From e5c1d0fb0ed18632e9172c932d6e5c2c8c5742b8 Mon Sep 17 00:00:00 2001 From: Benjamin Auder Date: Thu, 5 Mar 2020 12:26:43 +0100 Subject: [PATCH] 'update' --- client/src/views/Game.vue | 37 ++++++++++++++++++++++++++++--------- server/sockets.js | 34 +++++++++++++++++++--------------- 2 files changed, 47 insertions(+), 24 deletions(-) diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index f012c69e..0741d317 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -114,6 +114,7 @@ export default { fullGamerequested: false, // If asklastate got no reply, ask again: gotLastate: false, + gotMoveIdx: -1, //last move index received // If newmove got no pingback, send again: opponentGotMove: false, connexionString: "", @@ -385,6 +386,9 @@ export default { // Else: will be processed when game is ready break; case "newmove": { + +console.log(data.data); + const move = data.data; if (move.index > this.game.movesCount && !this.fullGameRequested) { // This can only happen if I'm an observer and missed a move: @@ -402,16 +406,16 @@ export default { ) { // Opponent re-send but we already have the move: // (maybe he didn't receive our pingback...) - // TODO: currently, all opponent game tabs will receive this - this.send("gotmove", {index: move.index, target: data.from}); + this.send("gotmove", {data: move.index, target: data.from}); } else { + this.gotMoveIdx = move.index; const receiveMyMove = ( !!this.game.mycolor && move.index == this.game.movesCount ); if (!receiveMyMove && !!this.game.mycolor) // Notify opponent that I got the move: - this.send("gotmove", {index: move.index, target: data.from}); + this.send("gotmove", {data: move.index, target: data.from}); if (move.cancelDrawOffer) { // Opponent refuses draw this.drawOffer = ""; @@ -712,6 +716,7 @@ export default { }, // Post-process a (potentially partial) move (which was just played in BaseGame) processMove: function(move, data) { + if (!data) data = {}; const moveCol = this.vr.turn; const doProcessMove = () => { const colorIdx = ["w", "b"].indexOf(moveCol); @@ -721,7 +726,7 @@ export default { var filtered_move = getFilteredMove(move); } // Send move ("newmove" event) to people in the room (if our turn) - let addTime = (data && this.game.type == "live") ? data.addTime : 0; + let addTime = (this.game.type == "live") ? data.addTime : 0; if (moveCol == this.game.mycolor && !data.receiveMyMove) { if (this.drawOffer == "received") // I refuse draw @@ -739,10 +744,24 @@ export default { cancelDrawOffer: this.drawOffer == "" }; this.opponentGotMove = false; - this.send("newmove", { data: sendMove }); - -// TODO: setInterval 500ms to 1s (750?) : if !gotMove (with the right index), re-send - + this.send("newmove", {data: sendMove}); + // If the opponent doesn't reply gotmove soon enough, re-send move: + let retrySendmove = setInterval( () => { + if (this.opponentGotMove) { + clearInterval(retrySendmove); + return; + } + let oppsid = this.game.players[nextIdx].sid; + if (!oppsid) { + oppsid = Object.keys(this.people).find( + sid => this.people[sid].id == this.game.players[nextIdx].uid + ); + } + if (!oppsid || !this.people[oppsid]) + // Opponent is disconnected: he'll ask last state + clearInterval(retrySendmove); + else this.send("newmove", {data: sendMove, target: oppsid}); + }, 750); } // Update current game object (no need for moves stack): playMove(move, this.vr); @@ -757,7 +776,7 @@ export default { // 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.game.initime[nextIdx] = data.initime || Date.now(); this.re_setClocks(); // If repetition detected, consider that a draw offer was received: const fenObj = this.vr.getFenForRepeat(); diff --git a/server/sockets.js b/server/sockets.js index 614696f3..e6e85ed4 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -178,34 +178,38 @@ module.exports = function(wss) { case "newchallenge": case "newgame": case "deletechallenge": - case "newmove": case "resign": case "abort": case "drawoffer": case "draw": - // TODO: if newmove, change "from" field to fully specified sid + tmpId - // ==> allow "gotmove" messages to be fully targetted + notifyRoom(page, obj.code, {data: obj.data}); + break; + + case "newmove": { + const dataWithFrom = {from: [sid,tmpId], data: obj.data}; // Special case re-send newmove only to opponent: - if (!!obj.target) { + if (!!obj.target && !!clients[page][obj.target]) { Object.keys(clients[page][obj.target]).forEach(x => { send( clients[page][obj.target][x], - {code: "newmove", data: obj.data} + {code: "newmove", dataWithFrom} ); }); + } else { + // NOTE: data.from is useful only to opponent + notifyRoom(page, "newmove", dataWithFrom); } - else notifyRoom(page, obj.code, {data: obj.data}); break; - + } case "gotmove": - // TODO: should fully specify the target and be included in the last case below - if (!!clients[page][obj.target]) { - Object.keys(clients[page][obj.target]).forEach(x => { - send( - clients[pg][obj.target][x], - {code: "gotmove", data: obj.data} - ); - }); + if ( + !!clients[page][obj.target[0]] && + !!clients[page][obj.target[0]][obj.target[1]] + ) { + send( + clients[page][obj.target[0]][obj.target[1]], + {code: "gotmove", data: obj.data} + ); } break; -- 2.44.0