Merge branch 'master' of auder.net:vchess
authorBenjamin Auder <benjamin.auder@somewhere>
Tue, 3 Mar 2020 22:13:19 +0000 (23:13 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Tue, 3 Mar 2020 22:13:19 +0000 (23:13 +0100)
1  2 
client/src/views/Game.vue
client/src/views/Hall.vue

@@@ -77,7 -77,6 +77,7 @@@ import { processModalClick } from "@/ut
  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",
      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
        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: "",
        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
        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];
          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() {
        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.$set(this.game, "chats", []);
 +        this.game.chats = [];
        }
      },
 +    // Notify turn after a new move (to opponent and me on MyGames page)
 +    notifyTurn: function(sid) {
 +      const player = this.people[sid];
 +      const colorIdx = this.game.players.findIndex(
 +        p => p.sid == sid || p.id == player.id);
 +      const color = ["w","b"][colorIdx];
 +      const yourTurn =
 +        (
 +          color == "w" &&
 +          this.game.movesCount % 2 == 0
 +        )
 +        ||
 +        (
 +          color == "b" &&
 +          this.game.movesCount % 2 == 1
 +        );
 +      this.send("turnchange", { target: sid, yourTurn: yourTurn });
 +    },
      socketMessageListener: function(msg) {
        if (!this.conn) return;
        const data = JSON.parse(msg.data);
            break;
          case "connect":
            if (!this.people[data.from])
 +            // TODO: people array should be init only after identity is known
              this.$set(this.people, data.from, { name: "", id: 0 });
            if (!this.people[data.from].name) {
              this.newConnect[data.from] = true; //for self multi-connects tests
          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;
            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)
              move.move,
              "received",
              null,
-             {addTime:move.addTime});
+             {addTime: move.addTime});
            break;
          }
          case "resign":
            data.lastMove.move,
            "received",
            null,
-           {addTime:data.lastMove.addTime, initime:data.initime});
+           {addTime: data.lastMove.addTime, initime: data.initime});
        }
        if (data.drawSent) this.drawOffer = "received";
        if (data.score != "*") {
                game.players[0]
              ];
            }
-           // corr game: need to compute the clocks + initime
            // NOTE: clocks in seconds, initime in milliseconds
-           game.clocks = [tc.mainTime, tc.mainTime];
            game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
            const L = game.moves.length;
            if (game.score == "*") {
              // Set clocks + initime
+             game.clocks = [tc.mainTime, tc.mainTime];
              game.initime = [0, 0];
-             if (L >= 3) {
-               let addTime = [0, 0];
-               for (let i = 2; i < L; i++) {
-                 addTime[i % 2] +=
-                   tc.increment -
-                   (game.moves[i].played - game.moves[i - 1].played) / 1000;
-               }
-               for (let i = 0; i <= 1; i++) game.clocks[i] += addTime[i];
+             if (L >= 1) {
+               const gameLastupdate = game.moves[L-1].played;
+               game.initime[L % 2] = gameLastupdate;
+               if (L >= 2)
+                 game.clocks[L % 2] = Date.now() - gameLastupdate;
              }
-             if (L >= 1) game.initime[L % 2] = game.moves[L - 1].played;
            }
            // Sort chat messages from newest to oldest
            game.chats.sort((c1, c2) => {
        }, 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 = () => {
            var filtered_move = getFilteredMove(move);
          }
          // Send move ("newmove" event) to people in the room (if our turn)
-         let addTime = data ? data.addTime : 0;
+         let addTime = (data && this.game.type == "live") ? data.addTime : 0;
          if (moveCol == this.game.mycolor) {
            if (this.drawOffer == "received")
              // I refuse draw
              this.drawOffer = "";
-           if (this.game.movesCount >= 2) {
+           // 'addTime' is irrelevant for corr games:
+           if (this.game.type == "live" && this.game.movesCount >= 2) {
              const elapsed = Date.now() - this.game.initime[colorIdx];
              // elapsed time is measured in milliseconds
              addTime = this.game.increment - elapsed / 1000;
            }
            const sendMove = {
              move: filtered_move,
-             addTime: addTime,
+             addTime: addTime, //undefined for corr games
              cancelDrawOffer: this.drawOffer == "",
              // Players' SID required for /mygames page
              // TODO: precompute and add this field to game object?
          // 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.moves.push(this.game.type == "live"
+           ? {move:move, addTime:addTime}
+           : move);
          this.game.fen = this.vr.getFen();
-         this.game.clocks[colorIdx] += addTime;
+         if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
+         // In corr games, just reset clock to mainTime:
+         else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
          // data.initime is set only when I receive a "lastate" move from opponent
          this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
          this.re_setClocks();
@@@ -45,14 -45,14 +45,14 @@@ mai
          fieldset
            label(for="cadence") {{ st.tr["Cadence"] }} *
            div#predefinedCadences
-             button(type="button") 5+3
              button(type="button") 15+5
              button(type="button") 45+30
-             button(type="button") 7d+2d
+             button(type="button") 3d
+             button(type="button") 7d
            input#cadence(
              type="text"
              v-model="newchallenge.cadence"
-             placeholder="5+0, 1h+30s, 7d+1d ..."
+             placeholder="5+0, 1h+30s, 5d ..."
            )
          fieldset(v-if="st.user.id > 0")
            label(for="selectPlayers") {{ st.tr["Play with?"] }}
@@@ -486,6 -486,10 +486,6 @@@ export default 
          }
          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;