X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=9bca38ee472e380ec08e751c0f2fb25c42c3b0ca;hp=fbdf4e635ec503faa464e88f2f43cbb61d1e7197;hb=57eb158fe8e37daaae11685df846003cda4aba19;hpb=5db58b8012d88285a0cb7b513e59469504b5676e diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index fbdf4e63..9bca38ee 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -51,11 +51,23 @@ main p span.name(:class="{connected: isConnected(0)}") | {{ game.players[0].name || "@nonymous" }} - span.time(v-if="game.score=='*'") {{ virtualClocks[0] }} + span.time( + v-if="game.score=='*'" + :class="{yourturn: !!vr && vr.turn == 'w'}" + ) + span.time-left {{ virtualClocks[0][0] }} + span.time-separator(v-if="!!virtualClocks[0][1]") : + span.time-right(v-if="!!virtualClocks[0][1]") {{ virtualClocks[0][1] }} span.split-names - span.name(:class="{connected: isConnected(1)}") | {{ game.players[1].name || "@nonymous" }} - span.time(v-if="game.score=='*'") {{ virtualClocks[1] }} + span.time( + v-if="game.score=='*'" + :class="{yourturn: !!vr && vr.turn == 'b'}" + ) + span.time-left {{ virtualClocks[1][0] }} + span.time-separator(v-if="!!virtualClocks[1][1]") : + span.time-right(v-if="!!virtualClocks[1][1]") {{ virtualClocks[1][1] }} BaseGame( ref="basegame" :game="game" @@ -100,7 +112,7 @@ export default { chats: [], rendered: false }, - virtualClocks: [0, 0], //initialized with true game.clocks + virtualClocks: [[0,0], [0,0]], //initialized with true game.clocks vr: null, //"variant rules" object initialized from FEN drawOffer: "", people: {}, //players + observers @@ -111,6 +123,7 @@ export default { conn: null, roomInitialized: false, // If newmove has wrong index: ask fullgame again: + askGameTime: 0, gameIsLoading: false, // If asklastate got no reply, ask again: gotLastate: false, @@ -243,19 +256,26 @@ export default { }, askGameAgain: function() { this.gameIsLoading = true; - if (!this.gameRef.rid) - // This is my game: just reload. - this.loadGame(); - else { - // Just ask fullgame again (once!), this is much simpler. - // If this fails, the user could just reload page :/ - let self = this; - (function askIfPeerConnected() { - if (!!self.people[self.gameRef.rid]) - self.send("askfullgame", { target: self.gameRef.rid }); - else setTimeout(askIfPeerConnected, 1000); - })(); - } + const doAskGame = () => { + if (!this.gameRef.rid) + // This is my game: just reload. + this.loadGame(); + else { + // Just ask fullgame again (once!), this is much simpler. + // If this fails, the user could just reload page :/ + let self = this; + (function askIfPeerConnected() { + if (!!self.people[self.gameRef.rid]) + self.send("askfullgame", { target: self.gameRef.rid }); + else setTimeout(askIfPeerConnected, 1000); + })(); + } + }; + // Delay of at least 2s between two game requests + const now = Date.now(); + const delay = Math.max(2000 - (now - this.askGameTime), 0); + this.askGameTime = now; + setTimeout(doAskGame, delay); }, socketMessageListener: function(msg) { if (!this.conn) return; @@ -341,7 +361,7 @@ export default { if (!self.gotLastate && !!self.people[user.sid]) askLastate(); }, - 750 + 1000 ); })(); } @@ -415,7 +435,8 @@ export default { const movesCount = this.game.moves.length; if (movePlus.index > movesCount) { // This can only happen if I'm an observer and missed a move. - this.gotMoveIdx = movePlus.index; + if (this.gotMoveIdx < movePlus.index) + this.gotMoveIdx = movePlus.index; if (!this.gameIsLoading) this.askGameAgain(); } else { @@ -444,10 +465,9 @@ export default { GameStorage.update(this.gameRef.id, { drawOffer: "" }); } } - this.$refs["basegame"].play( + this.$refs["basegame"].play(movePlus.move, "received", null, true); + this.processMove( movePlus.move, - "received", - null, { addTime: movePlus.addTime, receiveMyMove: receiveMyMove @@ -667,7 +687,7 @@ export default { ); if (this.gameIsLoading) // Re-load game because we missed some moves: - // artificially reset BaseGame (required if moves arrive too quickly) + // artificially reset BaseGame (required if moves arrived in wrong order) this.$refs["basegame"].re_setVariables(); this.re_setClocks(); this.$nextTick(() => { @@ -699,7 +719,7 @@ export default { re_setClocks: function() { if (this.game.moves.length < 2 || this.game.score != "*") { // 1st move not completed yet, or game over: freeze time - this.virtualClocks = this.game.clocks.map(s => ppt(s)); + this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':')); return; } const currentTurn = this.vr.turn; @@ -711,7 +731,7 @@ export default { this.virtualClocks = [0, 1].map(i => { const removeTime = i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0; - return ppt(this.game.clocks[i] - removeTime); + return ppt(this.game.clocks[i] - removeTime).split(':'); }); let clockUpdate = setInterval(() => { if ( @@ -729,11 +749,11 @@ export default { this.$set( this.virtualClocks, colorIdx, - ppt(Math.max(0, --countdown)) + ppt(Math.max(0, --countdown)).split(':') ); }, 1000); }, - // Post-process a (potentially partial) move (which was just played in BaseGame) + // Update variables and storage after a move: processMove: function(move, data) { if (!data) data = {}; const moveCol = this.vr.turn; @@ -809,15 +829,21 @@ export default { drawOffer: drawCode || "n" }); } - else if (!document.hidden) { - // Live game: consider only the active tab - GameStorage.update(this.gameRef.id, { - fen: this.game.fen, - move: filtered_move, - clocks: this.game.clocks, - initime: this.game.initime, - drawOffer: drawCode - }); + else { + const updateStorage = () => { + GameStorage.update(this.gameRef.id, { + fen: this.game.fen, + move: filtered_move, + moveIdx: origMovescount, + clocks: this.game.clocks, + initime: this.game.initime, + drawOffer: drawCode + }); + }; + // The active tab can update storage immediately + if (!document.hidden) updateStorage(); + // Small random delay otherwise + else setTimeout(updateStorage, 500 + 1000 * Math.random()); } } // Send move ("newmove" event) to people in the room (if our turn) @@ -833,22 +859,25 @@ export default { this.opponentGotMove = false; this.send("newmove", {data: sendMove}); // If the opponent doesn't reply gotmove soon enough, re-send move: - let retrySendmove = setInterval( () => { - if (this.opponentGotMove) { - clearInterval(retrySendmove); - return; - } - let oppsid = this.game.players[nextIdx].sid; - if (!oppsid) { - oppsid = Object.keys(this.people).find( - sid => this.people[sid].id == this.game.players[nextIdx].uid - ); - } - if (!oppsid || !this.people[oppsid]) - // Opponent is disconnected: he'll ask last state - clearInterval(retrySendmove); - else this.send("newmove", {data: sendMove, target: oppsid}); - }, 750); + let retrySendmove = setInterval( + () => { + if (this.opponentGotMove) { + clearInterval(retrySendmove); + return; + } + let oppsid = this.game.players[nextIdx].sid; + if (!oppsid) { + oppsid = Object.keys(this.people).find( + sid => this.people[sid].id == this.game.players[nextIdx].uid + ); + } + if (!oppsid || !this.people[oppsid]) + // Opponent is disconnected: he'll ask last state + clearInterval(retrySendmove); + else this.send("newmove", {data: sendMove, target: oppsid}); + }, + 1000 + ); } }; if ( @@ -939,14 +968,29 @@ export default { font-weight: bold padding-right: 10px -.name +span.name font-size: 1.5rem - padding: 1px + padding: 0 3px -.time +span.time font-size: 2rem display: inline-block - margin-left: 10px + .time-left + margin-left: 10px + .time-right + margin-left: 5px + .time-separator + margin-left: 5px + position: relative + top: -1px + +span.yourturn + color: #831B1B + .time-separator + animation: blink-animation 2s steps(3, start) infinite +@keyframes blink-animation + to + visibility: hidden .split-names display: inline-block