Fix some racing issues within Game.vue
[vchess.git] / client / src / views / Game.vue
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1<template lang="pug">
2.row
3 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
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4 BaseGame(:game="game" :vr="vr" ref="basegame"
5 @newmove="processMove" @gameover="gameOver")
f41ce580 6 div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
afd3240d 7 div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
d4036efe 8 .button-group(v-if="game.mode!='analyze' && game.score=='*'")
a6088c90 9 button(@click="offerDraw") Draw
7f3484bd 10 button(@click="abortGame") Abort
a6088c90 11 button(@click="resign") Resign
9330b976 12 textarea(v-if="game.score=='*'" v-model="corrMsg")
5c8e044f 13 Chat(:players="game.players")
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14</template>
15
16<script>
46284a2f 17import BaseGame from "@/components/BaseGame.vue";
f21cd6d9 18import Chat from "@/components/Chat.vue";
a6088c90 19import { store } from "@/store";
967a2686 20import { GameStorage } from "@/utils/gameStorage";
5b87454c 21import { ppt } from "@/utils/datetime";
66d03f23 22import { extractTime } from "@/utils/timeControl";
f41ce580 23import { ArrayFun } from "@/utils/array";
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24
25export default {
26 name: 'my-game',
27 components: {
28 BaseGame,
5c8e044f 29 Chat,
a6088c90 30 },
f7121527 31 // gameRef: to find the game in (potentially remote) storage
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32 data: function() {
33 return {
34 st: store.state,
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35 gameRef: { //given in URL (rid = remote ID)
36 id: "",
37 rid: ""
38 },
f41ce580 39 game: {players:[{name:""},{name:""}]}, //passed to BaseGame
6fba6e0c 40 corrMsg: "", //to send offline messages in corr games
809ba2aa 41 virtualClocks: [0, 0], //initialized with true game.clocks
6dd02928 42 vr: null, //"variant rules" object initialized from FEN
6fba6e0c 43 drawOffer: "", //TODO: use for button style
92a523d1 44 people: [], //players + observers
760adbce 45 lastate: undefined, //used if opponent send lastate before game is ready
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46 };
47 },
48 watch: {
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49 "$route": function(to, from) {
50 this.gameRef.id = to.params["id"];
51 this.gameRef.rid = to.query["rid"];
52 this.loadGame();
a6088c90 53 },
5b87454c 54 "game.clocks": function(newState) {
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55 if (this.game.moves.length < 2)
56 {
57 // 1st move not completed yet: freeze time
58 this.virtualClocks = newState.map(s => ppt(s));
59 return;
60 }
809ba2aa 61 const currentTurn = this.vr.turn;
6fba6e0c 62 const colorIdx = ["w","b"].indexOf(currentTurn);
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63 let countdown = newState[colorIdx] -
64 (Date.now() - this.game.initime[colorIdx])/1000;
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65 this.virtualClocks = [0,1].map(i => {
66 const removeTime = i == colorIdx
67 ? (Date.now() - this.game.initime[colorIdx])/1000
68 : 0;
69 return ppt(newState[i] - removeTime);
70 });
809ba2aa 71 let clockUpdate = setInterval(() => {
e69f159d 72 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
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73 {
74 clearInterval(clockUpdate);
e69f159d 75 if (countdown < 0)
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76 {
77 this.$refs["basegame"].endGame(
e69f159d 78 this.vr.turn=="w" ? "0-1" : "1-0", "Time");
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79 }
80 }
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81 else
82 {
83 // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
84 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
85 }
809ba2aa 86 }, 1000);
5b87454c 87 },
92a523d1 88 },
5f131484 89 // TODO: redundant code with Hall.vue (related to people array)
a6088c90 90 created: function() {
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91 // Always add myself to players' list
92 const my = this.st.user;
93 this.people.push({sid:my.sid, id:my.id, name:my.name});
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94 this.gameRef.id = this.$route.params["id"];
95 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
760adbce 96 // Define socket .onmessage() and .onclose() events:
5f131484 97 this.st.conn.onmessage = this.socketMessageListener;
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98 const socketCloseListener = () => {
99 store.socketCloseListener(); //reinitialize connexion (in store.js)
a9b131f1 100 this.st.conn.addEventListener('message', this.socketMessageListener);
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101 this.st.conn.addEventListener('close', socketCloseListener);
102 };
cdb34c93 103 this.st.conn.onclose = socketCloseListener;
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104 // Socket init required before loading remote game:
105 const socketInit = (callback) => {
106 if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
107 callback();
108 else //socket not ready yet (initial loading)
109 this.st.conn.onopen = callback;
110 };
111 if (!this.gameRef.rid) //game stored locally or on server
112 this.loadGame(null, () => socketInit(this.roomInit));
113 else //game stored remotely: need socket to retrieve it
114 {
115 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
116 // --> It will be given when receiving "fullgame" socket event.
117 // A more general approach would be to store it somewhere.
118 socketInit(this.loadGame);
119 }
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120 },
121 methods: {
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122 // O.1] Ask server for room composition:
123 roomInit: function() {
124 this.st.conn.send(JSON.stringify({code:"pollclients"}));
5f131484 125 },
cdb34c93 126 socketMessageListener: function(msg) {
a6088c90 127 const data = JSON.parse(msg.data);
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128 switch (data.code)
129 {
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130 case "duplicate":
131 alert("Warning: duplicate 'offline' connection");
132 break;
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133 // 0.2] Receive clients list (just socket IDs)
134 case "pollclients":
135 {
136 data.sockIds.forEach(sid => {
137 this.people.push({sid:sid, id:0, name:""});
138 // Ask only identity
139 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
140 });
141 break;
142 }
143 case "askidentity":
144 {
145 // Request for identification: reply if I'm not anonymous
146 if (this.st.user.id > 0)
147 {
148 this.st.conn.send(JSON.stringify(
149 // people[0] instead of st.user to avoid sending email
150 {code:"identity", user:this.people[0], target:data.from}));
151 }
152 break;
153 }
154 case "identity":
155 {
f41ce580 156 let player = this.people.find(p => p.sid == data.user.sid);
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157 // NOTE: sometimes player.id fails because player is undefined...
158 // Probably because the event was meant for Hall?
159 if (!player)
160 return;
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161 player.id = data.user.id;
162 player.name = data.user.name;
163 // Sending last state only for live games: corr games are complete
164 if (this.game.type == "live" && this.game.oppsid == player.sid)
411d23cd 165 {
f41ce580 166 // Send our "last state" informations to opponent
411d23cd 167 const L = this.game.moves.length;
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168 let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
169 if (!!lastMove && this.drawOffer == "sent")
170 lastMove.draw = true;
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171 this.st.conn.send(JSON.stringify({
172 code: "lastate",
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173 target: player.sid,
174 state:
175 {
6d9f4315 176 lastMove: lastMove,
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177 score: this.game.score,
178 movesCount: L,
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179 clocks: this.game.clocks,
180 }
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181 }));
182 }
a6088c90 183 break;
6fba6e0c 184 }
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185 case "askgame":
186 // Send current (live) game
187 const myGame =
188 {
189 // Minimal game informations:
190 id: this.game.id,
ab6f48ea 191 players: this.game.players.map(p => { return {name:p.name}; }),
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192 vid: this.game.vid,
193 timeControl: this.game.timeControl,
194 };
195 this.st.conn.send(JSON.stringify({code:"game",
196 game:myGame, target:data.from}));
197 break;
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198 case "newmove":
199 // NOTE: this call to play() will trigger processMove()
200 this.$refs["basegame"].play(data.move,
201 "receive", this.game.vname!="Dark" ? "animate" : null);
202 break;
a6088c90 203 case "lastate": //got opponent infos about last move
6fba6e0c 204 {
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205 this.lastate = data;
206 if (!!this.game.type) //game is loaded
207 this.processLastate();
208 //else: will be processed when game is ready
a6088c90 209 break;
6fba6e0c 210 }
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211 case "resign":
212 this.$refs["basegame"].endGame(
760adbce 213 (data.side=="b" ? "1-0" : "0-1"), "Resign");
93d1d7a7 214 break;
93d1d7a7 215 case "abort":
7f3484bd 216 this.$refs["basegame"].endGame("?", "Abort");
93d1d7a7 217 break;
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218 case "draw":
219 this.$refs["basegame"].endGame("1/2", "Mutual agreement");
220 break;
221 case "drawoffer":
760adbce 222 this.drawOffer = "received"; //TODO: observers don't know who offered draw
6d9f4315 223 break;
7e1a1fe9 224 case "askfullgame":
dc284d90 225 this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
7e1a1fe9 226 break;
5f131484 227 case "fullgame":
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228 // Callback "roomInit" to poll clients only after game is loaded
229 this.loadGame(data.game, this.roomInit);
5f131484 230 break;
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231 case "connect":
232 {
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233 this.people.push({name:"", id:0, sid:data.from});
234 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
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235 break;
236 }
237 case "disconnect":
c6788ecf 238 ArrayFun.remove(this.people, p => p.sid == data.from);
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239 break;
240 }
cdb34c93 241 },
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242 // lastate was received, but maybe game wasn't ready yet:
243 processLastate: function() {
244 const data = this.lastate;
245 this.lastate = undefined; //security...
246 const L = this.game.moves.length;
247 if (data.movesCount > L)
248 {
249 // Just got last move from him
250 this.$refs["basegame"].play(data.lastMove,
251 "receive", this.game.vname!="Dark" ? "animate" : null);
252 if (data.score != "*" && this.game.score == "*")
253 {
254 // Opponent resigned or aborted game, or accepted draw offer
255 // (this is not a stalemate or checkmate)
256 this.$refs["basegame"].endGame(data.score, "Opponent action");
257 }
258 this.game.clocks = data.clocks; //TODO: check this?
259 if (!!data.lastMove.draw)
260 this.drawOffer = "received";
261 }
262 },
a6088c90 263 offerDraw: function() {
2cc10cdb 264 // TODO: also for corr games
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265 if (this.drawOffer == "received")
266 {
2cc10cdb 267 if (!confirm("Accept draw?"))
6fba6e0c 268 return;
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269 this.people.forEach(p => {
270 if (p.sid != this.st.user.sid)
271 this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
272 });
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273 this.$refs["basegame"].endGame("1/2", "Mutual agreement");
274 }
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275 else if (this.drawOffer == "sent")
276 this.drawOffer = "";
277 else
278 {
279 if (!confirm("Offer draw?"))
280 return;
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281 this.drawOffer = "sent";
282 this.people.forEach(p => {
283 if (p.sid != this.st.user.sid)
284 this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
285 });
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286 }
287 },
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288 abortGame: function() {
289 if (!confirm(this.st.tr["Terminate game?"]))
290 return;
291 // Next line will trigger a "gameover" event, bubbling up till here
292 this.$refs["basegame"].endGame("?", "Abort");
293 this.people.forEach(p => {
294 if (p.sid != this.st.user.sid)
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295 {
296 this.st.conn.send(JSON.stringify({
297 code: "abort",
7f3484bd 298 target: p.sid,
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299 }));
300 }
7f3484bd 301 });
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302 },
303 resign: function(e) {
304 if (!confirm("Resign the game?"))
305 return;
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306 this.people.forEach(p => {
307 if (p.sid != this.st.user.sid)
308 {
309 this.st.conn.send(JSON.stringify({code:"resign",
310 side:this.game.mycolor, target:p.sid}));
311 }
312 });
93d1d7a7 313 // Next line will trigger a "gameover" event, bubbling up till here
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314 this.$refs["basegame"].endGame(
315 this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
a6088c90 316 },
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317 // 3 cases for loading a game:
318 // - from indexedDB (running or completed live game I play)
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319 // - from server (one correspondance game I play[ed] or not)
320 // - from remote peer (one live game I don't play, finished or not)
760adbce 321 loadGame: function(game, callback) {
967a2686 322 const afterRetrieval = async (game) => {
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323 const vModule = await import("@/variants/" + game.vname + ".js");
324 window.V = vModule.VariantRules;
325 this.vr = new V(game.fen);
c0b27606 326 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
92a523d1 327 const tc = extractTime(game.timeControl);
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328 if (gtype == "corr")
329 {
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330 if (game.players[0].color == "b")
331 {
332 // Adopt the same convention for live and corr games: [0] = white
333 [ game.players[0], game.players[1] ] =
334 [ game.players[1], game.players[0] ];
335 }
c0b27606 336 // corr game: needs to compute the clocks + initime
7f3484bd 337 // NOTE: clocks in seconds, initime in milliseconds
92a523d1 338 game.clocks = [tc.mainTime, tc.mainTime];
c0b27606 339 game.initime = [0, 0];
5f131484 340 const L = game.moves.length;
92b82def 341 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
5f131484 342 if (L >= 3)
92a523d1 343 {
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344 let addTime = [0, 0];
345 for (let i=2; i<L; i++)
346 {
347 addTime[i%2] += tc.increment -
7f3484bd 348 (game.moves[i].played - game.moves[i-1].played) / 1000;
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349 }
350 for (let i=0; i<=1; i++)
351 game.clocks[i] += addTime[i];
92a523d1 352 }
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353 if (L >= 1)
354 game.initime[L%2] = game.moves[L-1].played;
92b82def 355 // Now that we used idx and played, re-format moves as for live games
6d68309a 356 game.moves = game.moves.map( (m) => {
92b82def 357 const s = m.squares;
6d68309a 358 return {
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359 appear: s.appear,
360 vanish: s.vanish,
361 start: s.start,
362 end: s.end,
363 message: m.message,
364 };
365 });
c0b27606 366 }
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367 const myIdx = game.players.findIndex(p => {
368 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
369 });
92a523d1 370 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
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371 {
372 game.clocks = [tc.mainTime, tc.mainTime];
373 game.initime[0] = Date.now();
92a523d1 374 if (myIdx >= 0)
22efa391 375 {
cf742aaf 376 // I play in this live game; corr games don't have clocks+initime
d18bfa12 377 GameStorage.update(game.id,
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378 {
379 clocks: game.clocks,
380 initime: game.initime,
381 });
382 }
66d03f23 383 }
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384 this.game = Object.assign({},
385 game,
cf742aaf 386 // NOTE: assign mycolor here, since BaseGame could also be VS computer
6fba6e0c 387 {
c0b27606 388 type: gtype,
66d03f23 389 increment: tc.increment,
6fba6e0c 390 mycolor: [undefined,"w","b"][myIdx+1],
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391 // opponent sid not strictly required (or available), but easier
392 // at least oppsid or oppid is available anyway:
393 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
394 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
6fba6e0c 395 }
4b0384fa 396 );
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397 if (!!this.lastate) //lastate arrived before game was loaded:
398 this.processLastate();
399 callback();
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400 };
401 if (!!game)
dc284d90 402 return afterRetrieval(game);
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403 if (!!this.gameRef.rid)
404 {
760adbce 405 // Remote live game: forgetting about callback func... (TODO: design)
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406 this.st.conn.send(JSON.stringify(
407 {code:"askfullgame", target:this.gameRef.rid}));
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408 }
409 else
410 {
f41ce580 411 // Local or corr game
11667c79 412 GameStorage.get(this.gameRef.id, afterRetrieval);
967a2686 413 }
a6088c90 414 },
9d54ab89 415 // Post-process a move (which was just played)
ce87ac6a 416 processMove: function(move) {
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417 if (!this.game.mycolor)
418 return; //I'm just an observer
9d54ab89 419 // Update storage (corr or live)
6fba6e0c 420 const colorIdx = ["w","b"].indexOf(move.color);
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421 // https://stackoverflow.com/a/38750895
422 const allowed_fields = ["appear", "vanish", "start", "end"];
423 const filtered_move = Object.keys(move)
424 .filter(key => allowed_fields.includes(key))
425 .reduce((obj, key) => {
8a7452b5 426 obj[key] = move[key];
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427 return obj;
428 }, {});
dc284d90 429 // Send move ("newmove" event) to people in the room (if our turn)
dce792f6 430 let addTime = 0;
9d54ab89 431 if (move.color == this.game.mycolor)
b4fb1612 432 {
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433 if (this.game.moves.length >= 2) //after first move
434 {
435 const elapsed = Date.now() - this.game.initime[colorIdx];
436 // elapsed time is measured in milliseconds
437 addTime = this.game.increment - elapsed/1000;
438 }
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439 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
440 if (this.game.type == "corr")
441 sendMove.message = this.corrMsg;
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442 this.people.forEach(p => {
443 if (p.sid != this.st.user.sid)
444 {
445 this.st.conn.send(JSON.stringify({
446 code: "newmove",
447 target: p.sid,
448 move: sendMove,
449 }));
450 }
451 });
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452 if (this.game.type == "corr" && this.corrMsg != "")
453 {
454 // Add message to last move in BaseGame:
455 // TODO: not very good style...
456 this.$refs["basegame"].setCurrentMessage(this.corrMsg);
457 }
b4fb1612 458 }
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459 else
460 addTime = move.addTime; //supposed transmitted
6fba6e0c 461 const nextIdx = ["w","b"].indexOf(this.vr.turn);
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462 // Since corr games are stored at only one location, update should be
463 // done only by one player for each move:
464 if (this.game.type == "live" || move.color == this.game.mycolor)
967a2686 465 {
e69f159d 466 if (this.game.type == "corr")
f41ce580 467 {
e69f159d 468 GameStorage.update(this.gameRef.id,
6d68309a 469 {
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470 fen: move.fen,
471 move:
472 {
473 squares: filtered_move,
474 message: this.corrMsg,
475 played: Date.now(), //TODO: on server?
476 idx: this.game.moves.length,
477 },
478 });
479 }
480 else //live
481 {
482 GameStorage.update(this.gameRef.id,
483 {
484 fen: move.fen,
485 move: filtered_move,
486 clocks: this.game.clocks.map((t,i) => i==colorIdx
487 ? this.game.clocks[i] + addTime
488 : this.game.clocks[i]),
489 initime: this.game.initime.map((t,i) => i==nextIdx
490 ? Date.now()
491 : this.game.initime[i]),
492 });
493 }
6d68309a 494 }
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495 // Also update current game object:
496 this.game.moves.push(move);
497 this.game.fen = move.fen;
760adbce 498 //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
66d03f23 499 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
809ba2aa 500 this.game.initime[nextIdx] = Date.now();
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501 // Finally reset curMoveMessage if needed
502 if (this.game.type == "corr" && move.color == this.game.mycolor)
503 this.corrMsg = "";
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504 },
505 gameOver: function(score) {
93d1d7a7 506 this.game.mode = "analyze";
d18bfa12 507 this.game.score = score;
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508 const myIdx = this.game.players.findIndex(p => {
509 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
510 });
511 if (myIdx >= 0) //OK, I play in this game
512 GameStorage.update(this.gameRef.id, { score: score });
ce87ac6a 513 },
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514 },
515};
516</script>
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517
518<style lang="sass">
519// TODO
520</style>