X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=1071ece83f0f9fce229bcddd8801fb5ece0e5573;hp=8c5e7c28af8eb0849d19d3f02e36516500c36bbd;hb=bae751bc6bc548791772c3ff5883a03deeb77264;hpb=7a0c1b7e33a346195caebfdfa6489e7c6d0457e6 diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 8c5e7c28..1071ece8 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -231,13 +231,17 @@ export default { conn: null, roomInitialized: false, // If asklastate got no reply, ask again: + gotLastate: false, gotMoveIdx: -1, //last move index received - opponentGotMove: false, //used to freeze clock + // If newmove got no pingback, send again: + opponentGotMove: false, connexionString: "", - reopenTimeout: 0, - reconnectTimeout: 0, - // Incomplete info games: show move played: + socketCloseListener: 0, + // Incomplete info games: show move played moveNotation: "", + // Intervals from setInterval(): + askLastate: null, + retrySendmove: null, clockUpdate: null, // Related to (killing of) self multi-connects: newConnect: {} @@ -285,11 +289,14 @@ export default { }, methods: { cleanBeforeDestroy: function() { + clearInterval(this.socketCloseListener); 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.conn.removeEventListener("message", this.socketMessageListener); this.send("disconnect"); this.conn = null; }, @@ -331,6 +338,23 @@ 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); @@ -369,8 +393,11 @@ 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 @@ -382,41 +409,30 @@ export default { "&page=" + // Discard potential "/?next=[...]" for page indication: encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]); - this.openConnection(); - }, - openConnection: function() { this.conn = new WebSocket(this.connexionString); - const onOpen = () => { - this.reconnectTimeout = 250; - const oppSid = this.getOppsid(); - if (!!oppSid) this.send("asklastate", { target: oppSid }); - }; - this.conn.onopen = onOpen; - this.conn.onmessage = this.socketMessageListener; - const closeConnection = () => { - this.reopenTimeout = setTimeout( - () => { - this.openConnection(); - this.reconnectTimeout = Math.min(2*this.reconnectTimeout, 30000); - }, - this.reconnectTimeout - ); - }; - this.conn.onerror = closeConnection; - this.conn.onclose = closeConnection; + this.conn.addEventListener("message", this.socketMessageListener); + this.socketCloseListener = setInterval( + () => { + if (this.conn.readyState == 3) { + this.conn.removeEventListener( + "message", this.socketMessageListener); + this.conn = new WebSocket(this.connexionString); + this.conn.addEventListener("message", this.socketMessageListener); + const oppSid = this.getOppsid(); + if (!!oppSid) this.requestLastate(oppSid); //in case of + } + }, + 1000 + ); // Socket init required before loading remote game: const socketInit = callback => { if (this.conn.readyState == 1) // 1 == OPEN state callback(); - else { + else // Socket not ready yet (initial loading) // NOTE: first arg is Websocket object, unused here: - this.conn.onopen = () => { - onOpen(); - callback(); - }; - } + this.conn.onopen = () => callback(); }; this.fetchGame((game) => { if (!!game) { @@ -447,13 +463,8 @@ export default { } }, send: function(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); + if (!!this.conn && this.conn.readyState == 1) + this.conn.send(JSON.stringify(Object.assign({ code: code }, obj))); }, isConnected: function(index) { const player = this.game.players[index]; @@ -681,11 +692,12 @@ 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.send("asklastate", { target: user.sid }); + this.requestLastate(user.sid); } break; } @@ -745,6 +757,7 @@ 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; @@ -1300,7 +1313,6 @@ export default { ).replace(/(fen:)([^:]*):/g, replaceByDiag); }; let variant = undefined; - // TODO: avoid setInterval() here const trySetVname = setInterval( () => { // this.st.variants might be uninitialized (variant == null) @@ -1529,7 +1541,33 @@ 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 }); + 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 + ); } else // Not my move or I'm an observer: just start other player's clock