conn: null,
roomInitialized: false,
// If asklastate got no reply, ask again:
+ gotLastate: false,
gotMoveIdx: -1, //last move index received
- opponentGotMove: false, //used to freeze clock
+ // If newmove got no pingback, send again:
+ opponentGotMove: false,
connexionString: "",
- reopenTimeout: 0,
- reconnectTimeout: 0,
- // Incomplete info games: show move played:
+ socketCloseListener: 0,
+ // Incomplete info games: show move played
moveNotation: "",
+ // Intervals from setInterval():
+ askLastate: null,
+ retrySendmove: null,
clockUpdate: null,
// Related to (killing of) self multi-connects:
newConnect: {}
},
methods: {
cleanBeforeDestroy: function() {
+ clearInterval(this.socketCloseListener);
document.removeEventListener('visibilitychange', this.visibilityChange);
window.removeEventListener('focus', this.onFocus);
window.removeEventListener('blur', this.onBlur);
+ if (!!this.askLastate) clearInterval(this.askLastate);
+ if (!!this.retrySendmove) clearInterval(this.retrySendmove);
if (!!this.clockUpdate) clearInterval(this.clockUpdate);
- clearTimeout(this.reopenTimeout);
+ this.conn.removeEventListener("message", this.socketMessageListener);
this.send("disconnect");
this.conn = null;
},
//const oppSid =
// this.game.players.find(p => p.sid != this.st.user.sid).sid;
this.send("asklastate", { target: sid });
+ let counter = 1;
+ this.askLastate = setInterval(
+ () => {
+ // Ask at most 3 times:
+ // if no reply after that there should be a network issue.
+ if (
+ counter < 3 &&
+ !this.gotLastate &&
+ !!this.people[sid]
+ ) {
+ this.send("asklastate", { target: sid });
+ counter++;
+ }
+ else clearInterval(this.askLastate);
+ },
+ 1500
+ );
},
atCreation: function() {
document.addEventListener('visibilitychange', this.visibilityChange);
this.rematchOffer = "";
this.lastate = undefined;
this.roomInitialized = false;
+ this.gotLastate = false;
this.gotMoveIdx = -1;
this.opponentGotMove = false;
+ this.askLastate = null;
+ this.retrySendmove = null;
this.clockUpdate = null;
this.newConnect = {};
// 1] Initialize connection
"&page=" +
// Discard potential "/?next=[...]" for page indication:
encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
- this.openConnection();
- },
- openConnection: function() {
this.conn = new WebSocket(this.connexionString);
- const onOpen = () => {
- this.reconnectTimeout = 250;
- const oppSid = this.getOppsid();
- if (!!oppSid) this.send("asklastate", { target: oppSid });
- };
- this.conn.onopen = onOpen;
- this.conn.onmessage = this.socketMessageListener;
- const closeConnection = () => {
- this.reopenTimeout = setTimeout(
- () => {
- this.openConnection();
- this.reconnectTimeout = Math.min(2*this.reconnectTimeout, 30000);
- },
- this.reconnectTimeout
- );
- };
- this.conn.onerror = closeConnection;
- this.conn.onclose = closeConnection;
+ this.conn.addEventListener("message", this.socketMessageListener);
+ this.socketCloseListener = setInterval(
+ () => {
+ if (this.conn.readyState == 3) {
+ this.conn.removeEventListener(
+ "message", this.socketMessageListener);
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener("message", this.socketMessageListener);
+ const oppSid = this.getOppsid();
+ if (!!oppSid) this.requestLastate(oppSid); //in case of
+ }
+ },
+ 1000
+ );
// Socket init required before loading remote game:
const socketInit = callback => {
if (this.conn.readyState == 1)
// 1 == OPEN state
callback();
- else {
+ else
// Socket not ready yet (initial loading)
// NOTE: first arg is Websocket object, unused here:
- this.conn.onopen = () => {
- onOpen();
- callback();
- };
- }
+ this.conn.onopen = () => callback();
};
this.fetchGame((game) => {
if (!!game) {
}
},
send: function(code, obj) {
- let timeout = 0;
- const trySend = () => {
- if (!!this.conn && this.conn.readyState == 1)
- this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
- else setTimeout(trySend, timeout = (timeout > 0 ? 2 * timeout : 250));
- }
- setTimeout(trySend, timeout);
+ if (!!this.conn && this.conn.readyState == 1)
+ this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
},
isConnected: function(index) {
const player = this.game.players[index];
}
// Ask potentially missed last state, if opponent and I play
if (
+ !this.gotLastate &&
!!this.game.mycolor &&
this.game.type == "live" &&
this.game.players.some(p => p.sid == user.sid)
) {
- this.send("asklastate", { target: user.sid });
+ this.requestLastate(user.sid);
}
break;
}
// Confirm scenario? Fix?
case "lastate": {
// Got opponent infos about last move
+ this.gotLastate = true;
this.lastate = data.data;
if (this.lastate.movesCount - 1 > this.gotMoveIdx)
this.gotMoveIdx = this.lastate.movesCount - 1;
).replace(/(fen:)([^:]*):/g, replaceByDiag);
};
let variant = undefined;
- // TODO: avoid setInterval() here
const trySetVname = setInterval(
() => {
// this.st.variants might be uninitialized (variant == null)
sendMove["clock"] = this.game.clocks[colorIdx];
// (Live) Clocks will re-start when the opponent pingback arrive
this.opponentGotMove = false;
- this.send("newmove", { data: sendMove });
+ this.send("newmove", {data: sendMove});
+ // If the opponent doesn't reply gotmove soon enough, re-send move:
+ // Do this at most 2 times, because more would mean network issues,
+ // opponent would then be expected to disconnect/reconnect.
+ let counter = 1;
+ const currentUrl = document.location.href;
+ this.retrySendmove = setInterval(
+ () => {
+ if (
+ counter >= 3 ||
+ this.opponentGotMove ||
+ document.location.href != currentUrl //page change
+ ) {
+ clearInterval(this.retrySendmove);
+ return;
+ }
+ const oppsid = this.getOppsid();
+ if (!oppsid)
+ // Opponent is disconnected: he'll ask last state
+ clearInterval(this.retrySendmove);
+ else {
+ this.send("newmove", { data: sendMove, target: oppsid });
+ counter++;
+ }
+ },
+ 1500
+ );
}
else
// Not my move or I'm an observer: just start other player's clock