import { ArrayFun } from "@/utils/array";
import { processModalClick } from "@/utils/modalClick";
import { getScoreMessage } from "@/utils/scoring";
+import params from "@/parameters";
export default {
name: 'my-game',
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
newChat: "",
+ conn: null,
+ page: "",
+ tempId: "", //to distinguish several tabs
};
},
watch: {
this.$set(this.people, my.sid, {id:my.id, name:my.name});
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"]; //may be undefined
- // Define socket .onmessage() and .onclose() events:
- this.st.conn.onmessage = this.socketMessageListener;
+ // Initialize connection
+ this.page = this.$route.path;
+ const connexionString = params.socketUrl +
+ "/?sid=" + this.st.user.sid +
+ "&tmpId=" + this.tempId +
+ "&page=" + encodeURIComponent(this.page);
+ this.conn = new WebSocket(connexionString);
+ this.conn.onmessage = this.socketMessageListener;
const socketCloseListener = () => {
- store.socketCloseListener(); //reinitialize connexion (in store.js)
- this.st.conn.addEventListener('message', this.socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
+ this.conn = new WebSocket(connexionString);
+ this.conn.addEventListener('message', this.socketMessageListener);
+ this.conn.addEventListener('close', socketCloseListener);
};
- this.st.conn.onclose = socketCloseListener;
+ this.conn.onclose = socketCloseListener;
// Socket init required before loading remote game:
const socketInit = (callback) => {
- if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ if (!!this.conn && this.conn.readyState == 1) //1 == OPEN state
callback();
else //socket not ready yet (initial loading)
- this.st.conn.onopen = callback;
+ this.conn.onopen = callback;
};
if (!this.gameRef.rid) //game stored locally or on server
this.loadGame(null, () => socketInit(this.roomInit));
document.getElementById("chatWrap").addEventListener(
"click", processModalClick);
},
+ beforeDestroy: function() {
+ this.conn.send(JSON.stringify({code:"disconnect",page:this.page}));
+ },
methods: {
// O.1] Ask server for room composition:
roomInit: function() {
// Notify the room only now that I connected, because
// messages might be lost otherwise (if game loading is slow)
- this.st.conn.send(JSON.stringify({code:"connect"}));
- this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ this.conn.send(JSON.stringify({code:"connect"}));
+ this.conn.send(JSON.stringify({code:"pollclients"}));
},
isConnected: function(index) {
- const name = this.game.players[index].name;
- if (this.st.user.name == name)
+ const player = this.game.players[index];
+ // Is it me ?
+ if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
return true;
- return Object.values(this.people).some(p => p.name == name);
+ // 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);
},
socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
switch (data.code)
{
case "duplicate":
- alert(this.st.tr["Warning: multi-tabs not supported"]);
+ this.conn.send(JSON.stringify({code:"duplicate",
+ page:"/game/" + this.game.id}));
+ alert(this.st.tr["This tab is now offline"]);
break;
// 0.2] Receive clients list (just socket IDs)
case "pollclients":
- {
data.sockIds.forEach(sid => {
if (!!this.people[sid])
return;
this.$set(this.people, sid, {id:0, name:""});
// Ask only identity
- this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ this.conn.send(JSON.stringify({code:"askidentity", target:sid}));
});
break;
- }
case "askidentity":
- {
// Request for identification: reply if I'm not anonymous
if (this.st.user.id > 0)
{
- this.st.conn.send(JSON.stringify({code:"identity",
+ this.conn.send(JSON.stringify({code:"identity",
user: {
// NOTE: decompose to avoid revealing email
name: this.st.user.name,
target:data.from}));
}
break;
- }
case "identity":
- {
this.$set(this.people, data.user.sid,
{id: data.user.id, name: data.user.name});
// Ask potentially missed last state, if opponent and I play
&& 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}));
+ this.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 != "*" || this.drawOffer == "sent")
// 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({
+ this.conn.send(JSON.stringify({
code: "lastate",
target: data.from,
state:
}));
}
break;
- }
case "askgame":
// Send current (live) game if I play in (not an observer),
// and not asked by opponent (!)
timeControl: this.game.timeControl,
score: this.game.score,
};
- this.st.conn.send(JSON.stringify({code:"game",
+ this.conn.send(JSON.stringify({code:"game",
game:myGame, target:data.from}));
}
break;
document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
break;
case "lastate": //got opponent infos about last move
- {
this.lastate = data.state;
if (this.game.rendered) //game is rendered (Board component)
this.processLastate();
//else: will be processed when game is ready
break;
- }
case "resign":
this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
this.drawOffer = "received";
break;
case "askfullgame":
- this.st.conn.send(JSON.stringify({code:"fullgame",
+ this.conn.send(JSON.stringify({code:"fullgame",
game:this.game, target:data.from}));
break;
case "fullgame":
this.loadGame(data.game, this.roomInit);
break;
case "connect":
- {
this.$set(this.people, data.from, {name:"", id:0});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+ this.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
break;
- }
case "disconnect":
this.$delete(this.people, data.from);
break;
Object.keys(this.people).forEach(sid => {
if (sid != this.st.user.sid)
{
- this.st.conn.send(JSON.stringify({code:"draw",
+ this.conn.send(JSON.stringify({code:"draw",
message:message, target:sid}));
}
});
this.drawOffer = "sent";
Object.keys(this.people).forEach(sid => {
if (sid != this.st.user.sid)
- this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
+ this.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
});
GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
}
Object.keys(this.people).forEach(sid => {
if (sid != this.st.user.sid)
{
- this.st.conn.send(JSON.stringify({
+ this.conn.send(JSON.stringify({
code: "abort",
target: sid,
}));
Object.keys(this.people).forEach(sid => {
if (sid != this.st.user.sid)
{
- this.st.conn.send(JSON.stringify({code:"resign",
+ this.conn.send(JSON.stringify({code:"resign",
side:this.game.mycolor, target:sid}));
}
});
if (!!this.gameRef.rid)
{
// Remote live game: forgetting about callback func... (TODO: design)
- this.st.conn.send(JSON.stringify(
+ this.conn.send(JSON.stringify(
{code:"askfullgame", target:this.gameRef.rid}));
}
else
Object.keys(this.people).forEach(sid => {
if (sid != this.st.user.sid)
{
- this.st.conn.send(JSON.stringify({
+ this.conn.send(JSON.stringify({
code: "newmove",
target: sid,
move: sendMove,
document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
},
processChat: function(chat) {
- this.st.conn.send(JSON.stringify({code:"newchat", chat:chat}));
+ this.conn.send(JSON.stringify({code:"newchat", chat:chat}));
// NOTE: anonymous chats in corr games are not stored on server (TODO?)
if (this.game.type == "corr" && this.st.user.id > 0)
GameStorage.update(this.gameRef.id, {chat: chat});