vr: null, //"variant rules" object initialized from FEN
drawOffer: "", //TODO: use for button style
people: [], //players + observers
+ lastate: undefined, //used if opponent send lastate before game is ready
};
},
watch: {
this.people.push({sid:my.sid, id:my.id, name:my.name});
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"]; //may be undefined
- if (!this.gameRef.rid)
- this.loadGame(); //local or corr: can load from now
- // 0.1] Ask server for room composition:
- const initialize = () => {
- // Poll clients + load game if stored remotely
- this.st.conn.send(JSON.stringify({code:"pollclients"}));
- if (!!this.gameRef.rid)
- this.loadGame();
- };
- if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
- initialize();
- else //socket not ready yet (initial loading)
- this.st.conn.onopen = initialize;
+ // Define socket .onmessage() and .onclose() events:
this.st.conn.onmessage = this.socketMessageListener;
const socketCloseListener = () => {
store.socketCloseListener(); //reinitialize connexion (in store.js)
this.st.conn.addEventListener('close', socketCloseListener);
};
this.st.conn.onclose = socketCloseListener;
+ // Socket init required before loading remote game:
+ const socketInit = (callback) => {
+ if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ callback();
+ else //socket not ready yet (initial loading)
+ this.st.conn.onopen = callback;
+ };
+ if (!this.gameRef.rid) //game stored locally or on server
+ this.loadGame(null, () => socketInit(this.roomInit));
+ 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);
+ }
},
methods: {
- getOppSid: function() {
- if (!!this.game.oppsid)
- return this.game.oppsid;
- const opponent = this.people.find(p => p.id == this.game.oppid);
- return (!!opponent ? opponent.sid : null);
+ // O.1] Ask server for room composition:
+ roomInit: function() {
+ this.st.conn.send(JSON.stringify({code:"pollclients"}));
},
socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
break;
case "lastate": //got opponent infos about last move
{
- const L = this.game.moves.length;
- if (data.movesCount > L)
- {
- // Just got last move from him
- this.$refs["basegame"].play(data.lastMove,
- "receive", this.game.vname!="Dark" ? "animate" : null);
- if (data.score != "*" && this.game.score == "*")
- {
- // Opponent resigned or aborted game, or accepted draw offer
- // (this is not a stalemate or checkmate)
- this.$refs["basegame"].endGame(data.score, "Opponent action");
- }
- this.game.clocks = data.clocks; //TODO: check this?
- if (!!data.lastMove.draw)
- this.drawOffer = "received";
- }
+ this.lastate = data;
+ if (!!this.game.type) //game is loaded
+ this.processLastate();
+ //else: will be processed when game is ready
break;
}
case "resign":
this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
+ (data.side=="b" ? "1-0" : "0-1"), "Resign");
break;
case "abort":
this.$refs["basegame"].endGame("?", "Abort");
this.$refs["basegame"].endGame("1/2", "Mutual agreement");
break;
case "drawoffer":
- this.drawOffer = "received";
- break;
- case "drawaccepted":
- this.gameOver("1/2");
+ this.drawOffer = "received"; //TODO: observers don't know who offered draw
break;
case "askfullgame":
this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
break;
case "fullgame":
- this.loadGame(data.game);
+ // Callback "roomInit" to poll clients only after game is loaded
+ this.loadGame(data.game, this.roomInit);
break;
case "connect":
{
break;
}
},
+ // lastate was received, but maybe game wasn't ready yet:
+ processLastate: function() {
+ const data = this.lastate;
+ this.lastate = undefined; //security...
+ const L = this.game.moves.length;
+ if (data.movesCount > L)
+ {
+ // Just got last move from him
+ this.$refs["basegame"].play(data.lastMove,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
+ if (data.score != "*" && this.game.score == "*")
+ {
+ // Opponent resigned or aborted game, or accepted draw offer
+ // (this is not a stalemate or checkmate)
+ this.$refs["basegame"].endGame(data.score, "Opponent action");
+ }
+ this.game.clocks = data.clocks; //TODO: check this?
+ if (!!data.lastMove.draw)
+ this.drawOffer = "received";
+ }
+ },
offerDraw: function() {
// TODO: also for corr games
if (this.drawOffer == "received")
{
if (!confirm("Accept draw?"))
return;
- const oppsid = this.getOppSid(); //TODO: to all people...
- if (!!oppsid)
- this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
+ this.people.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
+ });
this.$refs["basegame"].endGame("1/2", "Mutual agreement");
}
else if (this.drawOffer == "sent")
{
if (!confirm("Offer draw?"))
return;
- const oppsid = this.getOppSid();
- if (!!oppsid)
- this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid}));
+ this.drawOffer = "sent";
+ this.people.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
+ });
}
},
abortGame: function() {
resign: function(e) {
if (!confirm("Resign the game?"))
return;
- const oppsid = this.getOppSid();
- if (!!oppsid)
- {
- this.st.conn.send(JSON.stringify({
- code: "resign",
- target: oppsid,
- }));
- }
+ this.people.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({code:"resign",
+ side:this.game.mycolor, target:p.sid}));
+ }
+ });
// Next line will trigger a "gameover" event, bubbling up till here
this.$refs["basegame"].endGame(
this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
// - from indexedDB (running or completed live game I play)
// - from server (one correspondance game I play[ed] or not)
// - from remote peer (one live game I don't play, finished or not)
- loadGame: function(game) {
+ loadGame: function(game, callback) {
const afterRetrieval = async (game) => {
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
+ if (!!this.lastate) //lastate arrived before game was loaded:
+ this.processLastate();
+ callback();
};
if (!!game)
return afterRetrieval(game);
if (!!this.gameRef.rid)
{
- // Remote live game
- // (TODO: send game ID as well, and receiver would pick the corresponding
- // game in his current games; if allowed to play several)
+ // Remote live game: forgetting about callback func... (TODO: design)
this.st.conn.send(JSON.stringify(
{code:"askfullgame", target:this.gameRef.rid}));
- // (send moves updates + resign/abort/draw actions)
}
else
{
let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
if (this.game.type == "corr")
sendMove.message = this.corrMsg;
- const oppsid = this.getOppSid();
this.people.forEach(p => {
if (p.sid != this.st.user.sid)
{
// Also update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
- //TODO: just this.game.clocks[colorIdx] += addTime;
+ //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
this.game.initime[nextIdx] = Date.now();
// Finally reset curMoveMessage if needed