Attempt to robustify identity detection at loading (no more temporary anonymous)
[vchess.git] / client / src / views / Game.vue
index 90a9a9f..8f49c5d 100644 (file)
@@ -14,16 +14,17 @@ 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"
         :pastChats="game.chats"
         :newChat="newChat"
         @mychat="processChat"
+        @chatcleared="clearChat"
       )
   .row
     #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
@@ -58,7 +59,6 @@ main
   BaseGame(
     ref="basegame"
     :game="game"
-    :vr="vr"
     @newmove="processMove"
     @gameover="gameOver"
   )
@@ -70,10 +70,14 @@ import Chat from "@/components/Chat.vue";
 import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
 import { ppt } from "@/utils/datetime";
+import { ajax } from "@/utils/ajax";
 import { extractTime } from "@/utils/timeControl";
 import { getRandString } from "@/utils/alea";
 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",
@@ -86,12 +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
@@ -100,6 +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: "",
@@ -141,25 +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
@@ -177,9 +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];
@@ -188,22 +187,64 @@ 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() {
+      // TODO: this is called twice, once on opening an once on closing
+      document.getElementById("chatBtn").classList.remove("somethingnew");
+    },
+    processChat: function(chat) {
+      this.send("newchat", { data: chat });
+      // NOTE: anonymous chats in corr games are not stored on server (TODO?)
+      if (this.game.type == "corr" && this.st.user.id > 0)
+        GameStorage.update(this.gameRef.id, { chat: chat });
+    },
+    clearChat: function() {
+      // Nothing more to do if game is live (chats not recorded)
+      if (this.game.type == "corr") {
+        if (this.game.mycolor)
+          ajax("/chats", "DELETE", {gid: this.game.id});
+        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.$set(this.people, sid, { id: 0, name: "" });
             if (sid != this.st.user.sid) {
               this.send("askidentity", { target: sid });
               // Ask potentially missed last state, if opponent and I play
               if (
-                !!this.game.mycolor &&
+                this.game.mycolor &&
                 this.game.type == "live" &&
                 this.game.score == "*" &&
                 this.game.players.some(p => p.sid == sid)
@@ -214,9 +255,7 @@ export default {
           });
           break;
         case "connect":
-          if (!this.people[data.from])
-            this.$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 });
           }
@@ -224,17 +263,29 @@ export default {
         case "disconnect":
           this.$delete(this.people, data.from);
           break;
+        case "mconnect": {
+          // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
+          // Either me (another tab) or opponent
+          const sid = data.from;
+          if (!this.onMygames.some(s => s == sid))
+          {
+            this.onMygames.push(sid);
+            this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
+          }
+          break;
+          if (!this.people[sid])
+            this.send("askidentity", { target: sid });
+        }
+        case "mdisconnect":
+          ArrayFun.remove(this.onMygames, sid => sid == data.from);
+          break;
         case "killed":
           // I logged in elsewhere:
-          alert(this.st.tr["New connexion detected: tab now offline"]);
-          // TODO: this fails. See https://github.com/websockets/ws/issues/489
-          //this.conn.removeEventListener("message", this.socketMessageListener);
-          //this.conn.removeEventListener("close", this.socketCloseListener);
-          //this.conn.close();
           this.conn = null;
+          alert(this.st.tr["New connexion detected: tab now offline"]);
           break;
         case "askidentity": {
-          // Request for identification (TODO: anonymous shouldn't need to reply)
+          // Request for identification
           const me = {
             // Decompose to avoid revealing email
             name: this.st.user.name,
@@ -246,6 +297,7 @@ export default {
         }
         case "identity": {
           const user = data.data;
+          this.$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 (
@@ -259,13 +311,6 @@ export default {
                 this.killed[this.st.user.sid] = true;
               }
             }
-            if (user.sid != this.st.user.sid) {
-              //I already know my identity...
-              this.$set(this.people, user.sid, {
-                id: user.id,
-                name: user.name
-              });
-            }
           }
           delete this.newConnect[user.sid];
           break;
@@ -293,7 +338,11 @@ export default {
           break;
         case "fullgame":
           // Callback "roomInit" to poll clients only after game is loaded
-          this.loadGame(data.data, this.roomInit);
+          let game = data.data;
+          // Move format isn't the same in storage and in browser,
+          // because of the 'addTime' field.
+          game.moves = game.moves.map(m => { return m.move || m; });
+          this.loadGame(game, this.roomInit);
           break;
         case "asklastate":
           // Sending last state if I played a move or score != "*"
@@ -321,20 +370,24 @@ export default {
         case "lastate": //got opponent infos about last move
           this.lastate = data.data;
           if (this.game.rendered)
-            //game is rendered (Board component)
+            // Game is rendered (Board component)
             this.processLastate();
-          //else: will be processed when game is ready
+          // Else: will be processed when game is ready
           break;
         case "newmove": {
           const move = data.data;
           if (move.cancelDrawOffer) {
-            //opponent refuses draw
+            // Opponent refuses draw
             this.drawOffer = "";
             // NOTE for corr games: drawOffer reset by player in turn
             if (this.game.type == "live" && !!this.game.mycolor)
               GameStorage.update(this.gameRef.id, { drawOffer: "" });
           }
-          this.$refs["basegame"].play(move, "received");
+          this.$refs["basegame"].play(
+            move.move,
+            "received",
+            null,
+            {addTime: move.addTime});
           break;
         }
         case "resign":
@@ -372,8 +425,10 @@ export default {
       if (data.movesCount > L) {
         // Just got last move from him
         this.$refs["basegame"].play(
-          Object.assign({ initime: data.initime }, data.lastMove)
-        );
+          data.lastMove.move,
+          "received",
+          null,
+          {addTime: data.lastMove.addTime, initime: data.initime});
       }
       if (data.drawSent) this.drawOffer = "received";
       if (data.score != "*") {
@@ -392,7 +447,7 @@ export default {
         this.send("draw", { data: message });
         this.gameOver("1/2", message);
       } else if (this.drawOffer == "") {
-        //no effect if drawOffer == "sent"
+        // No effect if drawOffer == "sent"
         if (this.game.mycolor != this.vr.turn) {
           alert(this.st.tr["Draw offer only in your turn"]);
           return;
@@ -440,39 +495,38 @@ 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 == "*") {
-            //otherwise no need to bother with time
+            // Set clocks + initime
+            game.clocks = [tc.mainTime, tc.mainTime];
             game.initime = [0, 0];
-            const L = game.moves.length;
-            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) => {
             return c2.added - c1.added;
           });
-          if (myIdx >= 0 && game.chats.length > 0) {
+          if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
             // Did a chat message arrive after my last move?
-            let vr_tmp = new V(game.fen); //start from last position
-            const flags = V.ParseFen(game.fen).flags; //may be undefined
             let dtLastMove = 0;
-            for (let midx = game.moves.length - 1; midx >= 0; midx--) {
-              vr_tmp.undo(Object.assign({flags:flags}, game.moves[midx].squares));
-              if (vr_tmp.turn == mycolor) {
-                dtLastMove = game.moves[midx].played;
-                break;
+            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)
@@ -513,9 +567,19 @@ export default {
             }
           }
         }
+        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(
-          {},
-          game,
           // NOTE: assign mycolor here, since BaseGame could also be VS computer
           {
             type: gtype,
@@ -524,8 +588,10 @@ export default {
             // 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
-          }
+            oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
+            movesCount: game.moves.length
+          },
+          game,
         );
         this.re_setClocks();
         this.$nextTick(() => {
@@ -533,20 +599,6 @@ export default {
           // Did lastate arrive before game was rendered?
           if (this.lastate) this.processLastate();
         });
-        this.repeat = {}; //reset: scan past moves' FEN:
-        let repIdx = 0;
-        // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
-        let vr_tmp = new V(game.fenStart);
-        game.moves.forEach(m => {
-          vr_tmp.play(m);
-          const fenObj = V.ParseFen(vr_tmp.getFen());
-          repIdx = fenObj.position + "_" + fenObj.turn;
-          if (fenObj.flags) repIdx += "_" + fenObj.flags;
-          this.repeat[repIdx] = this.repeat[repIdx]
-            ? this.repeat[repIdx] + 1
-            : 1;
-        });
-        if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
         if (callback) callback();
       };
       if (game) {
@@ -563,7 +615,7 @@ export default {
       }
     },
     re_setClocks: function() {
-      if (this.game.moves.length < 2 || this.game.score != "*") {
+      if (this.game.movesCount < 2 || this.game.score != "*") {
         // 1st move not completed yet, or game over: freeze time
         this.virtualClocks = this.game.clocks.map(s => ppt(s));
         return;
@@ -589,7 +641,7 @@ export default {
           if (countdown < 0)
             this.gameOver(
               currentTurn == "w" ? "0-1" : "1-0",
-              this.st.tr["Time"]
+              "Time"
             );
         } else
           this.$set(
@@ -600,120 +652,123 @@ export default {
       }, 1000);
     },
     // Post-process a (potentially partial) move (which was just played in BaseGame)
-    processMove: function(move) {
-      if (this.game.type == "corr" && move.color == this.game.mycolor) {
-        if (
-          !confirm(
-            this.st.tr["Move played:"] +
-              " " +
-              move.notation +
-              "\n" +
-              this.st.tr["Are you sure?"]
-          )
-        ) {
-          this.$refs["basegame"].undo(move);
-          return;
+    // 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 = () => {
+        const colorIdx = ["w", "b"].indexOf(moveCol);
+        const nextIdx = 1 - colorIdx;
+        if (this.game.mycolor) {
+          // NOTE: 'var' to see that variable outside this block
+          var filtered_move = getFilteredMove(move);
         }
-      }
-      const colorIdx = ["w", "b"].indexOf(move.color);
-      const nextIdx = ["w", "b"].indexOf(this.vr.turn);
-      // https://stackoverflow.com/a/38750895
-      if (this.game.mycolor) {
-        const allowed_fields = ["appear", "vanish", "start", "end"];
-        // NOTE: 'var' to see that variable outside this block
-        var 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.drawOffer == "received")
-          //I refuse draw
-          this.drawOffer = "";
-        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;
+        // Send move ("newmove" event) to people in the room (if our turn)
+        let addTime = (data && this.game.type == "live") ? data.addTime : 0;
+        if (moveCol == this.game.mycolor) {
+          if (this.drawOffer == "received")
+            // I refuse draw
+            this.drawOffer = "";
+          // '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, //undefined for corr games
+            cancelDrawOffer: this.drawOffer == "",
+            // Players' SID required for /mygames page
+            // TODO: precompute and add this field to game object?
+            players: this.game.players.map(p => p.sid)
+          };
+          this.send("newmove", { data: sendMove });
         }
-        const sendMove = Object.assign({}, filtered_move, {
-          addTime: addTime,
-          cancelDrawOffer: this.drawOffer == ""
-        });
-        this.send("newmove", { data: sendMove });
-        // (Add)Time indication: useful in case of lastate infos requested
-        move.addTime = addTime;
-      } else addTime = move.addTime; //supposed transmitted
-      // Update current game object:
-      this.game.moves.push(move);
-      this.game.fen = move.fen;
-      this.game.clocks[colorIdx] += addTime;
-      // move.initime is set only when I receive a "lastate" move from opponent
-      this.game.initime[nextIdx] = move.initime || Date.now();
-      //if (colorIdx != nextIdx)
+        // 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(this.game.type == "live"
+          ? {move:move, addTime:addTime}
+          : move);
+        this.game.fen = this.vr.getFen();
+        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();
-      // If repetition detected, consider that a draw offer was received:
-      const fenObj = V.ParseFen(move.fen);
-      let repIdx = fenObj.position + "_" + fenObj.turn;
-      if (fenObj.flags) repIdx += "_" + fenObj.flags;
-      this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1;
-      if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
-      else if (this.drawOffer == "threerep") this.drawOffer = "";
-      // Since corr games are stored at only one location, update should be
-      // done only by one player for each move:
-      if (
-        this.game.mycolor &&
-        (this.game.type == "live" || move.color == this.game.mycolor)
-      ) {
-        let drawCode = "";
-        switch (this.drawOffer) {
-          case "threerep":
-            drawCode = "t";
-            break;
-          case "sent":
-            drawCode = this.game.mycolor;
-            break;
-          case "received":
-            drawCode = this.vr.turn;
-            break;
-        }
-        if (this.game.type == "corr") {
-          GameStorage.update(this.gameRef.id, {
-            fen: move.fen,
-            move: {
-              squares: filtered_move,
-              played: Date.now(),
-              idx: this.game.moves.length - 1
-            },
-            // Code "n" for "None" to force reset (otherwise it's ignored)
-            drawOffer: drawCode || "n"
-          });
-        }
-        else {
-          // Live game:
-          GameStorage.update(this.gameRef.id, {
-            fen: move.fen,
-            move: filtered_move,
-            clocks: this.game.clocks,
-            initime: this.game.initime,
-            drawOffer: drawCode
-          });
+        // If repetition detected, consider that a draw offer was received:
+        const fenObj = V.ParseFen(this.game.fen);
+        let repIdx = fenObj.position + "_" + fenObj.turn;
+        if (fenObj.flags) repIdx += "_" + fenObj.flags;
+        this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1;
+        if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+        else if (this.drawOffer == "threerep") this.drawOffer = "";
+        // Since corr games are stored at only one location, update should be
+        // done only by one player for each move:
+        if (
+          this.game.mycolor &&
+          (this.game.type == "live" || moveCol == this.game.mycolor)
+        ) {
+          let drawCode = "";
+          switch (this.drawOffer) {
+            case "threerep":
+              drawCode = "t";
+              break;
+            case "sent":
+              drawCode = this.game.mycolor;
+              break;
+            case "received":
+              drawCode = V.GetOppCol(this.game.mycolor);
+              break;
+          }
+          if (this.game.type == "corr") {
+            GameStorage.update(this.gameRef.id, {
+              fen: this.game.fen,
+              move: {
+                squares: filtered_move,
+                played: Date.now(),
+                idx: this.game.moves.length - 1
+              },
+              // Code "n" for "None" to force reset (otherwise it's ignored)
+              drawOffer: drawCode || "n"
+            });
+          }
+          else {
+            // Live game:
+            GameStorage.update(this.gameRef.id, {
+              fen: this.game.fen,
+              move: filtered_move,
+              clocks: this.game.clocks,
+              initime: this.game.initime,
+              drawOffer: drawCode
+            });
+          }
         }
+      };
+      if (this.game.type == "corr" && moveCol == this.game.mycolor) {
+        setTimeout(() => {
+          if (
+            !confirm(
+              this.st.tr["Move played:"] +
+                " " +
+                getFullNotation(move) +
+                "\n" +
+                this.st.tr["Are you sure?"]
+            )
+          ) {
+            this.$refs["basegame"].cancelLastMove();
+            return;
+          }
+          doProcessMove();
+        // Let small time to finish drawing current move attempt:
+        }, 500);
       }
-    },
-    resetChatColor: function() {
-      // TODO: this is called twice, once on opening an once on closing
-      document.getElementById("chatBtn").classList.remove("somethingnew");
-    },
-    processChat: function(chat) {
-      this.send("newchat", { data: chat });
-      // NOTE: anonymous chats in corr games are not stored on server (TODO?)
-      if (this.game.type == "corr" && this.st.user.id > 0)
-        GameStorage.update(this.gameRef.id, { chat: chat });
+      else doProcessMove();
     },
     gameOver: function(score, scoreMsg) {
       this.game.score = score;