a#download(href="#")
.button-group
button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
-
// TODO: Import game button copy game locally in IndexedDB
//button Import game
-
-
-// TODO: do not use localStorage for current game, but directly indexedDB
-// update function is similar
-// ==> retrieval functions must filter on score, and potential "imported" tag
-// ==> this should allow several simultaneous games
-
-
//MoveList(v-if="showMoves"
:moves="moves" :cursor="cursor" @goto-move="gotoMove")
</template>
--- /dev/null
+// Game object: {
+// // Static informations:
+// gameId: string
+// vname: string,
+// fenStart: string,
+// players: array of sid+id+name,
+// timeControl: string,
+// increment: integer (seconds),
+// mode: string ("live" or "corr")
+// imported: boolean (optional, default false)
+// // Game (dynamic) state:
+// fen: string,
+// moves: array of Move objects,
+// clocks: array of integers,
+// initime: integer (when clock start running),
+// score: string (several options; '*' == running),
+// }
+
+function dbOperation(callback)
+{
+ let db = null;
+ let DBOpenRequest = window.indexedDB.open("vchess", 4);
+
+ DBOpenRequest.onerror = function(event) {
+ alert("Database error: " + event.target.errorCode);
+ };
+
+ DBOpenRequest.onsuccess = function(event) {
+ db = DBOpenRequest.result;
+ callback(db);
+ db.close();
+ };
+
+ DBOpenRequest.onupgradeneeded = function(event) {
+ let db = event.target.result;
+ db.onerror = function(event) {
+ alert("Error while loading database: " + event.target.errorCode);
+ };
+ // Create objectStore for vchess->games
+ db.createObjectStore("games", { keyPath: "gameId" });
+ }
+}
+
+export const GameStorage =
+{
+ // Optional callback to get error status
+ add: function(game, callback)
+ {
+ dbOperation((db) => {
+ let transaction = db.transaction("games", "readwrite");
+ if (callback)
+ {
+ transaction.oncomplete = function() {
+ callback({}); //everything's fine
+ }
+ transaction.onerror = function() {
+ callback({errmsg: "addGame failed: " + transaction.error});
+ };
+ }
+ let objectStore = transaction.objectStore("games");
+ objectStore.add(game);
+ });
+ },
+
+ // TODO: also option to takeback a move ?
+ // NOTE: for live games only (all on server for corr)
+ update: function(gameId, obj) //colorIdx, move, fen, addTime, initime, score
+ {
+ dbOperation((db) => {
+ let objectStore = db.transaction("games", "readwrite").objectStore("games");
+ objectStore.get(gameId).onsuccess = function(event) {
+ const game = event.target.result;
+ if (!!obj.move)
+ {
+ game.moves.push(obj.move);
+ game.fen = obj.fen;
+ if (!!obj.addTime) //NaN if first move in game
+ game.clocks[obj.colorIdx] += obj.addTime;
+ }
+ if (!!obj.initime) //just a flag (true)
+ game.initime = Date.now();
+ if (!!obj.score)
+ game.score = obj.score;
+ objectStore.put(game); //save updated data
+ }
+ });
+ },
+
+ // Retrieve any live game from its identifiers (locally, running or not)
+ // NOTE: need callback because result is obtained asynchronously
+ get: function(gameId, callback)
+ {
+ dbOperation((db) => {
+ let objectStore = db.transaction('games').objectStore('games');
+ if (!gameId) //retrieve all
+ {
+ let games = [];
+ objectStore.openCursor().onsuccess = function(event) {
+ let cursor = event.target.result;
+ // if there is still another cursor to go, keep running this code
+ if (cursor)
+ {
+ games.push(cursor.value);
+ cursor.continue();
+ }
+ else
+ callback(games);
+ }
+ }
+ else //just one game
+ {
+ objectStore.get(gameId).onsuccess = function(event) {
+ callback(event.target.result);
+ }
+ }
+ });
+ },
+
+ // Delete a game in indexedDB
+ remove: function(gameId, callback)
+ {
+ dbOperation((db) => {
+ let transaction = db.transaction(["games"], "readwrite");
+ if (callback)
+ {
+ transaction.oncomplete = function() {
+ callback({}); //everything's fine
+ }
+ transaction.onerror = function() {
+ callback({errmsg: "removeGame failed: " + transaction.error});
+ };
+ }
+ transaction.objectStore("games").delete(gameId);
+ });
+ },
+};
+++ /dev/null
-import { extractTime } from "@/utils/timeControl";
-
-// TODO: show game structure
-//const newItem = [
-// { gameId: "", players: [], timeControl: "", clocks: [] }
-//];
-
-function dbOperation(callback)
-{
- let db = null;
- let DBOpenRequest = window.indexedDB.open("vchess", 4);
-
- DBOpenRequest.onerror = function(event) {
- alert("Database error: " + event.target.errorCode);
- };
-
- DBOpenRequest.onsuccess = function(event) {
- db = DBOpenRequest.result;
- callback(db);
- db.close();
- };
-
- DBOpenRequest.onupgradeneeded = function(event) {
- let db = event.target.result;
- db.onerror = function(event) {
- alert("Error while loading database: " + event.target.errorCode);
- };
- // Create objectStore for vchess->games
- db.createObjectStore("games", { keyPath: "gameId" });
- }
-}
-
-// Optional callback to get error status
-function addGame(game, callback)
-{
- dbOperation((db) => {
- let transaction = db.transaction(["games"], "readwrite");
- if (callback)
- {
- transaction.oncomplete = function() {
- callback({}); //everything's fine
- }
- transaction.onerror = function() {
- callback({errmsg: "addGame failed: " + transaction.error});
- };
- }
- let objectStore = transaction.objectStore("games");
- objectStore.add(game);
- });
-}
-
-// Clear current live game from localStorage
-function clear() {
- localStorage.removeItem("gameInfo");
- localStorage.removeItem("gameState");
-}
-
-// Current live game:
-function getCurrent()
-{
- return Object.assign({},
- JSON.parse(localStorage.getItem("gameInfo")),
- JSON.parse(localStorage.getItem("gameState")));
-}
-
-// Only called internally after a score update
-function transferToDb()
-{
- addGame(getCurrent(), (err) => {
- if (!!err.errmsg)
- return err;
- clear();
- });
-}
-
-export const GameStorage =
-{
- // localStorage:
- init: function(o)
- {
- // Extract times (in [milli]seconds), set clocks, store in localStorage
- const tc = extractTime(o.timeControl);
-
- // game infos: constant
- const gameInfo =
- {
- gameId: o.gameId,
- vname: o.vname,
- fenStart: o.fenStart,
- players: o.players,
- timeControl: o.timeControl,
- increment: tc.increment,
- mode: "live", //function for live games only
- };
-
- // game state: will be updated
- const gameState =
- {
- fen: o.fenStart,
- moves: [],
- clocks: [...Array(o.players.length)].fill(tc.mainTime),
- initime: (o.initime ? Date.now() : undefined),
- score: "*",
- };
-
- localStorage.setItem("gameInfo", JSON.stringify(gameInfo));
- localStorage.setItem("gameState", JSON.stringify(gameState));
- },
-
- getInitime: function()
- {
- const gameState = JSON.parse(localStorage.getItem("gameState"));
- return gameState.initime;
- },
-
- // localStorage:
- // TODO: also option to takeback a move ?
- // NOTE: for live games only (all on server for corr)
- update: function(o) //colorIdx, move, fen, addTime, initime, score
- {
- let gameState = JSON.parse(localStorage.getItem("gameState"));
- if (!!o.move)
- {
- gameState.moves.push(o.move);
- gameState.fen = o.fen;
- if (!!o.addTime) //NaN if first move in game
- gameState.clocks[o.colorIdx] += o.addTime;
- }
- if (!!o.initime) //just a flag (true)
- gameState.initime = Date.now();
- if (!!o.score)
- gameState.score = o.score;
- localStorage.setItem("gameState", JSON.stringify(gameState));
- if (!!o.score && o.score != "*")
- transferToDb(); //game is over
- },
-
- // indexedDB:
- // Since DB requests are asynchronous, require a callback using the result
- // TODO: option for remote retrieval (third arg, or just "gameRef")
- getLocal: function(gameId, callback)
- {
- dbOperation((db) => {
- let objectStore = db.transaction('games').objectStore('games');
- if (!gameId) //retrieve all
- {
- let games = [];
- objectStore.openCursor().onsuccess = function(event) {
- let cursor = event.target.result;
- // if there is still another cursor to go, keep running this code
- if (cursor)
- {
- games.push(cursor.value);
- cursor.continue();
- }
- else
- callback(games);
- }
- }
- else //just one game
- {
- objectStore.get(gameId).onsuccess = function(event) {
- callback(event.target.result);
- }
- }
- });
- },
-
- // Delete a game in indexedDB
- remove: function(gameId, callback)
- {
- dbOperation((db) => {
- let transaction = db.transaction(["games"], "readwrite");
- if (callback)
- {
- transaction.oncomplete = function() {
- callback({}); //everything's fine
- }
- transaction.onerror = function() {
- callback({errmsg: "game removal failed: " + transaction.error});
- };
- }
- transaction.objectStore("games").delete(gameId);
- });
- },
-
- // Retrieve any live game from its identifiers (remote or not, running or not)
- // NOTE: need callback because result might be obtained asynchronously
- get: function(gameRef, callback)
- {
- const gid = gameRef.id;
- const rid = gameRef.rid; //may be blank
- if (!!rid)
- {
- // TODO: send request to server which forward to user sid == rid,
- // need to listen to "remote game" event in main hall ?
- return callback({}); //means "the game will arrive later" (TODO...)
- }
-
- const gameInfoStr = localStorage.getItem("gameInfo");
- if (gameInfoStr)
- {
- const gameInfo = JSON.parse(gameInfoStr);
- if (gameInfo.gameId == gid)
- {
- const gameState = JSON.parse(localStorage.getItem("gameState"));
- return callback(Object.assign({}, gameInfo, gameState));
- }
- }
-
- // Game is local and not running
- GameStorage.getLocal(gid, callback);
- },
-};
//import Chat from "@/components/Chat.vue";
//import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
-import { GameStorage } from "@/utils/storage";
+import { GameStorage } from "@/utils/gameStorage";
export default {
name: 'my-game',
// Next line will trigger a "gameover" event, bubbling up till here
this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
},
- // 4 cases for loading a game:
- // - from localStorage (one running game I play)
- // - from indexedDB (one completed live game)
+ // 3 cases for loading a game:
+ // - from indexedDB (running or completed live game I play)
// - from server (one correspondance game I play[ed] or not)
// - from remote peer (one live game I don't play, finished or not)
- loadGame: function() {
- GameStorage.get(this.gameRef, async (game) => {
+ loadGame: function(game) {
+ const afterRetrieval = async (game) => {
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fenStart);
{mycolor: [undefined,"w","b"][1 + game.players.findIndex(
p => p.sid == this.st.user.sid)]},
);
- });
+ };
+ if (!!game)
+ return afterRetrival(game);
+ if (!!this.gameRef.rid)
+ {
+ // TODO: just send a game request message to the remote player,
+ // and when receiving answer just call loadGame(received_game)
+ // + remote peer should have registered us as an observer
+ // (send moves updates + resign/abort/draw actions)
+ return;
+ }
+ else
+ {
+ GameStorage.get(this.gameRef.id, async (game) => {
+ afterRetrieval(game);
+ });
+ }
// // Poll all players except me (if I'm playing) to know online status.
// // --> Send ping to server (answer pong if players[s] are connected)
// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
let addTime = undefined;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - GameStorage.getInitime();
+ const elapsed = Date.now() - this.game.initime;
this.game.players.forEach(p => {
if (p.sid != this.st.user.sid)
{
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed/1000;
}
- GameStorage.update({
+ const myTurnNow = (this.vr.turn == this.game.mycolor);
+ GameStorage.update(this.gameRef.id,
+ {
colorIdx: colorIdx,
move: filtered_move,
fen: move.fen,
addTime: addTime,
- initime: (this.vr.turn == this.game.mycolor), //my turn now?
+ initime: myTurnNow,
});
+ // Also update current game object:
+ this.game.moves.push(move);
+ this.game.fen = move.fen;
+ this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
+ this.game.initime = (myTurnNow ? Date.now() : undefined);
},
// TODO: this update function should also work for corr games
gameOver: function(score) {
import { getRandString, shuffle } from "@/utils/alea";
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
-import { GameStorage } from "@/utils/storage";
+import { GameStorage } from "@/utils/gameStorage";
+import { extractTime } from "@/utils/timeControl";
export default {
name: "my-hall",
components: {
}
case "askgame":
{
- // Send my current live game (if any)
- if (!!localStorage["gid"])
- {
- const myGame =
- {
- // Minimal game informations: (fen+clock not required)
- id: localStorage["gid"],
- players: JSON.parse(localStorage["players"]), //array sid+id+name
- vname: localStorage["vname"],
- timeControl: localStorage["timeControl"],
- };
- this.st.conn.send(JSON.stringify({code:"game",
- game:myGame, target:data.from}));
- }
+ // Send my current live games (if any)
+ // TODO: from indexedDB, through GameStorage.
+// if (!!localStorage["gid"])
+// {
+// const myGame =
+// {
+// // Minimal game informations: (fen+clock not required)
+// id: localStorage["gid"],
+// players: JSON.parse(localStorage["players"]), //array sid+id+name
+// vname: localStorage["vname"],
+// timeControl: localStorage["timeControl"],
+// };
+// this.st.conn.send(JSON.stringify({code:"game",
+// game:myGame, target:data.from}));
+// }
break;
}
case "identity":
{
// Receive game from some player (+sid)
// NOTE: it may be correspondance (if newgame while we are connected)
+ // TODO: ambiguous naming "newGame" ==> rename function ?
let newGame = data.game;
newGame.type = this.classifyObject(data.game);
newGame.vname = newGame.vname;
},
// NOTE: for live games only (corr games are launched on server)
newGame: function(gameInfo) {
- GameStorage.init({
+ // Extract times (in [milli]seconds), set clocks
+ const tc = extractTime(gameInfo.timeControl);
+ const IPlayFirst = (gameInfo.players[0].sid == this.st.user.sid);
+ const game =
+ {
+ // Game infos: constant
gameId: gameInfo.gameId,
vname: this.getVname(gameInfo.vid),
fenStart: gameInfo.fen,
players: gameInfo.players,
timeControl: gameInfo.timeControl,
- initime: (gameInfo.players[0].sid == this.st.user.sid),
- });
+ increment: tc.increment,
+ mode: "live", //function for live games only
+ // Game state: will be updated
+ fen: gameInfo.fen,
+ moves: [],
+ clocks: [...Array(gameInfo.players.length)].fill(tc.mainTime),
+ initime: (IPlayFirst ? Date.now() : undefined),
+ score: "*",
+ };
+ GameStorage.add(game);
if (this.st.settings.sound >= 1)
new Audio("/sounds/newgame.mp3").play().catch(err => {});
// TODO: redirect to game
<style lang="sass">
// TODO
</style>
+
+<!--
+// TODO:
+// Remove duplicates if several players of one game send their game info (Hall)
+// When click on it, assign a random rid among online players (max. 4).
+-->