-// TODO: use indexedDB instead of localStorage? (more flexible...)
+// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
Vue.component('my-game', {
data: function() {
const socketOpenListener = () => {
if (continuation)
{
- // TODO: check FEN integrity with opponent
const fen = localStorage.getItem("fen");
const mycolor = localStorage.getItem("mycolor");
const oppid = localStorage.getItem("oppid");
const moves = JSON.parse(localStorage.getItem("moves"));
this.newGame("human", fen, mycolor, oppid, moves, true);
- // Send ping to server, which answers pong if opponent is connected
- this.conn.send(JSON.stringify({code:"ping", oppid:this.oppId}));
+ // Send ping to server (answer pong if opponent is connected)
+ this.conn.send(JSON.stringify({code:"ping",oppid:this.oppId}));
}
else if (localStorage.getItem("newgame") === variant)
{
case "newmove": //..he played!
this.play(data.move, "animate");
break;
- case "pong": //sent when opponent stayed online after we disconnected
+ case "pong": //received if opponent sent a ping
this.oppConnected = true;
+ const L = this.vr.moves.length;
+ // Send our "last state" informations to opponent (we are still playing)
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppId,
+ lastMove:L>0?this.vr.moves[L-1]:undefined,
+ movesCount:L,
+ }));
break;
+ case "lastate": //got opponent infos about last move (we might have resigned)
+ if (this.mode!="human" || this.oppid!=data.oppid)
+ {
+ // OK, we resigned
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppId,
+ lastMove:undefined,
+ movesCount:-1,
+ }));
+ }
+ else if (data.movesCount < 0)
+ {
+ // OK, he resigned
+ this.endGame(this.mycolor=="w"?"1-0":"0-1");
+ }
+ else if (data.movesCount < this.vr.moves.length)
+ {
+ // We must tell last move to opponent
+ const L = this.vr.moves.length;
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppId,
+ lastMove:this.vr.moves[L-1],
+ movesCount:L,
+ }));
+ }
+ else if (data.movesCount > this.vr.moves.length) //just got last move from him
+ this.play(data.lastMove, "animate");
case "resign": //..you won!
this.endGame(this.mycolor=="w"?"1-0":"0-1");
break;
try {
this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
} catch (INVALID_STATE_ERR) {
- return; //resign failed for some reason...
+ return; //socket is not ready (and not yet reconnected)
}
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
- {
- if (!this.oppConnected)
- return; //abort move if opponent is gone
- try {
- this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
- } catch(INVALID_STATE_ERR) {
- return; //abort also if sending failed
- }
- }
+ this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
new Audio("/sounds/chessmove1.mp3").play();
this.vr.play(move, "ingame");
if (this.mode == "human")
-//const url = require('url');
+const url = require('url');
const Variants = require("./variants");
-function getJsonFromUrl(url) {
- var query = url.substr(2); //starts with "/?"
- var result = {};
- query.split("&").forEach(function(part) {
- var item = part.split("=");
- result[item[0]] = decodeURIComponent(item[1]);
- });
- return result;
-}
-
module.exports = function(wss) {
let clients = { "index": {} };
for (const v of Variants)
clients[v.name] = {};
- // (resign, newgame, newmove). See https://github.com/websockets/ws/blob/master/lib/websocket.js around line 313
- // TODO: awaiting newmove, resign, (+newgame?) :: in memory structure (use Redis ?)
- let newmoves = {};
- let newresign = {};
- for (const v of Variants)
- {
- newmoves[v.name] = {};
- newresign[v.name] = {};
- }
-
wss.on("connection", (socket, req) => {
- //const params = new URL("http://localhost" + req.url).searchParams;
- var query = getJsonFromUrl(req.url);
- const sid = query["sid"]; //params.get("sid");
- const page = query["page"]; //params.get("page");
+ const params = new URL("http://localhost" + req.url).searchParams;
+ const sid = params.get("sid");
+ const page = params.get("page");
clients[page][sid] = socket;
if (page == "index")
{
Object.keys(clients[page]).forEach( k => {
clients[page][k].send(JSON.stringify({code:"connect",id:sid}));
});
- if (!!newmoves[page][sid])
- {
- socket.send(JSON.stringify({code:"newmove",move:newmoves[page][sid]}));
- delete newmoves[page][sid];
- }
- if (!!newresign[page][sid])
- {
- socket.send(JSON.stringify({code:"resign"}));
- delete newresign[page][sid];
- }
socket.on("message", objtxt => {
let obj = JSON.parse(objtxt);
switch (obj.code)
{
case "newmove":
- if (!!clients[page][obj.oppid]) // && clients[page][obj.oppid].readyState == WebSocket.OPEN)
+ if (!!clients[page][obj.oppid])
clients[page][obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}));
- else
- newmoves[page][obj.oppid] = obj.move;
break;
case "ping":
- if (!!clients[page][obj.oppid]) // && clients[page][obj.oppid].readyState == WebSocket.OPEN)
+ if (!!clients[page][obj.oppid])
socket.send(JSON.stringify({code:"pong"}));
break;
+ case "lastate":
+ if (!!clients[page][obj.oppid])
+ clients[page][obj.oppid].send(objtxt);
+ break;
case "newgame":
if (!!games[page])
{
delete games[page];
const mycolor = Math.random() < 0.5 ? 'w' : 'b';
socket.send(JSON.stringify({code:"newgame",fen:fen,oppid:oppId,color:mycolor}));
- clients[page][oppId].send(JSON.stringify({code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w"}));
+ if (!!clients[page][oppId])
+ clients[page][oppId].send(JSON.stringify({code:"newgame",fen:fen,oppid:sid,color:mycolor=="w"?"b":"w"}));
}
else
games[page] = {id:sid, fen:obj.fen}; //wait for opponent
break;
case "resign":
- if (!!clients[page][obj.oppid]) // && clients[page][obj.oppid].readyState == WebSocket.OPEN)
+ if (!!clients[page][obj.oppid])
clients[page][obj.oppid].send(JSON.stringify({code:"resign"}));
- else
- newresign[page][obj.oppid] = true;
break;
}
});