socket rooms correspnding to pages. TODO: Hall+Game (split live and corr? shared...
[vchess.git] / client / src / views / Game.vue
index d15e307..d74002d 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',
@@ -59,13 +52,12 @@ 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: {
@@ -78,14 +70,25 @@ export default {
       }
     },
     "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)
@@ -105,6 +108,16 @@ 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;
+    },
+  },
+  computed: {
+    oppConnected: function() {
+      return this.people.indexOf(p => p.id == this.game.oppid) >= 0;
+    },
   },
   created: function() {
     if (!!this.$route.params["id"])
@@ -116,7 +129,7 @@ export default {
     // TODO: onopen, ask lastState informations + update observers and players status
     const socketCloseListener = () => {
       store.socketCloseListener(); //reinitialize connexion (in store.js)
-      this.st.conn.addEventListener('message', socketMessageListener);
+      this.st.conn.addEventListener('message', this.socketMessageListener);
       this.st.conn.addEventListener('close', socketCloseListener);
     };
     this.st.conn.onmessage = this.socketMessageListener;
@@ -135,18 +148,21 @@ export default {
         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.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,
+            }));
+          }
           break;
         }
         case "lastate": //got opponent infos about last move
@@ -286,14 +302,67 @@ 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");
+        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];
+          let addTime = [0, 0];
+          for (let i=2; i<game.moves.length; 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];
+          const L = game.moves.length;
+          game.initime[L%2] = game.moves[L-1].played;
+        }
+        // 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 (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);
+        
+
+
+//TODO: people, on connect, search for opponent.......
+console.log(myIdx + " " + game.players[1-myIdx].sid); //otherwise this is undefined:
+
+
+
         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),
@@ -337,12 +406,15 @@ 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,
@@ -354,27 +426,27 @@ 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 });
     },
   },
 };