X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;fp=client%2Fsrc%2Fviews%2FGame.vue;h=8c5e7c28af8eb0849d19d3f02e36516500c36bbd;hp=97c106944d57acb7b15c29e9431f4c278431bd55;hb=81b71035639a4204bd7834c9185ea961755af1cf;hpb=e9d5a418a92f560cc6bd01c775a626590177f3d9 diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 97c10694..8c5e7c28 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -231,18 +231,13 @@ export default { conn: null, roomInitialized: false, // If asklastate got no reply, ask again: - gotLastate: false, gotMoveIdx: -1, //last move index received - // If newmove got no pingback, send again: - opponentGotMove: false, + opponentGotMove: false, //used to freeze clock connexionString: "", reopenTimeout: 0, reconnectTimeout: 0, - // Incomplete info games: show move played + // Incomplete info games: show move played: moveNotation: "", - // Intervals from setInterval(): - askLastate: null, - retrySendmove: null, clockUpdate: null, // Related to (killing of) self multi-connects: newConnect: {} @@ -293,8 +288,6 @@ export default { document.removeEventListener('visibilitychange', this.visibilityChange); window.removeEventListener('focus', this.onFocus); window.removeEventListener('blur', this.onBlur); - if (!!this.askLastate) clearInterval(this.askLastate); - if (!!this.retrySendmove) clearInterval(this.retrySendmove); if (!!this.clockUpdate) clearInterval(this.clockUpdate); clearTimeout(this.reopenTimeout); this.send("disconnect"); @@ -338,23 +331,6 @@ export default { //const oppSid = // this.game.players.find(p => p.sid != this.st.user.sid).sid; this.send("asklastate", { target: sid }); - let counter = 1; - this.askLastate = setInterval( - () => { - // Ask at most 3 times: - // if no reply after that there should be a network issue. - if ( - counter < 3 && - !this.gotLastate && - !!this.people[sid] - ) { - this.send("asklastate", { target: sid }); - counter++; - } - else clearInterval(this.askLastate); - }, - 1500 - ); }, atCreation: function() { document.addEventListener('visibilitychange', this.visibilityChange); @@ -393,11 +369,8 @@ export default { this.rematchOffer = ""; this.lastate = undefined; this.roomInitialized = false; - this.gotLastate = false; this.gotMoveIdx = -1; this.opponentGotMove = false; - this.askLastate = null; - this.retrySendmove = null; this.clockUpdate = null; this.newConnect = {}; // 1] Initialize connection @@ -416,7 +389,7 @@ export default { const onOpen = () => { this.reconnectTimeout = 250; const oppSid = this.getOppsid(); - if (!!oppSid) this.requestLastate(oppSid); //in case of + if (!!oppSid) this.send("asklastate", { target: oppSid }); }; this.conn.onopen = onOpen; this.conn.onmessage = this.socketMessageListener; @@ -474,8 +447,13 @@ export default { } }, send: function(code, obj) { - if (!!this.conn && this.conn.readyState == 1) - this.conn.send(JSON.stringify(Object.assign({ code: code }, obj))); + let timeout = 0; + const trySend = () => { + if (!!this.conn && this.conn.readyState == 1) + this.conn.send(JSON.stringify(Object.assign({ code: code }, obj))); + else setTimeout(trySend, timeout = (timeout > 0 ? 2 * timeout : 250)); + } + setTimeout(trySend, timeout); }, isConnected: function(index) { const player = this.game.players[index]; @@ -703,12 +681,11 @@ export default { } // Ask potentially missed last state, if opponent and I play if ( - !this.gotLastate && !!this.game.mycolor && this.game.type == "live" && this.game.players.some(p => p.sid == user.sid) ) { - this.requestLastate(user.sid); + this.send("asklastate", { target: user.sid }); } break; } @@ -768,7 +745,6 @@ export default { // Confirm scenario? Fix? case "lastate": { // Got opponent infos about last move - this.gotLastate = true; this.lastate = data.data; if (this.lastate.movesCount - 1 > this.gotMoveIdx) this.gotMoveIdx = this.lastate.movesCount - 1; @@ -1324,6 +1300,7 @@ export default { ).replace(/(fen:)([^:]*):/g, replaceByDiag); }; let variant = undefined; + // TODO: avoid setInterval() here const trySetVname = setInterval( () => { // this.st.variants might be uninitialized (variant == null) @@ -1552,33 +1529,7 @@ export default { sendMove["clock"] = this.game.clocks[colorIdx]; // (Live) Clocks will re-start when the opponent pingback arrive this.opponentGotMove = false; - this.send("newmove", {data: sendMove}); - // If the opponent doesn't reply gotmove soon enough, re-send move: - // Do this at most 2 times, because more would mean network issues, - // opponent would then be expected to disconnect/reconnect. - let counter = 1; - const currentUrl = document.location.href; - this.retrySendmove = setInterval( - () => { - if ( - counter >= 3 || - this.opponentGotMove || - document.location.href != currentUrl //page change - ) { - clearInterval(this.retrySendmove); - return; - } - const oppsid = this.getOppsid(); - if (!oppsid) - // Opponent is disconnected: he'll ask last state - clearInterval(this.retrySendmove); - else { - this.send("newmove", { data: sendMove, target: oppsid }); - counter++; - } - }, - 1500 - ); + this.send("newmove", { data: sendMove }); } else // Not my move or I'm an observer: just start other player's clock