<template lang="pug">
main
- input#modalChat.modal(type="checkbox" @click="resetChatColor")
- div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
+ input#modalChat.modal(type="checkbox" @click="resetChatColor()")
+ div#chatWrap(role="dialog" data-checkbox="modalChat")
#chat.card
label.modal-close(for="modalChat")
#participants
span.variant-info {{ game.vname }}
button#chatBtn(onClick="doClick('modalChat')") Chat
#actions(v-if="game.score=='*'")
- button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
+ 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"] }}
+ 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)}")
span.name(:class="{connected: isConnected(1)}")
| {{ game.players[1].name || "@nonymous" }}
span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
- BaseGame(:game="game" :vr="vr" ref="basegame"
- @newmove="processMove" @gameover="gameOver")
+ BaseGame(:game="game" :vr="vr" @newmove="processMove" @gameover="gameOver")
</template>
<script>
import { GameStorage } from "@/utils/gameStorage";
import { ppt } from "@/utils/datetime";
import { extractTime } from "@/utils/timeControl";
+import { getRandString } from "@/utils/alea";
import { ArrayFun } from "@/utils/array";
import { processModalClick } from "@/utils/modalClick";
import { getScoreMessage } from "@/utils/scoring";
},
game: { //passed to BaseGame
players:[{name:""},{name:""}],
+ chats: [],
rendered: false,
},
virtualClocks: [0, 0], //initialized with true game.clocks
repeat: {}, //detect position repetition
newChat: "",
conn: null,
+ connexionString: "",
+ // Related to (killing of) self multi-connects:
+ newConnect: {},
+ killed: {},
};
},
watch: {
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"]; //may be undefined
// Initialize connection
- const connexionString = params.socketUrl +
+ this.connexionString = params.socketUrl +
"/?sid=" + this.st.user.sid +
"&tmpId=" + getRandString() +
"&page=" + encodeURIComponent(this.$route.path);
- this.conn = new WebSocket(connexionString);
+ this.conn = new WebSocket(this.connexionString);
this.conn.onmessage = this.socketMessageListener;
- const socketCloseListener = () => {
- this.conn = new WebSocket(connexionString);
- this.conn.addEventListener('message', this.socketMessageListener);
- this.conn.addEventListener('close', socketCloseListener);
- };
- this.conn.onclose = socketCloseListener;
+ this.conn.onclose = this.socketCloseListener;
// Socket init required before loading remote game:
const socketInit = (callback) => {
if (!!this.conn && this.conn.readyState == 1) //1 == OPEN state
callback();
else //socket not ready yet (initial loading)
- this.conn.onopen = callback;
+ {
+ // NOTE: it's important to call callback without arguments,
+ // otherwise first arg is Websocket object and loadGame fails.
+ this.conn.onopen = () => { return callback() };
+ }
};
if (!this.gameRef.rid) //game stored locally or on server
this.loadGame(null, () => socketInit(this.roomInit));
this.send("pollclients");
},
send: function(code, obj) {
- this.conn.send(JSON.stringify(
- Object.assign(
- {code: code},
- obj,
- )
- ));
+ if (!!this.conn)
+ {
+ this.conn.send(JSON.stringify(
+ Object.assign(
+ {code: code},
+ obj,
+ )
+ ));
+ }
},
isConnected: function(index) {
const player = this.game.players[index];
Object.values(this.people).some(p => p.id == player.uid);
},
socketMessageListener: function(msg) {
+ if (!this.conn)
+ return;
const data = JSON.parse(msg.data);
switch (data.code)
{
data.sockIds.forEach(sid => {
this.$set(this.people, sid, {id:0, name:""});
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":
- this.$set(this.people, data.from, {name:"", id:0});
- this.send("askidentity", {target:data.from});
+ if (!this.people[data.from])
+ this.$set(this.people, data.from, {name:"", id:0});
+ if (!this.people[data.from].name)
+ {
+ this.newConnect[data.from] = true; //for self multi-connects tests
+ this.send("askidentity", {target:data.from});
+ }
break;
case "disconnect":
this.$delete(this.people, data.from);
break;
+ case "killed":
+ // I logged in elsewhere:
+ alert(this.st.tr["New connexion detected: tab now offline"]);
+ // TODO: this fails. See https://github.com/websockets/ws/issues/489
+ //this.conn.removeEventListener("message", this.socketMessageListener);
+ //this.conn.removeEventListener("close", this.socketCloseListener);
+ //this.conn.close();
+ this.conn = null;
+ break;
case "askidentity":
- // Request for identification: reply if I'm not anonymous
- if (this.st.user.id > 0)
- {
- const me = {
- // NOTE: decompose to avoid revealing email
- name: this.st.user.name,
- sid: this.st.user.sid,
- id: this.st.user.id,
- };
- this.send("identity", {data:me, target:data.from});
- }
+ {
+ // Request for identification (TODO: anonymous shouldn't need to reply)
+ const me = {
+ // Decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ };
+ this.send("identity", {data:me, target:data.from});
break;
+ }
case "identity":
{
const user = data.data;
- this.$set(this.people, user.sid, {id: user.id, name: user.name});
- // 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))
+ if (!!user.name) //otherwise anonymous
{
- this.send("asklastate", {target:user.sid});
+ // 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;
+ }
+ }
+ if (user.sid != this.st.user.sid) //I already know my identity...
+ {
+ this.$set(this.people, user.sid,
+ {
+ id: user.id,
+ name: user.name,
+ });
+ }
}
+ delete this.newConnect[user.sid];
break;
}
case "askgame":
vid: this.game.vid,
cadence: this.game.cadence,
score: this.game.score,
+ rid: this.st.user.sid, //useful in Hall if I'm an observer
};
this.send("game", {data:myGame, target:data.from});
}
}
}
},
+ socketCloseListener: function() {
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener('message', this.socketMessageListener);
+ this.conn.addEventListener('close', this.socketCloseListener);
+ },
// lastate was received, but maybe game wasn't ready yet:
processLastate: function() {
const data = this.lastate;
this.vr = new V(game.fen);
const gtype = (game.cadence.indexOf('d') >= 0 ? "corr" : "live");
const tc = extractTime(game.cadence);
+ if (!game.chats)
+ game.chats = []; //live games don't have chat history
if (gtype == "corr")
{
if (game.players[0].color == "b")
});
if (this.repeat[repIdx] >= 3)
this.drawOffer = "threerep";
- callback();
+ if (!!callback)
+ callback();
};
if (!!game)
return afterRetrieval(game);
GameStorage.get(this.gameRef.id, afterRetrieval);
}
},
- // Post-process a move (which was just played)
+ // Post-process a move (which was just played in BaseGame)
processMove: function(move) {
+ if (this.game.type == "corr" && move.color == this.game.mycolor)
+ {
+ if (!confirm(this.st.tr["Are you sure?"]))
+ return this.$set(this.game, "moveToUndo", move);
+ }
// Update storage (corr or live) if I play in the game
const colorIdx = ["w","b"].indexOf(move.color);
const nextIdx = ["w","b"].indexOf(this.vr.turn);
{
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});
}
},
},
#chat
padding-top: 20px
- max-width: 600px
+ max-width: 767px
border: none;
#chatBtn