Small improvement in Hall
[vchess.git] / client / src / views / Game.vue
index 151c347..803751e 100644 (file)
-<!-- TODO: component Game, + handle players + observers connect/disconnect
-  event = "gameconnect" ...etc
-  connect/disconnect with sid+name (ID not required); name slightly redundant but easier
+<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")
+    // TODO: also show players names
+    div 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
+    div(v-if="game.mode=='corr'")
+      textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
+      div(v-show="cursor>=0") {{ moves[cursor].message }}
+</template>
 
-quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
-(éventuel échange lastate avec les connectés, pong ...etc)
-ensuite quand qqun se deco il suffit d'écouter "disconnect"
-pareil quand quelqu'un reco.
-(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
-      // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
+<!--
+// TODO: movelist dans basegame et chat ici
+// ==> après, implémenter/vérifier les passages de challenges + parties en cours
+// observer,
+// + problèmes, habiller et publier. (+ corr...)
+    // TODO: how to know who is observing ? Send message to everyone with game ID ?
+    // and then just listen to (dis)connect events
+    // server always send "connect on " + URL ; then add to observers if game...
+// router when access a game page tell to server I joined + game ID (no need rid)
+// and ask server for current joined (= observers)
+// when send to chat (or a move), reach only this group (send gid along)
+// -> doivent être enregistrés comme observers au niveau du serveur...
+    // non: poll users + events startObserving / stopObserving
+    // (à faire au niveau du routeur ?)
 -->
+
+<script>
+import BaseGame from "@/components/BaseGame.vue";
+//import Chat from "@/components/Chat.vue";
+//import MoveList from "@/components/MoveList.vue";
+import { store } from "@/store";
+import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
+
+export default {
+  name: 'my-game',
+  components: {
+    BaseGame,
+  },
+  // 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: { }, //passed to BaseGame
+      oppConnected: false,
+      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: [ ], //potential observers (TODO)
+    };
+  },
+  watch: {
+    '$route' (to, from) {
+      if (!!to.params["id"])
+      {
+        this.gameRef.id = to.params["id"];
+        this.gameRef.rid = to.query["rid"];
+        this.loadGame();
+      }
+    },
+    "game.clocks": function(newState) {
+      this.virtualClocks = newState.map(s => ppt(s));
+      const currentTurn = this.vr.turn;
+      const colorIdx = ["w","b"].indexOf(currentTurn);
+      let countdown = newState[colorIdx] -
+        (Date.now() - this.game.initime[colorIdx])/1000;
+      const myTurn = (currentTurn == this.game.mycolor);
+      let clockUpdate = setInterval(() => {
+        if (countdown <= 0 || this.vr.turn != currentTurn)
+        {
+          clearInterval(clockUpdate);
+          if (countdown <= 0 && myTurn)
+          {
+            this.$refs["basegame"].endGame(
+              this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
+            this.st.conn.send(JSON.stringify({
+              code: "timeover",
+              target: this.game.oppid,
+            }));
+          }
+        }
+        else
+        {
+          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+        }
+      }, 1000);
+    },
+  },
+  created: function() {
+    if (!!this.$route.params["id"])
+    {
+      this.gameRef.id = this.$route.params["id"];
+      this.gameRef.rid = this.$route.query["rid"];
+      this.loadGame();
+    }
+    const socketMessageListener = msg => {
+      const data = JSON.parse(msg.data);
+      switch (data.code)
+      {
+        case "newmove":
+          // NOTE: next call will trigger processMove()
+          this.$refs["basegame"].play(data.move,
+            "receive", this.game.vname!="Dark" ? "animate" : null);
+          break;
+        case "pong": //received if we sent a ping (game still alive on our side)
+        {
+          this.oppConnected = true;
+          // Send our "last state" informations to opponent(s)
+          const L = this.game.moves.length;
+          this.st.conn.send(JSON.stringify({
+            code: "lastate",
+            target: this.game.oppid,
+            gameId: this.gameRef.id,
+            lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+            score: this.game.score,
+            movesCount: L,
+            drawOffer: this.drawOffer,
+            clocks: this.game.clocks,
+          }));
+          break;
+        }
+        case "lastate": //got opponent infos about last move
+        {
+          const L = this.game.moves.length;
+          if (this.gameRef.id != data.gameId)
+            break; //games IDs don't match: nothing we can do...
+          // OK, opponent still in game (which might be over)
+          if (data.movesCount > L)
+          {
+            // Just got last move from him
+            this.$refs["basegame"].play(data.lastMove, "receive");
+            if (data.score != "*" && this.game.score == "*")
+            {
+              // Opponent resigned or aborted game, or accepted draw offer
+              // (this is not a stalemate or checkmate)
+              this.$refs["basegame"].endGame(data.score, "Opponent action");
+            }
+            this.game.clocks = data.clocks;
+            this.drawOffer = data.drawOffer;
+          }
+          else if (data.movesCount < L)
+          {
+            // We must tell last move to opponent
+            this.st.conn.send(JSON.stringify({
+              code: "lastate",
+              target: this.game.oppid,
+              gameId: this.gameRef.id,
+              lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+              score: this.game.score,
+              movesCount: L,
+              drawOffer: this.drawOffer,
+              clocks: this.game.clocks,
+            }));
+          }
+          break;
+        }
+        case "resign":
+          this.$refs["basegame"].endGame(
+            this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
+          break;
+        case "timeover":
+          this.$refs["basegame"].endGame(
+            this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
+          break;
+        case "abort":
+          this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
+          break;
+        case "draw":
+          this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+          break;
+        case "drawoffer":
+          this.drawOffer = "received";
+          break;
+        // TODO: drawaccepted (click draw button before sending move ==> draw offer in move)
+          // ==> on "newmove", check "drawOffer" field
+        // TODO: also use (dis)connect info to count online players?
+        case "gameconnect":
+        case "gamedisconnect":
+          const online = (data.code == "gameconnect");
+          // If this is an opponent ?
+          if (this.game.oppid == data.id)
+            this.oppConnected = true;
+          else
+          {
+            // Or an observer ?
+            if (!online)
+              delete this.people[data.id];
+            else
+              this.people[data.id] = data.name;
+          }
+          break;
+      }
+    };
+    // TODO: onopen, ask lastState informations + update observers and players status
+    const socketCloseListener = () => {
+      this.st.conn.addEventListener('message', socketMessageListener);
+      this.st.conn.addEventListener('close', socketCloseListener);
+    };
+    this.st.conn.onmessage = socketMessageListener;
+    this.st.conn.onclose = socketCloseListener;
+  },
+  methods: {
+    offerDraw: function() {
+      // TODO: also for corr games
+      if (this.drawOffer == "received")
+      {
+        if (!confirm("Accept draw?"))
+          return;
+        this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
+        this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+      }
+      else if (this.drawOffer == "sent")
+        this.drawOffer = "";
+      else
+      {
+        if (!confirm("Offer draw?"))
+          return;
+        this.st.conn.send(JSON.stringify({code:"drawoffer", target:this.game.oppid}));
+      }
+    },
+    // + 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.$refs["basegame"].endGame("?", "Abort: " + message);
+        this.st.conn.send(JSON.stringify({
+          code: "abort",
+          msg: message,
+          target: this.game.oppid,
+        }));
+      }
+    },
+    resign: function(e) {
+      if (!confirm("Resign the game?"))
+        return;
+      this.st.conn.send(JSON.stringify({
+        code: "resign",
+        target: this.game.oppid,
+      }));
+      // Next line will trigger a "gameover" event, bubbling up till here
+      this.$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) {
+      const afterRetrieval = async (game) => {
+        const vModule = await import("@/variants/" + game.vname + ".js");
+        window.V = vModule.VariantRules;
+        this.vr = new V(game.fen);
+        const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
+        this.game = Object.assign({},
+          game,
+          // NOTE: assign mycolor here, since BaseGame could also bs VS computer
+          {
+            mycolor: [undefined,"w","b"][myIdx+1],
+            // opponent sid not strictly required, but easier
+            oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
+          }
+        );
+        if (!!this.game.oppid)
+        {
+          // Send ping to server (answer pong if players[s] are connected)
+          this.st.conn.send(JSON.stringify({code:"ping", target:this.game.oppid}));
+        }
+      };
+      if (!!game)
+        return afterRetrival(game);
+      if (!!this.gameRef.rid)
+      {
+        // TODO: just send a game request message to the remote player,
+        // and when receiving answer just call loadGame(received_game)
+        // + remote peer should have registered us as an observer
+        // (send moves updates + resign/abort/draw actions)
+      }
+      else
+      {
+        GameStorage.get(this.gameRef.id, async (game) => {
+          afterRetrieval(game);
+        });
+      }
+    },
+    // 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 opponent(s) (if ours)
+      let addTime = undefined;
+      if (move.color == this.game.mycolor)
+      {
+        const elapsed = Date.now() - this.game.initime[colorIdx];
+        // elapsed time is measured in milliseconds
+        addTime = this.game.increment - elapsed/1000;
+        this.st.conn.send(JSON.stringify({
+          code: "newmove",
+          target: this.game.oppid,
+          move: Object.assign({}, filtered_move, {addTime: addTime}),
+        }));
+      }
+      else
+        addTime = move.addTime; //supposed transmitted
+      const nextIdx = ["w","b"].indexOf(this.vr.turn);
+      GameStorage.update(this.gameRef.id,
+      {
+        colorIdx: colorIdx,
+        nextIdx: nextIdx,
+        move: filtered_move,
+        fen: move.fen,
+        addTime: addTime,
+      });
+      // Also update current game object:
+      this.game.moves.push(move);
+      this.game.fen = move.fen;
+      //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
+      this.$set(this.game.clocks, colorIdx,
+        this.game.clocks[colorIdx] + (!!addTime ? addTime : 0));
+      this.game.initime[nextIdx] = Date.now();
+    },
+    // TODO: this update function should also work for corr games
+    gameOver: function(score) {
+      this.game.mode = "analyze";
+      GameStorage.update(this.gameRef.id,
+      {
+        score: score,
+      });
+    },
+  },
+};
+</script>