-<!-- TODO: component Game, + handle players + observers connect/disconnect
- event = "gameconnect" ...etc
- connect/disconnect with sid+name (ID not required); name slightly redundant but easier
-quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
-(éventuel échange lastate avec les connectés, pong ...etc)
-ensuite quand qqun se deco il suffit d'écouter "disconnect"
-pareil quand quelqu'un reco.
-(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
- // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
-// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
-// onClick :: ask full game to remote player, and register as an observer in game
-// (use gameId to communicate)
-// on landing on game :: if gameId not found locally, check remotely
-// ==> il manque un param dans game : "remoteId"
--->
<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ input#modalAbort.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="abortBoxTitle")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalAbort")
+ h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }}
+ button(@click="abortGame") {{ st.tr["Sorry I have to go"] }}
+ button(@click="abortGame") {{ st.tr["Game seems over"] }}
+ button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
.button-group(v-if="game.mode!='analyze'")
button(@click="offerDraw") Draw
- button(@click="abortGame") Abort
+ button(@click="() => abortGame()") Abort
button(@click="resign") Resign
div(v-if="game.mode=='corr'")
textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
},
game: { }, //passed to BaseGame
vr: null, //"variant rules" object initialized from FEN
- drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
+ drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
people: [ ], //potential observers (TODO)
};
},
}
// TODO: how to know who is observing ? Send message to everyone with game ID ?
// and then just listen to (dis)connect events
-
-
// server always send "connect on " + URL ; then add to observers if game...
// detect multiple tabs connected (when connect ask server if my SID is already in use)
// router when access a game page tell to server I joined + game ID (no need rid)
// and ask server for current joined (= observers)
// when send to chat (or a move), reach only this group (send gid along)
-
// --> doivent être enregistrés comme observers au niveau du serveur...
// non: poll users + events startObserving / stopObserving
// (à faire au niveau du routeur ?)
-
// TODO: also handle "draw accepted" (use opponents array?)
// --> must give this info also when sending lastState...
// and, if all players agree then OK draw (end game ...etc)
switch (data.code)
{
case "newmove":
- // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
- // ...or just see nothing as on buho21
- this.$refs["basegame"].play(
- data.move, this.game.vname!="Dark" ? "animate" : null);
+ // NOTE: next call will trigger processMove()
+ this.$refs["basegame"].play(data.move,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameRef.id != data.gameId)
});
break;
// TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
+ // TODO: need to send along clock state (my current time) with my last move
case "lastate": //got opponent infos about last move
L = this.vr.moves.length;
if (this.gameRef.id != data.gameId)
}));
}
else if (data.movesCount > L) //just got last move from him
- this.play(data.lastMove, "animate");
+ this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
+ break;
+ case "resign":
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
break;
- case "resign": //..you won!
- this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
+ case "timeover":
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
break;
+ case "abort":
+ this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
+ break;
+ // TODO: drawaccepted (click draw button before sending move ==> draw offer in move)
+ // ==> on "newmove", check "drawOffer" field
// TODO: also use (dis)connect info to count online players?
case "gameconnect":
case "gamedisconnect":
// TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
// if accept: send message "draw"
},
- abortGame: function() {
- if (!confirm("Abort the game?"))
- return;
- //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
- //send message: "gameOver" avec score "?"
- // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
+ abortGame: function(event) {
+ if (!event)
+ {
+ // First call show options:
+ let modalBox = document.getElementById("modalAbort");
+ modalBox.checked = true;
+ }
+ else
+ {
+ console.log(event);
+ //const message = event.
+ this.gameOver("?");
+ this.game.players.forEach(p => {
+ if (!!p.sid && p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "abort",
+ msg: message,
+ target: p.sid,
+ }));
+ }
+ });
+ }
},
resign: function(e) {
if (!confirm("Resign the game?"))
return;
- if (this.mode == "human" && this.oppConnected(this.oppid))
- {
- try {
- this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- } catch (INVALID_STATE_ERR) {
- return;
+ this.game.players.forEach(p => {
+ if (!!p.sid && p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "resign",
+ target: p.sid,
+ }));
}
- }
- this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ });
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
},
// 4 cases for loading a game:
// - from localStorage (one running game I play)
// Post-processing: decorate each move with current FEN:
// (to be able to jump to any position quickly)
game.moves.forEach(move => {
- vr.play(move); //side-effect: set move.fen
+ // NOTE: this is doing manually what BaseGame.play() achieve...
+ // but in a lighter "fast-forward" way
+ move.color = this.vr.turn;
+ this.vr.play(move);
+ move.fen = this.vr.getFen();
});
this.vr.re_init(game.fen);
});
// }
},
// TODO: refactor this old "oppConnected" logic
- oppConnected: function(uid) {
- return this.opponents.some(o => o.id == uid && o.online);
- },
+// oppConnected: function(uid) {
+// return this.opponents.some(o => o.id == uid && o.online);
+// },
+ // Post-process a move (which was just played)
processMove: function(move) {
if (!this.game.mycolor)
return; //I'm just an observer
- // TODO: update storage (corr or live),
- GameStorage.update({
- fen: move: clocks: ................ // TODO
- });
+ // Update storage (corr or live)
+ const colorIdx = ["w","b","g","r"].indexOf(move.color);
+ // https://stackoverflow.com/a/38750895
+ const allowed_fields = ["appear", "vanish", "start", "end"];
+ const filtered_move = Object.keys(move)
+ .filter(key => allowed_fields.includes(key))
+ .reduce((obj, key) => {
+ obj[key] = move[key];
+ return obj;
+ }, {});
// Send move ("newmove" event) to opponent(s) (if ours)
- if (move.disappear[0].c == this.game.mycolor)
+ // (otherwise move.elapsed is supposed to be already transmitted)
+ let addTime = undefined;
+ if (move.color == this.game.mycolor)
{
+ const elapsed = Date.now() - GameStorage.getInitime();
this.game.players.forEach(p => {
if (p.sid != this.st.user.sid)
- this.st.conn.send("newmove", {target:p.sid, move:move});
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: p.sid,
+ move: Object.assign({}, filtered_move, {elapsed: elapsed}),
+ }));
+ }
});
+ move.elapsed = elapsed;
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
}
+ GameStorage.update({
+ colorIdx: colorIdx,
+ move: filtered_move,
+ fen: move.fen,
+ addTime: addTime,
+ initime: (this.vr.turn == this.game.mycolor), //my turn now?
+ });
},
+ // TODO: this update function should also work for corr games
gameOver: function(score) {
- // TODO: GameStorage.update with score
- // NOTE: this update function should also work for corr games
+ this.game.mode = "analyze";
+ GameStorage.update({
+ score: score,
+ });
},
},
};
</script>
-
-// TODO: utiliser "started" (renommer) pour se souvenir du timestamp où un user a commencé à réfléchir à un coup. Le sauvegarder dans update aussi...
-
-// variable initime à récupérer de game aussi (et pas "started")
-// si initime à -1 ou undefined alors pas commencé. Abort possible à tout moment avec message
-// Sorry I have to go / Game seems over / Game is not interesting
-
-move.clock à màj avec (current) clock - temps de réflexion (now() - initime) + increment
-après chaque coup dans une partie live ou corr non terminée.
---> donc à Game.update on passe directement clock
-
-code "T" pour score "perte au temps" ?