X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=ec25588b00ccaa43a341e0da5688b305700a56df;hp=1675c30bc8072aaa97d4d248caf807a6c5f59dcd;hb=1611a25f25911da6a95fc0095b31c4b096a6638e;hpb=658c47bf5843fb0855659f22f7b1c38318c66ce5 diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 1675c30b..ec25588b 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -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 @@ -103,6 +104,7 @@ 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: "", @@ -144,25 +146,20 @@ 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 @@ -180,9 +177,8 @@ export default { this.send("pollclients"); }, 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 +187,15 @@ 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() { @@ -210,10 +213,27 @@ export default { if (this.game.type == "corr") { if (this.game.mycolor) ajax("/chats", "DELETE", {gid: this.game.id}); - // TODO: this.game.chats = [] could be enough here? - this.$set(this.game, "chats", []); + this.game.chats = []; } }, + // Notify turn after a new move (to opponent and me on MyGames page) + notifyTurn: function(sid) { + const player = this.people[sid]; + const colorIdx = this.game.players.findIndex( + p => p.sid == sid || p.id == player.id); + const color = ["w","b"][colorIdx]; + const yourTurn = + ( + color == "w" && + this.game.movesCount % 2 == 0 + ) + || + ( + color == "b" && + this.game.movesCount % 2 == 1 + ); + this.send("turnchange", { target: sid, yourTurn: yourTurn }); + }, socketMessageListener: function(msg) { if (!this.conn) return; const data = JSON.parse(msg.data); @@ -237,6 +257,7 @@ export default { break; case "connect": if (!this.people[data.from]) + // TODO: people array should be init only after identity is known this.$set(this.people, data.from, { name: "", id: 0 }); if (!this.people[data.from].name) { this.newConnect[data.from] = true; //for self multi-connects tests @@ -246,12 +267,25 @@ 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; @@ -267,6 +301,7 @@ export default { break; } case "identity": { + // TODO: init people array here. const user = data.data; if (user.name) { // If I multi-connect, kill current connexion if no mark (I'm older) @@ -632,6 +667,9 @@ export default { }, 1000); }, // Post-process a (potentially partial) move (which was just played in BaseGame) + // TODO?: wait for AJAX return to finish processing a move, + // and for opponent pingback in case of live game : if none received after e.g. 500ms, re-send newmove + // ...and provide move index with newmove event for basic check after receiving processMove: function(move, data) { const moveCol = this.vr.turn; const doProcessMove = () => { @@ -665,6 +703,7 @@ export default { // Update current game object (no need for moves stack): playMove(move, this.vr); this.game.movesCount++; + // TODO: notifyTurn // (add)Time indication: useful in case of lastate infos requested this.game.moves.push({move:move, addTime:addTime}); this.game.fen = this.vr.getFen();