From: Benjamin Auder Date: Sun, 8 Mar 2020 08:38:34 +0000 (+0100) Subject: Better clocks management X-Git-Url: https://git.auder.net/doc/html/app_dev.php/index.css?a=commitdiff_plain;h=e01e086d96f3c0f04761d269e6a34ba0b6014a56;p=vchess.git Better clocks management --- diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index b941e378..4ebc8f4c 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -160,8 +160,6 @@ export default { opponentGotMove: false, connexionString: "", // Intervals from setInterval(): - // TODO: limit them to e.g. 3 retries ?! - askIfPeerConnected: null, askLastate: null, retrySendmove: null, clockUpdate: null, @@ -238,7 +236,6 @@ export default { this.gotLastate = false; this.gotMoveIdx = -1; this.opponentGotMove = false; - this.askIfPeerConnected = null; this.askLastate = null; this.retrySendmove = null; this.clockUpdate = null; @@ -278,8 +275,6 @@ export default { socketInit(this.loadGame); }, cleanBeforeDestroy: function() { - if (!!this.askIfPeerConnected) - clearInterval(this.askIfPeerConnected); if (!!this.askLastate) clearInterval(this.askLastate); if (!!this.retrySendmove) @@ -369,27 +364,14 @@ export default { this.gameIsLoading = true; const currentUrl = document.location.href; const doAskGame = () => { - if (currentUrl != document.location.href) return; //page change + if (document.location.href != currentUrl) return; //page change if (!this.gameRef.rid) // This is my game: just reload. this.loadGame(); - else { + else // Just ask fullgame again (once!), this is much simpler. // If this fails, the user could just reload page :/ this.send("askfullgame", { target: this.gameRef.rid }); - this.askIfPeerConnected = setInterval( - () => { - if ( - !!this.people[this.gameRef.rid] && - currentUrl != document.location.href - ) { - this.send("askfullgame", { target: this.gameRef.rid }); - clearInterval(this.askIfPeerConnected); - } - }, - 1000 - ); - } }; // Delay of at least 2s between two game requests const now = Date.now(); @@ -473,15 +455,23 @@ export default { this.game.players.some(p => p.sid == user.sid) ) { this.send("asklastate", { target: user.sid }); + let counter = 1; this.askLastate = setInterval( () => { - // Ask until we got a reply (or opponent disconnect): - if (!this.gotLastate && !!this.people[user.sid]) + // Ask at most 3 times: + // if no reply after that there should be a network issue. + if ( + counter < 3 && + !this.gotLastate && + !!this.people[user.sid] + ) { this.send("asklastate", { target: user.sid }); - else + counter++; + } else { clearInterval(this.askLastate); + } }, - 1000 + 1500 ); } } @@ -537,7 +527,7 @@ export default { const myIdx = ["w", "b"].indexOf(this.game.mycolor); const myLastate = { lastMove: L > 0 ? this.game.moves[L - 1] : undefined, - addTime: L > 0 ? this.game.addTimes[L - 1] : undefined, + clock: this.game.clocks[myIdx], // Since we played a move (or abort or resign), // only drawOffer=="sent" is possible drawSent: this.drawOffer == "sent", @@ -601,7 +591,7 @@ export default { this.processMove( movePlus.move, { - addTime: movePlus.addTime, + clock: movePlus.clock, receiveMyMove: receiveMyMove } ); @@ -611,6 +601,10 @@ export default { } case "gotmove": { this.opponentGotMove = true; + // Now his clock starts running: + const oppIdx = ['w','b'].indexOf(this.vr.turn); + this.game.initime[oppIdx] = Date.now(); + this.re_setClocks(); break; } case "resign": @@ -660,12 +654,8 @@ export default { const L = this.game.moves.length; if (data.movesCount > L) { // Just got last move from him - this.$refs["basegame"].play( - data.lastMove, - "received", - null, - {addTime: data.addTime, initime: data.initime} - ); + this.$refs["basegame"].play(data.lastMove, "received", null, true); + this.processMove(data.lastMove, { clock: data.clock }); } if (data.drawSent) this.drawOffer = "received"; if (data.score != "*") { @@ -832,8 +822,7 @@ export default { // opponent sid not strictly required (or available), but easier // at least oppsid or oppid is available anyway: oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid, - oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid, - addTimes: [], //used for live games + oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid }, game, ); @@ -895,7 +884,6 @@ export default { this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':')); return; } - clearInterval(this.clockUpdate); const currentTurn = this.vr.turn; const currentMovesCount = this.game.moves.length; const colorIdx = ["w", "b"].indexOf(currentTurn); @@ -907,25 +895,28 @@ export default { i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0; return ppt(this.game.clocks[i] - removeTime).split(':'); }); - this.clockUpdate = setInterval(() => { - if ( - countdown < 0 || - this.game.moves.length > currentMovesCount || - this.game.score != "*" - ) { - clearInterval(this.clockUpdate); - if (countdown < 0) - this.gameOver( - currentTurn == "w" ? "0-1" : "1-0", - "Time" + this.clockUpdate = setInterval( + () => { + if ( + countdown < 0 || + this.game.moves.length > currentMovesCount || + this.game.score != "*" + ) { + clearInterval(this.clockUpdate); + if (countdown < 0) + this.gameOver( + currentTurn == "w" ? "0-1" : "1-0", + "Time" + ); + } else + this.$set( + this.virtualClocks, + colorIdx, + ppt(Math.max(0, --countdown)).split(':') ); - } else - this.$set( - this.virtualClocks, - colorIdx, - ppt(Math.max(0, --countdown)).split(':') - ); - }, 1000); + }, + 1000 + ); }, // Update variables and storage after a move: processMove: function(move, data) { @@ -935,10 +926,7 @@ export default { const colorIdx = ["w", "b"].indexOf(moveCol); const nextIdx = 1 - colorIdx; const origMovescount = this.game.moves.length; - let addTime = - this.game.type == "live" - ? (data.addTime || 0) - : undefined; + let addTime = 0; //for live games if (moveCol == this.game.mycolor && !data.receiveMyMove) { if (this.drawOffer == "received") // I refuse draw @@ -951,6 +939,8 @@ export default { } // Update current game object: playMove(move, this.vr); + // The move is played: stop clock + clearInterval(this.clockUpdate); if (!data.score) { // Received move, score has not been computed in BaseGame (!!noemit) const score = this.vr.getCurrentScore(); @@ -958,18 +948,29 @@ export default { } // TODO: notifyTurn: "changeturn" message this.game.moves.push(move); - // (add)Time indication: useful in case of lastate infos requested - if (this.game.type == "live") - this.game.addTimes.push(addTime); this.game.fen = this.vr.getFen(); - if (this.game.type == "live") this.game.clocks[colorIdx] += addTime; + if (this.game.type == "live") { + if (!!data.clock) this.game.clocks[colorIdx] = data.clock; + else this.game.clocks[colorIdx] += addTime; + } // In corr games, just reset clock to mainTime: - else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime; - // data.initime is set only when I receive a "lastate" move from opponent - this.game.initime[nextIdx] = data.initime || Date.now(); + else { + this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime; + } + // NOTE: opponent's initime is reset after "gotmove" is received + if ( + !this.game.mycolor || + moveCol != this.game.mycolor || + !!data.receiveMyMove + ) { + this.game.initime[nextIdx] = Date.now(); + } // If repetition detected, consider that a draw offer was received: const fenObj = this.vr.getFenForRepeat(); - this.repeat[fenObj] = this.repeat[fenObj] ? this.repeat[fenObj] + 1 : 1; + this.repeat[fenObj] = + !!this.repeat[fenObj] + ? this.repeat[fenObj] + 1 + : 1; if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep"; else if (this.drawOffer == "threerep") this.drawOffer = ""; if (!!this.game.mycolor && !data.receiveMyMove) { @@ -1027,20 +1028,29 @@ export default { } // Send move ("newmove" event) to people in the room (if our turn) if (moveCol == this.game.mycolor && !data.receiveMyMove) { - const sendMove = { + let sendMove = { move: filtered_move, index: origMovescount, // color is required to check if this is my move (if several tabs opened) color: moveCol, - addTime: addTime, //undefined for corr games cancelDrawOffer: this.drawOffer == "" }; + if (this.game.type == "live") + sendMove["clock"] = this.game.clocks[colorIdx]; this.opponentGotMove = false; this.send("newmove", {data: sendMove}); // If the opponent doesn't reply gotmove soon enough, re-send move: + // Do this at most 2 times, because mpore would mean network issues, + // opponent would then be expected to disconnect/reconnect. + let counter = 1; + const currentUrl = document.location.href; this.retrySendmove = setInterval( () => { - if (this.opponentGotMove) { + if ( + counter >= 3 || + this.opponentGotMove || + document.location.href != currentUrl //page change + ) { clearInterval(this.retrySendmove); return; } @@ -1053,11 +1063,17 @@ export default { if (!oppsid || !this.people[oppsid]) // Opponent is disconnected: he'll ask last state clearInterval(this.retrySendmove); - else this.send("newmove", {data: sendMove, target: oppsid}); + else { + this.send("newmove", { data: sendMove, target: oppsid }); + counter++; + } }, - 1000 + 1500 ); } + else + // Not my move or I'm an observer: just start other player's clock + this.re_setClocks(); }; if ( this.game.type == "corr" && @@ -1069,7 +1085,6 @@ export default { if (this.st.settings.gotonext && this.nextIds.length > 0) this.showNextGame(); else { - this.re_setClocks(); // The board might have been hidden: let boardDiv = document.querySelector(".game"); if (boardDiv.style.visibility == "hidden") @@ -1123,13 +1138,9 @@ export default { } else { // Normal situation - const afterSetScore = () => { - doProcessMove(); - this.re_setClocks(); - }; if (!!data.score && data.score != "*") - this.gameOver(data.score, null, afterSetScore); - else afterSetScore(); + this.gameOver(data.score, null, doProcessMove); + else doProcessMove(); } }, cancelMove: function() { diff --git a/server/sockets.js b/server/sockets.js index e420b8ce..467036e8 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -208,7 +208,7 @@ module.exports = function(wss) { ) { send( clients[page][obj.target[0]][obj.target[1]], - { code: "gotmove", data: obj.data } + { code: "gotmove" } ); } break; @@ -228,7 +228,7 @@ module.exports = function(wss) { Object.keys(clients[pg][s]).forEach(x => { send( clients[pg][s][x], - { code: "mconnect", data: obj.data } + { code: "mconnect", from: sid } ); }); });