<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:vname="variant.name" :analyze="analyze"
- :vr="vr" :fen-start="fenStart" :players="players" :mycolor="mycolor"
- ref="basegame" @newmove="processMove")
- .button-group(v-if="mode!='analyze'")
+ BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove")
+ .button-group(v-if="game.mode!='analyze'")
button(@click="offerDraw") Draw
button(@click="abortGame") Abort
button(@click="resign") Resign
- div(v-if="mode=='corr'")
+ div(v-if="game.mode=='corr'")
textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
div(v-show="cursor>=0") {{ moves[cursor].message }}
</template>
<script>
-import Board from "@/components/Board.vue";
+import BaseGame from "@/components/BaseGame.vue";
//import Chat from "@/components/Chat.vue";
//import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
+import { GameStorage } from "@/utils/storage";
export default {
name: 'my-game',
components: {
BaseGame,
},
- // gameId: to find the game in storage (assumption: it exists)
- // mode: "live" or "corr" (correspondance game), or "analyze"
- // gameRef in URL hash (listen for changes)
+ // gameRef: to find the game in (potentially remote) storage
data: function() {
return {
st: store.state,
- // variables passed to BaseGame:
- fenStart: "",
- vr: null,
- players: ["Myself","Computer"], //always playing white for now
- mycolor: "w",
- ////////////
- gid: "", //given in URL
- mode: "live", //or "corr"
- variant: {}, //TODO
- myname: store.state.user.name, //may be anonymous (thus no name)
- drawOfferSent: false, //did I just ask for draw?
- opponents: [], //filled later (potentially 2 or 3 opponents)
- people: [], //observers
+ gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID)
+ game: {}, //passed to BaseGame
+ vr: null, //"variant rules" object initialized from FEN
+ drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
+ people: [], //potential observers (TODO)
};
},
- computed: {
- analyze: function() {
- return this.mode == "analyze";
- },
- },
watch: {
- // TODO: watch URL instead
- gid: function() {
- this.launchGame();
+ '$route' (to, from) {
+ if (!!to.params["id"])
+ {
+ this.gameRef.id = to.params["id"];
+ this.gameRef.rid = to.query["rid"];
+ this.loadGame();
+ }
},
},
- // Modal end of game, and then sub-components
created: function() {
- // TODO: look for game in storage, if found then:
- //this.launchGame();
- // TODO: if I'm one of the players in game, then:
- // Send ping to server (answer pong if opponent[s] is connected)
- if (true && !!this.conn && !!this.gameRef)
+ if (!!this.$route.params["id"])
{
- this.conn.onopen = () => {
- this.conn.send(JSON.stringify({
- code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
- };
+ this.gameRef.id = this.$route.params["id"];
+ this.gameRef.rid = this.$route.query["rid"];
+ this.loadGame();
}
+ // TODO: how to know who is observing ? Send message to everyone with game ID ?
+ // and then just listen to (dis)connect events
+
+
+ // server always send "connect on " + URL ; then add to observers if game...
+ // detect multiple tabs connected (when connect ask server if my SID is already in use)
+// router when access a game page tell to server I joined + game ID (no need rid)
+// and ask server for current joined (= observers)
+// when send to chat (or a move), reach only this group (send gid along)
+
+ // --> doivent ĂȘtre enregistrĂ©s comme observers au niveau du serveur...
+ // non: poll users + events startObserving / stopObserving
+
+
// TODO: also handle "draw accepted" (use opponents array?)
// --> must give this info also when sending lastState...
// and, if all players agree then OK draw (end game ...etc)
let L = undefined;
switch (data.code)
{
- case "newmove": //..he played!
- this.play(data.move, this.variant.name!="Dark" ? "animate" : null);
+ case "newmove":
+ // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
+ // ...or just see nothing as on buho21
+ this.$refs["basegame"].play(
+ data.move, this.game.vname!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameRef.id != data.gameId)
- break; //games IDs don't match: definitely over...
+ break; //games IDs don't match: the game is definitely over...
this.oppConnected = true;
// Send our "last state" informations to opponent(s)
L = this.vr.moves.length;
}));
});
break;
- // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
+ // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
case "lastate": //got opponent infos about last move
L = this.vr.moves.length;
if (this.gameRef.id != data.gameId)
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
- launchGame: async function() {
- const vModule = await import("@/variants/" + this.variant.name + ".js");
- window.V = vModule.VariantRules;
- this.loadGame(this.gid);
- },
- loadGame: function(gid) {
- // TODO: ask game to remote peer if this.remoteId is set
- // (or just if game not found locally)
- // NOTE: if it's a corr game, ask it from server
- const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank
- this.opponent.id = game.oppid; //opponent ID in case of running HH game
- this.opponent.name = game.oppname; //maye be blank (if anonymous)
- this.score = game.score;
- this.mycolor = game.mycolor;
- this.fenStart = game.fenStart;
- this.moves = game.moves;
- this.cursor = game.moves.length-1;
- this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
+ // 4 cases for loading a game:
+ // - from localStorage (one running game I play)
+ // - from indexedDB (one completed live game)
+ // - 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) => {
+ this.game = game;
+ const vModule = await import("@/variants/" + game.vname + ".js");
+ window.V = vModule.VariantRules;
+ this.vr = new V(game.fen);
+ });
+// // 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))
+// {
+// this.game.players.forEach(p => {
+// if (p.sid != this.st.user.sid)
+// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
+// });
+// }
},
oppConnected: function(uid) {
- return this.opponents.any(o => o.id == uidi && o.online);
+ return this.opponents.some(o => o.id == uid && o.online);
+ },
+ processMove: function(move) {
+ // TODO: process some opponent's move
},
},
};