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: "",
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
this.send("pollclients");
},
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() {
if (this.game.type == "corr") {
if (this.game.mycolor)
ajax("/chats", "DELETE", {gid: this.game.id});
- // TODO: this.game.chats = [] could be enough here?
- this.$set(this.game, "chats", []);
+ this.game.chats = [];
}
},
+ // Notify turn after a new move (to opponent and me on MyGames page)
+ notifyTurn: function(sid) {
+ const player = this.people[sid];
+ const colorIdx = this.game.players.findIndex(
+ p => p.sid == sid || p.id == player.id);
+ const color = ["w","b"][colorIdx];
+ const yourTurn =
+ (
+ color == "w" &&
+ this.game.movesCount % 2 == 0
+ )
+ ||
+ (
+ color == "b" &&
+ this.game.movesCount % 2 == 1
+ );
+ this.send("turnchange", { target: sid, yourTurn: yourTurn });
+ },
socketMessageListener: function(msg) {
if (!this.conn) return;
const data = JSON.parse(msg.data);
break;
case "connect":
if (!this.people[data.from])
+ // TODO: people array should be init only after identity is known
this.$set(this.people, data.from, { name: "", id: 0 });
if (!this.people[data.from].name) {
this.newConnect[data.from] = true; //for self multi-connects tests
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;
break;
}
case "identity": {
+ // TODO: init people array here.
const user = data.data;
if (user.name) {
// If I multi-connect, kill current connexion if no mark (I'm older)
}, 1000);
},
// 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 = () => {
// 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({move:move, addTime:addTime});
this.game.fen = this.vr.getFen();
// Node version in Ubuntu 16.04 does not know about URL class
// NOTE: url is already transformed, without ?xxx=yyy... parts
-function getJsonFromUrl(url)
-{
+function getJsonFromUrl(url) {
const query = url.substr(2); //starts with "/?"
let result = {};
query.split("&").forEach((part) => {
}
// Helper to safe-send some message through a (web-)socket:
-function send(socket, message)
-{
- if (!!socket && socket.readyState == 1)
+function send(socket, message) {
+ if (socket && socket.readyState == 1)
socket.send(JSON.stringify(message));
}
const tmpId = query["tmpId"];
const page = query["page"];
const notifyRoom = (page,code,obj={}) => {
- if (!clients[page])
- return;
+ if (!clients[page]) return;
Object.keys(clients[page]).forEach(k => {
Object.keys(clients[page][k]).forEach(x => {
- if (k == sid && x == tmpId)
- return;
- send(clients[page][k][x], Object.assign({code:code, from:sid}, obj));
+ if (k == sid && x == tmpId) return;
+ send(
+ clients[page][k][x],
+ Object.assign({code: code, from: sid}, obj)
+ );
});
});
};
if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
return; //job already done
delete clients[page][sid][tmpId];
- if (Object.keys(clients[page][sid]).length == 0)
- {
+ if (Object.keys(clients[page][sid]).length == 0) {
delete clients[page][sid];
- if (Object.keys(clients[page]) == 0)
+ if (Object.keys(clients[page]).length == 0)
delete clients[page];
}
};
+
const doDisconnect = () => {
deleteConnexion();
- if (!clients[page] || !clients[page][sid])
- {
+ if (!clients[page] || !clients[page][sid]) {
// I effectively disconnected from this page:
notifyRoom(page, "disconnect");
if (page.indexOf("/game/") >= 0)
};
const messageListener = (objtxt) => {
let obj = JSON.parse(objtxt);
- switch (obj.code)
- {
+ switch (obj.code) {
// Wait for "connect" message to notify connection to the room,
// because if game loading is slow the message listener might
// not be ready too early.
- case "connect":
- {
+ case "connect": {
notifyRoom(page, "connect");
if (page.indexOf("/game/") >= 0)
notifyRoom("/", "gconnect", {page:page});
// When page changes:
doDisconnect();
break;
- case "killme":
- {
+ case "killme": {
// Self multi-connect: manual removal + disconnect
const doKill = (pg) => {
Object.keys(clients[pg][obj.sid]).forEach(x => {
};
const disconnectFromOtherConnexion = (pg,code,o={}) => {
Object.keys(clients[pg]).forEach(k => {
- if (k != obj.sid)
- {
+ if (k != obj.sid) {
Object.keys(clients[pg][k]).forEach(x => {
- send(clients[pg][k][x], Object.assign({code:code, from:obj.sid}, o));
+ send(
+ clients[pg][k][x],
+ Object.assign({code: code, from: obj.sid}, o)
+ );
});
}
});
};
Object.keys(clients).forEach(pg => {
- if (!!clients[pg][obj.sid])
- {
+ if (clients[pg][obj.sid]) {
doKill(pg);
disconnectFromOtherConnexion(pg, "disconnect");
- if (pg.indexOf("/game/") >= 0 && !!clients["/"])
- disconnectFromOtherConnexion("/", "gdisconnect", {page:pg});
+ if (pg.indexOf("/game/") >= 0 && clients["/"])
+ disconnectFromOtherConnexion("/", "gdisconnect", {page: pg});
}
});
break;
}
- case "pollclients": //from Hall or Game
- {
+ case "pollclients": {
+ // From Hall or Game
let sockIds = [];
Object.keys(clients[page]).forEach(k => {
// Avoid polling myself: no new information to get
- if (k != sid)
- sockIds.push(k);
+ if (k != sid) sockIds.push(k);
});
- send(socket, {code:"pollclients", sockIds:sockIds});
+ send(socket, {code: "pollclients", sockIds: sockIds});
break;
}
- case "pollclientsandgamers": //from Hall
- {
+ case "pollclientsandgamers": {
+ // From Hall
let sockIds = [];
Object.keys(clients["/"]).forEach(k => {
// Avoid polling myself: no new information to get
- if (k != sid)
- sockIds.push({sid:k});
+ if (k != sid) sockIds.push({sid:k});
});
// NOTE: a "gamer" could also just be an observer
Object.keys(clients).forEach(p => {
- if (p != "/")
- {
+ if (p != "/") {
Object.keys(clients[p]).forEach(k => {
- if (k != sid)
- sockIds.push({sid:k, page:p}); //page needed for gamers
+ // 'page' indicator is needed for gamers
+ if (k != sid) sockIds.push({sid:k, page:p});
});
}
});
- send(socket, {code:"pollclientsandgamers", sockIds:sockIds});
+ send(socket, {code: "pollclientsandgamers", sockIds: sockIds});
break;
}
case "asklastate":
case "askchallenge":
case "askgame":
- case "askfullgame":
- {
+ case "askfullgame": {
const pg = obj.page || page; //required for askidentity and askgame
// In cas askfullgame to wrong SID for example, would crash:
- if (clients[pg] && clients[pg][obj.target])
- {
+ if (clients[pg] && clients[pg][obj.target]) {
const tmpIds = Object.keys(clients[pg][obj.target]);
- if (obj.target == sid) //targetting myself
- {
+ if (obj.target == sid) {
+ // Targetting myself
const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
- if (idx_myTmpid >= 0)
- tmpIds.splice(idx_myTmpid, 1);
+ if (idx_myTmpid >= 0) tmpIds.splice(idx_myTmpid, 1);
}
const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
send(
clients[pg][obj.target][tmpIds[tmpId_idx]],
- {code:obj.code, from:[sid,tmpId,page]}
+ {code: obj.code, from: [sid,tmpId,page]}
);
}
break;
case "startgame":
Object.keys(clients[page][obj.target]).forEach(x => {
if (obj.target != sid || x != tmpId)
- send(clients[page][obj.target][x], {code:obj.code, data:obj.data});
+ send(
+ clients[page][obj.target][x],
+ {code: obj.code, data: obj.data}
+ );
});
break;
case "abort":
case "drawoffer":
case "draw":
- {
- notifyRoom(page, obj.code, {data:obj.data});
- const mygamesPg = "/mygames";
- if (obj.code == "newmove" && clients[mygamesPg])
- {
- // Relay newmove info to myGames page
- // NOTE: the move itself is not needed (for now at least)
- const gid = page.split("/")[2]; //format is "/game/gid"
- obj.data.players.forEach(pSid => {
- if (clients[mygamesPg][pSid])
- {
- Object.keys(clients[mygamesPg][pSid]).forEach(x => {
- send(
- clients[mygamesPg][pSid][x],
- {code:"newmove", gid:gid}
- );
- });
- }
- });
- }
+ notifyRoom(page, obj.code, {data: obj.data});
break;
- }
case "result":
// Special case: notify all, 'transroom': Game --> Hall
- notifyRoom("/", "result", {gid:obj.gid, score:obj.score});
+ notifyRoom("/", "result", {gid: obj.gid, score: obj.score});
+ break;
+
+ case "mconnect":
+ // Special case: notify some game rooms that
+ // I'm watching game state from MyGames
+ // TODO: this code is ignored for now
+ obj.gids.forEach(gid => {
+ const pg = "/game/" + gid;
+ Object.keys(clients[pg]).forEach(s => {
+ Object.keys(clients[pg][s]).forEach(x => {
+ send(
+ clients[pg][s][x],
+ {code: "mconnect", data: obj.data}
+ );
+ });
+ });
+ });
+ break;
+ case "mdisconnect":
+ // TODO
+ // Also TODO: pass newgame to MyGames, and gameover (result)
break;
// Passing, relaying something: from isn't needed,