button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
- .button-group(v-if="game.mode!='analyze'")
+ // TODO: virtualClocks[...], not "clockState"
+ div Time: {{ clockState }}
+ .button-group(v-if="game.mode!='analyze' && game.score=='*'")
button(@click="offerDraw") Draw
button(@click="() => abortGame()") Abort
button(@click="resign") Resign
//import Chat from "@/components/Chat.vue";
//import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
-import { GameStorage } from "@/utils/storage";
+import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
export default {
name: 'my-game',
rid: ""
},
game: { }, //passed to BaseGame
+ virtualClocks: [ ], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
people: [ ], //potential observers (TODO)
};
},
+
+ // TODO: this method should disappear and virtualClocks already be "prettified":
+ // all computations are done when game.clocks are updated (see below)
+ computed: {
+ clockState: function() {
+ if (this.virtualClocks.length == 0)
+ return; //nothing to display for now
+ return ppt(this.virtualClocks[0]) + " - " + ppt(this.virtualClocks[1]);
+ },
+ },
+
watch: {
'$route' (to, from) {
if (!!to.params["id"])
this.loadGame();
}
},
+ "game.clocks": function(newState) {
+ this.virtualClocks = newState;
+ setInterval(function() {
+
+ // TODO: run clock of current turn, stop at 0, clearInterval in the end
+ // https://www.geeksforgeeks.org/create-countdown-timer-using-javascript/
+ // if it was my turn, call gameOver. Otherwise just stay at 0 and wait.
+ if ( ...........)
+//à 0, bloquer puis si mon temps : perte au temps. Sinon attendre message adversaire (il peut être offline).
+
+ });
+ },
},
created: function() {
if (!!this.$route.params["id"])
else
{
console.log(event);
+ return;
//const message = event.
- this.gameOver("?");
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame("?");
this.game.players.forEach(p => {
if (!!p.sid && p.sid != this.st.user.sid)
{
// Next line will trigger a "gameover" event, bubbling up till here
this.$refs["basegame"].endGame(this.game.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)
+ // 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) => {
+ loadGame: function(game) {
+ const afterRetrieval = async (game) => {
+ const vModule = await import("@/variants/" + game.vname + ".js");
+ window.V = vModule.VariantRules;
+ this.vr = new V(game.fenStart);
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
{mycolor: [undefined,"w","b"][1 + game.players.findIndex(
p => p.sid == this.st.user.sid)]},
);
- const vModule = await import("@/variants/" + game.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(game.fen);
- // Post-processing: decorate each move with current FEN:
- // (to be able to jump to any position quickly)
- game.moves.forEach(move => {
- // NOTE: this is doing manually what BaseGame.play() achieve...
- // but in a lighter "fast-forward" way
- move.color = this.vr.turn;
- this.vr.play(move);
- move.fen = this.vr.getFen();
+ };
+ if (!!game)
+ return afterRetrival(game);
+ if (!!this.gameRef.rid)
+ {
+ // TODO: just send a game request message to the remote player,
+ // and when receiving answer just call loadGame(received_game)
+ // + remote peer should have registered us as an observer
+ // (send moves updates + resign/abort/draw actions)
+ return;
+ }
+ else
+ {
+ GameStorage.get(this.gameRef.id, async (game) => {
+ afterRetrieval(game);
});
- this.vr.re_init(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))
return obj;
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
- // (otherwise move.elapsed is supposed to be already transmitted)
let addTime = undefined;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - GameStorage.getInitime();
+ const elapsed = Date.now() - this.game.initime;
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
this.game.players.forEach(p => {
if (p.sid != this.st.user.sid)
{
this.st.conn.send(JSON.stringify({
code: "newmove",
target: p.sid,
- move: Object.assign({}, filtered_move, {elapsed: elapsed}),
+ move: Object.assign({}, filtered_move, {addTime: addTime}),
}));
}
});
- move.elapsed = elapsed;
- // elapsed time is measured in milliseconds
- addTime = this.game.increment - elapsed/1000;
}
- GameStorage.update({
+ else
+ addTime = move.addTime; //supposed transmitted
+ const myTurnNow = (this.vr.turn == this.game.mycolor);
+ GameStorage.update(this.gameRef.id,
+ {
colorIdx: colorIdx,
move: filtered_move,
fen: move.fen,
addTime: addTime,
- initime: (this.vr.turn == this.game.mycolor), //my turn now?
+ initime: myTurnNow,
});
+ // Also update current game object:
+ this.game.moves.push(move);
+ this.game.fen = move.fen;
+ this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
+ this.game.initime = (myTurnNow ? Date.now() : undefined);
},
// TODO: this update function should also work for corr games
gameOver: function(score) {
this.game.mode = "analyze";
- GameStorage.update({
+ GameStorage.update(this.gameRef.id,
+ {
score: score,
});
},