Left some TODOs, some bugs
[vchess.git] / client / src / views / Game.vue
index 6ea6cdd..ddd5e59 100644 (file)
@@ -5,21 +5,24 @@ main
     #chat.card
       label.modal-close(for="modalChat")
       #participants
-        span {{ Object.keys(people).length }} st.tr["participant(s):"] 
+        span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} 
         span(v-for="p in Object.values(people)" v-if="!!p.name")
           | {{ p.name }} 
         span.anonymous(v-if="Object.values(people).some(p => !p.name)")
           | + @nonymous
       Chat(:players="game.players" :pastChats="game.chats"
-        @newchat-sent="finishSendChat" @newchat-received="processChat")
+        :newChat="newChat" @mychat="processChat")
   .row
     #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+      span.variant-info
+        | {{ st.tr["Variant:"] + " " }}
+        span.vname {{ game.vname }}
       button#chatBtn(onClick="doClick('modalChat')") Chat
       #actions(v-if="game.score=='*'")
         button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
           | {{ st.tr["Draw"] }}
-        button(@click="abortGame") {{ st.tr["Abort"] }}
-        button(@click="resign") {{ st.tr["Resign"] }}
+        button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
+        button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
       #playersInfo
         p
           span.name(:class="{connected: isConnected(0)}")
@@ -42,6 +45,7 @@ import { ppt } from "@/utils/datetime";
 import { extractTime } from "@/utils/timeControl";
 import { ArrayFun } from "@/utils/array";
 import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
 
 export default {
   name: 'my-game',
@@ -64,6 +68,7 @@ export default {
       people: {}, //players + observers
       lastate: undefined, //used if opponent send lastate before game is ready
       repeat: {}, //detect position repetition
+      newChat: "",
     };
   },
   watch: {
@@ -97,10 +102,7 @@ export default {
             this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
         }
         else
-        {
-          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
           this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
-        }
       }, 1000);
     },
   },
@@ -197,20 +199,22 @@ export default {
             return;
           this.$set(this.people, data.user.sid,
             {id: data.user.id, name: data.user.name});
-          // Sending last state only for live games: corr games are complete
-          if (this.game.type == "live" && this.game.oppsid == data.user.sid)
+          // Sending last state only for live games: corr games are complete,
+          // only if I played a move (otherwise opponent has all)
+          if (!!this.game.mycolor && this.game.type == "live"
+            && this.game.oppsid == data.user.sid
+            && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
           {
             // Send our "last state" informations to opponent
             const L = this.game.moves.length;
-            let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
-            if (!!lastMove && this.drawOffer == "sent")
-              lastMove.draw = true;
             this.st.conn.send(JSON.stringify({
               code: "lastate",
               target: data.user.sid,
               state:
               {
-                lastMove: lastMove,
+                lastMove: this.game.moves[L-1],
+                // Since we played a move, only drawOffer=="sent" is possible
+                drawSent: this.drawOffer == "sent",
                 score: this.game.score,
                 movesCount: L,
                 clocks: this.game.clocks,
@@ -220,23 +224,34 @@ export default {
           break;
         }
         case "askgame":
-          // Send current (live) game if not asked by opponent (!)
-          if (this.game.players.some(p => p.sid == data.from))
-            return;
-          const myGame =
+          // Send current (live) game if I play in (not an observer),
+          // and not asked by opponent (!)
+          if (this.game.type == "live"
+            && this.game.players.some(p => p.sid == this.st.user.sid)
+            && this.game.players.every(p => p.sid != data.from))
           {
-            // Minimal game informations:
-            id: this.game.id,
-            players: this.game.players,
-            vid: this.game.vid,
-            timeControl: this.game.timeControl,
-          };
-          this.st.conn.send(JSON.stringify({code:"game",
-            game:myGame, target:data.from}));
+            const myGame =
+            {
+              // Minimal game informations:
+              id: this.game.id,
+              players: this.game.players,
+              vid: this.game.vid,
+              timeControl: this.game.timeControl,
+            };
+            this.st.conn.send(JSON.stringify({code:"game",
+              game:myGame, target:data.from}));
+          }
           break;
         case "newmove":
+          if (!!data.move.cancelDrawOffer) //opponent refuses draw
+            this.drawOffer = "";
           this.$set(this.game, "moveToPlay", data.move);
           break;
+        case "newchat":
+          this.newChat = data.chat;
+          if (!document.getElementById("modalChat").checked)
+            document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+          break;
         case "lastate": //got opponent infos about last move
         {
           this.lastate = data;
@@ -246,13 +261,13 @@ export default {
           break;
         }
         case "resign":
-          this.gameOver(data.side=="b" ? "1-0" : "0-1", this.st.tr["Resign"]);
+          this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
           break;
         case "abort":
-          this.gameOver("?", this.st.tr["Abort"]);
+          this.gameOver("?", "Abort");
           break;
         case "draw":
-          this.gameOver("1/2", this.st.tr[data.message]);
+          this.gameOver("1/2", data.message);
           break;
         case "drawoffer":
           // NOTE: observers don't know who offered draw
@@ -289,19 +304,17 @@ export default {
       if (data.movesCount > L)
       {
         // Just got last move from him
-        this.$set(this.game, "moveToPlay", data.lastMove);
         if (data.score != "*" && this.game.score == "*")
-        {
-          // Opponent resigned or aborted game, or accepted draw offer
-          // (this is not a stalemate or checkmate)
-          this.gameOver(data.score, "Opponent action");
-        }
+          this.gameOver(data.score);
         this.game.clocks = data.clocks; //TODO: check this?
-        if (!!data.lastMove.draw)
+        if (!!data.drawSent)
           this.drawOffer = "received";
+        this.$set(this.game, "moveToPlay", data.lastMove);
       }
     },
     clickDraw: function() {
+      if (!this.game.mycolor)
+        return; //I'm just spectator
       if (["received","threerep"].includes(this.drawOffer))
       {
         if (!confirm(this.st.tr["Accept draw?"]))
@@ -316,10 +329,12 @@ export default {
               message:message, target:sid}));
           }
         });
-        this.gameOver("1/2", this.st.tr[message]);
+        this.gameOver("1/2", message);
       }
       else if (this.drawOffer == "") //no effect if drawOffer == "sent"
       {
+        if (this.game.mycolor != this.vr.turn)
+          return alert(this.st.tr["Draw offer only in your turn"]);
         if (!confirm(this.st.tr["Offer draw?"]))
           return;
         this.drawOffer = "sent";
@@ -327,13 +342,13 @@ export default {
           if (sid != this.st.user.sid)
             this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
         });
-        GameStorage.update(this.gameRef.id, {drawOffer: true});
+        GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
       }
     },
     abortGame: function() {
-      if (!confirm(this.st.tr["Terminate game?"]))
+      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
         return;
-      this.gameOver("?", this.st.tr["Abort"]);
+      this.gameOver("?", "Abort");
       Object.keys(this.people).forEach(sid => {
         if (sid != this.st.user.sid)
         {
@@ -345,7 +360,7 @@ export default {
       });
     },
     resign: function(e) {
-      if (!confirm(this.st.tr["Resign the game?"]))
+      if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
         return;
       Object.keys(this.people).forEach(sid => {
         if (sid != this.st.user.sid)
@@ -354,7 +369,7 @@ export default {
             side:this.game.mycolor, target:sid}));
         }
       });
-      this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", this.st.tr["Resign"]);
+      this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
     },
     // 3 cases for loading a game:
     //  - from indexedDB (running or completed live game I play)
@@ -396,8 +411,6 @@ export default {
             }
             if (L >= 1)
               game.initime[L%2] = game.moves[L-1].played;
-            if (game.drawOffer)
-              this.drawOffer = "received";
           }
           // Now that we used idx and played, re-format moves as for live games
           game.moves = game.moves.map( (m) => {
@@ -432,6 +445,26 @@ export default {
             }
           }
         }
+        if (!!game.drawOffer)
+        {
+          if (game.drawOffer == "t") //three repetitions
+            this.drawOffer = "threerep";
+          else
+          {
+            if (myIdx < 0)
+              this.drawOffer = "received"; //by any of the players
+            else
+            {
+              // I play in this game:
+              if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1))
+                this.drawOffer = "sent";
+              else //all other cases
+                this.drawOffer = "received";
+            }
+          }
+        }
+        if (!!game.scoreMsg)
+          game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
         this.game = Object.assign({},
           game,
           // NOTE: assign mycolor here, since BaseGame could also be VS computer
@@ -445,7 +478,22 @@ export default {
             oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
           }
         );
-        this.repeat = {}; //reset
+        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 (!!this.lastate) //lastate arrived before game was loaded:
           this.processLastate();
         callback();
@@ -484,6 +532,8 @@ export default {
       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];
@@ -498,6 +548,7 @@ export default {
               code: "newmove",
               target: sid,
               move: sendMove,
+              cancelDrawOffer: this.drawOffer=="",
             }));
           }
         });
@@ -505,11 +556,41 @@ export default {
       else
         addTime = move.addTime; //supposed transmitted
       const nextIdx = ["w","b"].indexOf(this.vr.turn);
+      // Update current game object:
+      this.game.moves.push(move);
+      this.game.fen = move.fen;
+      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+      this.game.initime[nextIdx] = Date.now();
+      // 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,
@@ -519,8 +600,9 @@ export default {
             {
               squares: filtered_move,
               played: Date.now(), //TODO: on server?
-              idx: this.game.moves.length,
+              idx: this.game.moves.length - 1,
             },
+            drawOffer: drawCode,
           });
         }
         else //live
@@ -529,48 +611,28 @@ export default {
           {
             fen: move.fen,
             move: filtered_move,
-            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]),
+            clocks: this.game.clocks,
+            initime: this.game.initime,
+            drawOffer: drawCode,
           });
         }
       }
-      // Also update current game object:
-      this.game.moves.push(move);
-      this.game.fen = move.fen;
-      //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
-      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
-      this.game.initime[nextIdx] = Date.now();
-      // 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";
     },
     resetChatColor: function() {
       // TODO: this is called twice, once on opening an once on closing
       document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
     },
-    finishSendChat: function(chat) {
+    processChat: function(chat) {
+      this.st.conn.send(JSON.stringify({code:"newchat", chat: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});
     },
-    processChat: function() {
-      if (!document.getElementById("modalChat").checked)
-        document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
-    },
     gameOver: function(score, scoreMsg) {
       this.game.score = score;
-      this.game.scoreMsg = scoreMsg;
+      this.game.scoreMsg = this.st.tr[(!!scoreMsg
+        ? scoreMsg
+        : getScoreMessage(score))];
       const myIdx = this.game.players.findIndex(p => {
         return p.sid == this.st.user.sid || p.uid == this.st.user.id;
       });
@@ -607,7 +669,6 @@ export default {
   margin-top: 10px
   button
     display: inline-block
-    width: 33%
     margin: 0
 
 @media screen and (max-width: 767px)
@@ -617,6 +678,11 @@ export default {
   #aboveBoard
     margin-left: 30%
 
+.variant-info
+  padding-right: 10px
+  .vname
+    font-weight: bold
+
 .name
   font-size: 1.5rem
   padding: 1px