From: Benjamin Auder Date: Thu, 5 Mar 2020 16:43:08 +0000 (+0100) Subject: Acceptable state, but still issues when a lot of moves arrive quickly on several... X-Git-Url: https://git.auder.net/doc/html/bundles/framework/images/mini-custom.min.css?a=commitdiff_plain;h=dcff8e82dd8bbc285d9c2d5d5e3b361a9ecfa9ac;p=vchess.git Acceptable state, but still issues when a lot of moves arrive quickly on several tabs. TODO: fix that... --- diff --git a/client/src/translations/fr.js b/client/src/translations/fr.js index ef52e67c..b8724685 100644 --- a/client/src/translations/fr.js +++ b/client/src/translations/fr.js @@ -113,7 +113,7 @@ export const translations = { "Show possible moves?": "Montrer les coups possibles ?", "Show solution": "Montrer la solution", Solution: "Solution", - "Sound alert when game starts?": "Alert sonore quand une partie démarre?", + "Sound alert when game starts?": "Alerte sonore quand une partie démarre?", Stop: "Arrêt", "Stop game": "Arrêter la partie", Subject: "Sujet", diff --git a/client/src/utils/gameStorage.js b/client/src/utils/gameStorage.js index dfbd6394..2e789942 100644 --- a/client/src/utils/gameStorage.js +++ b/client/src/utils/gameStorage.js @@ -83,7 +83,7 @@ export const GameStorage = { objectStore.get(gameId).onsuccess = function(event) { // Ignoring error silently: shouldn't happen now. TODO? if (event.target.result) { - const game = event.target.result; + let game = event.target.result; Object.keys(obj).forEach(k => { if (k == "move") game.moves.push(obj[k]); else game[k] = obj[k]; diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 0741d317..bbbb6760 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -111,7 +111,7 @@ export default { conn: null, roomInitialized: false, // If newmove has wrong index: ask fullgame again: - fullGamerequested: false, + gameIsLoading: false, // If asklastate got no reply, ask again: gotLastate: false, gotMoveIdx: -1, //last move index received @@ -226,7 +226,7 @@ export default { if (this.game.type == "corr") { if (!!this.game.mycolor) ajax("/chats", "DELETE", {gid: this.game.id}); - this.game.chats = []; + this.$set(this.game, "chats", []); } }, // Notify turn after a new move (to opponent and me on MyGames page) @@ -235,16 +235,10 @@ export default { const colorIdx = this.game.players.findIndex( p => p.sid == sid || p.id == player.id); const color = ["w","b"][colorIdx]; + const movesCount = this.game.moves.length; const yourTurn = - ( - color == "w" && - this.game.movesCount % 2 == 0 - ) - || - ( - color == "b" && - this.game.movesCount % 2 == 1 - ); + (color == "w" && movesCount % 2 == 0) || + (color == "b" && movesCount % 2 == 1); this.send("turnchange", { target: sid, yourTurn: yourTurn }); }, socketMessageListener: function(msg) { @@ -253,18 +247,8 @@ export default { switch (data.code) { case "pollclients": data.sockIds.forEach(sid => { - if (sid != this.st.user.sid) { + if (sid != this.st.user.sid) this.send("askidentity", { target: sid }); - // 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 == sid) - ) { - this.send("asklastate", { target: sid }); - } - } }); break; case "connect": @@ -324,6 +308,28 @@ export default { } delete this.newConnect[user.sid]; } + if (!this.killed[this.st.user.sid]) { + // 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 == user.sid) + ) { + let self = this; + (function askLastate() { + self.send("asklastate", { target: user.sid }); + setTimeout( + () => { + // Ask until we got a reply (or opponent disconnect): + if (!self.gotLastate && !!self.people[user.sid]) + askLastate(); + }, + 750 + ); + })(); + } + } break; } case "askgame": @@ -349,14 +355,10 @@ export default { break; case "fullgame": // Callback "roomInit" to poll clients only after game is loaded - let game = data.data; - // Move format isn't the same in storage and in browser, - // because of the 'addTime' field. - game.moves = game.moves.map(m => { return m.move || m; }); - this.loadGame(game, this.roomInit); + this.loadGame(data.data, this.roomInit); break; case "asklastate": - // Sending last state if I played a move or score != "*" + // Sending informative last state if I played a move or score != "*" if ( (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) || this.game.score != "*" || @@ -366,8 +368,8 @@ export default { const L = this.game.moves.length; const myIdx = ["w", "b"].indexOf(this.game.mycolor); const myLastate = { - // NOTE: lastMove (when defined) includes addTime lastMove: L > 0 ? this.game.moves[L - 1] : undefined, + addTime: L > 0 ? this.game.addTimes[L - 1] : undefined, // Since we played a move (or abort or resign), // only drawOffer=="sent" is possible drawSent: this.drawOffer == "sent", @@ -376,47 +378,58 @@ export default { initime: this.game.initime[1 - myIdx] //relevant only if I played }; this.send("lastate", { data: myLastate, target: data.from }); + } else { + this.send("lastate", { data: {nothing: true}, target: data.from }); } break; - case "lastate": //got opponent infos about last move - this.lastate = data.data; - if (this.game.rendered) - // Game is rendered (Board component) - this.processLastate(); - // Else: will be processed when game is ready + case "lastate": { + // Got opponent infos about last move + this.gotLastate = true; + if (!data.data.nothing) { + this.lastate = data.data; + if (this.game.rendered) + // Game is rendered (Board component) + this.processLastate(); + // Else: will be processed when game is ready + } break; + } case "newmove": { - -console.log(data.data); - - const move = data.data; - if (move.index > this.game.movesCount && !this.fullGameRequested) { - // This can only happen if I'm an observer and missed a move: - // just ask fullgame again, this is much simpler. - (function askIfPeerConnected() { - if (!!this.people[this.gameRef.rid]) - this.send("askfullgame", { target: this.gameRef.rid }); - else setTimeout(askIfPeerConnected, 1000); - })(); - this.fullGameRequested = true; + const movePlus = data.data; + const movesCount = this.game.moves.length; + if (movePlus.index > movesCount) { + // This can only happen if I'm an observer and missed a move. + if (!this.gameIsLoading) { + this.gameIsLoading = true; + if (!this.gameRef.rid) + // This is my game: just reload. + this.loadGame(); + else { + // Just ask fullgame again (once!), this is much simpler. + // If this fails, the user could just reload page :/ + let self = this; + (function askIfPeerConnected() { + if (!!self.people[self.gameRef.rid]) + self.send("askfullgame", { target: self.gameRef.rid }); + else setTimeout(askIfPeerConnected, 1000); + })(); + } + } } else { if ( - move.index < this.game.movesCount || - this.gotMoveIdx >= move.index + movePlus.index < movesCount || + this.gotMoveIdx >= movePlus.index ) { // Opponent re-send but we already have the move: // (maybe he didn't receive our pingback...) - this.send("gotmove", {data: move.index, target: data.from}); + this.send("gotmove", {data: movePlus.index, target: data.from}); } else { - this.gotMoveIdx = move.index; - const receiveMyMove = ( - !!this.game.mycolor && - move.index == this.game.movesCount - ); + this.gotMoveIdx = movePlus.index; + const receiveMyMove = (movePlus.color == this.game.mycolor); if (!receiveMyMove && !!this.game.mycolor) // Notify opponent that I got the move: - this.send("gotmove", {data: move.index, target: data.from}); - if (move.cancelDrawOffer) { + this.send("gotmove", {data: movePlus.index, target: data.from}); + if (movePlus.cancelDrawOffer) { // Opponent refuses draw this.drawOffer = ""; // NOTE for corr games: drawOffer reset by player in turn @@ -429,11 +442,11 @@ console.log(data.data); } } this.$refs["basegame"].play( - move.move, + movePlus.move, "received", null, { - addTime: move.addTime, + addTime: movePlus.addTime, receiveMyMove: receiveMyMove } ); @@ -445,11 +458,6 @@ console.log(data.data); this.opponentGotMove = true; break; } -/// TODO: same strategy for askLastate -// --> the message could not have been received, -// or maybe we ddn't receive it back. - - case "resign": const score = data.side == "b" ? "1-0" : "0-1"; const side = data.side == "w" ? "White" : "Black"; @@ -485,10 +493,11 @@ console.log(data.data); if (data.movesCount > L) { // Just got last move from him this.$refs["basegame"].play( - data.lastMove.move, + data.lastMove, "received", null, - {addTime: data.lastMove.addTime, initime: data.initime}); + {addTime: data.addTime, initime: data.initime} + ); } if (data.drawSent) this.drawOffer = "received"; if (data.score != "*") { @@ -649,20 +658,22 @@ console.log(data.data); // at least oppsid or oppid is available anyway: oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid, oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid, - movesCount: game.moves.length + addTimes: [], //used for live games }, game, ); - if (this.fullGameRequested) - // Second (or more) time the full game is asked: - this.fullGameRequested = false; + if (this.gameIsLoading) + // Re-load game because we missed some moves: + // artificially reset BaseGame (required if moves arrive too quickly) + this.$refs["basegame"].re_setVariables(); this.re_setClocks(); this.$nextTick(() => { this.game.rendered = true; // Did lastate arrive before game was rendered? if (this.lastate) this.processLastate(); }); - if (callback) callback(); + this.gameIsLoading = false; + if (!!callback) callback(); }; if (!!game) { afterRetrieval(game); @@ -678,7 +689,7 @@ console.log(data.data); } }, re_setClocks: function() { - if (this.game.movesCount < 2 || this.game.score != "*") { + if (this.game.moves.length < 2 || this.game.score != "*") { // 1st move not completed yet, or game over: freeze time this.virtualClocks = this.game.clocks.map(s => ppt(s)); return; @@ -721,56 +732,28 @@ console.log(data.data); const doProcessMove = () => { const colorIdx = ["w", "b"].indexOf(moveCol); const nextIdx = 1 - colorIdx; - if (!!this.game.mycolor && !data.receiveMyMove) { - // NOTE: 'var' to see that variable outside this block - var filtered_move = getFilteredMove(move); - } - // Send move ("newmove" event) to people in the room (if our turn) - let addTime = (this.game.type == "live") ? data.addTime : 0; + const origMovescount = this.game.moves.length; + let addTime = + this.game.type == "live" + ? (data.addTime || 0) + : undefined; if (moveCol == this.game.mycolor && !data.receiveMyMove) { if (this.drawOffer == "received") // I refuse draw this.drawOffer = ""; - // 'addTime' is irrelevant for corr games: - if (this.game.type == "live" && this.game.movesCount >= 2) { + if (this.game.type == "live" && origMovescount >= 2) { const elapsed = Date.now() - this.game.initime[colorIdx]; // elapsed time is measured in milliseconds addTime = this.game.increment - elapsed / 1000; } - const sendMove = { - move: filtered_move, - index: this.game.movesCount, - addTime: addTime, //undefined for corr games - cancelDrawOffer: this.drawOffer == "" - }; - this.opponentGotMove = false; - this.send("newmove", {data: sendMove}); - // If the opponent doesn't reply gotmove soon enough, re-send move: - let retrySendmove = setInterval( () => { - if (this.opponentGotMove) { - clearInterval(retrySendmove); - return; - } - let oppsid = this.game.players[nextIdx].sid; - if (!oppsid) { - oppsid = Object.keys(this.people).find( - sid => this.people[sid].id == this.game.players[nextIdx].uid - ); - } - if (!oppsid || !this.people[oppsid]) - // Opponent is disconnected: he'll ask last state - clearInterval(retrySendmove); - else this.send("newmove", {data: sendMove, target: oppsid}); - }, 750); } - // Update current game object (no need for moves stack): + // Update current game object: playMove(move, this.vr); - this.game.movesCount++; // TODO: notifyTurn: "changeturn" message + this.game.moves.push(move); // (add)Time indication: useful in case of lastate infos requested - this.game.moves.push(this.game.type == "live" - ? {move:move, addTime:addTime} - : move); + 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; // In corr games, just reset clock to mainTime: @@ -785,6 +768,10 @@ console.log(data.data); else if (this.drawOffer == "threerep") this.drawOffer = ""; // Since corr games are stored at only one location, update should be // done only by one player for each move: + if (!!this.game.mycolor && !data.receiveMyMove) { + // NOTE: 'var' to see that variable outside this block + var filtered_move = getFilteredMove(move); + } if ( !!this.game.mycolor && !data.receiveMyMove && @@ -808,14 +795,14 @@ console.log(data.data); move: { squares: filtered_move, played: Date.now(), - idx: this.game.moves.length - 1 + idx: origMovescount }, // Code "n" for "None" to force reset (otherwise it's ignored) drawOffer: drawCode || "n" }); } - else { - // Live game: + else if (!document.hidden) { + // Live game: consider only the active tab GameStorage.update(this.gameRef.id, { fen: this.game.fen, move: filtered_move, @@ -825,6 +812,36 @@ console.log(data.data); }); } } + // Send move ("newmove" event) to people in the room (if our turn) + if (moveCol == this.game.mycolor && !data.receiveMyMove) { + const 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 == "" + }; + this.opponentGotMove = false; + this.send("newmove", {data: sendMove}); + // If the opponent doesn't reply gotmove soon enough, re-send move: + let retrySendmove = setInterval( () => { + if (this.opponentGotMove) { + clearInterval(retrySendmove); + return; + } + let oppsid = this.game.players[nextIdx].sid; + if (!oppsid) { + oppsid = Object.keys(this.people).find( + sid => this.people[sid].id == this.game.players[nextIdx].uid + ); + } + if (!oppsid || !this.people[oppsid]) + // Opponent is disconnected: he'll ask last state + clearInterval(retrySendmove); + else this.send("newmove", {data: sendMove, target: oppsid}); + }, 750); + } }; if ( this.game.type == "corr" && diff --git a/server/sockets.js b/server/sockets.js index e6e85ed4..406effee 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -192,7 +192,7 @@ module.exports = function(wss) { Object.keys(clients[page][obj.target]).forEach(x => { send( clients[page][obj.target][x], - {code: "newmove", dataWithFrom} + Object.assign({code: "newmove"}, dataWithFrom) ); }); } else {