
-          // If we arrive here after 'nextGame' action, the board might be hidden
-          let boardDiv = document.querySelector(".game");
-          if (!!boardDiv && boardDiv.style.visibility == "hidden")
-            boardDiv.style.visibility = "visible";
+      }
+      if (!!game.rematchOffer) {
+        if (myIdx < 0) this.rematchOffer = "received";
+        else {
+          // I play in this game:
+          if (
+            (game.rematchOffer == "w" && myIdx == 0) ||
+            (game.rematchOffer == "b" && myIdx == 1)
+          )
+            this.rematchOffer = "sent";
+          else this.rematchOffer = "received";
         }
-        this.re_setClocks();
-        this.$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;
+      let vr_tmp = new V(game.fenStart);
+      let curTurn = "n";
+      game.moves.forEach(m => {
+        playMove(m, vr_tmp);
+        const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
+        this.repeat[fenIdx] = this.repeat[fenIdx]
+          ? this.repeat[fenIdx] + 1
+          : 1;
+      });
+      if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+      this.game = Object.assign(
+        // NOTE: assign mycolor here, since BaseGame could also be VS computer
+        {
+          type: gtype,
+          increment: tc.increment,
+          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].id
+        },
+        game
+      );
+      this.$refs["basegame"].re_setVariables(this.game);
+      if (!this.gameIsLoading) {
+        // Initial loading:
+        this.gotMoveIdx = game.moves.length - 1;
+        // If we arrive here after 'nextGame' action, the board might be hidden
+        let boardDiv = document.querySelector(".game");
+        if (!!boardDiv && boardDiv.style.visibility == "hidden")
+          boardDiv.style.visibility = "visible";
+      }
+      this.re_setClocks();
+      this.$nextTick(() => {
+        this.game.rendered = true;
+        // Did lastate arrive before game was rendered?
+        if (this.lastate) this.processLastate();
+      });
+      if (this.lastateAsked) {
+        this.lastateAsked = false;
+        this.sendLastate(game.oppsid);
+      }
+      if (this.gameIsLoading) {
+        this.gameIsLoading = false;
+        if (this.gotMoveIdx >= game.moves.length)
+          // Some moves arrived meanwhile...
+          this.askGameAgain();
+      }
+      if (!!callback) callback();
+    },
+    fetchGame: function(game, callback) {
+      const afterRetrieval = async (game) => {
+        await import("@/variants/" + game.vname + ".js")
+        .then((vModule) => {
+          window.V = vModule[game.vname + "Rules"];
+          this.loadGame(game, callback);
         });
-        if (this.lastateAsked) {
-          this.lastateAsked = false;
-          this.sendLastate(game.oppsid);
-        }
-        if (this.gameIsLoading) {
-          this.gameIsLoading = false;
-          if (this.gotMoveIdx >= game.moves.length)
-            // Some moves arrived meanwhile...
-            this.askGameAgain();
-        }
-        if (!!callback) callback();
       };
       if (!!game) {
         afterRetrieval(game);
         return;
       }
-      if (this.gameRef.rid) {
+      if (this.gameRef.rid)
         // Remote live game: forgetting about callback func... (TODO: design)
         this.send("askfullgame", { target: this.gameRef.rid });
-      else {
+      else {
         // Local or corr game on server.
         // NOTE: afterRetrieval() is never called if game not found
         const gid = this.gameRef.id;
@@ -1081,14 +1079,10 @@ export default {
             {
               data: { gid: gid },
               success: (res) => {
-                let g = res.game;
-                g.moves.forEach(m => {
+                res.game.moves.forEach(m => {
                   m.squares = JSON.parse(m.squares);
                 });
-                g.players = [{ id: g.white }, { id: g.black }];
-                delete g["white"];
-                delete g["black"];
-                afterRetrieval(g);
+                afterRetrieval(res.game);
               }
             }
           );
@@ -1171,9 +1165,8 @@ export default {
         if (this.game.type == "live") {
           if (!!data.clock) this.game.clocks[colorIdx] = data.clock;
           else this.game.clocks[colorIdx] += addTime;
-        }
-        // In corr games, just reset clock to mainTime:
-        else {
+        } else {
+          // In corr games, just reset clock to mainTime:
           this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
         }
         // NOTE: opponent's initime is reset after "gotmove" is received
@@ -1231,7 +1224,6 @@ export default {
               fen: this.game.fen,
               move: {
                 squares: filtered_move,
-                played: Date.now(),
                 idx: origMovescount
               },
               // Code "n" for "None" to force reset (otherwise it's ignored)