span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
span(
v-for="p in Object.values(people)"
- v-if="!!p.name"
+ v-if="p.name"
)
| {{ p.name }}
- span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+ span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
| + @nonymous
Chat(
:players="game.players"
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",
return {
st: store.state,
gameRef: {
- //given in URL (rid = remote ID)
+ // rid = remote (socket) ID
id: "",
rid: ""
},
game: {
- //passed to BaseGame
+ // Passed to BaseGame
players: [{ name: "" }, { name: "" }],
chats: [],
rendered: false
vr: null, //"variant rules" object initialized from FEN
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,
+ roomInitialized: false,
+ // If newmove has wrong index: ask fullgame again:
+ gameIsLoading: false,
+ // If asklastate got no reply, ask again:
+ gotLastate: false,
+ gotMoveIdx: -1, //last move index received
+ // If newmove got no pingback, send again:
+ opponentGotMove: false,
connexionString: "",
// Related to (killing of) self multi-connects:
newConnect: {},
if (!!this.conn && this.conn.readyState == 1)
// 1 == OPEN state
callback();
- else {
+ 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 = () => {
- return callback();
- };
- }
+ this.conn.onopen = () => callback();
};
if (!this.gameRef.rid)
// Game stored locally or on server
this.loadGame(null, () => socketInit(this.roomInit));
- else {
+ 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);
- }
},
mounted: function() {
document
},
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");
+ if (!this.roomInitialized) {
+ // 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");
+ // We may ask fullgame several times if some moves are lost,
+ // but room should be init only once:
+ this.roomInitialized = true;
+ }
},
send: function(code, obj) {
- if (this.conn) {
+ if (!!this.conn)
this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
- }
},
isConnected: function(index) {
const player = this.game.players[index];
return true;
// Try to find a match in people:
return (
- Object.keys(this.people).some(sid => sid == player.sid) ||
- Object.values(this.people).some(p => p.id == player.uid)
+ (
+ 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() {
clearChat: function() {
// Nothing more to do if game is live (chats not recorded)
if (this.game.type == "corr") {
- if (this.game.mycolor)
+ if (!!this.game.mycolor)
ajax("/chats", "DELETE", {gid: this.game.id});
- // TODO: this.game.chats = [] could be enough here?
this.$set(this.game, "chats", []);
}
},
+ // Notify turn after a new move (to opponent and me on MyGames page)
+ notifyTurn: function(sid) {
+ const player = this.people[sid];
+ const colorIdx = this.game.players.findIndex(
+ p => p.sid == sid || p.id == player.id);
+ const color = ["w","b"][colorIdx];
+ const movesCount = this.game.moves.length;
+ const yourTurn =
+ (color == "w" && movesCount % 2 == 0) ||
+ (color == "b" && movesCount % 2 == 1);
+ this.send("turnchange", { target: sid, yourTurn: yourTurn });
+ },
socketMessageListener: function(msg) {
if (!this.conn) return;
const data = JSON.parse(msg.data);
switch (data.code) {
case "pollclients":
data.sockIds.forEach(sid => {
- this.$set(this.people, sid, { id: 0, name: "" });
- if (sid != this.st.user.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;
case "connect":
- if (!this.people[data.from])
- this.$set(this.people, data.from, { name: "", id: 0 });
- if (!this.people[data.from].name) {
+ if (!this.people[data.from]) {
this.newConnect[data.from] = true; //for self multi-connects tests
this.send("askidentity", { target: data.from });
}
case "disconnect":
this.$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))
+ {
+ this.onMygames.push(sid);
+ this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
+ }
+ break;
+ if (!this.people[sid])
+ this.send("askidentity", { target: sid });
+ }
+ case "mdisconnect":
+ ArrayFun.remove(this.onMygames, sid => sid == data.from);
+ break;
case "killed":
// I logged in elsewhere:
- // TODO: this fails. See https://github.com/websockets/ws/issues/489
- //this.conn.removeEventListener("message", this.socketMessageListener);
- //this.conn.removeEventListener("close", this.socketCloseListener);
- //this.conn.close();
this.conn = null;
alert(this.st.tr["New connexion detected: tab now offline"]);
break;
case "askidentity": {
- // Request for identification (TODO: anonymous shouldn't need to reply)
+ // Request for identification
const me = {
// Decompose to avoid revealing email
name: this.st.user.name,
}
case "identity": {
const user = data.data;
- if (user.name) {
- // If I multi-connect, kill current connexion if no mark (I'm older)
+ this.$set(this.people, user.sid, { name: user.name, id: user.id });
+ // If I multi-connect, kill current connexion if no mark (I'm older)
+ if (this.newConnect[user.sid]) {
if (
- this.newConnect[user.sid] &&
user.id > 0 &&
user.id == this.st.user.id &&
- user.sid != this.st.user.sid
+ user.sid != this.st.user.sid &&
+ !this.killed[this.st.user.sid]
) {
- if (!this.killed[this.st.user.sid]) {
this.send("killme", { sid: this.st.user.sid });
this.killed[this.st.user.sid] = true;
- }
}
- if (user.sid != this.st.user.sid) {
- //I already know my identity...
- this.$set(this.people, user.sid, {
- id: user.id,
- name: user.name
- });
+ delete this.newConnect[user.sid];
+ }
+ if (!this.killed[this.st.user.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 == user.sid)
+ ) {
+ let self = this;
+ (function askLastate() {
+ self.send("asklastate", { target: user.sid });
+ setTimeout(
+ () => {
+ // Ask until we got a reply (or opponent disconnect):
+ if (!self.gotLastate && !!self.people[user.sid])
+ askLastate();
+ },
+ 750
+ );
+ })();
}
}
- delete this.newConnect[user.sid];
break;
}
case "askgame":
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);
+ this.loadGame(data.data, this.roomInit);
break;
case "asklastate":
- // Sending last state if I played a move or score != "*"
+ // Sending informative last state if I played a move or score != "*"
if (
(this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
this.game.score != "*" ||
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,
+ addTime: L > 0 ? this.game.addTimes[L - 1] : undefined,
// Since we played a move (or abort or resign),
// only drawOffer=="sent" is possible
drawSent: this.drawOffer == "sent",
initime: this.game.initime[1 - myIdx] //relevant only if I played
};
this.send("lastate", { data: myLastate, target: data.from });
+ } else {
+ this.send("lastate", { data: {nothing: true}, 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
+ case "lastate": {
+ // Got opponent infos about last move
+ this.gotLastate = true;
+ if (!data.data.nothing) {
+ 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: "" });
+ const movePlus = data.data;
+ const movesCount = this.game.moves.length;
+ if (movePlus.index > movesCount) {
+ // This can only happen if I'm an observer and missed a move.
+ if (!this.gameIsLoading) {
+ this.gameIsLoading = true;
+ if (!this.gameRef.rid)
+ // This is my game: just reload.
+ this.loadGame();
+ else {
+ // Just ask fullgame again (once!), this is much simpler.
+ // If this fails, the user could just reload page :/
+ let self = this;
+ (function askIfPeerConnected() {
+ if (!!self.people[self.gameRef.rid])
+ self.send("askfullgame", { target: self.gameRef.rid });
+ else setTimeout(askIfPeerConnected, 1000);
+ })();
+ }
+ }
+ } else {
+ if (
+ movePlus.index < movesCount ||
+ this.gotMoveIdx >= movePlus.index
+ ) {
+ // Opponent re-send but we already have the move:
+ // (maybe he didn't receive our pingback...)
+ this.send("gotmove", {data: movePlus.index, target: data.from});
+ } else {
+ this.gotMoveIdx = movePlus.index;
+ const receiveMyMove = (movePlus.color == this.game.mycolor);
+ if (!receiveMyMove && !!this.game.mycolor)
+ // Notify opponent that I got the move:
+ this.send("gotmove", {data: movePlus.index, target: data.from});
+ if (movePlus.cancelDrawOffer) {
+ // Opponent refuses draw
+ this.drawOffer = "";
+ // NOTE for corr games: drawOffer reset by player in turn
+ if (
+ this.game.type == "live" &&
+ !!this.game.mycolor &&
+ !receiveMyMove
+ ) {
+ GameStorage.update(this.gameRef.id, { drawOffer: "" });
+ }
+ }
+ this.$refs["basegame"].play(
+ movePlus.move,
+ "received",
+ null,
+ {
+ addTime: movePlus.addTime,
+ receiveMyMove: receiveMyMove
+ }
+ );
+ }
}
- this.$refs["basegame"].play(
- move.move,
- "received",
- null,
- {addTime: move.addTime});
+ break;
+ }
+ case "gotmove": {
+ this.opponentGotMove = true;
break;
}
case "resign":
if (data.movesCount > L) {
// Just got last move from him
this.$refs["basegame"].play(
- data.lastMove.move,
+ data.lastMove,
"received",
null,
- {addTime: data.lastMove.addTime, initime: data.initime});
+ {addTime: data.addTime, initime: data.initime}
+ );
}
if (data.drawSent) this.drawOffer = "received";
if (data.score != "*") {
this.gameOver("1/2", message);
} else if (this.drawOffer == "") {
// No effect if drawOffer == "sent"
- if (this.game.mycolor != this.vr.turn) {
+ if (!!this.game.mycolor != this.vr.turn) {
alert(this.st.tr["Draw offer only in your turn"]);
return;
}
if (L >= 1) {
const gameLastupdate = game.moves[L-1].played;
game.initime[L % 2] = gameLastupdate;
- if (L >= 2)
- game.clocks[L % 2] = Date.now() - gameLastupdate;
+ if (L >= 2) {
+ game.clocks[L % 2] =
+ tc.mainTime - (Date.now() - gameLastupdate) / 1000;
+ }
}
}
// Sort chat messages from newest to oldest
// at least oppsid or oppid is available anyway:
oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
- movesCount: game.moves.length
+ addTimes: [], //used for live games
},
game,
);
+ if (this.gameIsLoading)
+ // Re-load game because we missed some moves:
+ // artificially reset BaseGame (required if moves arrive too quickly)
+ this.$refs["basegame"].re_setVariables();
this.re_setClocks();
this.$nextTick(() => {
this.game.rendered = true;
// Did lastate arrive before game was rendered?
if (this.lastate) this.processLastate();
});
- if (callback) callback();
+ this.gameIsLoading = false;
+ if (!!callback) callback();
};
- if (game) {
+ if (!!game) {
afterRetrieval(game);
return;
}
}
},
re_setClocks: function() {
- if (this.game.movesCount < 2 || this.game.score != "*") {
+ if (this.game.moves.length < 2 || this.game.score != "*") {
// 1st move not completed yet, or game over: freeze time
this.virtualClocks = this.game.clocks.map(s => ppt(s));
return;
},
// Post-process a (potentially partial) move (which was just played in BaseGame)
processMove: function(move, data) {
+ if (!data) 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) {
+ const origMovescount = this.game.moves.length;
+ let addTime =
+ this.game.type == "live"
+ ? (data.addTime || 0)
+ : undefined;
+ if (moveCol == this.game.mycolor && !data.receiveMyMove) {
if (this.drawOffer == "received")
// I refuse draw
this.drawOffer = "";
- // 'addTime' is irrelevant for corr games:
- if (this.game.type == "live" && this.game.movesCount >= 2) {
+ if (this.game.type == "live" && origMovescount >= 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):
+ // Update current game object:
playMove(move, this.vr);
- this.game.movesCount++;
+// TODO: notifyTurn: "changeturn" message
+ this.game.moves.push(move);
// (add)Time indication: useful in case of lastate infos requested
- this.game.moves.push(this.game.type == "live"
- ? {move:move, addTime:addTime}
- : move);
+ if (this.game.type == "live")
+ this.game.addTimes.push(addTime);
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.game.initime[nextIdx] = 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";
+ const fenObj = this.vr.getFenForRepeat();
+ this.repeat[fenObj] = this.repeat[fenObj] ? this.repeat[fenObj] + 1 : 1;
+ if (this.repeat[fenObj] >= 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 && !data.receiveMyMove) {
+ // NOTE: 'var' to see that variable outside this block
+ var filtered_move = getFilteredMove(move);
+ }
if (
- this.game.mycolor &&
+ !!this.game.mycolor &&
+ !data.receiveMyMove &&
(this.game.type == "live" || moveCol == this.game.mycolor)
) {
let drawCode = "";
move: {
squares: filtered_move,
played: Date.now(),
- idx: this.game.moves.length - 1
+ idx: origMovescount
},
// Code "n" for "None" to force reset (otherwise it's ignored)
drawOffer: drawCode || "n"
});
}
- else {
- // Live game:
+ else if (!document.hidden) {
+ // Live game: consider only the active tab
GameStorage.update(this.gameRef.id, {
fen: this.game.fen,
move: filtered_move,
});
}
}
+ // Send move ("newmove" event) to people in the room (if our turn)
+ if (moveCol == this.game.mycolor && !data.receiveMyMove) {
+ const sendMove = {
+ move: filtered_move,
+ index: origMovescount,
+ // color is required to check if this is my move (if several tabs opened)
+ color: moveCol,
+ addTime: addTime, //undefined for corr games
+ cancelDrawOffer: this.drawOffer == ""
+ };
+ this.opponentGotMove = false;
+ this.send("newmove", {data: sendMove});
+ // If the opponent doesn't reply gotmove soon enough, re-send move:
+ let retrySendmove = setInterval( () => {
+ if (this.opponentGotMove) {
+ clearInterval(retrySendmove);
+ return;
+ }
+ let oppsid = this.game.players[nextIdx].sid;
+ if (!oppsid) {
+ oppsid = Object.keys(this.people).find(
+ sid => this.people[sid].id == this.game.players[nextIdx].uid
+ );
+ }
+ if (!oppsid || !this.people[oppsid])
+ // Opponent is disconnected: he'll ask last state
+ clearInterval(retrySendmove);
+ else this.send("newmove", {data: sendMove, target: oppsid});
+ }, 750);
+ }
};
- if (this.game.type == "corr" && moveCol == this.game.mycolor) {
+ if (
+ this.game.type == "corr" &&
+ moveCol == this.game.mycolor &&
+ !data.receiveMyMove
+ ) {
setTimeout(() => {
+ // TODO: remplacer cette confirm box par qqch de plus discret
+ // (et de même pour challenge accepté / refusé)
if (
!confirm(
this.st.tr["Move played:"] +