Advance on Game.vue
[vchess.git] / client / src / views / Game.vue
index 67af3b9..c292252 100644 (file)
 // ==> 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>
@@ -60,23 +52,19 @@ export default {
         id: "",
         rid: ""
       },
-      game: { }, //passed to BaseGame
-      oppConnected: false,
+      game: {}, //passed to BaseGame
       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)
+      people: [], //players + observers
     };
   },
   watch: {
-    '$route' (to, from) {
-      if (!!to.params["id"])
-      {
-        this.gameRef.id = to.params["id"];
-        this.gameRef.rid = to.query["rid"];
-        this.loadGame();
-      }
+    "$route": function(to, from) {
+      this.gameRef.id = to.params["id"];
+      this.gameRef.rid = to.query["rid"];
+      this.loadGame();
     },
     "game.clocks": function(newState) {
       if (this.game.moves.length < 2)
@@ -97,17 +85,21 @@ export default {
       });
       const myTurn = (currentTurn == this.game.mycolor);
       let clockUpdate = setInterval(() => {
-        if (countdown <= 0 || this.vr.turn != currentTurn)
+        if (countdown <= 0 || this.vr.turn != currentTurn || this.game.score != "*")
         {
           clearInterval(clockUpdate);
           if (countdown <= 0 && myTurn)
           {
             this.$refs["basegame"].endGame(
               this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
-            this.st.conn.send(JSON.stringify({
-              code: "timeover",
-              target: this.game.oppid,
-            }));
+            const oppsid = this.getOppSid();
+            if (!!oppsid)
+            {
+              this.st.conn.send(JSON.stringify({
+                code: "timeover",
+                target: oppsid,
+              }));
+            }
           }
         }
         else
@@ -120,30 +112,78 @@ export default {
     // In case variants array was't loaded when game was retrieved
     "st.variants": function(variantArray) {
       if (!!this.game.vname && this.game.vname == "")
-        this.game.vname = variantArray.filter(v => v.id == this.game.vid)[0].name;
+      {
+        this.game.vname = variantArray.filter(v =>
+          v.id == this.game.vid)[0].name;
+      }
     },
   },
+  // TODO: redundant code with Hall.vue (related to people array)
   created: function() {
+    // Always add myself to players' list
+    const my = this.st.user;
+    this.people.push({sid:my.sid, id:my.id, name:my.name});
     if (!!this.$route.params["id"])
     {
       this.gameRef.id = this.$route.params["id"];
       this.gameRef.rid = this.$route.query["rid"];
       this.loadGame();
     }
-    // TODO: onopen, ask lastState informations + update observers and players status
+    // 0.1] Ask server for room composition:
+    const funcPollClients = () => {
+      this.st.conn.send(JSON.stringify({code:"pollclients"}));
+    };
+    if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+      funcPollClients();
+    else //socket not ready yet (initial loading)
+      this.st.conn.onopen = funcPollClients;
+    this.st.conn.onmessage = this.socketMessageListener;
     const socketCloseListener = () => {
       store.socketCloseListener(); //reinitialize connexion (in store.js)
       this.st.conn.addEventListener('message', this.socketMessageListener);
       this.st.conn.addEventListener('close', socketCloseListener);
     };
-    this.st.conn.onmessage = this.socketMessageListener;
     this.st.conn.onclose = socketCloseListener;
   },
   methods: {
+    getOppSid: function() {
+      if (!!this.game.oppsid)
+        return this.game.oppsid;
+      const opponent = this.people.find(p => p.id == this.game.oppid);
+      return (!!opponent ? opponent.sid : null);
+    },
     socketMessageListener: function(msg) {
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
+        // 0.2] Receive clients list (just socket IDs)
+        case "pollclients":
+        {
+          data.sockIds.forEach(sid => {
+            this.people.push({sid:sid, id:0, name:""});
+            // Ask only identity
+            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+          });
+          break;
+        }
+        case "askidentity":
+        {
+          // Request for identification: reply if I'm not anonymous
+          if (this.st.user.id > 0)
+          {
+            this.st.conn.send(JSON.stringify(
+              // people[0] instead of st.user to avoid sending email
+              {code:"identity", user:this.people[0], target:data.from}));
+          }
+          break;
+        }
+        case "identity":
+        {
+          const pIdx = this.people.findIndex(p => p.sid == data.user.sid);
+          this.people[pIdx].id = data.user.id;
+          this.people[pIdx].name = data.user.name;
+          break;
+        }
         case "newmove":
           // NOTE: next call will trigger processMove()
           this.$refs["basegame"].play(data.move,
@@ -151,19 +191,21 @@ export default {
           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,
-          }));
+          if (this.game.type == "live") //corr games are always complete
+          {
+            // Send our "last state" informations to opponent(s)
+            const L = this.game.moves.length;
+            this.st.conn.send(JSON.stringify({
+              code: "lastate",
+              target: this.getOppSid(), //he's connected for sure
+              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
@@ -190,7 +232,7 @@ export default {
             // We must tell last move to opponent
             this.st.conn.send(JSON.stringify({
               code: "lastate",
-              target: this.game.oppid,
+              target: this.getOppSid(), //we know he is connected
               gameId: this.gameRef.id,
               lastMove: (L>0 ? this.game.moves[L-1] : undefined),
               score: this.game.score,
@@ -220,25 +262,25 @@ export default {
           break;
         case "askfullgame":
           // TODO: just give game; observers are listed here anyway:
-          // gameconnect?
+          // ==> mark request SID as someone to send moves to
+          // NOT to all people array: our opponent can send moves too!
           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;
-          }
+        case "fullgame":
+          // and when receiving answer just call loadGame(received_game)
+          this.loadGame(data.game);
+          break;
+        // TODO: drawaccepted (click draw button before sending move
+        // ==> draw offer in move)
+        // ==> on "newmove", check "drawOffer" field
+        case "connect":
+        {
+          // TODO: if opponent connect, trigger lastate chain of events...
+          this.people.push({name:"", id:0, sid:data.sid});
+          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+          break;
+        }
+        case "disconnect":
+          ArrayFun.remove(this.people, p => p.sid == data.sid);
           break;
       }
     },
@@ -248,7 +290,9 @@ export default {
       {
         if (!confirm("Accept draw?"))
           return;
-        this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
+        const oppsid = this.getOppSid();
+        if (!!oppsid)
+          this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
         this.$refs["basegame"].endGame("1/2", "Mutual agreement");
       }
       else if (this.drawOffer == "sent")
@@ -257,7 +301,9 @@ export default {
       {
         if (!confirm("Offer draw?"))
           return;
-        this.st.conn.send(JSON.stringify({code:"drawoffer", target:this.game.oppid}));
+        const oppsid = this.getOppSid();
+        if (!!oppsid)
+          this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid}));
       }
     },
     // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
@@ -279,20 +325,28 @@ export default {
         const message = event.target.innerText;
         // Next line will trigger a "gameover" event, bubbling up till here
         this.$refs["basegame"].endGame("?", "Abort: " + message);
-        this.st.conn.send(JSON.stringify({
-          code: "abort",
-          msg: message,
-          target: this.game.oppid,
-        }));
+        const oppsid = this.getOppSid();
+        if (!!oppsid)
+        {
+          this.st.conn.send(JSON.stringify({
+            code: "abort",
+            msg: message,
+            target: oppsid,
+          }));
+        }
       }
     },
     resign: function(e) {
       if (!confirm("Resign the game?"))
         return;
-      this.st.conn.send(JSON.stringify({
-        code: "resign",
-        target: this.game.oppid,
-      }));
+      const oppsid = this.getOppSid();
+      if (!!oppsid)
+      {
+        this.st.conn.send(JSON.stringify({
+          code: "resign",
+          target: oppsid,
+        }));
+      }
       // Next line will trigger a "gameover" event, bubbling up till here
       this.$refs["basegame"].endGame(
         this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
@@ -309,29 +363,41 @@ export default {
         if (!game.fen)
           game.fen = game.fenStart; //game wasn't started
         const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
-        if (gtype == "corr")
-        {
-          // corr game: needs to compute the clocks + initime
-          //if (game.players[i].rtime < 0) initime = Date.now(), else compute,
-          //also using move.played fields
-          game.clocks = [-1, -1];
-          game.initime = [0, 0];
-          // TODO: compute clocks + initime
-        }
-        const tc = extractTime(game.timeControl);
         // TODO: this is not really beautiful (uid on corr players...)
         if (gtype == "corr" && game.players[0].color == "b")
           [ game.players[0], game.players[1] ] = [ game.players[1], game.players[0] ];
         const myIdx = game.players.findIndex(p => {
           return p.sid == this.st.user.sid || p.uid == this.st.user.id;
         });
-        if (game.clocks[0] < 0) //game unstarted
+        const tc = extractTime(game.timeControl);
+        if (gtype == "corr")
+        {
+          // corr game: needs to compute the 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);
+            }
+            for (let i=0; i<=1; i++)
+              game.clocks[i] += addTime[i];
+          }
+          if (L >= 1)
+            game.initime[L%2] = game.moves[L-1].played;
+        }
+        if (gtype == "live" && game.clocks[0] < 0) //game unstarted
         {
           game.clocks = [tc.mainTime, tc.mainTime];
           game.initime[0] = Date.now();
-          if (myIdx >= 0) //I play in this game
+          if (myIdx >= 0)
           {
-            GameStorage.update(game.gameId,
+            // I play in this live game; corr games don't have clocks+initime
+            GameStorage.update(game.id,
             {
               clocks: game.clocks,
               initime: game.initime,
@@ -343,14 +409,16 @@ export default {
         this.vr = new V(game.fen);
         this.game = Object.assign({},
           game,
-          // NOTE: assign mycolor here, since BaseGame could also bs VS computer
+          // NOTE: assign mycolor here, since BaseGame could also be VS computer
           {
             type: gtype,
             increment: tc.increment,
             vname: vname,
             mycolor: [undefined,"w","b"][myIdx+1],
-            // opponent sid not strictly required, but easier
-            oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
+            // 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),
           }
         );
         if (!!this.game.oppid)
@@ -363,10 +431,8 @@ export default {
         return afterRetrival(game);
       if (!!this.gameRef.rid)
       {
-        this.st.conn.send(JSON.stringify({code:"askfullgame", target: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
+        this.st.conn.send(JSON.stringify(
+          {code:"askfullgame", target:this.gameRef.rid}));
         // (send moves updates + resign/abort/draw actions)
       }
       else
@@ -430,6 +496,7 @@ export default {
     // TODO: this update function should also work for corr games
     gameOver: function(score) {
       this.game.mode = "analyze";
+      this.game.score = score;
       GameStorage.update(this.gameRef.id, { score: score });
     },
   },