Attempt to robustify identity detection at loading (no more temporary anonymous)
[vchess.git] / client / src / views / Game.vue
index 709cccc..8f49c5d 100644 (file)
@@ -14,10 +14,10 @@ main
         span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} 
         span(
           v-for="p in Object.values(people)"
-          v-if="!!p.name"
+          v-if="p.name"
         )
           | {{ p.name }} 
-        span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+        span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
           | + @nonymous
       Chat(
         :players="game.players"
@@ -77,6 +77,7 @@ import { processModalClick } from "@/utils/modalClick";
 import { getFullNotation } from "@/utils/notation";
 import { playMove, getFilteredMove } from "@/utils/playUndo";
 import { getScoreMessage } from "@/utils/scoring";
+import { ArrayFun } from "@/utils/array";
 import params from "@/parameters";
 export default {
   name: "my-game",
@@ -89,12 +90,12 @@ export default {
     return {
       st: store.state,
       gameRef: {
-        //given in URL (rid = remote ID)
+        // rid = remote (socket) ID
         id: "",
         rid: ""
       },
       game: {
-        //passed to BaseGame
+        // Passed to BaseGame
         players: [{ name: "" }, { name: "" }],
         chats: [],
         rendered: false
@@ -103,6 +104,7 @@ export default {
       vr: null, //"variant rules" object initialized from FEN
       drawOffer: "",
       people: {}, //players + observers
+      onMygames: [], //opponents (or me) on "MyGames" page
       lastate: undefined, //used if opponent send lastate before game is ready
       repeat: {}, //detect position repetition
       newChat: "",
@@ -144,25 +146,20 @@ export default {
       if (!!this.conn && this.conn.readyState == 1)
         // 1 == OPEN state
         callback();
-      else {
+      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.
-        this.conn.onopen = () => {
-          return callback();
-        };
-      }
+        this.conn.onopen = () => callback();
     };
     if (!this.gameRef.rid)
       // Game stored locally or on server
       this.loadGame(null, () => socketInit(this.roomInit));
-    else {
+    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);
-    }
   },
   mounted: function() {
     document
@@ -180,9 +177,8 @@ export default {
       this.send("pollclients");
     },
     send: function(code, obj) {
-      if (this.conn) {
+      if (this.conn)
         this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
-      }
     },
     isConnected: function(index) {
       const player = this.game.players[index];
@@ -191,8 +187,15 @@ export default {
         return true;
       // Try to find a match in people:
       return (
-        Object.keys(this.people).some(sid => sid == player.sid) ||
-        Object.values(this.people).some(p => p.id == player.uid)
+        (
+          player.sid &&
+          Object.keys(this.people).some(sid => sid == player.sid)
+        )
+        ||
+        (
+          player.uid &&
+          Object.values(this.people).some(p => p.id == player.uid)
+        )
       );
     },
     resetChatColor: function() {
@@ -210,22 +213,38 @@ export default {
       if (this.game.type == "corr") {
         if (this.game.mycolor)
           ajax("/chats", "DELETE", {gid: this.game.id});
-        // TODO: this.game.chats = [] could be enough here?
-        this.$set(this.game, "chats", []);
+        this.game.chats = [];
       }
     },
+    // Notify turn after a new move (to opponent and me on MyGames page)
+    notifyTurn: function(sid) {
+      const player = this.people[sid];
+      const colorIdx = this.game.players.findIndex(
+        p => p.sid == sid || p.id == player.id);
+      const color = ["w","b"][colorIdx];
+      const yourTurn =
+        (
+          color == "w" &&
+          this.game.movesCount % 2 == 0
+        )
+        ||
+        (
+          color == "b" &&
+          this.game.movesCount % 2 == 1
+        );
+      this.send("turnchange", { target: sid, yourTurn: yourTurn });
+    },
     socketMessageListener: function(msg) {
       if (!this.conn) return;
       const data = JSON.parse(msg.data);
       switch (data.code) {
         case "pollclients":
           data.sockIds.forEach(sid => {
-            this.$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.mycolor &&
                 this.game.type == "live" &&
                 this.game.score == "*" &&
                 this.game.players.some(p => p.sid == sid)
@@ -236,9 +255,7 @@ export default {
           });
           break;
         case "connect":
-          if (!this.people[data.from])
-            this.$set(this.people, data.from, { name: "", id: 0 });
-          if (!this.people[data.from].name) {
+          if (!this.people[data.from]) {
             this.newConnect[data.from] = true; //for self multi-connects tests
             this.send("askidentity", { target: data.from });
           }
@@ -246,17 +263,29 @@ export default {
         case "disconnect":
           this.$delete(this.people, data.from);
           break;
+        case "mconnect": {
+          // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
+          // Either me (another tab) or opponent
+          const sid = data.from;
+          if (!this.onMygames.some(s => s == sid))
+          {
+            this.onMygames.push(sid);
+            this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
+          }
+          break;
+          if (!this.people[sid])
+            this.send("askidentity", { target: sid });
+        }
+        case "mdisconnect":
+          ArrayFun.remove(this.onMygames, sid => sid == 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;
+          alert(this.st.tr["New connexion detected: tab now offline"]);
           break;
         case "askidentity": {
-          // Request for identification (TODO: anonymous shouldn't need to reply)
+          // Request for identification
           const me = {
             // Decompose to avoid revealing email
             name: this.st.user.name,
@@ -268,6 +297,7 @@ export default {
         }
         case "identity": {
           const user = data.data;
+          this.$set(this.people, user.sid, { name: user.name, id: user.id });
           if (user.name) {
             // If I multi-connect, kill current connexion if no mark (I'm older)
             if (
@@ -281,13 +311,6 @@ export default {
                 this.killed[this.st.user.sid] = true;
               }
             }
-            if (user.sid != this.st.user.sid) {
-              //I already know my identity...
-              this.$set(this.people, user.sid, {
-                id: user.id,
-                name: user.name
-              });
-            }
           }
           delete this.newConnect[user.sid];
           break;
@@ -364,7 +387,7 @@ export default {
             move.move,
             "received",
             null,
-            {addTime:move.addTime});
+            {addTime: move.addTime});
           break;
         }
         case "resign":
@@ -405,7 +428,7 @@ export default {
           data.lastMove.move,
           "received",
           null,
-          {addTime:data.lastMove.addTime, initime:data.initime});
+          {addTime: data.lastMove.addTime, initime: data.initime});
       }
       if (data.drawSent) this.drawOffer = "received";
       if (data.score != "*") {
@@ -472,24 +495,21 @@ export default {
               game.players[0]
             ];
           }
-          // corr game: need to compute the clocks + initime
           // NOTE: clocks in seconds, initime in milliseconds
-          game.clocks = [tc.mainTime, tc.mainTime];
           game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
           const L = game.moves.length;
           if (game.score == "*") {
             // Set clocks + initime
+            game.clocks = [tc.mainTime, tc.mainTime];
             game.initime = [0, 0];
-            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;
+            if (L >= 1) {
+              const gameLastupdate = game.moves[L-1].played;
+              game.initime[L % 2] = gameLastupdate;
+              if (L >= 2) {
+                game.clocks[L % 2] =
+                  tc.mainTime - (Date.now() - gameLastupdate) / 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;
           }
           // Sort chat messages from newest to oldest
           game.chats.sort((c1, c2) => {
@@ -632,6 +652,9 @@ export default {
       }, 1000);
     },
     // Post-process a (potentially partial) move (which was just played in BaseGame)
+    // TODO?: wait for AJAX return to finish processing a move,
+    //   and for opponent pingback in case of live game : if none received after e.g. 500ms, re-send newmove
+    //   ...and provide move index with newmove event for basic check after receiving
     processMove: function(move, data) {
       const moveCol = this.vr.turn;
       const doProcessMove = () => {
@@ -642,19 +665,20 @@ export default {
           var filtered_move = getFilteredMove(move);
         }
         // Send move ("newmove" event) to people in the room (if our turn)
-        let addTime = data ? data.addTime : 0;
+        let addTime = (data && this.game.type == "live") ? data.addTime : 0;
         if (moveCol == this.game.mycolor) {
           if (this.drawOffer == "received")
             // I refuse draw
             this.drawOffer = "";
-          if (this.game.movesCount >= 2) {
+          // 'addTime' is irrelevant for corr games:
+          if (this.game.type == "live" && this.game.movesCount >= 2) {
             const elapsed = Date.now() - this.game.initime[colorIdx];
             // elapsed time is measured in milliseconds
             addTime = this.game.increment - elapsed / 1000;
           }
           const sendMove = {
             move: filtered_move,
-            addTime: addTime,
+            addTime: addTime, //undefined for corr games
             cancelDrawOffer: this.drawOffer == "",
             // Players' SID required for /mygames page
             // TODO: precompute and add this field to game object?
@@ -665,10 +689,15 @@ export default {
         // Update current game object (no need for moves stack):
         playMove(move, this.vr);
         this.game.movesCount++;
+        // TODO: notifyTurn
         // (add)Time indication: useful in case of lastate infos requested
-        this.game.moves.push({move:move, addTime:addTime});
+        this.game.moves.push(this.game.type == "live"
+          ? {move:move, addTime:addTime}
+          : move);
         this.game.fen = this.vr.getFen();
-        this.game.clocks[colorIdx] += addTime;
+        if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
+        // In corr games, just reset clock to mainTime:
+        else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
         // data.initime is set only when I receive a "lastate" move from opponent
         this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
         this.re_setClocks();