mode: "idle", //human, chat, friend, problem, computer or idle (if not playing)
myid: "", //our ID, always set
oppid: "", //opponent ID in case of HH game
+ gameId: "", //useful if opponent started other human games after we disconnected
myname: getCookie("username","anonymous"),
oppName: "anonymous", //opponent name, revealed after a game (if provided)
chats: [], //chat messages after human game
const indicWidth = !!settingsBtnElt //-2 for border:
? parseFloat(window.getComputedStyle(settingsBtnElt).height.slice(0,-2)) - 2
: (smallScreen ? 31 : 37);
- if (this.mode == "human")
+ if (["chat","human"].includes(this.mode))
{
const connectedIndic = h(
'div',
);
elementArray.push(connectedIndic);
}
- else if (this.mode == "chat")
- {
- // Also show connection indication, but also nickname
- const nicknameOpponent = h(
- 'div',
+ const menuElt = h('div', { }, [
+ h('label',
{
+ attrs: { for: "drawer-control" },
"class": {
- "clickable": true,
- "topindicator": true,
- "indic-left": true,
- "name-connected": this.oppConnected,
- "name-disconnected": !this.oppConnected,
- },
- domProps: {
- innerHTML: this.oppName,
- },
- on: {
- "click": () => { document.getElementById("modal-chat").checked = true; },
+ "drawer-toggle": true,
+ "persistent": true,
+ "button": true,
},
}
- );
- elementArray.push(nicknameOpponent);
- }
+ ),
+ h('input',
+ {
+ attrs: { type: "checkbox", id: "drawer-control" },
+ "class": { "drawer": true, "persistent": true },
+ }
+ ),
+ h('div',
+ { },
+ [
+ h('label',
+ {
+ attrs: { for: "drawer-control" },
+ "class": { "drawer-close": true }
+ }
+ ),
+ h('a',
+ {
+ attrs: { "href": "#" },
+ domProps: { innerHTML: "Home" },
+ }
+ ),
+ h('a',
+ {
+ attrs: { "href": "#" },
+ domProps: { innerHTML: "....." },
+ }
+ ),
+ ]
+ )
+ ]);
+ elementArray.push(menuElt);
+
+ // TODO: chat available only in "chat" mode...
+ // on: {
+// "click": () => { document.getElementById("modal-chat").checked = true; },
+
const turnIndic = h(
'div',
{
'class': { 'game': true },
},
[_.range(sizeX).map(i => {
- let ci = this.mycolor=='w' ? i : sizeX-i-1;
+ let ci = (this.mycolor=='w' ? i : sizeX-i-1);
return h(
'div',
{
style: { 'opacity': this.choices.length>0?"0.5":"1" },
},
_.range(sizeY).map(j => {
- let cj = this.mycolor=='w' ? j : sizeY-j-1;
+ let cj = (this.mycolor=='w' ? j : sizeY-j-1);
let elems = [];
if (this.vr.board[ci][cj] != VariantRules.EMPTY)
{
h('fieldset',
{ },
[
- //h('legend', { domProps: { innerHTML: "Legend title" } }),
h('label',
{
attrs: { for: "nameSetter" },
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
const socketOpenListener = () => {
if (humanContinuation) //game VS human has priority
- {
- 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 (answer pong if opponent is connected)
- this.conn.send(JSON.stringify({code:"ping",oppid:this.oppid}));
- }
+ this.continueGame("human");
else if (computerContinuation)
- {
- const fen = localStorage.getItem("comp-fen");
- const mycolor = localStorage.getItem("comp-mycolor");
- const moves = JSON.parse(localStorage.getItem("comp-moves"));
- this.newGame("computer", fen, mycolor, undefined, moves, true);
- }
+ this.continueGame("computer");
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
+ const L = (!!this.vr ? this.vr.moves.length : 0);
switch (data.code)
{
case "oppname":
this.play(data.move, "animate");
break;
case "pong": //received if we sent a ping (game still alive on our side)
+ if (this.gameId != data.gameId)
+ break; //games IDs don't match: definitely over...
this.oppConnected = true;
- const L = this.vr.moves.length;
// Send our "last state" informations to opponent
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:L>0?this.vr.moves[L-1]:undefined,
- movesCount:L,
+ code: "lastate",
+ oppid: this.oppid,
+ gameId: this.gameId,
+ 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)
+ case "lastate": //got opponent infos about last move
+ if (this.gameId != data.gameId)
+ break; //games IDs don't match: nothing we can do...
+ // OK, opponent still in game (which might be over)
+ if (this.mode != "human")
{
- // OK, we resigned
+ // We finished the game (any result possible)
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:undefined,
- movesCount:-1,
+ code: "lastate",
+ oppid: data.oppid,
+ gameId: this.gameId,
+ score: this.score,
}));
}
- 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)
+ else if (!!data.score) //opponent finished the game
+ this.endGame(data.score);
+ else if (data.movesCount < L)
{
// 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,
+ 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
+ else if (data.movesCount > L) //just got last move from him
this.play(data.lastMove, "animate");
break;
case "resign": //..you won!
case "disconnect":
if (["human","chat"].includes(this.mode) && this.oppid == data.id)
this.oppConnected = (data.code == "connect");
- if (this.oppConnected)
+ if (this.oppConnected && this.mode == "chat")
{
// Send our name to the opponent, in case of he hasn't it
this.conn.send(JSON.stringify({
this.compWorker.postMessage(["scripts",variant]);
const self = this;
this.compWorker.onmessage = function(e) {
- const compMove = e.data;
+ let compMove = e.data;
+ compMove.computer = true; //TODO: imperfect attempt to avoid ghost move
// (first move) HACK: small delay to avoid selecting elements
// before they appear on page:
const delay = Math.max(500-(Date.now()-self.timeStart), 0);
setTimeout(() => {
- if (self.mode == "computer") //Warning: mode could have changed!
+ if (self.mode == "computer") //warning: mode could have changed!
self.play(compMove, "animate")
}, delay);
}
setTimeout(() => { modalBox.checked = false; }, 2000);
},
endGame: function(score) {
+ console.log("call " + score + " " + this.mode);
this.score = score;
+ if (["human","computer"].includes(this.mode))
+ {
+ const prefix = (this.mode=="computer" ? "comp-" : "");
+ localStorage.setItem(prefix+"score", score);
+ }
this.showScoreMsg();
// Variants may have special PGN structure (so next function isn't defined here)
this.pgnTxt = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode);
- if (["human","computer"].includes(this.mode))
- this.clearStorage();
if (this.mode == "human" && this.oppConnected)
{
// Send our nickname to opponent
}
this.mode = (this.mode=="human" ? "chat" : "idle");
this.cursor = this.vr.moves.length; //to navigate in finished game
- if (this.mode == "idle") //keep oppid in case of chat after human game
- this.oppid = "";
},
setStorage: function() {
if (this.mode=="human")
{
localStorage.setItem("myid", this.myid);
localStorage.setItem("oppid", this.oppid);
+ localStorage.setItem("gameId", this.gameId);
}
// 'prefix' = "comp-" to resume games vs. computer
const prefix = (this.mode=="computer" ? "comp-" : "");
localStorage.setItem(prefix+"fenStart", this.fenStart);
localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
localStorage.setItem(prefix+"fen", this.vr.getFen());
+ localStorage.setItem(prefix+"score", "*");
},
updateStorage: function() {
const prefix = (this.mode=="computer" ? "comp-" : "");
localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
localStorage.setItem(prefix+"fen", this.vr.getFen());
+ if (this.score != "*")
+ localStorage.setItem(prefix+"score", this.score);
},
+ // "computer mode" clearing is done through the menu
clearStorage: function() {
- if (this.mode=="human")
+ if (["human","chat"].includes(this.mode))
{
delete localStorage["myid"];
delete localStorage["oppid"];
+ delete localStorage["gameId"];
}
const prefix = (this.mode=="computer" ? "comp-" : "");
delete localStorage[prefix+"variant"];
delete localStorage[prefix+"mycolor"];
delete localStorage[prefix+"fenStart"];
- delete localStorage[prefix+"fen"];
delete localStorage[prefix+"moves"];
+ delete localStorage[prefix+"fen"];
+ delete localStorage[prefix+"score"];
},
// HACK because mini-css tooltips are persistent after click...
getRidOfTooltip: function(elt) {
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
- newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- const fen = fenInit || VariantRules.GenRandInitFen();
+ newGame: function(mode, fenInit, color, oppId) {
+ let fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
if (mode=="human" && !oppId)
{
setTimeout(() => { modalBox.checked = false; }, 2000);
return;
}
- if (mode == "computer" && !continuation)
+ if (["human","chat"].includes(this.mode))
+ {
+ // Start a new game vs. another human (or...) => forget about current one
+ this.clearStorage();
+ }
+ if (mode == "computer")
{
const storageVariant = localStorage.getItem("comp-variant");
- if (!!storageVariant && storageVariant !== variant)
+ if (!!storageVariant)
{
- if (!confirm("Unfinished " + storageVariant +
- " computer game will be erased"))
+ if (storageVariant !== variant)
{
- return;
+ if (!confirm("Unfinished " + storageVariant +
+ " computer game will be erased"))
+ {
+ return;
+ }
+ }
+ else
+ {
+ const score = localStorage.getItem("comp-score");
+ if (score == "*")
+ return this.continueGame("computer");
}
}
}
- this.vr = new VariantRules(fen, moves || []);
+ this.vr = new VariantRules(fen, []);
this.score = "*";
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
- if (continuation && moves.length > 0) //NOTE: "continuation": redundant test
- {
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
- else
- this.incheck = [];
- if (continuation)
- {
- const prefix = (mode=="computer" ? "comp-" : "");
- this.fenStart = localStorage.getItem(prefix+"fenStart");
- }
- else
- this.fenStart = V.ParseFen(fen).position; //this is enough
+ this.incheck = [];
+ this.fenStart = V.ParseFen(fen).position; //this is enough
if (mode=="human")
{
// Opponent found!
- if (!continuation) //not playing sound on game continuation
- {
- if (this.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().catch(err => {});
- document.getElementById("modal-newgame").checked = false;
- }
+ this.gameId = getRandString();
this.oppid = oppId;
- this.oppConnected = !continuation;
+ this.oppConnected = true;
this.mycolor = color;
this.seek = false;
+ if (this.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ document.getElementById("modal-newgame").checked = false;
this.setStorage(); //in case of interruptions
}
else if (mode == "computer")
{
- this.setStorage(); //store game state
this.compWorker.postMessage(["init",this.vr.getFen()]);
- this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
- if (this.mycolor == 'b')
+ this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
+ this.setStorage(); //store game state
+ if (this.mycolor != this.vr.turn)
this.playComputerMove();
}
//else: against a (IRL) friend or problem solving: nothing more to do
},
+ continueGame: function(mode) {
+ this.mode = mode;
+ this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined);
+ const prefix = (mode=="computer" ? "comp-" : "");
+ this.mycolor = localStorage.getItem(prefix+"mycolor");
+ const moves = JSON.parse(localStorage.getItem(prefix+"moves"));
+ const fen = localStorage.getItem(prefix+"fen");
+ const score = localStorage.getItem(prefix+"score"); //set in "endGame()"
+ this.fenStart = localStorage.getItem(prefix+"fenStart");
+ if (mode == "human")
+ {
+ this.gameId = localStorage.getItem("gameId");
+ // Send ping to server (answer pong if opponent is connected)
+ this.conn.send(JSON.stringify({
+ code:"ping",oppid:this.oppid,gameId:this.gameId}));
+ }
+ else
+ this.compWorker.postMessage(["init",fen]);
+ this.vr = new VariantRules(fen, moves);
+ if (moves.length > 0)
+ {
+ const lastMove = moves[moves.length-1];
+ this.vr.undo(lastMove);
+ this.incheck = this.vr.getCheckSquares(lastMove);
+ this.vr.play(lastMove, "ingame");
+ }
+ if (score != "*")
+ {
+ // Small delay required when continuation run faster than drawing page
+ setTimeout(() => this.endGame(score), 100);
+ }
+ },
playComputerMove: function() {
this.timeStart = Date.now();
this.compWorker.postMessage(["askmove"]);
new Audio("/sounds/chessmove1.mp3").play().catch(err => {});
if (!["idle","chat"].includes(this.mode))
{
+ // Emergency check, if human game started "at the same time"
+ // TODO: robustify this...
+ if (this.mode == "human" && !!move.computer)
+ return;
this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
this.vr.play(move, "ingame");
if (this.mode == "computer")
{
- // Send the move to web worker
+ // Send the move to web worker (TODO: including his own moves?!)
this.compWorker.postMessage(["newmove",move]);
}
}
VariantRules.PlayOnBoard(this.vr.board, move);
this.$forceUpdate(); //TODO: ?!
}
- if (["human","computer"].includes(this.mode))
- this.updateStorage(); //after our moves and opponent moves
if (!["idle","chat"].includes(this.mode))
{
const eog = this.vr.checkGameOver();
}
}
}
- if (this.mode == "computer" && this.vr.turn != this.mycolor)
+ if (["human","computer"].includes(this.mode))
+ this.updateStorage(); //after our moves and opponent moves
+ if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
this.playComputerMove();
},
undo: function() {