From: Benjamin Auder <benjamin.auder@somewhere>
Date: Thu, 23 Jan 2020 09:31:07 +0000 (+0100)
Subject: Add basic analyze view from FEN
X-Git-Url: https://git.auder.net/doc/html/css/img/scripts/pieces/config.php?a=commitdiff_plain;h=652f40de91b2694093ba9755f24b76b81caff232;p=vchess.git

Add basic analyze view from FEN
---

diff --git a/client/src/router.js b/client/src/router.js
index a4d32369..1eb88f91 100644
--- a/client/src/router.js
+++ b/client/src/router.js
@@ -68,7 +68,7 @@ const router = new Router({
     {
       path: "/analyze/:vname([a-zA-Z0-9]+)",
       name: "analyze",
-      component: loadView("Game"),
+      component: loadView("Analyze"),
     },
     {
       path: "/about",
diff --git a/client/src/views/Analyze.vue b/client/src/views/Analyze.vue
index 4ec370c5..cecb7737 100644
--- a/client/src/views/Analyze.vue
+++ b/client/src/views/Analyze.vue
@@ -1,522 +1,54 @@
 <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["Opponent is gone"] }}
-    BaseGame(:game="game" :vr="vr" ref="basegame"
-      @newmove="processMove" @gameover="gameOver")
-    div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
-    div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
-    .button-group(v-if="game.mode!='analyze' && game.score=='*'")
-      button(@click="offerDraw") Draw
-      button(@click="() => abortGame()") Abort
-      button(@click="resign") Resign
-    textarea(v-if="game.score=='*'" v-model="corrMsg")
-    Chat(:players="game.players")
+    BaseGame(:game="game" :vr="vr" ref="basegame")
 </template>
 
 <script>
 import BaseGame from "@/components/BaseGame.vue";
-import Chat from "@/components/Chat.vue";
 import { store } from "@/store";
-import { GameStorage } from "@/utils/gameStorage";
-import { ppt } from "@/utils/datetime";
-import { extractTime } from "@/utils/timeControl";
 import { ArrayFun } from "@/utils/array";
 
 export default {
-  name: 'my-game',
+  name: 'my-analyze',
   components: {
     BaseGame,
-    Chat,
   },
   // gameRef: to find the game in (potentially remote) storage
   data: function() {
     return {
       st: store.state,
       gameRef: { //given in URL (rid = remote ID)
-        id: "",
-        rid: ""
+        vname: "",
+        fen: ""
+      },
+      game: {
+        players:[{name:"Analyze"},{name:"Analyze"}],
+        mode: "analyze"
       },
-      game: {players:[{name:""},{name:""}]}, //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: [], //players + observers
+      //people: [], //players + observers //TODO later: interactive analyze...
     };
   },
   watch: {
     "$route": function(to, from) {
-      this.gameRef.id = to.params["id"];
-      this.gameRef.rid = to.query["rid"];
+      this.gameRef.fen = to.query["fen"].replace(/_/g, " ");
+      this.gameRef.vname = to.params["vname"];
       this.loadGame();
     },
-    "game.clocks": function(newState) {
-      if (this.game.moves.length < 2)
-      {
-        // 1st move not completed yet: freeze time
-        this.virtualClocks = newState.map(s => ppt(s));
-        return;
-      }
-      const currentTurn = this.vr.turn;
-      const colorIdx = ["w","b"].indexOf(currentTurn);
-      let countdown = newState[colorIdx] -
-        (Date.now() - this.game.initime[colorIdx])/1000;
-      this.virtualClocks = [0,1].map(i => {
-        const removeTime = i == colorIdx
-          ? (Date.now() - this.game.initime[colorIdx])/1000
-          : 0;
-        return ppt(newState[i] - removeTime);
-      });
-      let clockUpdate = setInterval(() => {
-        if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
-        {
-          clearInterval(clockUpdate);
-          if (countdown < 0)
-          {
-            this.$refs["basegame"].endGame(
-              this.vr.turn=="w" ? "0-1" : "1-0", "Time");
-          }
-        }
-        else
-        {
-          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
-          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
-        }
-      }, 1000);
-    },
   },
-  // TODO: redundant code with Hall.vue (related to people array)
   created: function() {
-    // Always add myself to players' list
-    const my = this.st.user;
-    this.people.push({sid:my.sid, id:my.id, name:my.name});
-    this.gameRef.id = this.$route.params["id"];
-    this.gameRef.rid = this.$route.query["rid"]; //may be undefined
-    if (!this.gameRef.rid)
-      this.loadGame(); //local or corr: can load from now
-    // 0.1] Ask server for room composition:
-    const initialize = () => {
-      // Poll clients + load game if stored remotely
-      this.st.conn.send(JSON.stringify({code:"pollclients"}));
-      if (!!this.gameRef.rid)
-        this.loadGame();
-    };
-    if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
-      initialize();
-    else //socket not ready yet (initial loading)
-      this.st.conn.onopen = initialize;
-    this.st.conn.onmessage = this.socketMessageListener;
-    const socketCloseListener = () => {
-      store.socketCloseListener(); //reinitialize connexion (in store.js)
-      this.st.conn.addEventListener('message', this.socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
-    };
-    this.st.conn.onclose = socketCloseListener;
+    this.gameRef.fen = this.$route.query["fen"].replace(/_/g, " ");
+    this.gameRef.vname = this.$route.params["vname"];
+    this.loadGame();
   },
   methods: {
-    getOppSid: function() {
-      if (!!this.game.oppsid)
-        return this.game.oppsid;
-      const opponent = this.people.find(p => p.id == this.game.oppid);
-      return (!!opponent ? opponent.sid : null);
-    },
-    socketMessageListener: function(msg) {
-      const data = JSON.parse(msg.data);
-      switch (data.code)
-      {
-        // 0.2] Receive clients list (just socket IDs)
-        case "pollclients":
-        {
-          data.sockIds.forEach(sid => {
-            this.people.push({sid:sid, id:0, name:""});
-            // Ask only identity
-            this.st.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(
-              // people[0] instead of st.user to avoid sending email
-              {code:"identity", user:this.people[0], target:data.from}));
-          }
-          break;
-        }
-        case "identity":
-        {
-          let player = this.people.find(p => p.sid == data.user.sid);
-          // NOTE: sometimes player.id fails because player is undefined...
-          // Probably because the event was meant for Hall?
-          if (!player)
-            return;
-          player.id = data.user.id;
-          player.name = data.user.name;
-          // Sending last state only for live games: corr games are complete
-          if (this.game.type == "live" && this.game.oppsid == player.sid)
-          {
-            // Send our "last state" informations to opponent
-            const L = this.game.moves.length;
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              target: player.sid,
-              state:
-              {
-                lastMove: (L>0 ? this.game.moves[L-1] : undefined),
-                score: this.game.score,
-                movesCount: L,
-                drawOffer: this.drawOffer,
-                clocks: this.game.clocks,
-              }
-            }));
-          }
-          break;
-        }
-        case "askgame":
-          // Send current (live) game
-          const myGame =
-          {
-            // Minimal game informations:
-            id: this.game.id,
-            players: this.game.players.map(p => { return {name:p.name}; }),
-            vid: this.game.vid,
-            timeControl: this.game.timeControl,
-          };
-          this.st.conn.send(JSON.stringify({code:"game",
-            game:myGame, target:data.from}));
-          break;
-        case "newmove":
-          // NOTE: this call to play() will trigger processMove()
-          this.$refs["basegame"].play(data.move,
-            "receive", this.game.vname!="Dark" ? "animate" : null);
-          break;
-        case "lastate": //got opponent infos about last move
-        {
-          const L = this.game.moves.length;
-          if (data.movesCount > L)
-          {
-            // Just got last move from him
-            this.$refs["basegame"].play(data.lastMove,
-              "receive", this.game.vname!="Dark" ? "animate" : null);
-            if (data.score != "*" && this.game.score == "*")
-            {
-              // Opponent resigned or aborted game, or accepted draw offer
-              // (this is not a stalemate or checkmate)
-              this.$refs["basegame"].endGame(data.score, "Opponent action");
-            }
-            this.game.clocks = data.clocks; //TODO: check this?
-            this.drawOffer = data.drawOffer; //does opponent offer draw?
-          }
-          break;
-        }
-        case "resign":
-          this.$refs["basegame"].endGame(
-            this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
-          break;
-        case "abort":
-          this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
-          break;
-        case "draw":
-          this.$refs["basegame"].endGame("1/2", "Mutual agreement");
-          break;
-        case "drawoffer":
-          this.drawOffer = "received";
-          break;
-        case "askfullgame":
-          // TODO: use data.id to retrieve game in indexedDB (but for now only one running game so OK)
-          this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
-          break;
-        case "fullgame":
-          this.loadGame(data.game);
-          break;
-        // TODO: drawaccepted (click draw button before sending move
-        // ==> draw offer in move)
-        // ==> on "newmove", check "drawOffer" field
-        case "connect":
-        {
-          this.people.push({name:"", id:0, sid:data.from});
-          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
-          break;
-        }
-        case "disconnect":
-          ArrayFun.remove(this.people, p => p.sid == data.from);
-          break;
-      }
-    },
-    offerDraw: function() {
-      // TODO: also for corr games
-      if (this.drawOffer == "received")
-      {
-        if (!confirm("Accept draw?"))
-          return;
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
-          this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
-        this.$refs["basegame"].endGame("1/2", "Mutual agreement");
-      }
-      else if (this.drawOffer == "sent")
-        this.drawOffer = "";
-      else
-      {
-        if (!confirm("Offer draw?"))
-          return;
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
-          this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid}));
-      }
-    },
-    // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
-    receiveDrawOffer: function() {
-      //if (...)
-      // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
-      // if accept: send message "draw"
-    },
-    abortGame: function(event) {
-      let modalBox = document.getElementById("modalAbort");
-      if (!event)
-      {
-        // First call show options:
-        modalBox.checked = true;
-      }
-      else
-      {
-        modalBox.checked = false; //decision made: box disappear
-        const message = event.target.innerText;
-        // Next line will trigger a "gameover" event, bubbling up till here
-        this.$refs["basegame"].endGame("?", "Abort: " + message);
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
-        {
-          this.st.conn.send(JSON.stringify({
-            code: "abort",
-            msg: message,
-            target: oppsid,
-          }));
-        }
-      }
-    },
-    resign: function(e) {
-      if (!confirm("Resign the game?"))
-        return;
-      const oppsid = this.getOppSid();
-      if (!!oppsid)
-      {
-        this.st.conn.send(JSON.stringify({
-          code: "resign",
-          target: oppsid,
-        }));
-      }
-      // Next line will trigger a "gameover" event, bubbling up till here
-      this.$refs["basegame"].endGame(
-        this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
-    },
-    // 3 cases for loading a game:
-    //  - from indexedDB (running or completed live game I play)
-    //  - from server (one correspondance game I play[ed] or not)
-    //  - from remote peer (one live game I don't play, finished or not)
-    loadGame: function(game) {
-      const afterRetrieval = async (game) => {
-        const vModule = await import("@/variants/" + game.vname + ".js");
-        window.V = vModule.VariantRules;
-        this.vr = new V(game.fen);
-        const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
-        const tc = extractTime(game.timeControl);
-        if (gtype == "corr")
-        {
-          if (game.players[0].color == "b")
-          {
-            // Adopt the same convention for live and corr games: [0] = white
-            [ game.players[0], game.players[1] ] =
-              [ game.players[1], game.players[0] ];
-          }
-          // corr game: needs to compute the clocks + initime
-          // NOTE: clocks in seconds, initime in milliseconds
-          game.clocks = [tc.mainTime, tc.mainTime];
-          game.initime = [0, 0];
-          const L = game.moves.length;
-          game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
-          if (L >= 3)
-          {
-            let addTime = [0, 0];
-            for (let i=2; i<L; i++)
-            {
-              addTime[i%2] += tc.increment -
-                (game.moves[i].played - game.moves[i-1].played) / 1000;
-            }
-            for (let i=0; i<=1; i++)
-              game.clocks[i] += addTime[i];
-          }
-          if (L >= 1)
-            game.initime[L%2] = game.moves[L-1].played;
-          // Now that we used idx and played, re-format moves as for live games
-          game.moves = game.moves.map( (m) => {
-            const s = m.squares;
-            return {
-              appear: s.appear,
-              vanish: s.vanish,
-              start: s.start,
-              end: s.end,
-              message: m.message,
-            };
-          });
-        }
-        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,
-            });
-          }
-        }
-        this.game = Object.assign({},
-          game,
-          // NOTE: assign mycolor here, since BaseGame could also be VS computer
-          {
-            type: gtype,
-            increment: tc.increment,
-            mycolor: [undefined,"w","b"][myIdx+1],
-            // 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),
-          }
-        );
-      };
-      if (!!game)
-        return afterRetrieval(game);
-      if (!!this.gameRef.rid)
-      {
-        // Remote live game
-        // (TODO: send game ID as well, and receiver would pick the corresponding
-        // game in his current games; if allowed to play several)
-        this.st.conn.send(JSON.stringify(
-          {code:"askfullgame", target:this.gameRef.rid}));
-        // (send moves updates + resign/abort/draw actions)
-      }
-      else
-      {
-        // Local or corr game
-        GameStorage.get(this.gameRef.id, afterRetrieval);
-      }
-    },
-    // Post-process a move (which was just played)
-    processMove: function(move) {
-      if (!this.game.mycolor)
-        return; //I'm just an observer
-      // Update storage (corr or live)
-      const colorIdx = ["w","b"].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 people in the room (if our turn)
-      let addTime = 0;
-      if (move.color == this.game.mycolor)
-      {
-        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;
-        }
-        let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
-        if (this.game.type == "corr")
-          sendMove.message = this.corrMsg;
-        const oppsid = this.getOppSid();
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
-          {
-            this.st.conn.send(JSON.stringify({
-              code: "newmove",
-              target: p.sid,
-              move: sendMove,
-            }));
-          }
-        });
-        if (this.game.type == "corr" && this.corrMsg != "")
-        {
-          // Add message to last move in BaseGame:
-          // TODO: not very good style...
-          this.$refs["basegame"].setCurrentMessage(this.corrMsg);
-        }
-      }
-      else
-        addTime = move.addTime; //supposed transmitted
-      const nextIdx = ["w","b"].indexOf(this.vr.turn);
-      // Since corr games are stored at only one location, update should be
-      // done only by one player for each move:
-      if (this.game.type == "live" || move.color == this.game.mycolor)
-      {
-        if (this.game.type == "corr")
-        {
-          GameStorage.update(this.gameRef.id,
-          {
-            fen: move.fen,
-            move:
-            {
-              squares: filtered_move,
-              message: this.corrMsg,
-              played: Date.now(), //TODO: on server?
-              idx: this.game.moves.length,
-            },
-          });
-        }
-        else //live
-        {
-          GameStorage.update(this.gameRef.id,
-          {
-            fen: move.fen,
-            move: filtered_move,
-            clocks: this.game.clocks.map((t,i) => i==colorIdx
-              ? this.game.clocks[i] + addTime
-              : this.game.clocks[i]),
-            initime: this.game.initime.map((t,i) => i==nextIdx
-              ? Date.now()
-              : this.game.initime[i]),
-          });
-        }
-      }
-      // Also update current game object:
-      this.game.moves.push(move);
-      this.game.fen = move.fen;
-      //TODO: just this.game.clocks[colorIdx] += addTime;
-      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
-      this.game.initime[nextIdx] = Date.now();
-      // Finally reset curMoveMessage if needed
-      if (this.game.type == "corr" && move.color == this.game.mycolor)
-        this.corrMsg = "";
-    },
-    gameOver: function(score) {
-      this.game.mode = "analyze";
-      this.game.score = score;
-      const myIdx = this.game.players.findIndex(p => {
-        return p.sid == this.st.user.sid || p.uid == this.st.user.id;
-      });
-      if (myIdx >= 0) //OK, I play in this game
-        GameStorage.update(this.gameRef.id, { score: score });
+    loadGame: async function() {
+      this.game.vname = this.gameRef.vname;
+      this.game.fen = this.gameRef.fen;
+      const vModule = await import("@/variants/" + this.game.vname + ".js");
+      window.V = vModule.VariantRules;
+      this.vr = new V(this.game.fen);
     },
   },
 };