this.re_setVariables();
},
// Received a new move to play:
- // TODO: error "flush nextTick callbacks" when observer reloads page
"game.moveToPlay": function(newMove) {
if (!!newMove) //if stop + launch new game, get undefined move
this.play(newMove, "receive");
},
animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
+ // TODO: error "flush nextTick callbacks" when observer reloads page:
+ // this late check is not a fix!
+ if (!startSquare)
+ return;
let endSquare = document.getElementById(getSquareId(move.end));
let rectStart = startSquare.getBoundingClientRect();
let rectEnd = endSquare.getBoundingClientRect();
let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
let movingPiece =
document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+ if (!movingPiece) //TODO: shouldn't happen
+ return;
// HACK for animation (with positive translate, image slides "under background")
// Possible improvement: just alter squares on the piece's way...
const squares = document.getElementsByClassName("board");
};
},
watch: {
- "$route": function(to, from) {
- this.gameRef.fen = to.query["fen"].replace(/_/g, " ");
- this.gameRef.vname = to.params["vname"];
- this.loadGame();
- },
+ // NOTE: no watcher for $route change, because if fenStart doesn't change
+ // then it doesn't trigger BaseGame.re_init() and the result is weird.
"vr.movesCount": function(fen) {
this.curFen = this.vr.getFen();
this.adjustFenSize();
},
},
created: function() {
- this.gameRef.fen = this.$route.query["fen"].replace(/_/g, " ");
this.gameRef.vname = this.$route.params["vname"];
- if (this.gameRef.vname != "Dark")
- this.initialize(this.loadGame);
- else
+ if (this.gameRef.vname == "Dark")
{
alert(this.st.tr["Analyze in Dark mode makes no sense!"]);
history.back(); //or this.$router.go(-1)
}
+ else
+ {
+ this.gameRef.fen = this.$route.query["fen"].replace(/_/g, " ");
+ this.initialize();
+ }
},
methods: {
- initialize: async function(callback) {
+ initialize: async function() {
// Obtain VariantRules object
const vModule = await import("@/variants/" + this.gameRef.vname + ".js");
window.V = vModule.VariantRules;
- callback();
+ this.loadGame();
},
loadGame: function() {
// NOTE: no need to set score (~unused)
id: "",
rid: ""
},
- game: {players:[{name:""},{name:""}]}, //passed to BaseGame
+ game: { //passed to BaseGame
+ players:[{name:""},{name:""}],
+ rendered: false,
+ },
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOffer: "",
}
case "identity":
{
- // NOTE: sometimes player.id fails because player is undefined...
- // Probably because the event was meant for Hall?
- if (!this.people[data.user.sid])
- return;
this.$set(this.people, data.user.sid,
{id: data.user.id, name: data.user.name});
- // Sending last state only for live games: corr games are complete,
- // only if I played a move (otherwise opponent has all)
- if (!!this.game.mycolor && this.game.type == "live"
- && this.game.oppsid == data.user.sid
- && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+ // 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 == data.user.sid))
+ {
+ this.st.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid}));
+ }
+ break;
+ }
+ case "asklastate":
+ {
+ // Sending last state if I played a move or score != "*"
+ if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+ || this.game.score != "*")
{
// Send our "last state" informations to opponent
const L = this.game.moves.length;
+ const myIdx = ["w","b"].indexOf(this.game.mycolor);
this.st.conn.send(JSON.stringify({
code: "lastate",
- target: data.user.sid,
+ target: data.from,
state:
{
- lastMove: this.game.moves[L-1],
- // Since we played a move, only drawOffer=="sent" is possible
+ // NOTE: lastMove (when defined) includes addTime
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ // Since we played a move (or abort or resign),
+ // only drawOffer=="sent" is possible
drawSent: this.drawOffer == "sent",
score: this.game.score,
movesCount: L,
- clocks: this.game.clocks,
+ initime: this.game.initime[1-myIdx], //relevant only if I played
}
}));
}
break;
case "lastate": //got opponent infos about last move
{
- this.lastate = data;
- if (!!this.game.type) //game is loaded
+ this.lastate = data.state;
+ if (this.game.rendered) //game is rendered (Board component)
this.processLastate();
//else: will be processed when game is ready
break;
break;
case "connect":
{
- // TODO: next condition is probably not required. See note line 150
- if (!this.people[data.from])
- {
- this.$set(this.people, data.from, {name:"", id:0});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
- }
+ this.$set(this.people, data.from, {name:"", id:0});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
break;
}
case "disconnect":
if (data.movesCount > L)
{
// Just got last move from him
- if (data.score != "*" && this.game.score == "*")
- this.gameOver(data.score);
- this.game.clocks = data.clocks; //TODO: check this?
+ const myIdx = ["w","b"].indexOf(this.game.mycolor);
if (!!data.drawSent)
this.drawOffer = "received";
- this.$set(this.game, "moveToPlay", data.lastMove);
+ this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime}));
+ }
+ if (data.score != "*")
+ {
+ this.drawOffer = "";
+ if (this.game.score == "*")
+ this.gameOver(data.score);
}
},
clickDraw: function() {
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (!!this.lastate)
+ this.processLastate();
+ });
this.repeat = {}; //reset: scan past moves' FEN:
let repIdx = 0;
// NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
});
if (this.repeat[repIdx] >= 3)
this.drawOffer = "threerep";
- if (!!this.lastate) //lastate arrived before game was loaded:
- this.processLastate();
callback();
};
if (!!game)
processMove: function(move) {
// Update storage (corr or live) if I play in the game
const colorIdx = ["w","b"].indexOf(move.color);
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
// https://stackoverflow.com/a/38750895
if (!!this.game.mycolor)
{
}));
}
});
+ // (Add)Time indication: useful in case of lastate infos requested
+ move.addTime = addTime;
}
else
addTime = move.addTime; //supposed transmitted
- const nextIdx = ["w","b"].indexOf(this.vr.turn);
// Update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
- this.game.initime[nextIdx] = Date.now();
+ // move.initime is set only when I receive a "lastate" move from opponent
+ this.game.initime[nextIdx] = move.initime || Date.now();
// If repetition detected, consider that a draw offer was received:
const fenObj = V.ParseFen(move.fen);
let repIdx = fenObj.position + "_" + fenObj.turn;
move:
{
squares: filtered_move,
- played: Date.now(), //TODO: on server?
+ played: Date.now(),
idx: this.game.moves.length - 1,
},
drawOffer: drawCode,
const url = require('url');
// Node version in Ubuntu 16.04 does not know about URL class
+// NOTE: url is already transformed, without ?xxx=yyy... parts
function getJsonFromUrl(url)
{
const query = url.substr(2); //starts with "/?"
const query = getJsonFromUrl(req.url);
const sid = query["sid"];
if (!!clients[sid])
- return socket.send(JSON.stringify({code:"duplicate"}));
+ {
+ // Dummy messages listener: just send "duplicate" event on anything
+ // ('connect' events for Hall and Game, 'askfullgame' for observers)
+ return socket.on("message", objtxt => {
+ if (["connect","askfullgame"].includes(JSON.parse(objtxt).code))
+ socket.send(JSON.stringify({code:"duplicate"}));
+ });
+ }
clients[sid] = {sock: socket, page: query["page"]};
const notifyRoom = (page,code,obj={},excluded=[]) => {
Object.keys(clients).forEach(k => {
break;
case "pagechange":
// page change clients[sid].page --> obj.page
+ // TODO: some offline rooms don't need to receive disconnect event
notifyRoom(clients[sid].page, "disconnect");
if (clients[sid].page.indexOf("/game/") >= 0)
notifyRoom("/", "gdisconnect");
clients[sid].page = obj.page;
- notifyRoom(obj.page, "connect");
+ // No need to notify connection: it's self-sent in .vue file
+ //notifyRoom(obj.page, "connect");
if (obj.page.indexOf("/game/") >= 0)
notifyRoom("/", "gconnect");
break;
clients[obj.target].sock.send(JSON.stringify(
{code:"askidentity",from:sid}));
break;
+ case "asklastate":
+ clients[obj.target].sock.send(JSON.stringify(
+ {code:"asklastate",from:sid}));
+ break;
case "askchallenge":
clients[obj.target].sock.send(JSON.stringify(
{code:"askchallenge",from:sid}));