-<!-- TODO: component Game, + handle players + observers connect/disconnect
- event = "gameconnect" ...etc
- connect/disconnect with sid+name (ID not required); name slightly redundant but easier
-quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
-(éventuel échange lastate avec les connectés, pong ...etc)
-ensuite quand qqun se deco il suffit d'écouter "disconnect"
-pareil quand quelqu'un reco.
-(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
- // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
-// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
-// onClick :: ask full game to remote player, and register as an observer in game
-// (use gameId to communicate)
-// on landing on game :: if gameId not found locally, check remotely
-// ==> il manque un param dans game : "remoteId"
--->
<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- 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="game.mode=='corr'")
- textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
- div(v-show="cursor>=0") {{ moves[cursor].message }}
+main
+ input#modalChat.modal(
+ type="checkbox"
+ @click="resetChatColor()"
+ )
+ div#chatWrap(
+ role="dialog"
+ data-checkbox="modalChat"
+ )
+ #chat.card
+ label.modal-close(for="modalChat")
+ #participants
+ span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
+ span(
+ v-for="p in Object.values(people)"
+ v-if="p.name"
+ )
+ | {{ p.name }}
+ span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
+ | + @nonymous
+ Chat(
+ :players="game.players"
+ :pastChats="game.chats"
+ :newChat="newChat"
+ @mychat="processChat"
+ @chatcleared="clearChat"
+ )
+ .row
+ #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+ span.variant-cadence {{ game.cadence }}
+ span.variant-name {{ game.vname }}
+ button#chatBtn(onClick="window.doClick('modalChat')") Chat
+ #actions(v-if="game.score=='*'")
+ button(
+ @click="clickDraw()"
+ :class="{['draw-' + drawOffer]: true}"
+ )
+ | {{ st.tr["Draw"] }}
+ button(
+ v-if="!!game.mycolor"
+ @click="abortGame()"
+ )
+ | {{ st.tr["Abort"] }}
+ button(
+ v-if="!!game.mycolor"
+ @click="resign()"
+ )
+ | {{ st.tr["Resign"] }}
+ #playersInfo
+ p
+ span.name(:class="{connected: isConnected(0)}")
+ | {{ game.players[0].name || "@nonymous" }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
+ span.split-names -
+ span.name(:class="{connected: isConnected(1)}")
+ | {{ game.players[1].name || "@nonymous" }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
+ BaseGame(
+ ref="basegame"
+ :game="game"
+ @newmove="processMove"
+ @gameover="gameOver"
+ )
</template>
<script>
import BaseGame from "@/components/BaseGame.vue";
-//import Chat from "@/components/Chat.vue";
-//import MoveList from "@/components/MoveList.vue";
+import Chat from "@/components/Chat.vue";
import { store } from "@/store";
-import { GameStorage } from "@/utils/storage";
-
+import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
+import { ajax } from "@/utils/ajax";
+import { extractTime } from "@/utils/timeControl";
+import { getRandString } from "@/utils/alea";
+import { processModalClick } from "@/utils/modalClick";
+import { getFullNotation } from "@/utils/notation";
+import { playMove, getFilteredMove } from "@/utils/playUndo";
+import { getScoreMessage } from "@/utils/scoring";
+import { ArrayFun } from "@/utils/array";
+import params from "@/parameters";
export default {
- name: 'my-game',
+ name: "my-game",
components: {
BaseGame,
+ Chat
},
// gameRef: to find the game in (potentially remote) storage
data: function() {
return {
st: store.state,
- gameRef: { //given in URL (rid = remote ID)
+ gameRef: {
+ // rid = remote (socket) ID
id: "",
rid: ""
},
- game: { }, //passed to BaseGame
+ game: {
+ // Passed to BaseGame
+ players: [{ name: "" }, { name: "" }],
+ chats: [],
+ rendered: false
+ },
+ virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
- drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
- people: [ ], //potential observers (TODO)
+ drawOffer: "",
+ people: {}, //players + observers
+ onMygames: [], //opponents (or me) on "MyGames" page
+ lastate: undefined, //used if opponent send lastate before game is ready
+ repeat: {}, //detect position repetition
+ newChat: "",
+ conn: null,
+ connexionString: "",
+ // Related to (killing of) self multi-connects:
+ newConnect: {},
+ killed: {}
};
},
watch: {
- '$route' (to, from) {
- if (!!to.params["id"])
- {
- this.gameRef.id = to.params["id"];
- this.gameRef.rid = to.query["rid"];
- this.loadGame();
- }
- },
- },
- created: function() {
- if (!!this.$route.params["id"])
- {
- this.gameRef.id = this.$route.params["id"];
- this.gameRef.rid = this.$route.query["rid"];
+ $route: function(to) {
+ this.gameRef.id = to.params["id"];
+ this.gameRef.rid = to.query["rid"];
this.loadGame();
}
- // TODO: how to know who is observing ? Send message to everyone with game ID ?
- // and then just listen to (dis)connect events
-
-
- // server always send "connect on " + URL ; then add to observers if game...
- // detect multiple tabs connected (when connect ask server if my SID is already in use)
-// router when access a game page tell to server I joined + game ID (no need rid)
-// and ask server for current joined (= observers)
-// when send to chat (or a move), reach only this group (send gid along)
-
- // --> doivent être enregistrés comme observers au niveau du serveur...
- // non: poll users + events startObserving / stopObserving
-
-
- // TODO: also handle "draw accepted" (use opponents array?)
- // --> must give this info also when sending lastState...
- // and, if all players agree then OK draw (end game ...etc)
- const socketMessageListener = msg => {
+ },
+ // NOTE: some redundant code with Hall.vue (mostly related to people array)
+ created: function() {
+ // Always add myself to players' list
+ const my = this.st.user;
+ this.$set(this.people, 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
+ // Initialize connection
+ this.connexionString =
+ params.socketUrl +
+ "/?sid=" +
+ this.st.user.sid +
+ "&tmpId=" +
+ getRandString() +
+ "&page=" +
+ encodeURIComponent(this.$route.path);
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.onmessage = this.socketMessageListener;
+ this.conn.onclose = this.socketCloseListener;
+ // Socket init required before loading remote game:
+ const socketInit = callback => {
+ if (!!this.conn && this.conn.readyState == 1)
+ // 1 == OPEN state
+ callback();
+ else
+ // Socket not ready yet (initial loading)
+ // NOTE: it's important to call callback without arguments,
+ // otherwise first arg is Websocket object and loadGame fails.
+ this.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.
+ socketInit(this.loadGame);
+ },
+ mounted: function() {
+ document
+ .getElementById("chatWrap")
+ .addEventListener("click", processModalClick);
+ },
+ beforeDestroy: function() {
+ this.send("disconnect");
+ },
+ methods: {
+ roomInit: function() {
+ // Notify the room only now that I connected, because
+ // messages might be lost otherwise (if game loading is slow)
+ this.send("connect");
+ this.send("pollclients");
+ },
+ send: function(code, obj) {
+ if (this.conn)
+ this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
+ },
+ isConnected: function(index) {
+ const player = this.game.players[index];
+ // Is it me ?
+ if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
+ return true;
+ // Try to find a match in people:
+ return (
+ (
+ player.sid &&
+ Object.keys(this.people).some(sid => sid == player.sid)
+ )
+ ||
+ (
+ player.uid &&
+ Object.values(this.people).some(p => p.id == player.uid)
+ )
+ );
+ },
+ resetChatColor: function() {
+ // TODO: this is called twice, once on opening an once on closing
+ document.getElementById("chatBtn").classList.remove("somethingnew");
+ },
+ processChat: function(chat) {
+ this.send("newchat", { data: chat });
+ // NOTE: anonymous chats in corr games are not stored on server (TODO?)
+ if (this.game.type == "corr" && this.st.user.id > 0)
+ GameStorage.update(this.gameRef.id, { chat: chat });
+ },
+ clearChat: function() {
+ // Nothing more to do if game is live (chats not recorded)
+ if (this.game.type == "corr") {
+ if (this.game.mycolor)
+ ajax("/chats", "DELETE", {gid: this.game.id});
+ this.game.chats = [];
+ }
+ },
+ // Notify turn after a new move (to opponent and me on MyGames page)
+ notifyTurn: function(sid) {
+ const player = this.people[sid];
+ const colorIdx = this.game.players.findIndex(
+ p => p.sid == sid || p.id == player.id);
+ const color = ["w","b"][colorIdx];
+ const yourTurn =
+ (
+ color == "w" &&
+ this.game.movesCount % 2 == 0
+ )
+ ||
+ (
+ color == "b" &&
+ this.game.movesCount % 2 == 1
+ );
+ this.send("turnchange", { target: sid, yourTurn: yourTurn });
+ },
+ socketMessageListener: function(msg) {
+ if (!this.conn) return;
const data = JSON.parse(msg.data);
- let L = undefined;
- switch (data.code)
- {
- 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: the game is definitely over...
- this.oppConnected = true;
- // Send our "last state" informations to opponent(s)
- L = this.vr.moves.length;
- Object.keys(this.opponents).forEach(oid => {
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- oppid: oid,
- gameId: this.gameRef.id,
- lastMove: (L>0?this.vr.moves[L-1]:undefined),
- movesCount: L,
- }));
+ switch (data.code) {
+ case "pollclients":
+ data.sockIds.forEach(sid => {
+ if (sid != this.st.user.sid) {
+ this.send("askidentity", { target: sid });
+ // Ask potentially missed last state, if opponent and I play
+ if (
+ this.game.mycolor &&
+ this.game.type == "live" &&
+ this.game.score == "*" &&
+ this.game.players.some(p => p.sid == sid)
+ ) {
+ this.send("asklastate", { target: sid });
+ }
+ }
});
break;
- // 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)
- break; //games IDs don't match: nothing we can do...
- // OK, opponent still in game (which might be over)
- if (this.score != "*")
- {
- // We finished the game (any result possible)
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- oppid: data.oppid,
- gameId: this.gameRef.id,
- score: this.score,
- }));
+ case "connect":
+ if (!this.people[data.from]) {
+ this.newConnect[data.from] = true; //for self multi-connects tests
+ this.send("askidentity", { target: data.from });
}
- else if (!!data.score) //opponent finished the game
- this.endGame(data.score);
- else if (data.movesCount < L)
+ break;
+ case "disconnect":
+ this.$delete(this.people, data.from);
+ break;
+ case "mconnect": {
+ // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
+ // Either me (another tab) or opponent
+ const sid = data.from;
+ if (!this.onMygames.some(s => s == sid))
{
- // We must tell last move to opponent
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- oppid: this.opponent.id,
- gameId: this.gameRef.id,
- lastMove: this.vr.moves[L-1],
- movesCount: L,
- }));
+ this.onMygames.push(sid);
+ this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
}
- else if (data.movesCount > L) //just got last move from him
- this.play(data.lastMove, "animate");
break;
- case "resign": //..you won!
- this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
+ if (!this.people[sid])
+ this.send("askidentity", { target: sid });
+ }
+ case "mdisconnect":
+ ArrayFun.remove(this.onMygames, sid => sid == data.from);
break;
- // TODO: also use (dis)connect info to count online players?
- case "gameconnect":
- case "gamedisconnect":
- if (this.mode=="human")
- {
- const online = (data.code == "connect");
- // If this is an opponent ?
- if (!!this.opponents[data.id])
- this.opponents[data.id].online = online;
- else
- {
- // Or an observer ?
- if (!online)
- delete this.people[data.id];
- else
- this.people[data.id] = data.name;
+ case "killed":
+ // I logged in elsewhere:
+ this.conn = null;
+ alert(this.st.tr["New connexion detected: tab now offline"]);
+ break;
+ case "askidentity": {
+ // Request for identification
+ const me = {
+ // Decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id
+ };
+ this.send("identity", { data: me, target: data.from });
+ break;
+ }
+ case "identity": {
+ const user = data.data;
+ this.$set(this.people, user.sid, { name: user.name, id: user.id });
+ if (user.name) {
+ // If I multi-connect, kill current connexion if no mark (I'm older)
+ if (
+ this.newConnect[user.sid] &&
+ user.id > 0 &&
+ user.id == this.st.user.id &&
+ user.sid != this.st.user.sid
+ ) {
+ if (!this.killed[this.st.user.sid]) {
+ this.send("killme", { sid: this.st.user.sid });
+ this.killed[this.st.user.sid] = true;
+ }
}
}
+ delete this.newConnect[user.sid];
break;
- }
- };
- const socketCloseListener = () => {
- this.st.conn.addEventListener('message', socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- };
- this.st.conn.onmessage = socketMessageListener;
- this.st.conn.onclose = socketCloseListener;
- },
- // dans variant.js (plutôt room.js) conn gère aussi les challenges
- // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
- methods: {
- offerDraw: function() {
- if (!confirm("Offer draw?"))
- return;
- // Stay in "draw offer sent" state until next move is played
- this.drawOfferSent = true;
- if (this.subMode == "corr")
- {
- // TODO: set drawOffer on in game (how ?)
- }
- else //live game
- {
- this.opponents.forEach(o => {
- if (!!o.online)
- {
- try {
- this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
- } catch (INVALID_STATE_ERR) {
- return;
- }
+ }
+ case "askgame":
+ // Send current (live) game if not asked by any of the players
+ if (
+ this.game.type == "live" &&
+ this.game.players.every(p => p.sid != data.from[0])
+ ) {
+ const myGame = {
+ id: this.game.id,
+ fen: this.game.fen,
+ players: this.game.players,
+ vid: this.game.vid,
+ cadence: this.game.cadence,
+ score: this.game.score,
+ rid: this.st.user.sid //useful in Hall if I'm an observer
+ };
+ this.send("game", { data: myGame, target: data.from });
}
- });
+ break;
+ case "askfullgame":
+ this.send("fullgame", { data: this.game, target: data.from });
+ break;
+ case "fullgame":
+ // Callback "roomInit" to poll clients only after game is loaded
+ let game = data.data;
+ // Move format isn't the same in storage and in browser,
+ // because of the 'addTime' field.
+ game.moves = game.moves.map(m => { return m.move || m; });
+ this.loadGame(game, this.roomInit);
+ break;
+ case "asklastate":
+ // Sending last state if I played a move or score != "*"
+ if (
+ (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
+ this.game.score != "*" ||
+ this.drawOffer == "sent"
+ ) {
+ // Send our "last state" informations to opponent
+ const L = this.game.moves.length;
+ const myIdx = ["w", "b"].indexOf(this.game.mycolor);
+ const myLastate = {
+ // NOTE: lastMove (when defined) includes addTime
+ lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
+ // Since we played a move (or abort or resign),
+ // only drawOffer=="sent" is possible
+ drawSent: this.drawOffer == "sent",
+ score: this.game.score,
+ movesCount: L,
+ initime: this.game.initime[1 - myIdx] //relevant only if I played
+ };
+ this.send("lastate", { data: myLastate, target: data.from });
+ }
+ break;
+ case "lastate": //got opponent infos about last move
+ this.lastate = data.data;
+ if (this.game.rendered)
+ // Game is rendered (Board component)
+ this.processLastate();
+ // Else: will be processed when game is ready
+ break;
+ case "newmove": {
+ const move = data.data;
+ if (move.cancelDrawOffer) {
+ // Opponent refuses draw
+ this.drawOffer = "";
+ // NOTE for corr games: drawOffer reset by player in turn
+ if (this.game.type == "live" && !!this.game.mycolor)
+ GameStorage.update(this.gameRef.id, { drawOffer: "" });
+ }
+ this.$refs["basegame"].play(
+ move.move,
+ "received",
+ null,
+ {addTime: move.addTime});
+ break;
+ }
+ case "resign":
+ const score = data.side == "b" ? "1-0" : "0-1";
+ const side = data.side == "w" ? "White" : "Black";
+ this.gameOver(score, side + " surrender");
+ break;
+ case "abort":
+ this.gameOver("?", "Stop");
+ break;
+ case "draw":
+ this.gameOver("1/2", data.data);
+ break;
+ case "drawoffer":
+ // NOTE: observers don't know who offered draw
+ this.drawOffer = "received";
+ break;
+ case "newchat":
+ this.newChat = data.data;
+ if (!document.getElementById("modalChat").checked)
+ document.getElementById("chatBtn").classList.add("somethingnew");
+ break;
}
},
- // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
- receiveDrawOffer: function() {
- //if (...)
- // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
- // if accept: send message "draw"
+ socketCloseListener: function() {
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener("message", this.socketMessageListener);
+ this.conn.addEventListener("close", this.socketCloseListener);
},
- abortGame: function() {
- if (!confirm("Abort the game?"))
- return;
- //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
- //send message: "gameOver" avec score "?"
- // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
+ // lastate was received, but maybe game wasn't ready yet:
+ processLastate: function() {
+ const data = this.lastate;
+ this.lastate = undefined; //security...
+ const L = this.game.moves.length;
+ if (data.movesCount > L) {
+ // Just got last move from him
+ this.$refs["basegame"].play(
+ data.lastMove.move,
+ "received",
+ null,
+ {addTime: data.lastMove.addTime, initime: data.initime});
+ }
+ if (data.drawSent) this.drawOffer = "received";
+ if (data.score != "*") {
+ this.drawOffer = "";
+ if (this.game.score == "*") this.gameOver(data.score);
+ }
},
- resign: function(e) {
- if (!confirm("Resign the game?"))
- return;
- if (this.mode == "human" && this.oppConnected(this.oppid))
- {
- try {
- this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- } catch (INVALID_STATE_ERR) {
+ clickDraw: function() {
+ if (!this.game.mycolor) return; //I'm just spectator
+ if (["received", "threerep"].includes(this.drawOffer)) {
+ if (!confirm(this.st.tr["Accept draw?"])) return;
+ const message =
+ this.drawOffer == "received"
+ ? "Mutual agreement"
+ : "Three repetitions";
+ this.send("draw", { data: message });
+ this.gameOver("1/2", message);
+ } else if (this.drawOffer == "") {
+ // No effect if drawOffer == "sent"
+ if (this.game.mycolor != this.vr.turn) {
+ alert(this.st.tr["Draw offer only in your turn"]);
return;
}
+ if (!confirm(this.st.tr["Offer draw?"])) return;
+ this.drawOffer = "sent";
+ this.send("drawoffer");
+ GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
}
- this.endGame(this.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)
+ abortGame: function() {
+ if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
+ this.gameOver("?", "Stop");
+ this.send("abort");
+ },
+ resign: function() {
+ if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
+ return;
+ this.send("resign", { data: this.game.mycolor });
+ const score = this.game.mycolor == "w" ? "0-1" : "1-0";
+ const side = this.game.mycolor == "w" ? "White" : "Black";
+ this.gameOver(score, side + " surrender");
+ },
+ // 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) => {
- this.game = Object.assign({},
- game,
- // NOTE: assign mycolor here, since BaseGame could also bs VS computer
- {mycolor: ["w","b"][game.players.findIndex(p => p.sid == this.st.user.sid)]},
- );
+ 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);
- });
-// // 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}));
-// });
-// }
+ const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
+ 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
+ const L = game.moves.length;
+ if (game.score == "*") {
+ // Set clocks + initime
+ game.clocks = [tc.mainTime, tc.mainTime];
+ 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);
+ }
+ 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
+ });
+ }
+ }
+ }
+ 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";
+ }
+ }
+ }
+ 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,
+ movesCount: game.moves.length
+ },
+ game,
+ );
+ this.re_setClocks();
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (this.lastate) this.processLastate();
+ });
+ if (callback) callback();
+ };
+ if (game) {
+ afterRetrieval(game);
+ return;
+ }
+ if (this.gameRef.rid) {
+ // Remote live game: forgetting about callback func... (TODO: design)
+ this.send("askfullgame", { target: this.gameRef.rid });
+ } else {
+ // Local or corr game
+ // NOTE: afterRetrieval() is never called if game not found
+ GameStorage.get(this.gameRef.id, afterRetrieval);
+ }
},
- oppConnected: function(uid) {
- return this.opponents.some(o => o.id == uid && o.online);
+ re_setClocks: function() {
+ if (this.game.movesCount < 2 || this.game.score != "*") {
+ // 1st move not completed yet, or game over: freeze time
+ this.virtualClocks = this.game.clocks.map(s => ppt(s));
+ return;
+ }
+ const currentTurn = this.vr.turn;
+ const currentMovesCount = this.game.moves.length;
+ const colorIdx = ["w", "b"].indexOf(currentTurn);
+ let countdown =
+ this.game.clocks[colorIdx] -
+ (Date.now() - this.game.initime[colorIdx]) / 1000;
+ this.virtualClocks = [0, 1].map(i => {
+ const removeTime =
+ i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
+ return ppt(this.game.clocks[i] - removeTime);
+ });
+ let clockUpdate = setInterval(() => {
+ if (
+ countdown < 0 ||
+ this.game.moves.length > currentMovesCount ||
+ this.game.score != "*"
+ ) {
+ clearInterval(clockUpdate);
+ if (countdown < 0)
+ this.gameOver(
+ currentTurn == "w" ? "0-1" : "1-0",
+ "Time"
+ );
+ } else
+ this.$set(
+ this.virtualClocks,
+ colorIdx,
+ ppt(Math.max(0, --countdown))
+ );
+ }, 1000);
},
- processMove: function(move) {
- // TODO: process some opponent's move
+ // Post-process a (potentially partial) move (which was just played in BaseGame)
+ // TODO?: wait for AJAX return to finish processing a move,
+ // and for opponent pingback in case of live game : if none received after e.g. 500ms, re-send newmove
+ // ...and provide move index with newmove event for basic check after receiving
+ processMove: function(move, data) {
+ const moveCol = this.vr.turn;
+ const doProcessMove = () => {
+ const colorIdx = ["w", "b"].indexOf(moveCol);
+ const nextIdx = 1 - colorIdx;
+ if (this.game.mycolor) {
+ // NOTE: 'var' to see that variable outside this block
+ var filtered_move = getFilteredMove(move);
+ }
+ // Send move ("newmove" event) to people in the room (if our turn)
+ let addTime = (data && this.game.type == "live") ? data.addTime : 0;
+ if (moveCol == this.game.mycolor) {
+ if (this.drawOffer == "received")
+ // I refuse draw
+ this.drawOffer = "";
+ // 'addTime' is irrelevant for corr games:
+ if (this.game.type == "live" && this.game.movesCount >= 2) {
+ const elapsed = Date.now() - this.game.initime[colorIdx];
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed / 1000;
+ }
+ const sendMove = {
+ move: filtered_move,
+ addTime: addTime, //undefined for corr games
+ cancelDrawOffer: this.drawOffer == "",
+ // Players' SID required for /mygames page
+ // TODO: precompute and add this field to game object?
+ players: this.game.players.map(p => p.sid)
+ };
+ this.send("newmove", { data: sendMove });
+ }
+ // Update current game object (no need for moves stack):
+ playMove(move, this.vr);
+ this.game.movesCount++;
+ // TODO: notifyTurn
+ // (add)Time indication: useful in case of lastate infos requested
+ this.game.moves.push(this.game.type == "live"
+ ? {move:move, addTime:addTime}
+ : move);
+ this.game.fen = this.vr.getFen();
+ if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
+ // In corr games, just reset clock to mainTime:
+ else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
+ // data.initime is set only when I receive a "lastate" move from opponent
+ this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
+ this.re_setClocks();
+ // If repetition detected, consider that a draw offer was received:
+ const fenObj = V.ParseFen(this.game.fen);
+ let repIdx = fenObj.position + "_" + fenObj.turn;
+ if (fenObj.flags) repIdx += "_" + fenObj.flags;
+ this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1;
+ if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+ else if (this.drawOffer == "threerep") this.drawOffer = "";
+ // Since corr games are stored at only one location, update should be
+ // done only by one player for each move:
+ if (
+ this.game.mycolor &&
+ (this.game.type == "live" || moveCol == this.game.mycolor)
+ ) {
+ let drawCode = "";
+ switch (this.drawOffer) {
+ case "threerep":
+ drawCode = "t";
+ break;
+ case "sent":
+ drawCode = this.game.mycolor;
+ break;
+ case "received":
+ drawCode = V.GetOppCol(this.game.mycolor);
+ break;
+ }
+ if (this.game.type == "corr") {
+ GameStorage.update(this.gameRef.id, {
+ fen: this.game.fen,
+ move: {
+ squares: filtered_move,
+ played: Date.now(),
+ idx: this.game.moves.length - 1
+ },
+ // Code "n" for "None" to force reset (otherwise it's ignored)
+ drawOffer: drawCode || "n"
+ });
+ }
+ else {
+ // Live game:
+ GameStorage.update(this.gameRef.id, {
+ fen: this.game.fen,
+ move: filtered_move,
+ clocks: this.game.clocks,
+ initime: this.game.initime,
+ drawOffer: drawCode
+ });
+ }
+ }
+ };
+ if (this.game.type == "corr" && moveCol == this.game.mycolor) {
+ setTimeout(() => {
+ if (
+ !confirm(
+ this.st.tr["Move played:"] +
+ " " +
+ getFullNotation(move) +
+ "\n" +
+ this.st.tr["Are you sure?"]
+ )
+ ) {
+ this.$refs["basegame"].cancelLastMove();
+ return;
+ }
+ doProcessMove();
+ // Let small time to finish drawing current move attempt:
+ }, 500);
+ }
+ else doProcessMove();
},
- },
+ gameOver: function(score, scoreMsg) {
+ this.game.score = score;
+ this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score));
+ const myIdx = this.game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ });
+ if (myIdx >= 0) {
+ // OK, I play in this game
+ GameStorage.update(this.gameRef.id, {
+ score: score,
+ scoreMsg: scoreMsg
+ });
+ // Notify the score to main Hall. TODO: only one player (currently double send)
+ this.send("result", { gid: this.game.id, score: score });
+ }
+ }
+ }
};
</script>
+
+<style lang="sass" scoped>
+.connected
+ background-color: lightgreen
+
+#participants
+ margin-left: 5px
+
+.anonymous
+ color: grey
+ font-style: italic
+
+#playersInfo > p
+ margin: 0
+
+@media screen and (min-width: 768px)
+ #actions
+ width: 300px
+@media screen and (max-width: 767px)
+ .game
+ width: 100%
+
+#actions
+ display: inline-block
+ margin: 0
+ button
+ display: inline-block
+ margin: 0
+
+@media screen and (max-width: 767px)
+ #aboveBoard
+ text-align: center
+@media screen and (min-width: 768px)
+ #aboveBoard
+ margin-left: 30%
+
+.variant-cadence
+ padding-right: 10px
+
+.variant-name
+ font-weight: bold
+ padding-right: 10px
+
+.name
+ font-size: 1.5rem
+ padding: 1px
+
+.time
+ font-size: 2rem
+ display: inline-block
+ margin-left: 10px
+
+.split-names
+ display: inline-block
+ margin: 0 15px
+
+#chat
+ padding-top: 20px
+ max-width: 767px
+ border: none;
+
+#chatBtn
+ margin: 0 10px 0 0
+
+.draw-sent, .draw-sent:hover
+ background-color: lightyellow
+
+.draw-received, .draw-received:hover
+ background-color: lightgreen
+
+.draw-threerep, .draw-threerep:hover
+ background-color: #e4d1fc
+
+.somethingnew
+ background-color: #c5fefe
+</style>