// ==> après, implémenter/vérifier les passages de challenges + parties en cours
// observer,
// + problèmes, habiller et publier. (+ corr...)
- // 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...
-// 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 ?)
-->
<script>
id: "",
rid: ""
},
- game: { }, //passed to BaseGame
- oppConnected: false,
+ game: {}, //passed to BaseGame
corrMsg: "", //to send offline messages in corr games
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOffer: "", //TODO: use for button style
- people: [ ], //potential observers (TODO)
+ people: [], //players + observers
};
},
watch: {
}
},
"game.clocks": function(newState) {
+ if (this.game.moves.length < 2)
+ {
+ // 1st move not completed yet: freeze time
+ this.virtualClocks = newState.map(s => ppt(s));
+ return;
+ }
const currentTurn = this.vr.turn;
const colorIdx = ["w","b"].indexOf(currentTurn);
let countdown = newState[colorIdx] -
});
const myTurn = (currentTurn == this.game.mycolor);
let clockUpdate = setInterval(() => {
- if (countdown <= 0 || this.vr.turn != currentTurn)
+ if (countdown <= 0 || this.vr.turn != currentTurn || this.game.score != "*")
{
clearInterval(clockUpdate);
if (countdown <= 0 && myTurn)
this.game.vname = variantArray.filter(v => v.id == this.game.vid)[0].name;
},
},
+ computed: {
+ oppConnected: function() {
+ return this.people.indexOf(p => p.id == this.game.oppid) >= 0;
+ },
+ },
created: function() {
if (!!this.$route.params["id"])
{
case "pong": //received if we sent a ping (game still alive on our side)
{
this.oppConnected = true;
- // Send our "last state" informations to opponent(s)
- const L = this.game.moves.length;
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- target: this.game.oppid,
- gameId: this.gameRef.id,
- lastMove: (L>0 ? this.game.moves[L-1] : undefined),
- score: this.game.score,
- movesCount: L,
- drawOffer: this.drawOffer,
- clocks: this.game.clocks,
- }));
+ if (this.game.type == "live") //corr games are always complete
+ {
+ // Send our "last state" informations to opponent(s)
+ const L = this.game.moves.length;
+ this.st.conn.send(JSON.stringify({
+ code: "lastate",
+ target: this.game.oppid,
+ gameId: this.gameRef.id,
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ score: this.game.score,
+ movesCount: L,
+ drawOffer: this.drawOffer,
+ clocks: this.game.clocks,
+ }));
+ }
break;
}
case "lastate": //got opponent infos about last move
if (!game.fen)
game.fen = game.fenStart; //game wasn't started
const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
+ const tc = extractTime(game.timeControl);
if (gtype == "corr")
{
// corr game: needs to compute the clocks + initime
- //if (game.players[i].rtime < 0) initime = Date.now(), else compute,
- //also using move.played fields
- game.clocks = [-1, -1];
+ game.clocks = [tc.mainTime, tc.mainTime];
game.initime = [0, 0];
+ let addTime = [0, 0];
+ for (let i=2; i<game.moves.length; i++)
+ {
+ addTime[i%2] += tc.increment -
+ (game.moves[i].played - game.moves[i-1].played);
+ }
+ for (let i=0; i<=1; i++)
+ game.clocks[i] += addTime[i];
+ const L = game.moves.length;
+ game.initime[L%2] = game.moves[L-1].played;
}
- const tc = extractTime(game.timeControl);
- if (game.clocks[0] < 0) //game unstarted
+ // TODO: this is not really beautiful (uid on corr players...)
+ if (gtype == "corr" && game.players[0].color == "b")
+ [ game.players[0], game.players[1] ] = [ game.players[1], game.players[0] ];
+ const myIdx = game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ });
+ if (gtype == "live" && game.clocks[0] < 0) //game unstarted
{
game.clocks = [tc.mainTime, tc.mainTime];
game.initime[0] = Date.now();
+ if (myIdx >= 0)
+ {
+ // I play in this live game; corr games don't have clocks+initime
+ GameStorage.update(game.id,
+ {
+ clocks: game.clocks,
+ initime: game.initime,
+ });
+ }
}
const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
- const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
+
+
+
+//TODO: people, on connect, search for opponent.......
+console.log(myIdx + " " + game.players[1-myIdx].sid); //otherwise this is undefined:
+
+
+
this.game = Object.assign({},
game,
- // NOTE: assign mycolor here, since BaseGame could also bs VS computer
+ // NOTE: assign mycolor here, since BaseGame could also be VS computer
{
type: gtype,
increment: tc.increment,
return obj;
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
- let addTime = undefined;
+ let addTime = 0;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - this.game.initime[colorIdx];
- // elapsed time is measured in milliseconds
- addTime = this.game.increment - elapsed/1000;
+ if (this.game.moves.length >= 2) //after first move
+ {
+ const elapsed = Date.now() - this.game.initime[colorIdx];
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
+ }
this.st.conn.send(JSON.stringify({
code: "newmove",
target: this.game.oppid,
const nextIdx = ["w","b"].indexOf(this.vr.turn);
GameStorage.update(this.gameRef.id,
{
- colorIdx: colorIdx,
- nextIdx: nextIdx,
move: filtered_move,
fen: move.fen,
- addTime: addTime,
+ clocks: this.game.clocks.map((t,i) => i==colorIdx
+ ? this.game.clocks[i] + addTime
+ : this.game.clocks[i]),
+ initime: this.game.initime.map((t,i) => i==nextIdx
+ ? Date.now()
+ : this.game.initime[i]),
});
// Also update current game object:
this.game.moves.push(move);
// TODO: this update function should also work for corr games
gameOver: function(score) {
this.game.mode = "analyze";
- GameStorage.update(this.gameRef.id,
- {
- score: score,
- });
+ this.game.score = score;
+ GameStorage.update(this.gameRef.id, { score: score });
},
},
};