)
.card.text-center
label.modal-close(for="modalInfo")
- p(v-html="infoMessage")
+ a(
+ :href="'#/game/' + rematchId"
+ onClick="document.getElementById('modalInfo').checked=false"
+ )
+ | {{ st.tr["Rematch in progress"] }}
input#modalChat.modal(
type="checkbox"
- @click="resetChatColor()"
+ @click="toggleChat()"
)
div#chatWrap(
role="dialog"
ref="chatcomp"
:players="game.players"
:pastChats="game.chats"
- :newChat="newChat"
@mychat="processChat"
@chatcleared="clearChat"
)
virtualClocks: [],
vr: null, //"variant rules" object initialized from FEN
drawOffer: "",
- infoMessage: "",
+ rematchId: "",
rematchOffer: "",
lastateAsked: false,
people: {}, //players + observers
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
curDiag: "", //for corr moves confirmation
- newChat: "",
conn: null,
roomInitialized: false,
// If newmove has wrong index: ask fullgame again:
this.lastateAsked = false;
this.rematchOffer = "";
this.lastate = undefined;
- this.newChat = "";
this.roomInitialized = false;
this.askGameTime = 0;
this.gameIsLoading = false;
isConnected: function(index) {
const player = this.game.players[index];
// Is it me ? In this case no need to bother with focus
- if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
+ if (this.st.user.sid == player.sid || this.st.user.id == player.id)
// Still have to check for name (because of potential multi-accounts
// on same browser, although this should be rare...)
return (!this.st.user.name || this.st.user.name == player.name);
)
||
(
- player.uid &&
+ !!player.id &&
Object.values(this.people).some(p =>
- p.id == player.uid && p.focus)
+ p.id == player.id && p.focus)
)
);
},
if (!!oppsid && !!this.people[oppsid]) return oppsid;
return null;
},
- resetChatColor: function() {
- // TODO: this is called twice, once on opening an once on closing
+ toggleChat: function() {
+ if (document.getElementById("modalChat").checked)
+ // Entering chat
+ document.getElementById("inputChat").focus();
+ // TODO: next line is only required when exiting chat,
+ // but the event for now isn't well detected.
document.getElementById("chatBtn").classList.remove("somethingnew");
},
processChat: function(chat) {
{
data: data,
targets: this.game.players.map(p => {
- return { sid: p.sid, uid: p.uid };
+ return { sid: p.sid, id: p.id };
})
}
);
this.addAndGotoLiveGame(gameInfo);
} else if (
gameType == "corr" &&
- gameInfo.players.some(p => p.uid == this.st.user.id)
+ gameInfo.players.some(p => p.id == this.st.user.id)
) {
this.$router.push("/game/" + gameInfo.id);
} else {
});
urlRid += onlineSid[Math.floor(Math.random() * onlineSid.length)];
}
- this.infoMessage =
- this.st.tr["Rematch in progress:"] +
- " <a href='#/game/" +
- gameInfo.id + urlRid +
- "'>" +
- "#/game/" +
- gameInfo.id + urlRid +
- "</a>";
+ this.rematchId = gameInfo.id + urlRid;
document.getElementById("modalInfo").checked = true;
}
break;
}
case "newchat":
- this.newChat = data.data;
+ this.$refs["chatcomp"].newChat(data.data);
if (!document.getElementById("modalChat").checked)
document.getElementById("chatBtn").classList.add("somethingnew");
break;
if (!err) {
if (this.st.settings.sound)
new Audio("/sounds/newgame.flac").play().catch(() => {});
- callback();
+ if (!!callback) callback();
this.$router.push("/game/" + gameInfo.id);
}
});
cadence: this.game.cadence
};
const notifyNewGame = () => {
- let oppsid = this.getOppsid(); //may be null
+ const oppsid = this.getOppsid(); //may be null
this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
+ // To main Hall if corr game:
+ if (this.game.type == "corr")
+ this.send("newgame", { data: gameInfo });
// Also to MyGames page:
this.notifyMyGames("newgame", gameInfo);
};
// - 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(game, callback) {
- const afterRetrieval = async (game) => {
- const vModule = await import("@/variants/" + game.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(game.fen);
- const gtype = this.getGameType(game);
- const tc = extractTime(game.cadence);
- const myIdx = game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.uid == this.st.user.id;
- });
- const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
- if (!game.chats) game.chats = []; //live games don't have chat history
- if (gtype == "corr") {
- if (game.players[0].color == "b") {
- // Adopt the same convention for live and corr games: [0] = white
- [game.players[0], game.players[1]] = [
- game.players[1],
- game.players[0]
- ];
- }
- // NOTE: clocks in seconds, initime in milliseconds
- game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
- game.clocks = [tc.mainTime, tc.mainTime];
- const L = game.moves.length;
- if (game.score == "*") {
- // Set clocks + initime
- game.initime = [0, 0];
- if (L >= 1) {
- const gameLastupdate = game.moves[L-1].played;
- game.initime[L % 2] = gameLastupdate;
- if (L >= 2) {
- game.clocks[L % 2] =
- tc.mainTime - (Date.now() - gameLastupdate) / 1000;
- }
- }
- }
- // Sort chat messages from newest to oldest
- game.chats.sort((c1, c2) => {
- return c2.added - c1.added;
- });
- if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
- // Did a chat message arrive after my last move?
- let dtLastMove = 0;
- if (L == 1 && myIdx == 0)
- dtLastMove = game.moves[0].played;
- else if (L >= 2) {
- if (L % 2 == 0) {
- // It's now white turn
- dtLastMove = game.moves[L-1-(1-myIdx)].played;
- } else {
- // Black turn:
- dtLastMove = game.moves[L-1-myIdx].played;
- }
- }
- if (dtLastMove < game.chats[0].added)
- document.getElementById("chatBtn").classList.add("somethingnew");
- }
- // Now that we used idx and played, re-format moves as for live games
- game.moves = game.moves.map(m => m.squares);
+ this.vr = new V(game.fen);
+ const gtype = this.getGameType(game);
+ const tc = extractTime(game.cadence);
+ const myIdx = game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.id == this.st.user.id;
+ });
+ const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
+ if (!game.chats) game.chats = []; //live games don't have chat history
+ if (gtype == "corr") {
+ // NOTE: clocks in seconds, initime in milliseconds
+ game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
+ game.clocks = [tc.mainTime, tc.mainTime];
+ const L = game.moves.length;
+ if (game.score == "*") {
+ // Set clocks + initime
+ game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER];
+ if (L >= 1) game.initime[L % 2] = game.moves[L-1].played;
+ // NOTE: game.clocks shouldn't be computed right now:
+ // job will be done in re_setClocks() called soon below.
}
- if (gtype == "live" && game.clocks[0] < 0) {
- // Game is unstarted
- game.clocks = [tc.mainTime, tc.mainTime];
- if (game.score == "*") {
- game.initime[0] = Date.now();
- if (myIdx >= 0) {
- // I play in this live game; corr games don't have clocks+initime
- GameStorage.update(game.id, {
- clocks: game.clocks,
- initime: game.initime
- });
+ // Sort chat messages from newest to oldest
+ game.chats.sort((c1, c2) => {
+ return c2.added - c1.added;
+ });
+ if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
+ // Did a chat message arrive after my last move?
+ let dtLastMove = 0;
+ if (L == 1 && myIdx == 0)
+ dtLastMove = game.moves[0].played;
+ else if (L >= 2) {
+ if (L % 2 == 0) {
+ // It's now white turn
+ dtLastMove = game.moves[L-1-(1-myIdx)].played;
+ } else {
+ // Black turn:
+ dtLastMove = game.moves[L-1-myIdx].played;
}
}
+ if (dtLastMove < game.chats[0].added)
+ document.getElementById("chatBtn").classList.add("somethingnew");
}
- // TODO: merge next 2 "if" conditions
- if (!!game.drawOffer) {
- if (game.drawOffer == "t")
- // Three repetitions
- this.drawOffer = "threerep";
- else {
- // Draw offered by any of the players:
- if (myIdx < 0) this.drawOffer = "received";
- else {
- // I play in this game:
- if (
- (game.drawOffer == "w" && myIdx == 0) ||
- (game.drawOffer == "b" && myIdx == 1)
- )
- this.drawOffer = "sent";
- else this.drawOffer = "received";
- }
- }
+ // Now that we used idx and played, re-format moves as for live games
+ game.moves = game.moves.map(m => m.squares);
+ }
+ if (gtype == "live" && game.clocks[0] < 0) {
+ // Game is unstarted. clocks and initime are ignored until move 2
+ game.clocks = [tc.mainTime, tc.mainTime];
+ game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER];
+ if (myIdx >= 0) {
+ // I play in this live game
+ GameStorage.update(game.id, {
+ clocks: game.clocks,
+ initime: game.initime
+ });
}
- if (!!game.rematchOffer) {
- if (myIdx < 0) this.rematchOffer = "received";
+ }
+ // TODO: merge next 2 "if" conditions
+ if (!!game.drawOffer) {
+ if (game.drawOffer == "t")
+ // Three repetitions
+ this.drawOffer = "threerep";
+ else {
+ // Draw offered by any of the players:
+ if (myIdx < 0) this.drawOffer = "received";
else {
// I play in this game:
if (
- (game.rematchOffer == "w" && myIdx == 0) ||
- (game.rematchOffer == "b" && myIdx == 1)
+ (game.drawOffer == "w" && myIdx == 0) ||
+ (game.drawOffer == "b" && myIdx == 1)
)
- this.rematchOffer = "sent";
- else this.rematchOffer = "received";
+ this.drawOffer = "sent";
+ else this.drawOffer = "received";
}
}
- this.repeat = {}; //reset: scan past moves' FEN:
- let repIdx = 0;
- let vr_tmp = new V(game.fenStart);
- let curTurn = "n";
- game.moves.forEach(m => {
- playMove(m, vr_tmp);
- const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
- this.repeat[fenIdx] = this.repeat[fenIdx]
- ? this.repeat[fenIdx] + 1
- : 1;
- });
- if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
- this.game = Object.assign(
- // NOTE: assign mycolor here, since BaseGame could also be VS computer
- {
- type: gtype,
- increment: tc.increment,
- mycolor: mycolor,
- // opponent sid not strictly required (or available), but easier
- // at least oppsid or oppid is available anyway:
- oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
- oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
- },
- game,
- );
- if (this.gameIsLoading)
- // Re-load game because we missed some moves:
- // artificially reset BaseGame (required if moves arrived in wrong order)
- this.$refs["basegame"].re_setVariables();
+ }
+ if (!!game.rematchOffer) {
+ if (myIdx < 0) this.rematchOffer = "received";
else {
- // Initial loading:
- this.gotMoveIdx = game.moves.length - 1;
- // If we arrive here after 'nextGame' action, the board might be hidden
- let boardDiv = document.querySelector(".game");
- if (!!boardDiv && boardDiv.style.visibility == "hidden")
- boardDiv.style.visibility = "visible";
+ // I play in this game:
+ if (
+ (game.rematchOffer == "w" && myIdx == 0) ||
+ (game.rematchOffer == "b" && myIdx == 1)
+ )
+ this.rematchOffer = "sent";
+ else this.rematchOffer = "received";
}
- this.re_setClocks();
- this.$nextTick(() => {
- this.game.rendered = true;
- // Did lastate arrive before game was rendered?
- if (this.lastate) this.processLastate();
+ }
+ this.repeat = {}; //reset: scan past moves' FEN:
+ let repIdx = 0;
+ let vr_tmp = new V(game.fenStart);
+ let curTurn = "n";
+ game.moves.forEach(m => {
+ playMove(m, vr_tmp);
+ const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
+ this.repeat[fenIdx] = this.repeat[fenIdx]
+ ? this.repeat[fenIdx] + 1
+ : 1;
+ });
+ if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+ this.game = Object.assign(
+ // NOTE: assign mycolor here, since BaseGame could also be VS computer
+ {
+ type: gtype,
+ increment: tc.increment,
+ mycolor: mycolor,
+ // opponent sid not strictly required (or available), but easier
+ // at least oppsid or oppid is available anyway:
+ oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
+ oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
+ },
+ game
+ );
+ this.$refs["basegame"].re_setVariables(this.game);
+ if (!this.gameIsLoading) {
+ // Initial loading:
+ this.gotMoveIdx = game.moves.length - 1;
+ // If we arrive here after 'nextGame' action, the board might be hidden
+ let boardDiv = document.querySelector(".game");
+ if (!!boardDiv && boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ }
+ this.re_setClocks();
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (this.lastate) this.processLastate();
+ });
+ if (this.lastateAsked) {
+ this.lastateAsked = false;
+ this.sendLastate(game.oppsid);
+ }
+ if (this.gameIsLoading) {
+ this.gameIsLoading = false;
+ if (this.gotMoveIdx >= game.moves.length)
+ // Some moves arrived meanwhile...
+ this.askGameAgain();
+ }
+ if (!!callback) callback();
+ },
+ fetchGame: function(game, callback) {
+ const afterRetrieval = async (game) => {
+ await import("@/variants/" + game.vname + ".js")
+ .then((vModule) => {
+ window.V = vModule[game.vname + "Rules"];
+ this.loadGame(game, callback);
});
- if (this.lastateAsked) {
- this.lastateAsked = false;
- this.sendLastate(game.oppsid);
- }
- if (this.gameIsLoading) {
- this.gameIsLoading = false;
- if (this.gotMoveIdx >= game.moves.length)
- // Some moves arrived meanwhile...
- this.askGameAgain();
- }
- if (!!callback) callback();
};
if (!!game) {
afterRetrieval(game);
return;
}
- if (this.gameRef.rid) {
+ if (this.gameRef.rid)
// Remote live game: forgetting about callback func... (TODO: design)
this.send("askfullgame", { target: this.gameRef.rid });
- } else {
+ else {
// Local or corr game on server.
// NOTE: afterRetrieval() is never called if game not found
const gid = this.gameRef.id;
{
data: { gid: gid },
success: (res) => {
- let g = res.game;
- g.moves.forEach(m => {
+ res.game.moves.forEach(m => {
m.squares = JSON.parse(m.squares);
});
- afterRetrieval(g);
+ afterRetrieval(res.game);
}
}
);
if (this.game.type == "live") {
if (!!data.clock) this.game.clocks[colorIdx] = data.clock;
else this.game.clocks[colorIdx] += addTime;
- }
- // In corr games, just reset clock to mainTime:
- else {
+ } else {
+ // In corr games, just reset clock to mainTime:
this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
}
// NOTE: opponent's initime is reset after "gotmove" is received
fen: this.game.fen,
move: {
squares: filtered_move,
- played: Date.now(),
idx: origMovescount
},
// Code "n" for "None" to force reset (otherwise it's ignored)
this.game.scoreMsg = scoreMsg;
this.$set(this.game, "scoreMsg", scoreMsg);
const myIdx = this.game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ return p.sid == this.st.user.sid || p.id == this.st.user.id;
});
if (myIdx >= 0) {
// OK, I play in this game