Refactoring: BaseGame, Game, ComputerGame (ProblemGame?)
authorBenjamin Auder <benjamin.auder@somewhere>
Fri, 29 Mar 2019 18:15:21 +0000 (19:15 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Fri, 29 Mar 2019 18:15:21 +0000 (19:15 +0100)
client/src/components/BaseGame.vue [new file with mode: 0644]
client/src/components/Board.vue
client/src/components/ComputerGame.vue [new file with mode: 0644]
client/src/components/Game.vue [deleted file]
client/src/views/Game.vue
client/src/views/Hall.vue
client/src/views/Rules.vue

diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue
new file mode 100644 (file)
index 0000000..ceadcd3
--- /dev/null
@@ -0,0 +1,257 @@
+<template lang="pug">
+.row
+  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+    input#modalEog.modal(type="checkbox")
+    div(role="dialog" aria-labelledby="eogMessage")
+      .card.smallpad.small-modal.text-center
+        label.modal-close(for="modalEog")
+        h3#eogMessage.section {{ endgameMessage }}
+    Board(:vr="vr" :last-move="lastMove" :analyze="analyze" :user-color="mycolor"
+      :orientation="orientation" :vname="variant.name" @play-move="play")
+    .button-group
+      button(@click="play") Play
+      button(@click="undo") Undo
+      button(@click="flip") Flip
+      button(@click="gotoBegin") GotoBegin
+      button(@click="gotoEnd") GotoEnd
+    #fenDiv.section-content(v-if="showFen && !!vr")
+      p#fenString.text-center {{ vr.getFen() }}
+    #pgnDiv.section-content
+      a#download(href="#")
+      .button-group
+        button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
+        button Import game
+    //MoveList(v-if="showMoves"
+      :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+</template>
+
+<script>
+import Board from "@/components/Board.vue";
+//import MoveList from "@/components/MoveList.vue";
+import { store } from "@/store";
+import { getSquareId } from "@/utils/squareId";
+
+export default {
+  name: 'my-base-game',
+  components: {
+    Board,
+    //MoveList,
+  },
+  props: ["variant","analyze","players"],
+  data: function() {
+    return {
+      st: store.state,
+      vr: null, //VariantRules object, describing the game state + rules
+      endgameMessage: "",
+      orientation: "w",
+      score: "*", //'*' means 'unfinished'
+      // userColor: given by gameId, or fen in problems mode (if no game Id)...
+      mycolor: "w",
+      fenStart: "",
+      moves: [], //all moves played in current game
+      cursor: -1, //index of the move just played
+      lastMove: null,
+    };
+  },
+  computed: {
+    showMoves: function() {
+      return true;
+      //return window.innerWidth >= 768;
+    },
+    showFen: function() {
+      return this.variant.name != "Dark" || this.score != "*";
+    },
+  },
+  methods: {
+    setEndgameMessage: function(score) {
+      let eogMessage = "Undefined";
+      switch (score)
+      {
+        case "1-0":
+          eogMessage = translations["White win"];
+          break;
+        case "0-1":
+          eogMessage = translations["Black win"];
+          break;
+        case "1/2":
+          eogMessage = translations["Draw"];
+          break;
+        case "?":
+          eogMessage = "Unfinished";
+          break;
+      }
+      this.endgameMessage = eogMessage;
+    },
+    download: function() {
+      const content = this.getPgn();
+      // Prepare and trigger download link
+      let downloadAnchor = document.getElementById("download");
+      downloadAnchor.setAttribute("download", "game.pgn");
+      downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
+      downloadAnchor.click();
+    },
+    getPgn: function() {
+      let pgn = "";
+      pgn += '[Site "vchess.club"]\n';
+      pgn += '[Variant "' + this.variant.name + '"]\n';
+      pgn += '[Date "' + getDate(new Date()) + '"]\n';
+      pgn += '[White "' + this.players[0] + '"]\n';
+      pgn += '[Black "' + this.players[1] + '"]\n';
+      pgn += '[Fen "' + this.fenStart + '"]\n';
+      pgn += '[Result "' + this.score + '"]\n\n';
+      let counter = 1;
+      let i = 0;
+      while (i < this.moves.length)
+      {
+        pgn += (counter++) + ".";
+        for (let color of ["w","b"])
+        {
+          let move = "";
+          while (i < this.moves.length && this.moves[i].color == color)
+            move += this.moves[i++].notation[0] + ",";
+          move = move.slice(0,-1); //remove last comma
+          pgn += move + (i < this.moves.length-1 ? " " : "");
+        }
+      }
+      return pgn + "\n";
+    },
+    showScoreMsg: function(score) {
+      this.setEndgameMessage(score);
+      let modalBox = document.getElementById("modal-eog");
+      modalBox.checked = true;
+      setTimeout(() => { modalBox.checked = false; }, 2000);
+    },
+    endGame: function(score) {
+      this.score = score;
+      this.showScoreMsg(score);
+      this.$emit("game-over");
+    },
+    animateMove: function(move) {
+      let startSquare = document.getElementById(getSquareId(move.start));
+      let endSquare = document.getElementById(getSquareId(move.end));
+      let rectStart = startSquare.getBoundingClientRect();
+      let rectEnd = endSquare.getBoundingClientRect();
+      let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
+      let movingPiece =
+        document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+      // HACK for animation (with positive translate, image slides "under background")
+      // Possible improvement: just alter squares on the piece's way...
+      const squares = document.getElementsByClassName("board");
+      for (let i=0; i<squares.length; i++)
+      {
+        let square = squares.item(i);
+        if (square.id != getSquareId(move.start))
+          square.style.zIndex = "-1";
+      }
+      movingPiece.style.transform = "translate(" + translation.x + "px," +
+        translation.y + "px)";
+      movingPiece.style.transitionDuration = "0.2s";
+      movingPiece.style.zIndex = "3000";
+      setTimeout( () => {
+        for (let i=0; i<squares.length; i++)
+          squares.item(i).style.zIndex = "auto";
+        movingPiece.style = {}; //required e.g. for 0-0 with KR swap
+        this.play(move);
+      }, 250);
+    },
+    play: function(move, programmatic) {
+      let navigate = !move;
+      // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+      // (except if we receive opponent's move, human or computer)
+      if (!navigate && !this.analyze && !programmatic
+        && this.cursor < this.moves.length-1)
+      {
+        return;
+      }
+      if (navigate)
+      {
+        if (this.cursor == this.moves.length-1)
+          return; //no more moves
+        move = this.moves[this.cursor+1];
+      }
+      if (!!programmatic) //computer or (remote) human opponent
+      {
+        if (this.cursor < this.moves.length-1)
+          this.gotoEnd(); //required to play the move
+        return this.animateMove(move);
+      }
+      // Not programmatic, or animation is over
+      if (!move.notation)
+        move.notation = this.vr.getNotation(move);
+      if (!move.color)
+        move.color = this.vr.turn;
+      this.vr.play(move);
+      this.cursor++;
+      this.lastMove = move;
+      if (!move.fen)
+        move.fen = this.vr.getFen();
+      if (this.st.settings.sound == 2)
+        new Audio("/sounds/move.mp3").play().catch(err => {});
+      // Send the move to web worker (including his own moves)
+      this.compWorker.postMessage(["newmove",move]);
+      if (!navigate && (this.score == "*" || this.analyze))
+      {
+        // Stack move on movesList at current cursor
+        if (this.cursor == this.moves.length)
+          this.moves.push(move);
+        else
+          this.moves = this.moves.slice(0,this.cursor).concat([move]);
+      }
+      // Is opponent in check?
+      this.incheck = this.vr.getCheckSquares(this.vr.turn);
+      const score = this.vr.getCurrentScore();
+      if (score != "*")
+      {
+        if (!this.analyze)
+          this.endGame(score);
+        else //just show score on screen (allow undo)
+          this.showScoreMsg(score);
+      }
+      // subTurn condition for Marseille (and Avalanche) rules
+      else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
+        && (this.subMode == "auto" || this.vr.turn != this.mycolor))
+      {
+        this.playComputerMove();
+      }
+      // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
+      //if (navigate)
+      //  this.$children[0].$forceUpdate(); //TODO!?
+    },
+    undo: function(move) {
+      let navigate = !move;
+      if (navigate)
+      {
+        if (this.cursor < 0)
+          return; //no more moves
+        move = this.moves[this.cursor];
+      }
+      this.vr.undo(move);
+      this.cursor--;
+      this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
+      if (this.st.settings.sound == 2)
+        new Audio("/sounds/undo.mp3").play().catch(err => {});
+      this.incheck = this.vr.getCheckSquares(this.vr.turn);
+      if (navigate)
+        this.$children[0].$forceUpdate(); //TODO!?
+      else if (this.analyze) //TODO: can this happen?
+        this.moves.pop();
+    },
+    gotoMove: function(index) {
+      this.vr = new V(this.moves[index].fen);
+      this.cursor = index;
+      this.lastMove = this.moves[index];
+    },
+    gotoBegin: function() {
+      this.vr = new V(this.fenStart);
+      this.cursor = -1;
+      this.lastMove = null;
+    },
+    gotoEnd: function() {
+      this.gotoMove(this.moves.length-1);
+    },
+    flip: function() {
+      this.orientation = V.GetNextCol(this.orientation);
+    },
+  },
+};
+</script>
index 8392cfe..8b1055b 100644 (file)
@@ -11,9 +11,8 @@ export default {
   name: 'my-board',
   // Last move cannot be guessed from here, and is required to highlight squares
   // vr: object to check moves, print board...
   name: 'my-board',
   // Last move cannot be guessed from here, and is required to highlight squares
   // vr: object to check moves, print board...
-  // mode: HH, HC or analyze
   // userColor: for mode HH or HC
   // userColor: for mode HH or HC
-  props: ["vr","lastMove","mode","orientation","userColor","vname"],
+  props: ["vr","lastMove","analyze","orientation","userColor","vname"],
   data: function () {
     return {
       hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
   data: function () {
     return {
       hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
@@ -100,7 +99,7 @@ export default {
             let cj = (this.orientation=='w' ? j : sizeY-j-1);
             let elems = [];
             if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
             let cj = (this.orientation=='w' ? j : sizeY-j-1);
             let elems = [];
             if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
-              || this.gameOver || this.mode == "analyze"
+              || this.gameOver || this.analyze
               || this.vr.enlightened[this.userColor][ci][cj]))
             {
               elems.push(
               || this.vr.enlightened[this.userColor][ci][cj]))
             {
               elems.push(
@@ -146,8 +145,7 @@ export default {
                   'dark-square': (i+j)%2==1,
                   [this.bcolor]: true,
                   'in-shadow': this.vname=="Dark" && !this.gameOver
                   'dark-square': (i+j)%2==1,
                   [this.bcolor]: true,
                   'in-shadow': this.vname=="Dark" && !this.gameOver
-                    && this.mode != "analyze"
-                    && !this.vr.enlightened[this.userColor][ci][cj],
+                    && !this.analyze && !this.vr.enlightened[this.userColor][ci][cj],
                   'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
                   'incheck': showLight && incheckSq[ci][cj],
                 },
                   'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
                   'incheck': showLight && incheckSq[ci][cj],
                 },
@@ -293,9 +291,7 @@ export default {
         this.selectedPiece.style.zIndex = 3000;
         const startSquare = getSquareFromId(e.target.parentNode.id);
         this.possibleMoves = [];
         this.selectedPiece.style.zIndex = 3000;
         const startSquare = getSquareFromId(e.target.parentNode.id);
         this.possibleMoves = [];
-        const color = this.mode=="analyze" || this.gameOver
-          ? this.vr.turn
-          : this.userColor;
+        const color = (this.analyze || this.gameOver ? this.vr.turn : this.userColor);
         if (this.vr.canIplay(color,startSquare))
           this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
         // Next line add moving piece just after current image
         if (this.vr.canIplay(color,startSquare))
           this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
         // Next line add moving piece just after current image
diff --git a/client/src/components/ComputerGame.vue b/client/src/components/ComputerGame.vue
new file mode 100644 (file)
index 0000000..a15686f
--- /dev/null
@@ -0,0 +1,103 @@
+<template lang="pug">
+.row
+  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+    BaseGame(:variant="variant.name" :analyze="analyze" : players="players")
+</template>
+
+<script>
+import BaseGame from "@/components/BaseGame.vue";
+import { store } from "@/store";
+import Worker from 'worker-loader!@/playCompMove';
+
+export default {
+  name: 'my-computer-game',
+  components: {
+    BaseGame,
+  },
+  // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
+  props: ["fen","mode","variant"],
+  data: function() {
+    return {
+      st: store.state,
+      // Web worker to play computer moves without freezing interface:
+      timeStart: undefined, //time when computer starts thinking
+      lockCompThink: false, //to avoid some ghost moves
+      fenStart: "",
+      compWorker: null,
+
+//TODO: players ? Computed?
+
+    };
+  },
+  computed: {
+    analyze: function() {
+      return this.mode == "analyze";
+    },
+  },
+  watch: {
+    fen: function() {
+      // (Security) No effect if a computer move is in progress:
+      if (this.lockCompThink)
+        return this.$emit("computer-think");
+      this.launchGame();
+    },
+  },
+  // Modal end of game, and then sub-components
+  created: function() {
+    if (!!this.fen)
+      this.launchGame();
+    // Computer moves web worker logic: (TODO: also for observers in HH games ?)
+    this.compWorker = new Worker(); //'/javascripts/playCompMove.js'),
+    this.compWorker.onmessage = e => {
+      this.lockCompThink = true; //to avoid some ghost moves
+      let compMove = e.data;
+      if (!Array.isArray(compMove))
+        compMove = [compMove]; //to deal with MarseilleRules
+      // Small delay for the bot to appear "more human"
+      const delay = Math.max(500-(Date.now()-this.timeStart), 0);
+      setTimeout(() => {
+        const animate = this.variant.name != "Dark";
+        this.play(compMove[0], animate);
+        if (compMove.length == 2)
+          setTimeout( () => { this.play(compMove[1], animate); }, 750);
+        else //250 == length of animation (TODO: should be a constant somewhere)
+          setTimeout( () => this.lockCompThink = false, 250);
+      }, delay);
+    }
+  },
+  // dans variant.js (plutôt room.js) conn gère aussi les challenges
+  // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
+  methods: {
+    launchGame: async function() {
+      const vModule = await import("@/variants/" + this.variant.name + ".js");
+      window.V = vModule.VariantRules;
+      this.compWorker.postMessage(["scripts",this.variant.name]);
+      this.newGameFromFen(this.fen);
+    },
+    newGameFromFen: function(fen) {
+      this.vr = new V(fen);
+      this.moves = [];
+      this.cursor = -1;
+      this.fenStart = fen;
+      this.score = "*";
+      if (this.mode == "analyze")
+      {
+        this.mycolor = V.ParseFen(fen).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",fen]);
+        if (this.mycolor != "w" || this.subMode == "auto")
+          this.playComputerMove();
+      }
+    },
+    playComputerMove: function() {
+      this.timeStart = Date.now();
+      this.compWorker.postMessage(["askmove"]);
+    },
+  },
+};
+</script>
diff --git a/client/src/components/Game.vue b/client/src/components/Game.vue
deleted file mode 100644 (file)
index 2a74a07..0000000
+++ /dev/null
@@ -1,543 +0,0 @@
-<template lang="pug">
-.row
-  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-    input#modalEog.modal(type="checkbox")
-    div(role="dialog" aria-labelledby="eogMessage")
-      .card.smallpad.small-modal.text-center
-        label.modal-close(for="modalEog")
-        h3#eogMessage.section {{ endgameMessage }}
-    //Chat(:opponents="opponents" :people="people")
-    Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor"
-      :orientation="orientation" :vname="variant.name" @play-move="play")
-    .button-group
-      button(@click="() => play()") Play
-      button(@click="() => undo()") Undo
-      button(@click="flip") Flip
-      button(@click="gotoBegin") GotoBegin
-      button(@click="gotoEnd") GotoEnd
-    .button-group(v-if="mode=='human'")
-      button(@click="offerDraw") Draw
-      button(@click="abortGame") Abort
-      button(@click="resign") Resign
-    div(v-if="mode=='human' && subMode=='corr'")
-      textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
-      div(v-show="cursor>=0") {{ moves[cursor].message }}
-    .section-content(v-if="showFen && !!vr" id="fen-div")
-      p#fenString.text-center {{ vr.getFen() }}
-    #pgnDiv.section-content
-      a#download(href="#")
-      .button-group
-        button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
-        button Import game
-    //MoveList(v-if="showMoves"
-      :moves="moves" :cursor="cursor" @goto-move="gotoMove")
-</template>
-
-<script>
-// 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 ?
-//      onClick :: ask full game to remote player, and register as an observer in game
-//      (use gameId to communicate)
-//      on landing on game :: if gameId not found locally, check remotely
-//      ==> il manque un param dans game : "remoteId"
-// TODO: import store, st
-import Board from "@/components/Board.vue";
-//import Chat from "@/components/Chat.vue";
-//import MoveList from "@/components/MoveList.vue";
-import { store } from "@/store";
-
-import { getSquareId } from "@/utils/squareId";
-
-import Worker from 'worker-loader!@/playCompMove';
-
-export default {
-  name: 'my-game',
-  components: {
-    Board,
-  },
-  // 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),
-  // or "examine" (after human game: TODO)
-  // gameRef in URL hash (listen for changes)
-  props: ["gidOrFen","mode","subMode","variant"],
-  data: function() {
-    return {
-      st: store.state,
-      // Web worker to play computer moves without freezing interface:
-      timeStart: undefined, //time when computer starts thinking
-      vr: null, //VariantRules object, describing the game state + rules
-      endgameMessage: "",
-      orientation: "w",
-      lockCompThink: false, //to avoid some ghost moves
-      myname: store.state.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",
-      fenStart: "",
-      moves: [], //all moves played in current game
-      cursor: -1, //index of the move just played
-      lastMove: null,
-      compWorker: null,
-    };
-  },
-  watch: {
-    gidOrFen: function() {
-      // (Security) No effect if a computer move is in progress:
-      if (this.mode == "computer" && this.lockCompThink)
-        return this.$emit("computer-think");
-      this.launchGame();
-    },
-  },
-  computed: {
-    showMoves: function() {
-      return true;
-      //return window.innerWidth >= 768;
-    },
-    showFen: function() {
-      return this.variant.name != "Dark" || this.score != "*";
-    },
-  },
-  // Modal end of game, and then sub-components
-  created: function() {
-    if (!!this.gidOrFen)
-      this.launchGame();
-    // TODO: if I'm one of the players in game, then:
-    // Send ping to server (answer pong if opponent[s] is connected)
-    if (true && !!this.conn && !!this.gameRef)
-    {
-      this.conn.onopen = () => {
-        this.conn.send(JSON.stringify({
-          code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
-      };
-    }
-    // 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, this.variant.name!="Dark" ? "animate" : null);
-          break;
-        case "pong": //received if we sent a ping (game still alive on our side)
-          if (this.gameRef.id != data.gameId)
-            break; //games IDs don't match: definitely over...
-          this.oppConnected = true;
-          // Send our "last state" informations to opponent(s)
-          L = this.vr.moves.length;
-          Object.keys(this.opponents).forEach(oid => {
-            this.conn.send(JSON.stringify({
-              code: "lastate",
-              oppid: oid,
-              gameId: this.gameRef.id,
-              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.gameRef.id != data.gameId)
-            break; //games IDs don't match: nothing we can do...
-          // OK, opponent still in game (which might be over)
-          if (this.score != "*")
-          {
-            // We finished the game (any result possible)
-            this.conn.send(JSON.stringify({
-              code: "lastate",
-              oppid: data.oppid,
-              gameId: this.gameRef.id,
-              score: this.score,
-            }));
-          }
-          else if (!!data.score) //opponent finished the game
-            this.endGame(data.score);
-          else if (data.movesCount < L)
-          {
-            // We must tell last move to opponent
-            this.conn.send(JSON.stringify({
-              code: "lastate",
-              oppid: this.opponent.id,
-              gameId: this.gameRef.id,
-              lastMove: this.vr.moves[L-1],
-              movesCount: L,
-            }));
-          }
-          else if (data.movesCount > L) //just got last move from him
-            this.play(data.lastMove, "animate");
-          break;
-        case "resign": //..you won!
-          this.endGame(this.mycolor=="w"?"1-0":"0-1");
-          break;
-        // TODO: also use (dis)connect info to count online players?
-        case "gameconnect":
-        case "gamedisconnect":
-          if (this.mode=="human")
-          {
-            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);
-    };
-    if (!!this.conn)
-    {
-      this.conn.onmessage = socketMessageListener;
-      this.conn.onclose = socketCloseListener;
-    }
-    // Computer moves web worker logic: (TODO: also for observers in HH games ?)
-    this.compWorker = new Worker(); //'/javascripts/playCompMove.js'),
-    this.compWorker.onmessage = e => {
-      this.lockCompThink = true; //to avoid some ghost moves
-      let compMove = e.data;
-      if (!Array.isArray(compMove))
-        compMove = [compMove]; //to deal with MarseilleRules
-      // Small delay for the bot to appear "more human"
-      const delay = Math.max(500-(Date.now()-this.timeStart), 0);
-      setTimeout(() => {
-        const animate = this.variant.name != "Dark";
-        this.play(compMove[0], animate);
-        if (compMove.length == 2)
-          setTimeout( () => { this.play(compMove[1], animate); }, 750);
-        else //250 == length of animation (TODO: should be a constant somewhere)
-          setTimeout( () => this.lockCompThink = false, 250);
-      }, delay);
-    }
-  },
-  // 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");
-    },
-    launchGame: async function() {
-      const vModule = await import("@/variants/" + this.variant.name + ".js");
-      window.V = vModule.VariantRules;
-      this.compWorker.postMessage(["scripts",this.variant.name]);
-      if (this.gidOrFen.indexOf('/') >= 0)
-        this.newGameFromFen(this.gidOrFen);
-      else
-        this.loadGame(this.gidOrFen);
-    },
-    newGameFromFen: function(fen) {
-      this.vr = new V(fen);
-      this.moves = [];
-      this.cursor = -1;
-      this.fenStart = fen;
-      this.score = "*";
-      if (this.mode == "analyze")
-      {
-        this.mycolor = V.ParseFen(fen).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",fen]);
-        if (this.mycolor != "w" || this.subMode == "auto")
-          this.playComputerMove();
-      }
-    },
-    loadGame: function(gid) {
-      // TODO: ask game to remote peer if this.remoteId is set
-      // (or just if game not found locally)
-      // NOTE: if it's a corr game, ask it from server
-      const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank
-      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;
-      this.fenStart = game.fenStart;
-      this.moves = game.moves;
-      this.cursor = game.moves.length-1;
-      this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
-    },
-    setEndgameMessage: function(score) {
-      let eogMessage = "Undefined";
-      switch (score)
-      {
-        case "1-0":
-          eogMessage = translations["White win"];
-          break;
-        case "0-1":
-          eogMessage = translations["Black win"];
-          break;
-        case "1/2":
-          eogMessage = translations["Draw"];
-          break;
-        case "?":
-          eogMessage = "Unfinished";
-          break;
-      }
-      this.endgameMessage = eogMessage;
-    },
-    download: function() {
-      const content = this.getPgn();
-      // Prepare and trigger download link
-      let downloadAnchor = document.getElementById("download");
-      downloadAnchor.setAttribute("download", "game.pgn");
-      downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
-      downloadAnchor.click();
-    },
-    getPgn: function() {
-      let pgn = "";
-      pgn += '[Site "vchess.club"]\n';
-      const opponent = (this.mode=="human" ? "Anonymous" : "Computer");
-      pgn += '[Variant "' + this.variant.name + '"]\n';
-      pgn += '[Date "' + getDate(new Date()) + '"]\n';
-      const whiteName = ["human","computer"].includes(this.mode)
-        ? (this.mycolor=='w'?'Myself':opponent)
-        : "analyze";
-      const blackName = ["human","computer"].includes(this.mode)
-        ? (this.mycolor=='b'?'Myself':opponent)
-        : "analyze";
-      pgn += '[White "' + whiteName + '"]\n';
-      pgn += '[Black "' + blackName + '"]\n';
-      pgn += '[Fen "' + this.fenStart + '"]\n';
-      pgn += '[Result "' + this.score + '"]\n\n';
-      let counter = 1;
-      let i = 0;
-      while (i < this.moves.length)
-      {
-        pgn += (counter++) + ".";
-        for (let color of ["w","b"])
-        {
-          let move = "";
-          while (i < this.moves.length && this.moves[i].color == color)
-            move += this.moves[i++].notation[0] + ",";
-          move = move.slice(0,-1); //remove last comma
-          pgn += move + (i < this.moves.length-1 ? " " : "");
-        }
-      }
-      return pgn + "\n";
-    },
-    showScoreMsg: function(score) {
-      this.setEndgameMessage(score);
-      let modalBox = document.getElementById("modal-eog");
-      modalBox.checked = true;
-      setTimeout(() => { modalBox.checked = false; }, 2000);
-    },
-    endGame: function(score) {
-      this.score = score;
-      this.showScoreMsg(score);
-      if (this.mode == "human")
-        localStorage["score"] = score;
-      this.$emit("game-over");
-    },
-    oppConnected: function(uid) {
-      return this.opponents.any(o => o.id == uidi && o.online);
-    },
-    playComputerMove: function() {
-      this.timeStart = Date.now();
-      this.compWorker.postMessage(["askmove"]);
-    },
-    animateMove: function(move) {
-      let startSquare = document.getElementById(getSquareId(move.start));
-      let endSquare = document.getElementById(getSquareId(move.end));
-      let rectStart = startSquare.getBoundingClientRect();
-      let rectEnd = endSquare.getBoundingClientRect();
-      let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
-      let movingPiece =
-        document.querySelector("#" + getSquareId(move.start) + " > img.piece");
-      // HACK for animation (with positive translate, image slides "under background")
-      // Possible improvement: just alter squares on the piece's way...
-      const squares = document.getElementsByClassName("board");
-      for (let i=0; i<squares.length; i++)
-      {
-        let square = squares.item(i);
-        if (square.id != getSquareId(move.start))
-          square.style.zIndex = "-1";
-      }
-      movingPiece.style.transform = "translate(" + translation.x + "px," +
-        translation.y + "px)";
-      movingPiece.style.transitionDuration = "0.2s";
-      movingPiece.style.zIndex = "3000";
-      setTimeout( () => {
-        for (let i=0; i<squares.length; i++)
-          squares.item(i).style.zIndex = "auto";
-        movingPiece.style = {}; //required e.g. for 0-0 with KR swap
-        this.play(move);
-      }, 250);
-    },
-    play: function(move, programmatic) {
-      let navigate = !move;
-      // Forbid playing outside analyze mode when cursor isn't at moves.length-1
-      // (except if we receive opponent's move, human or computer)
-      if (!navigate && this.mode != "analyze" && !programmatic
-        && this.cursor < this.moves.length-1)
-      {
-        return;
-      }
-      if (navigate)
-      {
-        if (this.cursor == this.moves.length-1)
-          return; //no more moves
-        move = this.moves[this.cursor+1];
-      }
-      if (!!programmatic) //computer or (remote) human opponent
-      {
-        if (this.cursor < this.moves.length-1)
-          this.gotoEnd(); //required to play the move
-        return this.animateMove(move);
-      }
-      // Not programmatic, or animation is over
-      if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn)
-      {
-        // TODO: show confirm box "validate move ?"
-      }
-      if (!move.notation)
-        move.notation = this.vr.getNotation(move);
-      if (!move.color)
-        move.color = this.vr.turn;
-      this.vr.play(move);
-      this.cursor++;
-      this.lastMove = move;
-      if (!move.fen)
-        move.fen = this.vr.getFen();
-      if (this.st.settings.sound == 2)
-        new Audio("/sounds/move.mp3").play().catch(err => {});
-      if (this.mode == "human")
-      {
-        updateStorage(move); //after our moves and opponent moves
-        if (this.vr.turn == this.mycolor)
-          this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
-      }
-      else if (this.mode == "computer")
-      {
-        // Send the move to web worker (including his own moves)
-        this.compWorker.postMessage(["newmove",move]);
-      }
-      if (!navigate && (this.score == "*" || this.mode == "analyze"))
-      {
-        // Stack move on movesList at current cursor
-        if (this.cursor == this.moves.length)
-          this.moves.push(move);
-        else
-          this.moves = this.moves.slice(0,this.cursor).concat([move]);
-      }
-      // Is opponent in check?
-      this.incheck = this.vr.getCheckSquares(this.vr.turn);
-      const score = this.vr.getCurrentScore();
-      if (score != "*")
-      {
-        if (["human","computer"].includes(this.mode))
-          this.endGame(score);
-        else //just show score on screen (allow undo)
-          this.showScoreMsg(score);
-      }
-      // subTurn condition for Marseille (and Avalanche) rules
-      else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
-        && (this.subMode == "auto" || this.vr.turn != this.mycolor))
-      {
-        this.playComputerMove();
-      }
-      // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
-      if (navigate)
-        this.$children[0].$forceUpdate(); //TODO!?
-    },
-    undo: function(move) {
-      let navigate = !move;
-      if (navigate)
-      {
-        if (this.cursor < 0)
-          return; //no more moves
-        move = this.moves[this.cursor];
-      }
-      this.vr.undo(move);
-      this.cursor--;
-      this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
-      if (this.st.settings.sound == 2)
-        new Audio("/sounds/undo.mp3").play().catch(err => {});
-      this.incheck = this.vr.getCheckSquares(this.vr.turn);
-      if (navigate)
-        this.$children[0].$forceUpdate(); //TODO!?
-      else if (this.mode == "analyze") //TODO: can this happen?
-        this.moves.pop();
-    },
-    gotoMove: function(index) {
-      this.vr = new V(this.moves[index].fen);
-      this.cursor = index;
-      this.lastMove = this.moves[index];
-    },
-    gotoBegin: function() {
-      this.vr = new V(this.fenStart);
-      this.cursor = -1;
-      this.lastMove = null;
-    },
-    gotoEnd: function() {
-      this.gotoMove(this.moves.length-1);
-    },
-    flip: function() {
-      this.orientation = V.GetNextCol(this.orientation);
-    },
-  },
-};
-</script>
index 151c347..d0e601c 100644 (file)
@@ -9,3 +9,238 @@ pareil quand quelqu'un reco.
 (c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
       // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
 -->
 (c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
       // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
 -->
+<template lang="pug">
+.row
+  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+    BaseGame(:variant="variant.name" @game-over=".....TODO")
+
+
+
+localStorage["score"] = score;
+
+
+    .button-group(v-if="mode!='analyze'")
+      button(@click="offerDraw") Draw
+      button(@click="abortGame") Abort
+      button(@click="resign") Resign
+    div(v-if="mode=='corr'")
+      textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
+      div(v-show="cursor>=0") {{ moves[cursor].message }}
+</template>
+
+<script>
+// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
+//      onClick :: ask full game to remote player, and register as an observer in game
+//      (use gameId to communicate)
+//      on landing on game :: if gameId not found locally, check remotely
+//      ==> il manque un param dans game : "remoteId"
+import Board from "@/components/Board.vue";
+//import Chat from "@/components/Chat.vue";
+//import MoveList from "@/components/MoveList.vue";
+import { store } from "@/store";
+
+export default {
+  name: 'my-game',
+  components: {
+    BaseGame,
+  },
+  // gameId: to find the game in storage (assumption: it exists)
+  // mode: "live" or "corr" (correspondance game), or "analyze"
+  // gameRef in URL hash (listen for changes)
+  props: ["gid","mode","variant"],
+  data: function() {
+    return {
+      st: store.state,
+      myname: store.state.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
+    };
+  },
+  watch: {
+    gid: function() {
+      this.launchGame();
+    },
+  },
+  // Modal end of game, and then sub-components
+  created: function() {
+    if (!!this.gid)
+      this.launchGame();
+    // TODO: if I'm one of the players in game, then:
+    // Send ping to server (answer pong if opponent[s] is connected)
+    if (true && !!this.conn && !!this.gameRef)
+    {
+      this.conn.onopen = () => {
+        this.conn.send(JSON.stringify({
+          code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
+      };
+    }
+    // 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, this.variant.name!="Dark" ? "animate" : null);
+          break;
+        case "pong": //received if we sent a ping (game still alive on our side)
+          if (this.gameRef.id != data.gameId)
+            break; //games IDs don't match: definitely over...
+          this.oppConnected = true;
+          // Send our "last state" informations to opponent(s)
+          L = this.vr.moves.length;
+          Object.keys(this.opponents).forEach(oid => {
+            this.conn.send(JSON.stringify({
+              code: "lastate",
+              oppid: oid,
+              gameId: this.gameRef.id,
+              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.gameRef.id != data.gameId)
+            break; //games IDs don't match: nothing we can do...
+          // OK, opponent still in game (which might be over)
+          if (this.score != "*")
+          {
+            // We finished the game (any result possible)
+            this.conn.send(JSON.stringify({
+              code: "lastate",
+              oppid: data.oppid,
+              gameId: this.gameRef.id,
+              score: this.score,
+            }));
+          }
+          else if (!!data.score) //opponent finished the game
+            this.endGame(data.score);
+          else if (data.movesCount < L)
+          {
+            // We must tell last move to opponent
+            this.conn.send(JSON.stringify({
+              code: "lastate",
+              oppid: this.opponent.id,
+              gameId: this.gameRef.id,
+              lastMove: this.vr.moves[L-1],
+              movesCount: L,
+            }));
+          }
+          else if (data.movesCount > L) //just got last move from him
+            this.play(data.lastMove, "animate");
+          break;
+        case "resign": //..you won!
+          this.endGame(this.mycolor=="w"?"1-0":"0-1");
+          break;
+        // TODO: also use (dis)connect info to count online players?
+        case "gameconnect":
+        case "gamedisconnect":
+          if (this.mode=="human")
+          {
+            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);
+    };
+    if (!!this.conn)
+    {
+      this.conn.onmessage = socketMessageListener;
+      this.conn.onclose = socketCloseListener;
+    }
+  },
+  // 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");
+    },
+    launchGame: async function() {
+      const vModule = await import("@/variants/" + this.variant.name + ".js");
+      window.V = vModule.VariantRules;
+      this.loadGame(this.gid);
+    },
+    loadGame: function(gid) {
+      // TODO: ask game to remote peer if this.remoteId is set
+      // (or just if game not found locally)
+      // NOTE: if it's a corr game, ask it from server
+      const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank
+      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;
+      this.fenStart = game.fenStart;
+      this.moves = game.moves;
+      this.cursor = game.moves.length-1;
+      this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
+    },
+    oppConnected: function(uid) {
+      return this.opponents.any(o => o.id == uidi && o.online);
+    },
+  },
+};
+</script>
index 0fd8322..97df499 100644 (file)
@@ -598,6 +598,7 @@ export default {
       localStorage["players"] = JSON.stringify(gameInfo.players);
       if (this.st.settings.sound >= 1)
         new Audio("/sounds/newgame.mp3").play().catch(err => {});
       localStorage["players"] = JSON.stringify(gameInfo.players);
       if (this.st.settings.sound >= 1)
         new Audio("/sounds/newgame.mp3").play().catch(err => {});
+      // TODO: redirect to game
     },
   },
 };
     },
   },
 };
index 4edc428..c92e0ab 100644 (file)
       button(v-show="gameInProgress" @click="stopGame")
         | Stop game
     .section-content(v-show="display=='rules'" v-html="content")
       button(v-show="gameInProgress" @click="stopGame")
         | Stop game
     .section-content(v-show="display=='rules'" v-html="content")
-    Game(v-show="display=='computer'" :gid-or-fen="fen"
-      :mode="mode" :sub-mode="subMode" :variant="variant"
+    ComputerGame(v-show="display=='computer'"
+      :fen="fen" :mode="mode" :variant="variant"
       @computer-think="gameInProgress=false" @game-over="stopGame")
 </template>
 
 <script>
       @computer-think="gameInProgress=false" @game-over="stopGame")
 </template>
 
 <script>
-import Game from "@/components/Game.vue";
+import ComputerGame from "@/components/ComputerGame.vue";
 import { store } from "@/store";
 import { getDiagram } from "@/utils/printDiagram";
 export default {
   name: 'my-rules',
   components: {
 import { store } from "@/store";
 import { getDiagram } from "@/utils/printDiagram";
 export default {
   name: 'my-rules',
   components: {
-    Game,
+    ComputerGame,
   },
   data: function() {
     return {
   },
   data: function() {
     return {
@@ -30,15 +30,14 @@ export default {
       variant: {id: 0, name: "_unknown"}, //...yet
       content: "",
       display: "rules",
       variant: {id: 0, name: "_unknown"}, //...yet
       content: "",
       display: "rules",
-      mode: "computer",
-      subMode: "", //'auto' for game CPU vs CPU
+      mode: "versus",
       gameInProgress: false,
       mycolor: "w",
       fen: "",
     };
   },
   watch: {
       gameInProgress: false,
       mycolor: "w",
       fen: "",
     };
   },
   watch: {
-    $route: function(newRoute) {
+    "$route": function(newRoute) {
       this.tryChangeVariant(newRoute.params["vname"]);
     },
   },
       this.tryChangeVariant(newRoute.params["vname"]);
     },
   },
@@ -57,7 +56,7 @@ export default {
       };
     },
     tryChangeVariant: async function(vname) {
       };
     },
     tryChangeVariant: async function(vname) {
-      if (vname == "_unknown")
+      if (!vname || vname == "_unknown")
         return;
       if (this.st.variants.length > 0)
       {
         return;
       if (this.st.variants.length > 0)
       {
@@ -82,7 +81,6 @@ export default {
       if (this.gameInProgress)
         return;
       this.gameInProgress = true;
       if (this.gameInProgress)
         return;
       this.gameInProgress = true;
-      this.mode = "computer";
       this.display = "computer";
       this.fen = V.GenRandInitFen();
     },
       this.display = "computer";
       this.fen = V.GenRandInitFen();
     },
@@ -91,11 +89,11 @@ export default {
       this.mode = "analyze";
     },
     playAgainstComputer: function() {
       this.mode = "analyze";
     },
     playAgainstComputer: function() {
-      this.subMode = "";
+      this.mode = "versus";
       this.startGame();
     },
     watchComputerGame: function() {
       this.startGame();
     },
     watchComputerGame: function() {
-      this.subMode = "auto";
+      this.mode = "auto";
       this.startGame();
     },
   },
       this.startGame();
     },
   },