From: Benjamin Auder Date: Tue, 3 Mar 2020 22:13:19 +0000 (+0100) Subject: Merge branch 'master' of auder.net:vchess X-Git-Url: https://git.auder.net/?p=vchess.git;a=commitdiff_plain;h=1051336271ad4d4128ef1f66953f54973601d774;hp=-c Merge branch 'master' of auder.net:vchess --- 1051336271ad4d4128ef1f66953f54973601d774 diff --combined client/src/views/Game.vue index ec25588b,758759dc..6c289e61 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.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", @@@ -90,12 -89,12 +90,12 @@@ 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 @@@ -104,7 -103,6 +104,7 @@@ 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: "", @@@ -146,20 -144,25 +146,20 @@@ 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 @@@ -177,8 -180,9 +177,8 @@@ 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]; @@@ -187,15 -191,8 +187,15 @@@ 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() { @@@ -213,27 -210,10 +213,27 @@@ 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.$set(this.game, "chats", []); + this.game.chats = []; } }, + // Notify turn after a new move (to opponent and me on MyGames page) + notifyTurn: function(sid) { + const player = this.people[sid]; + const colorIdx = this.game.players.findIndex( + p => p.sid == sid || p.id == player.id); + const color = ["w","b"][colorIdx]; + const yourTurn = + ( + color == "w" && + this.game.movesCount % 2 == 0 + ) + || + ( + color == "b" && + this.game.movesCount % 2 == 1 + ); + this.send("turnchange", { target: sid, yourTurn: yourTurn }); + }, socketMessageListener: function(msg) { if (!this.conn) return; const data = JSON.parse(msg.data); @@@ -257,7 -237,6 +257,7 @@@ break; case "connect": if (!this.people[data.from]) + // TODO: people array should be init only after identity is known this.$set(this.people, data.from, { name: "", id: 0 }); if (!this.people[data.from].name) { this.newConnect[data.from] = true; //for self multi-connects tests @@@ -267,25 -246,12 +267,25 @@@ 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; @@@ -301,7 -267,6 +301,7 @@@ 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) @@@ -399,7 -364,7 +399,7 @@@ move.move, "received", null, - {addTime:move.addTime}); + {addTime: move.addTime}); break; } case "resign": @@@ -440,7 -405,7 +440,7 @@@ 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 != "*") { @@@ -507,24 -472,19 +507,19 @@@ 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) => { @@@ -667,9 -627,6 +662,9 @@@ }, 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 = () => { @@@ -680,19 -637,20 +675,20 @@@ 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? @@@ -703,11 -661,14 +699,15 @@@ // 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(); diff --combined client/src/views/Hall.vue index 9bcfd05e,8d7d405f..a48997a9 --- a/client/src/views/Hall.vue +++ b/client/src/views/Hall.vue @@@ -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;