Advance on Game.vue
[vchess.git] / client / src / views / Game.vue
index ea5ea36..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>
@@ -45,6 +37,7 @@ import BaseGame from "@/components/BaseGame.vue";
 import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
 import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
 
 export default {
   name: 'my-game',
@@ -59,43 +52,54 @@ 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) {
-      this.virtualClocks = newState.map(s => ppt(s));
+      if (this.game.moves.length < 2)
+      {
+        // 1st move not completed yet: freeze time
+        this.virtualClocks = newState.map(s => ppt(s));
+        return;
+      }
       const currentTurn = this.vr.turn;
       const colorIdx = ["w","b"].indexOf(currentTurn);
       let countdown = newState[colorIdx] -
         (Date.now() - this.game.initime[colorIdx])/1000;
+      this.virtualClocks = [0,1].map(i => {
+        const removeTime = i == colorIdx
+          ? (Date.now() - this.game.initime[colorIdx])/1000
+          : 0;
+        return ppt(newState[i] - removeTime);
+      });
       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.$refs["basegame"].endGame(
               this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
-            this.st.conn.send(JSON.stringify({
-              code: "timeover",
-              target: this.game.oppid,
-            }));
+            const oppsid = this.getOppSid();
+            if (!!oppsid)
+            {
+              this.st.conn.send(JSON.stringify({
+                code: "timeover",
+                target: oppsid,
+              }));
+            }
           }
         }
         else
@@ -105,18 +109,81 @@ export default {
         }
       }, 1000);
     },
+    // In case variants array was't loaded when game was retrieved
+    "st.variants": function(variantArray) {
+      if (!!this.game.vname && this.game.vname == "")
+      {
+        this.game.vname = variantArray.filter(v =>
+          v.id == this.game.vid)[0].name;
+      }
+    },
   },
+  // TODO: redundant code with Hall.vue (related to people array)
   created: function() {
+    // Always add myself to players' list
+    const my = this.st.user;
+    this.people.push({sid:my.sid, id:my.id, name:my.name});
     if (!!this.$route.params["id"])
     {
       this.gameRef.id = this.$route.params["id"];
       this.gameRef.rid = this.$route.query["rid"];
       this.loadGame();
     }
-    const socketMessageListener = msg => {
+    // 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.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.$refs["basegame"].play(data.move,
@@ -124,19 +191,21 @@ export default {
           break;
         case "pong": //received if we sent a ping (game still alive on our side)
         {
-          this.oppConnected = true;
-          // Send our "last state" informations to opponent(s)
-          const L = this.game.moves.length;
-          this.st.conn.send(JSON.stringify({
-            code: "lastate",
-            target: this.game.oppid,
-            gameId: this.gameRef.id,
-            lastMove: (L>0 ? this.game.moves[L-1] : undefined),
-            score: this.game.score,
-            movesCount: L,
-            drawOffer: this.drawOffer,
-            clocks: this.game.clocks,
-          }));
+          if (this.game.type == "live") //corr games are always complete
+          {
+            // Send our "last state" informations to opponent(s)
+            const L = this.game.moves.length;
+            this.st.conn.send(JSON.stringify({
+              code: "lastate",
+              target: this.getOppSid(), //he's connected for sure
+              gameId: this.gameRef.id,
+              lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+              score: this.game.score,
+              movesCount: L,
+              drawOffer: this.drawOffer,
+              clocks: this.game.clocks,
+            }));
+          }
           break;
         }
         case "lastate": //got opponent infos about last move
@@ -163,7 +232,7 @@ export default {
             // We must tell last move to opponent
             this.st.conn.send(JSON.stringify({
               code: "lastate",
-              target: this.game.oppid,
+              target: this.getOppSid(), //we know he is connected
               gameId: this.gameRef.id,
               lastMove: (L>0 ? this.game.moves[L-1] : undefined),
               score: this.game.score,
@@ -185,63 +254,56 @@ export default {
         case "abort":
           this.$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":
-          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 "draw":
+          this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+          break;
+        case "drawoffer":
+          this.drawOffer = "received";
+          break;
+        case "askfullgame":
+          // TODO: just give game; observers are listed here anyway:
+          // ==> mark request SID as someone to send moves to
+          // NOT to all people array: our opponent can send moves too!
+          break;
+        case "fullgame":
+          // and when receiving answer just call loadGame(received_game)
+          this.loadGame(data.game);
+          break;
+        // TODO: drawaccepted (click draw button before sending move
+        // ==> draw offer in move)
+        // ==> on "newmove", check "drawOffer" field
+        case "connect":
+        {
+          // TODO: if opponent connect, trigger lastate chain of events...
+          this.people.push({name:"", id:0, sid:data.sid});
+          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+          break;
+        }
+        case "disconnect":
+          ArrayFun.remove(this.people, p => p.sid == data.sid);
           break;
       }
-    };
-    const socketCloseListener = () => {
-      this.st.conn.addEventListener('message', socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
-    };
-    this.st.conn.onmessage = socketMessageListener;
-    this.st.conn.onclose = socketCloseListener;
-  },
-  methods: {
+    },
     offerDraw: function() {
+      // TODO: also for corr games
       if (this.drawOffer == "received")
       {
-        if (!confirm("Offer draw?"))
+        if (!confirm("Accept draw?"))
           return;
-        this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
+        const oppsid = this.getOppSid();
+        if (!!oppsid)
+          this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
+        this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+      }
       else if (this.drawOffer == "sent")
         this.drawOffer = "";
       else
       {
         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 {
-            } catch (INVALID_STATE_ERR) {
-              return;
-            }
-          }
-        });
+        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)
@@ -263,20 +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");
@@ -287,17 +357,68 @@ export default {
     //  - 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");
+        // NOTE: variants array might not be available yet, thus the two next lines
+        const variantCell = this.st.variants.filter(v => v.id == game.vid);
+        const vname = (variantCell.length > 0 ? variantCell[0].name : "");
+        if (!game.fen)
+          game.fen = game.fenStart; //game wasn't started
+        const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
+        // 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;
+        });
+        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 live game; corr games don't have clocks+initime
+            GameStorage.update(game.id,
+            {
+              clocks: game.clocks,
+              initime: game.initime,
+            });
+          }
+        }
+        const vModule = await import("@/variants/" + 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
+          // 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)
@@ -310,9 +431,8 @@ export default {
         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
+        this.st.conn.send(JSON.stringify(
+          {code:"askfullgame", target:this.gameRef.rid}));
         // (send moves updates + resign/abort/draw actions)
       }
       else
@@ -337,12 +457,15 @@ export default {
           return obj;
         }, {});
       // Send move ("newmove" event) to opponent(s) (if ours)
-      let addTime = undefined;
+      let addTime = 0;
       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;
+        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;
+        }
         this.st.conn.send(JSON.stringify({
           code: "newmove",
           target: this.game.oppid,
@@ -354,28 +477,32 @@ export default {
       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,
+        clocks: this.game.clocks.map((t,i) => i==colorIdx
+          ? this.game.clocks[i] + addTime
+          : this.game.clocks[i]),
+        initime: this.game.initime.map((t,i) => i==nextIdx
+          ? Date.now()
+          : this.game.initime[i]),
       });
       // 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.$set(this.game.clocks, colorIdx,
-        this.game.clocks[colorIdx] + (!!addTime ? addTime : 0));
+      //TODO: just this.game.clocks[colorIdx] += addTime;
+      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
       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,
-      });
+      this.game.score = score;
+      GameStorage.update(this.gameRef.id, { score: score });
     },
   },
 };
 </script>
+
+<style lang="sass">
+// TODO
+</style>