Update TODOs
[vchess.git] / client / src / views / Game.vue
index 758759d..f012c69 100644 (file)
@@ -14,10 +14,10 @@ main
         span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} 
         span(
           v-for="p in Object.values(people)"
-          v-if="!!p.name"
+          v-if="p.name"
         )
           | {{ p.name }} 
-        span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+        span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
           | + @nonymous
       Chat(
         :players="game.players"
@@ -77,6 +77,7 @@ import { processModalClick } from "@/utils/modalClick";
 import { getFullNotation } from "@/utils/notation";
 import { playMove, getFilteredMove } from "@/utils/playUndo";
 import { getScoreMessage } from "@/utils/scoring";
+import { ArrayFun } from "@/utils/array";
 import params from "@/parameters";
 export default {
   name: "my-game",
@@ -89,12 +90,12 @@ export default {
     return {
       st: store.state,
       gameRef: {
-        //given in URL (rid = remote ID)
+        // rid = remote (socket) ID
         id: "",
         rid: ""
       },
       game: {
-        //passed to BaseGame
+        // Passed to BaseGame
         players: [{ name: "" }, { name: "" }],
         chats: [],
         rendered: false
@@ -103,10 +104,18 @@ export default {
       vr: null, //"variant rules" object initialized from FEN
       drawOffer: "",
       people: {}, //players + observers
+      onMygames: [], //opponents (or me) on "MyGames" page
       lastate: undefined, //used if opponent send lastate before game is ready
       repeat: {}, //detect position repetition
       newChat: "",
       conn: null,
+      roomInitialized: false,
+      // If newmove has wrong index: ask fullgame again:
+      fullGamerequested: false,
+      // If asklastate got no reply, ask again:
+      gotLastate: false,
+      // If newmove got no pingback, send again:
+      opponentGotMove: false,
       connexionString: "",
       // Related to (killing of) self multi-connects:
       newConnect: {},
@@ -144,25 +153,20 @@ export default {
       if (!!this.conn && this.conn.readyState == 1)
         // 1 == OPEN state
         callback();
-      else {
+      else
         // Socket not ready yet (initial loading)
         // NOTE: it's important to call callback without arguments,
         // otherwise first arg is Websocket object and loadGame fails.
-        this.conn.onopen = () => {
-          return callback();
-        };
-      }
+        this.conn.onopen = () => callback();
     };
     if (!this.gameRef.rid)
       // Game stored locally or on server
       this.loadGame(null, () => socketInit(this.roomInit));
-    else {
+    else
       // Game stored remotely: need socket to retrieve it
       // NOTE: the callback "roomInit" will be lost, so we don't provide it.
       // --> It will be given when receiving "fullgame" socket event.
-      // A more general approach would be to store it somewhere.
       socketInit(this.loadGame);
-    }
   },
   mounted: function() {
     document
@@ -174,15 +178,19 @@ export default {
   },
   methods: {
     roomInit: function() {
-      // Notify the room only now that I connected, because
-      // messages might be lost otherwise (if game loading is slow)
-      this.send("connect");
-      this.send("pollclients");
+      if (!this.roomInitialized) {
+        // Notify the room only now that I connected, because
+        // messages might be lost otherwise (if game loading is slow)
+        this.send("connect");
+        this.send("pollclients");
+        // We may ask fullgame several times if some moves are lost,
+        // but room should be init only once:
+        this.roomInitialized = true;
+      }
     },
     send: function(code, obj) {
-      if (this.conn) {
+      if (!!this.conn)
         this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
-      }
     },
     isConnected: function(index) {
       const player = this.game.players[index];
@@ -191,8 +199,15 @@ export default {
         return true;
       // Try to find a match in people:
       return (
-        Object.keys(this.people).some(sid => sid == player.sid) ||
-        Object.values(this.people).some(p => p.id == player.uid)
+        (
+          player.sid &&
+          Object.keys(this.people).some(sid => sid == player.sid)
+        )
+        ||
+        (
+          player.uid &&
+          Object.values(this.people).some(p => p.id == player.uid)
+        )
       );
     },
     resetChatColor: function() {
@@ -208,19 +223,35 @@ export default {
     clearChat: function() {
       // Nothing more to do if game is live (chats not recorded)
       if (this.game.type == "corr") {
-        if (this.game.mycolor)
+        if (!!this.game.mycolor)
           ajax("/chats", "DELETE", {gid: this.game.id});
-        // TODO: this.game.chats = [] could be enough here?
-        this.$set(this.game, "chats", []);
+        this.game.chats = [];
       }
     },
+    // Notify turn after a new move (to opponent and me on MyGames page)
+    notifyTurn: function(sid) {
+      const player = this.people[sid];
+      const colorIdx = this.game.players.findIndex(
+        p => p.sid == sid || p.id == player.id);
+      const color = ["w","b"][colorIdx];
+      const yourTurn =
+        (
+          color == "w" &&
+          this.game.movesCount % 2 == 0
+        )
+        ||
+        (
+          color == "b" &&
+          this.game.movesCount % 2 == 1
+        );
+      this.send("turnchange", { target: sid, yourTurn: yourTurn });
+    },
     socketMessageListener: function(msg) {
       if (!this.conn) return;
       const data = JSON.parse(msg.data);
       switch (data.code) {
         case "pollclients":
           data.sockIds.forEach(sid => {
-            this.$set(this.people, sid, { id: 0, name: "" });
             if (sid != this.st.user.sid) {
               this.send("askidentity", { target: sid });
               // Ask potentially missed last state, if opponent and I play
@@ -236,9 +267,7 @@ export default {
           });
           break;
         case "connect":
-          if (!this.people[data.from])
-            this.$set(this.people, data.from, { name: "", id: 0 });
-          if (!this.people[data.from].name) {
+          if (!this.people[data.from]) {
             this.newConnect[data.from] = true; //for self multi-connects tests
             this.send("askidentity", { target: data.from });
           }
@@ -246,17 +275,29 @@ export default {
         case "disconnect":
           this.$delete(this.people, data.from);
           break;
+        case "mconnect": {
+          // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
+          // Either me (another tab) or opponent
+          const sid = data.from;
+          if (!this.onMygames.some(s => s == sid))
+          {
+            this.onMygames.push(sid);
+            this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
+          }
+          break;
+          if (!this.people[sid])
+            this.send("askidentity", { target: sid });
+        }
+        case "mdisconnect":
+          ArrayFun.remove(this.onMygames, sid => sid == data.from);
+          break;
         case "killed":
           // I logged in elsewhere:
-          // TODO: this fails. See https://github.com/websockets/ws/issues/489
-          //this.conn.removeEventListener("message", this.socketMessageListener);
-          //this.conn.removeEventListener("close", this.socketCloseListener);
-          //this.conn.close();
           this.conn = null;
           alert(this.st.tr["New connexion detected: tab now offline"]);
           break;
         case "askidentity": {
-          // Request for identification (TODO: anonymous shouldn't need to reply)
+          // Request for identification
           const me = {
             // Decompose to avoid revealing email
             name: this.st.user.name,
@@ -268,28 +309,20 @@ export default {
         }
         case "identity": {
           const user = data.data;
-          if (user.name) {
-            // If I multi-connect, kill current connexion if no mark (I'm older)
+          this.$set(this.people, user.sid, { name: user.name, id: user.id });
+          // If I multi-connect, kill current connexion if no mark (I'm older)
+          if (this.newConnect[user.sid]) {
             if (
-              this.newConnect[user.sid] &&
               user.id > 0 &&
               user.id == this.st.user.id &&
-              user.sid != this.st.user.sid
+              user.sid != this.st.user.sid &&
+              !this.killed[this.st.user.sid]
             ) {
-              if (!this.killed[this.st.user.sid]) {
                 this.send("killme", { sid: this.st.user.sid });
                 this.killed[this.st.user.sid] = true;
-              }
-            }
-            if (user.sid != this.st.user.sid) {
-              //I already know my identity...
-              this.$set(this.people, user.sid, {
-                id: user.id,
-                name: user.name
-              });
             }
+            delete this.newConnect[user.sid];
           }
-          delete this.newConnect[user.sid];
           break;
         }
         case "askgame":
@@ -353,20 +386,66 @@ export default {
           break;
         case "newmove": {
           const move = data.data;
-          if (move.cancelDrawOffer) {
-            // Opponent refuses draw
-            this.drawOffer = "";
-            // NOTE for corr games: drawOffer reset by player in turn
-            if (this.game.type == "live" && !!this.game.mycolor)
-              GameStorage.update(this.gameRef.id, { drawOffer: "" });
+          if (move.index > this.game.movesCount && !this.fullGameRequested) {
+            // This can only happen if I'm an observer and missed a move:
+            // just ask fullgame again, this is much simpler.
+            (function askIfPeerConnected() {
+              if (!!this.people[this.gameRef.rid])
+                this.send("askfullgame", { target: this.gameRef.rid });
+              else setTimeout(askIfPeerConnected, 1000);
+            })();
+            this.fullGameRequested = true;
+          } else {
+            if (
+              move.index < this.game.movesCount ||
+              this.gotMoveIdx >= move.index
+            ) {
+              // Opponent re-send but we already have the move:
+              // (maybe he didn't receive our pingback...)
+              // TODO: currently, all opponent game tabs will receive this
+              this.send("gotmove", {index: move.index, target: data.from});
+            } else {
+              const receiveMyMove = (
+                !!this.game.mycolor &&
+                move.index == this.game.movesCount
+              );
+              if (!receiveMyMove && !!this.game.mycolor)
+                // Notify opponent that I got the move:
+                this.send("gotmove", {index: move.index, target: data.from});
+              if (move.cancelDrawOffer) {
+                // Opponent refuses draw
+                this.drawOffer = "";
+                // NOTE for corr games: drawOffer reset by player in turn
+                if (
+                  this.game.type == "live" &&
+                  !!this.game.mycolor &&
+                  !receiveMyMove
+                ) {
+                  GameStorage.update(this.gameRef.id, { drawOffer: "" });
+                }
+              }
+              this.$refs["basegame"].play(
+                move.move,
+                "received",
+                null,
+                {
+                  addTime: move.addTime,
+                  receiveMyMove: receiveMyMove
+                }
+              );
+            }
           }
-          this.$refs["basegame"].play(
-            move.move,
-            "received",
-            null,
-            {addTime: move.addTime});
           break;
         }
+        case "gotmove": {
+          this.opponentGotMove = true;
+          break;
+        }
+/// TODO: same strategy for askLastate
+// --> the message could not have been received,
+// or maybe we ddn't receive it back.
+
+
         case "resign":
           const score = data.side == "b" ? "1-0" : "0-1";
           const side = data.side == "w" ? "White" : "Black";
@@ -425,7 +504,7 @@ export default {
         this.gameOver("1/2", message);
       } else if (this.drawOffer == "") {
         // No effect if drawOffer == "sent"
-        if (this.game.mycolor != this.vr.turn) {
+        if (!!this.game.mycolor != this.vr.turn) {
           alert(this.st.tr["Draw offer only in your turn"]);
           return;
         }
@@ -482,8 +561,10 @@ export default {
             if (L >= 1) {
               const gameLastupdate = game.moves[L-1].played;
               game.initime[L % 2] = gameLastupdate;
-              if (L >= 2)
-                game.clocks[L % 2] = Date.now() - gameLastupdate;
+              if (L >= 2) {
+                game.clocks[L % 2] =
+                  tc.mainTime - (Date.now() - gameLastupdate) / 1000;
+              }
             }
           }
           // Sort chat messages from newest to oldest
@@ -568,6 +649,9 @@ export default {
           },
           game,
         );
+        if (this.fullGameRequested)
+          // Second (or more) time the full game is asked:
+          this.fullGameRequested = false;
         this.re_setClocks();
         this.$nextTick(() => {
           this.game.rendered = true;
@@ -576,7 +660,7 @@ export default {
         });
         if (callback) callback();
       };
-      if (game) {
+      if (!!game) {
         afterRetrieval(game);
         return;
       }
@@ -632,13 +716,13 @@ export default {
       const doProcessMove = () => {
         const colorIdx = ["w", "b"].indexOf(moveCol);
         const nextIdx = 1 - colorIdx;
-        if (this.game.mycolor) {
+        if (!!this.game.mycolor && !data.receiveMyMove) {
           // NOTE: 'var' to see that variable outside this block
           var filtered_move = getFilteredMove(move);
         }
         // Send move ("newmove" event) to people in the room (if our turn)
         let addTime = (data && this.game.type == "live") ? data.addTime : 0;
-        if (moveCol == this.game.mycolor) {
+        if (moveCol == this.game.mycolor && !data.receiveMyMove) {
           if (this.drawOffer == "received")
             // I refuse draw
             this.drawOffer = "";
@@ -650,17 +734,20 @@ export default {
           }
           const sendMove = {
             move: filtered_move,
+            index: this.game.movesCount,
             addTime: addTime, //undefined for corr games
-            cancelDrawOffer: this.drawOffer == "",
-            // Players' SID required for /mygames page
-            // TODO: precompute and add this field to game object?
-            players: this.game.players.map(p => p.sid)
+            cancelDrawOffer: this.drawOffer == ""
           };
+          this.opponentGotMove = false;
           this.send("newmove", { data: sendMove });
+
+// TODO: setInterval 500ms to 1s (750?) : if !gotMove (with the right index), re-send
+
         }
         // Update current game object (no need for moves stack):
         playMove(move, this.vr);
         this.game.movesCount++;
+// TODO: notifyTurn: "changeturn" message
         // (add)Time indication: useful in case of lastate infos requested
         this.game.moves.push(this.game.type == "live"
           ? {move:move, addTime:addTime}
@@ -673,16 +760,15 @@ export default {
         this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
         this.re_setClocks();
         // If repetition detected, consider that a draw offer was received:
-        const fenObj = V.ParseFen(this.game.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";
+        const fenObj = this.vr.getFenForRepeat();
+        this.repeat[fenObj] = this.repeat[fenObj] ? this.repeat[fenObj] + 1 : 1;
+        if (this.repeat[fenObj] >= 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.mycolor &&
+          !data.receiveMyMove &&
           (this.game.type == "live" || moveCol == this.game.mycolor)
         ) {
           let drawCode = "";
@@ -721,8 +807,14 @@ export default {
           }
         }
       };
-      if (this.game.type == "corr" && moveCol == this.game.mycolor) {
+      if (
+        this.game.type == "corr" &&
+        moveCol == this.game.mycolor &&
+        !data.receiveMyMove
+      ) {
         setTimeout(() => {
+          // TODO: remplacer cette confirm box par qqch de plus discret
+          // (et de même pour challenge accepté / refusé)
           if (
             !confirm(
               this.st.tr["Move played:"] +