Refactor endgame process, start working on game end (abort)
[vchess.git] / client / src / views / Game.vue
index e9cf8d4..9d755df 100644 (file)
@@ -1,4 +1,343 @@
-<!-- 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")
+    .button-group(v-if="game.mode!='analyze'")
+      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>
+
+<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/storage";
+
+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
+      vr: null, //"variant rules" object initialized from FEN
+      drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
+      people: [ ], //potential observers (TODO)
+    };
+  },
+  watch: {
+    '$route' (to, from) {
+      if (!!to.params["id"])
+      {
+        this.gameRef.id = to.params["id"];
+        this.gameRef.rid = to.query["rid"];
+        this.loadGame();
+      }
+    },
+  },
+  created: function() {
+    if (!!this.$route.params["id"])
+    {
+      this.gameRef.id = this.$route.params["id"];
+      this.gameRef.rid = this.$route.query["rid"];
+      this.loadGame();
+    }
+    // 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...
+    // detect multiple tabs connected (when connect ask server if my SID is already in use)
+// 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 ?)
+
+    // TODO: also handle "draw accepted" (use opponents array?)
+    // --> must give this info also when sending lastState...
+    // and, if all players agree then OK draw (end game ...etc)
+    const socketMessageListener = msg => {
+      const data = JSON.parse(msg.data);
+      let L = undefined;
+      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)
+          if (this.gameRef.id != data.gameId)
+            break; //games IDs don't match: the game is definitely over...
+          this.oppConnected = true;
+          // Send our "last state" informations to opponent(s)
+          L = this.vr.moves.length;
+          Object.keys(this.opponents).forEach(oid => {
+            this.st.conn.send(JSON.stringify({
+              code: "lastate",
+              oppid: oid,
+              gameId: this.gameRef.id,
+              lastMove: (L>0?this.vr.moves[L-1]:undefined),
+              movesCount: L,
+            }));
+          });
+          break;
+        // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
+        // TODO: need to send along clock state (my current time) with my last move
+        case "lastate": //got opponent infos about last move
+          L = this.vr.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 (this.score != "*")
+          {
+            // We finished the game (any result possible)
+            this.st.conn.send(JSON.stringify({
+              code: "lastate",
+              oppid: data.oppid,
+              gameId: this.gameRef.id,
+              score: this.score,
+            }));
+          }
+          else if (!!data.score) //opponent finished the game
+            this.endGame(data.score);
+          else if (data.movesCount < L)
+          {
+            // We must tell last move to opponent
+            this.st.conn.send(JSON.stringify({
+              code: "lastate",
+              oppid: this.opponent.id,
+              gameId: this.gameRef.id,
+              lastMove: this.vr.moves[L-1],
+              movesCount: L,
+            }));
+          }
+          else if (data.movesCount > L) //just got last move from him
+            this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
+          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;
+        // 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":
+          if (this.mode=="human")
+          {
+            const online = (data.code == "connect");
+            // If this is an opponent ?
+            if (!!this.opponents[data.id])
+              this.opponents[data.id].online = online;
+            else
+            {
+              // Or an observer ?
+              if (!online)
+                delete this.people[data.id];
+              else
+                this.people[data.id] = data.name;
+            }
+          }
+          break;
+      }
+    };
+    const socketCloseListener = () => {
+      this.st.conn.addEventListener('message', socketMessageListener);
+      this.st.conn.addEventListener('close', socketCloseListener);
+    };
+    this.st.conn.onmessage = socketMessageListener;
+    this.st.conn.onclose = socketCloseListener;
+  },
+  // dans variant.js (plutôt room.js) conn gère aussi les challenges
+  // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
+  methods: {
+    offerDraw: function() {
+      if (!confirm("Offer draw?"))
+        return;
+      // Stay in "draw offer sent" state until next move is played
+      this.drawOfferSent = true;
+      if (this.subMode == "corr")
+      {
+        // TODO: set drawOffer on in game (how ?)
+      }
+      else //live game
+      {
+        this.opponents.forEach(o => {
+          if (!!o.online)
+          {
+            try {
+              this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
+            } catch (INVALID_STATE_ERR) {
+              return;
+            }
+          }
+        });
+      }
+    },
+    // + 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) {
+      if (!event)
+      {
+        // First call show options:
+        let modalBox = document.getElementById("modalAbort");
+        modalBox.checked = true;
+      }
+      else
+      {
+        console.log(event);
+        //const message = event.
+        this.gameOver("?");
+        this.game.players.forEach(p => {
+          if (!!p.sid && p.sid != this.st.user.sid)
+          {
+            this.st.conn.send(JSON.stringify({
+              code: "abort",
+              msg: message,
+              target: p.sid,
+            }));
+          }
+        });
+      }
+    },
+    resign: function(e) {
+      if (!confirm("Resign the game?"))
+        return;
+      this.game.players.forEach(p => {
+        if (!!p.sid && p.sid != this.st.user.sid)
+        {
+          this.st.conn.send(JSON.stringify({
+            code: "resign",
+            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");
+    },
+    // 4 cases for loading a game:
+    //  - from localStorage (one running game I play)
+    //  - from indexedDB (one completed live game)
+    //  - 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() {
+      GameStorage.get(this.gameRef, async (game) => {
+        this.game = Object.assign({},
+          game,
+          // NOTE: assign mycolor here, since BaseGame could also bs VS computer
+          {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
+            p => p.sid == this.st.user.sid)]},
+        );
+        const vModule = await import("@/variants/" + game.vname + ".js");
+        window.V = vModule.VariantRules;
+        this.vr = new V(game.fen);
+        // Post-processing: decorate each move with current FEN:
+        // (to be able to jump to any position quickly)
+        game.moves.forEach(move => {
+          // NOTE: this is doing manually what BaseGame.play() achieve...
+          // but in a lighter "fast-forward" way
+          move.color = this.vr.turn;
+          this.vr.play(move);
+          move.fen = this.vr.getFen();
+        });
+        this.vr.re_init(game.fen);
+      });
+//    // Poll all players except me (if I'm playing) to know online status.
+//    // --> Send ping to server (answer pong if players[s] are connected)
+//    if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
+//    {
+//      this.game.players.forEach(p => {
+//        if (p.sid != this.st.user.sid)
+//          this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
+//      });
+//    }
+    },
+    // TODO: refactor this old "oppConnected" logic
+//    oppConnected: function(uid) {
+//      return this.opponents.some(o => o.id == uid && o.online);
+//    },
+    // 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","g","r"].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)
+      // (otherwise move.elapsed is supposed to be already transmitted)
+      let addTime = undefined;
+      if (move.color == this.game.mycolor)
+      {
+        const elapsed = Date.now() - GameStorage.getInitime();
+        this.game.players.forEach(p => {
+          if (p.sid != this.st.user.sid)
+          {
+            this.st.conn.send(JSON.stringify({
+              code: "newmove",
+              target: p.sid,
+              move: Object.assign({}, filtered_move, {elapsed: elapsed}),
+            }));
+          }
+        });
+        move.elapsed = elapsed;
+        // elapsed time is measured in milliseconds
+        addTime = this.game.increment - elapsed/1000;
+      }
+      GameStorage.update({
+        colorIdx: colorIdx,
+        move: filtered_move,
+        fen: move.fen,
+        addTime: addTime,
+        initime: (this.vr.turn == this.game.mycolor), //my turn now?
+      });
+    },
+    // TODO: this update function should also work for corr games
+    gameOver: function(score) {
+      this.game.mode = "analyze";
+      GameStorage.update({
+        score: score,
+      });
+    },
+  },
+};
+</script>