X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=public%2Fjavascripts%2Fcomponents%2Fgame.js;fp=public%2Fjavascripts%2Fcomponents%2Fgame.js;h=d370d66e72cb38323acf21b07f4e79d508a99264;hp=37cdec193654940872aff8eff47a14202bfb4d40;hb=a3ab5fdb6e9d614f55bb7ecef5887ddb7875df4b;hpb=d337a94cd6d38bb743a8935017d03fe21d4ad324 diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index 37cdec19..d370d66e 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -1,14 +1,15 @@ -// TODO: envoyer juste "light move", sans FEN ni notation ...etc -// TODO: also "observers" prop (human mode only), we should send moves to them too (in a web worker ? webRTC ?) // Game logic on a variant page: 3 modes, analyze, computer or human +// TODO: envoyer juste "light move", sans FEN ni notation ...etc +// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? Vue.component('my-game', { // gameId: to find the game in storage (assumption: it exists) // fen: to start from a FEN without identifiers (analyze mode) - // subMode: "auto" (game comp vs comp) or "corr" (correspondance game) - props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist","queryHash","settings"], + // subMode: "auto" (game comp vs comp) or "corr" (correspondance game), + // or "examine" (after human game: TODO) + props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist", + "queryHash","settings"], data: function() { return { - oppConnected: false, //TODO? // Web worker to play computer moves without freezing interface: compWorker: new Worker('/javascripts/playCompMove.js'), timeStart: undefined, //time when computer starts thinking @@ -16,8 +17,10 @@ Vue.component('my-game', { endgameMessage: "", orientation: "w", lockCompThink: false, //used to avoid some ghost moves - - oppid: "", //opponent ID in case of HH game + myname: user.name, //may be anonymous (thus no name) + opponents: {}, //filled later (potentially 2 or 3 opponents) + drawOfferSent: false, //did I just ask for draw? + people: {}, //observers score: "*", //'*' means 'unfinished' // userColor: given by gameId, or fen in problems mode (if no game Id)... mycolor: "w", @@ -32,24 +35,7 @@ Vue.component('my-game', { // (Security) No effect if a computer move is in progress: if (this.mode == "computer" && this.lockCompThink) return this.$emit("computer-think"); - this.vr = new VariantRules(newFen); - this.moves = []; - this.cursor = -1; - this.fenStart = newFen; - this.score = "*"; - if (this.mode == "analyze") - { - this.mycolor = V.ParseFen(newFen).turn; - this.orientation = "w"; //convention (TODO?!) - } - else if (this.mode == "computer") //only other alternative (HH with gameId) - { - this.mycolor = (Math.random() < 0.5 ? "w" : "b"); - this.orientation = this.mycolor; - this.compWorker.postMessage(["init",newFen]); - if (this.mycolor != "w" || this.subMode == "auto") - this.playComputerMove(); - } + this.newGameFromFen(newFen); }, gameId: function() { this.loadGame(); @@ -73,9 +59,6 @@ Vue.component('my-game', { }, }, // Modal end of game, and then sub-components - // TODO: provide chat parameters (connection, players ID...) - // TODO: controls: abort, clear, resign, draw (avec confirm box) - // TODO: add corrMsg to sent move in case of corr game template: `
@@ -88,7 +71,8 @@ Vue.component('my-game', {
- + GotoBegin +
+ + + +
@@ -132,30 +121,34 @@ Vue.component('my-game', { this.vr = new VariantRules(this.fen); this.fenStart = this.fen; } - // TODO: after game, archive in indexedDB - // TODO: this events listener is central. Refactor ? How ? + // TODO: also handle "draw accepted" (use opponents array?) + // --> must give this info also when sending lastState... + // and, if all players agree then OK draw (end game ...etc) const socketMessageListener = msg => { const data = JSON.parse(msg.data); let L = undefined; switch (data.code) { case "newmove": //..he played! - this.play(data.move, (variant.name!="Dark" ? "animate" : null)); + this.play(data.move, variant.name!="Dark" ? "animate" : null); break; case "pong": //received if we sent a ping (game still alive on our side) if (this.gameId != data.gameId) break; //games IDs don't match: definitely over... this.oppConnected = true; - // Send our "last state" informations to opponent + // Send our "last state" informations to opponent(s) L = this.vr.moves.length; - this.conn.send(JSON.stringify({ - code: "lastate", - oppid: this.oppid, - gameId: this.gameId, - lastMove: (L>0?this.vr.moves[L-1]:undefined), - movesCount: L, - })); + Object.keys(this.opponents).forEach(oid => { + this.conn.send(JSON.stringify({ + code: "lastate", + oppid: oid, + gameId: this.gameId, + lastMove: (L>0?this.vr.moves[L-1]:undefined), + movesCount: L, + })); + }); break; + // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one) case "lastate": //got opponent infos about last move L = this.vr.moves.length; if (this.gameId != data.gameId) @@ -178,7 +171,7 @@ Vue.component('my-game', { // We must tell last move to opponent this.conn.send(JSON.stringify({ code: "lastate", - oppid: this.oppid, + oppid: this.opponent.id, gameId: this.gameId, lastMove: this.vr.moves[L-1], movesCount: L, @@ -193,18 +186,24 @@ Vue.component('my-game', { // TODO: also use (dis)connect info to count online players? case "connect": case "disconnect": - if (this.mode=="human" && this.oppid == data.id) - this.oppConnected = (data.code == "connect"); - if (this.oppConnected && this.score != "*") + if (this.mode=="human") { - // Send our name to the opponent, in case of he hasn't it - this.conn.send(JSON.stringify({ - code:"myname", name:this.myname, oppid: this.oppid})); + const online = (data.code == "connect"); + // If this is an opponent ? + if (!!this.opponents[data.id]) + this.opponents[data.id].online = online; + else + { + // Or an observer ? + if (!online) + delete this.people[data.id]; + else + this.people[data.id] = data.name; + } } break; } }; - const socketCloseListener = () => { this.conn.addEventListener('message', socketMessageListener); this.conn.addEventListener('close', socketCloseListener); @@ -214,8 +213,7 @@ Vue.component('my-game', { this.conn.onmessage = socketMessageListener; this.conn.onclose = socketCloseListener; } - - // Computer moves web worker logic: (TODO: also for observers in HH games) + // Computer moves web worker logic: (TODO: also for observers in HH games ?) this.compWorker.postMessage(["scripts",variant.name]); this.compWorker.onmessage = e => { this.lockCompThink = true; //to avoid some ghost moves @@ -234,16 +232,84 @@ Vue.component('my-game', { }, delay); } }, - // this.conn est une prop, donnée depuis variant.js - //dans variant.js (plutôt room.js) conn gère aussi les challenges - // Puis en webRTC, repenser tout ça. + // dans variant.js (plutôt room.js) conn gère aussi les challenges + // et les chats dans chat.js. Puis en webRTC, repenser tout ça. methods: { + offerDraw: function() { + if (!confirm("Offer draw?")) + return; + // Stay in "draw offer sent" state until next move is played + this.drawOfferSent = true; + if (this.subMode == "corr") + { + // TODO: set drawOffer on in game (how ?) + } + else //live game + { + this.opponents.forEach(o => { + if (!!o.online) + { + try { + this.conn.send(JSON.stringify({code: "draw", oppid: o.id})); + } catch (INVALID_STATE_ERR) { + return; + } + } + }); + } + }, + // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) + receiveDrawOffer: function() { + //if (...) + // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" + // if accept: send message "draw" + }, + abortGame: function() { + if (!confirm("Abort the game?")) + return; + //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, + //send message: "gameOver" avec score "?" + }, + resign: function(e) { + if (!confirm("Resign the game?")) + return; + if (this.mode == "human" && this.oppConnected(this.oppid)) + { + try { + this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); + } catch (INVALID_STATE_ERR) { + return; + } + } + this.endGame(this.mycolor=="w"?"0-1":"1-0"); + }, translate: translate, + newGameFromFen: function(fen) { + this.vr = new VariantRules(fen); + this.moves = []; + this.cursor = -1; + this.fenStart = newFen; + this.score = "*"; + if (this.mode == "analyze") + { + this.mycolor = V.ParseFen(newFen).turn; + this.orientation = this.mycolor; + } + else if (this.mode == "computer") //only other alternative (HH with gameId) + { + this.mycolor = (Math.random() < 0.5 ? "w" : "b"); + this.orientation = this.mycolor; + this.compWorker.postMessage(["init",newFen]); + if (this.mycolor != "w" || this.subMode == "auto") + this.playComputerMove(); + } + }, loadGame: function() { const game = getGameFromStorage(this.gameId); - this.oppid = game.oppid; //opponent ID in case of running HH game + this.opponent.id = game.oppid; //opponent ID in case of running HH game + this.opponent.name = game.oppname; //maye be blank (if anonymous) this.score = game.score; - this.mycolor = game.mycolor || "w"; + this.mycolor = game.mycolor; this.fenStart = game.fenStart; this.moves = game.moves; this.cursor = game.moves.length-1; @@ -317,29 +383,12 @@ Vue.component('my-game', { endGame: function(score) { this.score = score; this.showScoreMsg(score); - this.$emit("game-over", score); if (this.mode == "human") - { localStorage["score"] = score; - if (this.oppConnected) - { - // Send our nickname to opponent - this.conn.send(JSON.stringify({ - code:"myname", name:this.myname, oppid:this.oppid})); - } - } + this.$emit("game-over"); }, - resign: function(e) { - this.getRidOfTooltip(e.currentTarget); - if (this.mode == "human" && this.oppConnected) - { - try { - this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); - } catch (INVALID_STATE_ERR) { - return; //socket is not ready (and not yet reconnected) - } - } - this.endGame(this.mycolor=="w"?"0-1":"1-0"); + oppConnected: function(uid) { + return this.opponents.any(o => o.id == uidi && o.online); }, playComputerMove: function() { this.timeStart = Date.now(); @@ -370,7 +419,7 @@ Vue.component('my-game', { for (let i=0; i= 0 ? this.moves[this.cursor] : undefined); - if (navigate) - this.$children[0].$forceUpdate(); //TODO!? if (this.settings.sound == 2) new Audio("/sounds/undo.mp3").play().catch(err => {}); this.incheck = this.vr.getCheckSquares(this.vr.turn); - if (!navigate && this.mode == "analyze") - this.moves.pop(); if (navigate) - this.$forceUpdate(); //TODO!? + this.$children[0].$forceUpdate(); //TODO!? + else if (this.mode == "analyze") //TODO: can this happen? + this.moves.pop(); }, gotoMove: function(index) { this.vr = new VariantRules(this.moves[index].fen); @@ -485,7 +535,3 @@ Vue.component('my-game', { }, }, }) -//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle" -//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, -//comme sur lichess -//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB