3 input#modalInfo.modal(type="checkbox")
6 data-checkbox="modalInfo"
9 label.modal-close(for="modalInfo")
11 :href="'#/game/' + rematchId"
12 onClick="document.getElementById('modalInfo').checked=false"
14 | {{ st.tr["Rematch in progress"] }}
15 input#modalChat.modal(
21 data-checkbox="modalChat"
24 label.modal-close(for="modalChat")
26 span {{ st.tr["Participant(s):"] }}
28 v-for="p in Object.values(people)"
29 v-if="p.focus && !!p.name"
33 v-if="Object.values(people).some(p => p.focus && !p.name)"
38 :players="game.players"
39 :pastChats="game.chats"
41 @chatcleared="clearChat"
43 input#modalConfirm.modal(type="checkbox")
44 div#confirmDiv(role="dialog")
47 v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
51 span {{ st.tr["Move played:"] + " " }}
52 span.bold {{ moveNotation }}
54 span {{ st.tr["Are you sure?"] }}
55 .button-group#buttonsConfirm
56 // onClick for acceptBtn: set dynamically
58 span {{ st.tr["Validate"] }}
59 button.refuseBtn(@click="cancelMove()")
60 span {{ st.tr["Cancel"] }}
62 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
63 span.variant-cadence {{ game.cadence }}
64 span.variant-name {{ game.vname }}
66 v-if="nextIds.length > 0"
67 @click="showNextGame()"
69 | {{ st.tr["Next_g"] }}
70 button#chatBtn.tooltip(
71 onClick="window.doClick('modalChat')"
74 img(src="/images/icons/chat.svg")
75 #actions(v-if="game.score=='*'")
78 :class="{['draw-' + drawOffer]: true}"
79 :aria-label="st.tr['Draw']"
81 img(src="/images/icons/draw.svg")
85 :aria-label="st.tr['Abort']"
87 img(src="/images/icons/abort.svg")
91 :aria-label="st.tr['Resign']"
93 img(src="/images/icons/resign.svg")
96 @click="clickRematch()"
97 :class="{['rematch-' + rematchOffer]: true}"
98 :aria-label="st.tr['Rematch']"
100 img(src="/images/icons/rematch.svg")
103 span.name(:class="{connected: isConnected(0)}")
104 | {{ game.players[0].name || "@nonymous" }}
106 v-if="game.score=='*'"
107 :class="{yourturn: !!vr && vr.turn == 'w'}"
109 span.time-left {{ virtualClocks[0][0] }}
110 span.time-separator(v-if="!!virtualClocks[0][1]") :
111 span.time-right(v-if="!!virtualClocks[0][1]")
112 | {{ virtualClocks[0][1] }}
114 span.name(:class="{connected: isConnected(1)}")
115 | {{ game.players[1].name || "@nonymous" }}
117 v-if="game.score=='*'"
118 :class="{yourturn: !!vr && vr.turn == 'b'}"
120 span.time-left {{ virtualClocks[1][0] }}
121 span.time-separator(v-if="!!virtualClocks[1][1]") :
122 span.time-right(v-if="!!virtualClocks[1][1]")
123 | {{ virtualClocks[1][1] }}
127 @newmove="processMove"
132 import BaseGame from "@/components/BaseGame.vue";
133 import Chat from "@/components/Chat.vue";
134 import { store } from "@/store";
135 import { GameStorage } from "@/utils/gameStorage";
136 import { ppt } from "@/utils/datetime";
137 import { ajax } from "@/utils/ajax";
138 import { extractTime } from "@/utils/timeControl";
139 import { getRandString } from "@/utils/alea";
140 import { getScoreMessage } from "@/utils/scoring";
141 import { getFullNotation } from "@/utils/notation";
142 import { getDiagram } from "@/utils/printDiagram";
143 import { processModalClick } from "@/utils/modalClick";
144 import { playMove, getFilteredMove } from "@/utils/playUndo";
145 import { ArrayFun } from "@/utils/array";
146 import params from "@/parameters";
156 // gameRef can point to a corr game, local game or remote live game
159 game: {}, //passed to BaseGame
160 // virtualClocks will be initialized from true game.clocks
162 vr: null, //"variant rules" object initialized from FEN
167 people: {}, //players + observers
168 lastate: undefined, //used if opponent send lastate before game is ready
169 repeat: {}, //detect position repetition
170 curDiag: "", //for corr moves confirmation
172 roomInitialized: false,
173 // If newmove has wrong index: ask fullgame again:
175 gameIsLoading: false,
176 // If asklastate got no reply, ask again:
178 gotMoveIdx: -1, //last move index received
179 // If newmove got no pingback, send again:
180 opponentGotMove: false,
182 // Incomplete info games: show move played
184 // Intervals from setInterval():
188 // Related to (killing of) self multi-connects:
194 $route: function(to, from) {
195 if (to.path.length < 6 || to.path.substr(6) != "/game/")
197 this.cleanBeforeDestroy();
198 else if (from.params["id"] != to.params["id"]) {
199 // Change everything:
200 this.cleanBeforeDestroy();
201 let boardDiv = document.querySelector(".game");
203 // In case of incomplete information variant:
204 boardDiv.style.visibility = "hidden";
208 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
211 // NOTE: some redundant code with Hall.vue (mostly related to people array)
212 created: function() {
215 mounted: function() {
216 ["chatWrap", "infoDiv"].forEach(eltName => {
217 document.getElementById(eltName)
218 .addEventListener("click", processModalClick);
220 if ("ontouchstart" in window) {
221 // Disable tooltips on smartphones:
222 document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
223 elt.classList.remove("tooltip");
227 beforeDestroy: function() {
228 this.cleanBeforeDestroy();
231 cleanBeforeDestroy: function() {
232 document.removeEventListener('visibilitychange', this.visibilityChange);
233 if (!!this.askLastate)
234 clearInterval(this.askLastate);
235 if (!!this.retrySendmove)
236 clearInterval(this.retrySendmove);
237 if (!!this.clockUpdate)
238 clearInterval(this.clockUpdate);
239 this.send("disconnect");
241 visibilityChange: function() {
242 // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
244 document.visibilityState == "visible"
249 atCreation: function() {
250 document.addEventListener('visibilitychange', this.visibilityChange);
251 // 0] (Re)Set variables
252 this.gameRef = this.$route.params["id"];
253 // next = next corr games IDs to navigate faster (if applicable)
254 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
255 // Always add myself to players' list
256 const my = this.st.user;
267 players: [{ name: "" }, { name: "" }],
271 let chatComp = this.$refs["chatcomp"];
272 if (!!chatComp) chatComp.chats = [];
273 this.virtualClocks = [[0,0], [0,0]];
276 this.lastateAsked = false;
277 this.rematchOffer = "";
278 this.lastate = undefined;
279 this.roomInitialized = false;
280 this.askGameTime = 0;
281 this.gameIsLoading = false;
282 this.gotLastate = false;
283 this.gotMoveIdx = -1;
284 this.opponentGotMove = false;
285 this.askLastate = null;
286 this.retrySendmove = null;
287 this.clockUpdate = null;
288 this.newConnect = {};
290 // 1] Initialize connection
291 this.connexionString =
300 // Discard potential "/?next=[...]" for page indication:
301 encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
302 this.conn = new WebSocket(this.connexionString);
303 this.conn.addEventListener("message", this.socketMessageListener);
304 this.conn.addEventListener("close", this.socketCloseListener);
305 // Socket init required before loading remote game:
306 const socketInit = callback => {
307 if (this.conn.readyState == 1)
311 // Socket not ready yet (initial loading)
312 // NOTE: first arg is Websocket object, unused here:
313 this.conn.onopen = () => callback();
315 this.fetchGame((game) => {
317 this.loadVariantThenGame(game, () => socketInit(this.roomInit));
319 // Live game stored remotely: need socket to retrieve it
320 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
321 // --> It will be given when receiving "fullgame" socket event.
322 socketInit(() => { this.send("askfullgame"); });
325 roomInit: function() {
326 if (!this.roomInitialized) {
327 // Notify the room only now that I connected, because
328 // messages might be lost otherwise (if game loading is slow)
329 this.send("connect");
330 this.send("pollclients");
331 // We may ask fullgame several times if some moves are lost,
332 // but room should be init only once:
333 this.roomInitialized = true;
336 send: function(code, obj) {
338 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
340 isConnected: function(index) {
341 const player = this.game.players[index];
342 // Is it me ? In this case no need to bother with focus
343 if (this.st.user.sid == player.sid || this.st.user.id == player.id)
344 // Still have to check for name (because of potential multi-accounts
345 // on same browser, although this should be rare...)
346 return (!this.st.user.name || this.st.user.name == player.name);
347 // Try to find a match in people:
351 Object.keys(this.people).some(sid =>
352 sid == player.sid && this.people[sid].focus)
357 Object.values(this.people).some(p =>
358 p.id == player.id && p.focus)
362 getOppsid: function() {
363 let oppsid = this.game.oppsid;
365 oppsid = Object.keys(this.people).find(
366 sid => this.people[sid].id == this.game.oppid
369 // oppsid is useful only if opponent is online:
370 if (!!oppsid && !!this.people[oppsid]) return oppsid;
373 toggleChat: function() {
374 if (document.getElementById("modalChat").checked)
376 document.getElementById("inputChat").focus();
377 // TODO: next line is only required when exiting chat,
378 // but the event for now isn't well detected.
379 document.getElementById("chatBtn").classList.remove("somethingnew");
381 processChat: function(chat) {
382 this.send("newchat", { data: chat });
383 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
384 if (this.game.type == "corr" && this.st.user.id > 0)
385 this.updateCorrGame({ chat: chat });
387 clearChat: function() {
388 // Nothing more to do if game is live (chats not recorded)
389 if (this.game.type == "corr") {
390 if (!!this.game.mycolor) {
394 { data: { gid: this.game.id } }
397 this.$set(this.game, "chats", []);
400 getGameType: function(game) {
401 return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
403 // Notify something after a new move (to opponent and me on MyGames page)
404 notifyMyGames: function(thing, data) {
409 targets: this.game.players.map(p => {
410 return { sid: p.sid, id: p.id };
415 showNextGame: function() {
416 // Did I play in current game? If not, add it to nextIds list
417 if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
418 this.nextIds.unshift(this.game.id);
419 const nextGid = this.nextIds.pop();
421 "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
423 askGameAgain: function() {
424 this.gameIsLoading = true;
425 const currentUrl = document.location.href;
426 const doAskGame = () => {
427 if (document.location.href != currentUrl) return; //page change
428 this.fetchGame((game) => {
430 // This is my game: just reload.
433 // Just ask fullgame again (once!), this is much simpler.
434 // If this fails, the user could just reload page :/
435 this.send("askfullgame");
438 // Delay of at least 2s between two game requests
439 const now = Date.now();
440 const delay = Math.max(2000 - (now - this.askGameTime), 0);
441 this.askGameTime = now;
442 setTimeout(doAskGame, delay);
444 socketMessageListener: function(msg) {
445 if (!this.conn) return;
446 const data = JSON.parse(msg.data);
449 // TODO: shuffling and random filtering on server, if
450 // the room is really crowded.
451 data.sockIds.forEach(sid => {
452 if (sid != this.st.user.sid) {
453 this.people[sid] = { focus: true };
454 this.send("askidentity", { target: sid });
459 if (!this.people[data.from]) {
460 this.people[data.from] = { focus: true };
461 this.newConnect[data.from] = true; //for self multi-connects tests
462 this.send("askidentity", { target: data.from });
463 } else if (!this.people[data.from].focus) {
464 this.people[data.from].focus = true;
465 this.$forceUpdate(); //TODO: shouldn't be required
469 this.$delete(this.people, data.from);
472 let player = this.people[data.from];
475 this.$forceUpdate(); //TODO: shouldn't be required
480 let player = this.people[data.from];
482 player.focus = false;
483 this.$forceUpdate(); //TODO: shouldn't be required
488 // I logged in elsewhere:
489 this.conn.removeEventListener("message", this.socketMessageListener);
490 this.conn.removeEventListener("close", this.socketCloseListener);
492 alert(this.st.tr["New connexion detected: tab now offline"]);
494 case "askidentity": {
495 // Request for identification
497 // Decompose to avoid revealing email
498 name: this.st.user.name,
499 sid: this.st.user.sid,
502 this.send("identity", { data: me, target: data.from });
506 const user = data.data;
507 let player = this.people[user.sid];
508 // player.focus is already set
509 player.name = user.name;
511 this.$forceUpdate(); //TODO: shouldn't be required
512 // If I multi-connect, kill current connexion if no mark (I'm older)
513 if (this.newConnect[user.sid]) {
516 user.id == this.st.user.id &&
517 user.sid != this.st.user.sid &&
518 !this.killed[this.st.user.sid]
520 this.send("killme", { sid: this.st.user.sid });
521 this.killed[this.st.user.sid] = true;
523 delete this.newConnect[user.sid];
525 if (!this.killed[this.st.user.sid]) {
526 // Ask potentially missed last state, if opponent and I play
529 !!this.game.mycolor &&
530 this.game.type == "live" &&
531 this.game.score == "*" &&
532 this.game.players.some(p => p.sid == user.sid)
534 this.send("asklastate", { target: user.sid });
536 this.askLastate = setInterval(
538 // Ask at most 3 times:
539 // if no reply after that there should be a network issue.
543 !!this.people[user.sid]
545 this.send("asklastate", { target: user.sid });
548 clearInterval(this.askLastate);
558 // Send current (live) game if not asked by any of the players
560 this.game.type == "live" &&
561 this.game.players.every(p => p.sid != data.from[0])
566 players: this.game.players,
568 cadence: this.game.cadence,
569 score: this.game.score
571 this.send("game", { data: myGame, target: data.from });
575 const gameToSend = Object.keys(this.game)
578 "id","fen","players","vid","cadence","fenStart","vname",
579 "moves","clocks","score","drawOffer","rematchOffer"
583 obj[k] = this.game[k];
588 this.send("fullgame", { data: gameToSend, target: data.from });
591 // Callback "roomInit" to poll clients only after game is loaded
592 this.loadVariantThenGame(data.data, this.roomInit);
595 // Sending informative last state if I played a move or score != "*"
596 // If the game or moves aren't loaded yet, delay the sending:
597 if (!this.game || !this.game.moves) this.lastateAsked = true;
598 else this.sendLastate(data.from);
601 // Got opponent infos about last move
602 this.gotLastate = true;
603 this.lastate = data.data;
604 if (this.game.rendered)
605 // Game is rendered (Board component)
606 this.processLastate();
607 // Else: will be processed when game is ready
611 const movePlus = data.data;
612 const movesCount = this.game.moves.length;
613 if (movePlus.index > movesCount) {
614 // This can only happen if I'm an observer and missed a move.
615 if (this.gotMoveIdx < movePlus.index)
616 this.gotMoveIdx = movePlus.index;
617 if (!this.gameIsLoading) this.askGameAgain();
621 movePlus.index < movesCount ||
622 this.gotMoveIdx >= movePlus.index
624 // Opponent re-send but we already have the move:
625 // (maybe he didn't receive our pingback...)
626 this.send("gotmove", {data: movePlus.index, target: data.from});
628 this.gotMoveIdx = movePlus.index;
629 const receiveMyMove = (movePlus.color == this.game.mycolor);
630 if (!receiveMyMove && !!this.game.mycolor)
631 // Notify opponent that I got the move:
632 this.send("gotmove", {data: movePlus.index, target: data.from});
633 if (movePlus.cancelDrawOffer) {
634 // Opponent refuses draw
636 // NOTE for corr games: drawOffer reset by player in turn
638 this.game.type == "live" &&
639 !!this.game.mycolor &&
642 GameStorage.update(this.gameRef, { drawOffer: "" });
645 this.$refs["basegame"].play(movePlus.move, "received", null, true);
646 const moveColIdx = ["w", "b"].indexOf(movePlus.color);
647 this.game.clocks[moveColIdx] = movePlus.clock;
650 { receiveMyMove: receiveMyMove }
657 this.opponentGotMove = true;
658 // Now his clock starts running on my side:
659 const oppIdx = ['w','b'].indexOf(this.vr.turn);
664 const score = (data.data == "b" ? "1-0" : "0-1");
665 const side = (data.data == "w" ? "White" : "Black");
666 this.gameOver(score, side + " surrender");
669 this.gameOver("?", "Stop");
672 this.gameOver("1/2", data.data);
675 // NOTE: observers don't know who offered draw
676 this.drawOffer = "received";
677 if (this.game.type == "live") {
680 { drawOffer: V.GetOppCol(this.game.mycolor) }
685 // NOTE: observers don't know who offered rematch
686 this.rematchOffer = data.data ? "received" : "";
687 if (this.game.type == "live") {
690 { rematchOffer: V.GetOppCol(this.game.mycolor) }
695 // A game started, redirect if I'm playing in
696 const gameInfo = data.data;
697 const gameType = this.getGameType(gameInfo);
699 gameType == "live" &&
700 gameInfo.players.some(p => p.sid == this.st.user.sid)
702 this.addAndGotoLiveGame(gameInfo);
704 gameType == "corr" &&
705 gameInfo.players.some(p => p.id == this.st.user.id)
707 this.$router.push("/game/" + gameInfo.id);
709 this.rematchId = gameInfo.id;
710 document.getElementById("modalInfo").checked = true;
715 this.$refs["chatcomp"].newChat(data.data);
716 if (!document.getElementById("modalChat").checked)
717 document.getElementById("chatBtn").classList.add("somethingnew");
721 socketCloseListener: function() {
722 this.conn = new WebSocket(this.connexionString);
723 this.conn.addEventListener("message", this.socketMessageListener);
724 this.conn.addEventListener("close", this.socketCloseListener);
726 updateCorrGame: function(obj, callback) {
736 if (!!callback) callback();
741 sendLastate: function(target) {
742 // Send our "last state" informations to opponent
743 const L = this.game.moves.length;
744 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
747 (L > 0 && this.vr.turn != this.game.mycolor)
748 ? this.game.moves[L - 1]
750 clock: this.game.clocks[myIdx],
751 // Since we played a move (or abort or resign),
752 // only drawOffer=="sent" is possible
753 drawSent: this.drawOffer == "sent",
754 rematchSent: this.rematchOffer == "sent",
755 score: this.game.score != "*" ? this.game.score : undefined,
756 scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
759 this.send("lastate", { data: myLastate, target: target });
761 // lastate was received, but maybe game wasn't ready yet:
762 processLastate: function() {
763 const data = this.lastate;
764 this.lastate = undefined; //security...
765 const L = this.game.moves.length;
766 const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
767 this.game.clocks[oppIdx] = data.clock;
768 if (data.movesCount > L) {
769 // Just got last move from him
770 this.$refs["basegame"].play(data.lastMove, "received", null, true);
771 this.processMove(data.lastMove);
773 clearInterval(this.clockUpdate);
776 if (data.drawSent) this.drawOffer = "received";
777 if (data.rematchSent) this.rematchOffer = "received";
780 if (this.game.score == "*")
781 this.gameOver(data.score, data.scoreMsg);
784 clickDraw: function() {
785 if (!this.game.mycolor) return; //I'm just spectator
786 if (["received", "threerep"].includes(this.drawOffer)) {
787 if (!confirm(this.st.tr["Accept draw?"])) return;
789 this.drawOffer == "received"
791 : "Three repetitions";
792 this.send("draw", { data: message });
793 this.gameOver("1/2", message);
794 } else if (this.drawOffer == "") {
795 // No effect if drawOffer == "sent"
796 if (this.game.mycolor != this.vr.turn) {
797 alert(this.st.tr["Draw offer only in your turn"]);
800 if (!confirm(this.st.tr["Offer draw?"])) return;
801 this.drawOffer = "sent";
802 this.send("drawoffer");
803 if (this.game.type == "live") {
806 { drawOffer: this.game.mycolor }
808 } else this.updateCorrGame({ drawOffer: this.game.mycolor });
811 addAndGotoLiveGame: function(gameInfo, callback) {
812 const game = Object.assign(
816 // (other) Game infos: constant
817 fenStart: gameInfo.fen,
818 vname: this.game.vname,
820 // Game state (including FEN): will be updated
822 clocks: [-1, -1], //-1 = unstarted
826 GameStorage.add(game, (err) => {
827 // No error expected.
829 if (this.st.settings.sound)
830 new Audio("/sounds/newgame.flac").play().catch(() => {});
831 if (!!callback) callback();
832 this.$router.push("/game/" + gameInfo.id);
836 clickRematch: function() {
837 if (!this.game.mycolor) return; //I'm just spectator
838 if (this.rematchOffer == "received") {
841 id: getRandString(), //ignored if corr
842 fen: V.GenRandInitFen(this.game.randomness),
843 players: this.game.players.reverse(),
845 cadence: this.game.cadence
847 const notifyNewGame = () => {
848 const oppsid = this.getOppsid(); //may be null
849 this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
850 // To main Hall if corr game:
851 if (this.game.type == "corr")
852 this.send("newgame", { data: gameInfo });
853 // Also to MyGames page:
854 this.notifyMyGames("newgame", gameInfo);
856 if (this.game.type == "live")
857 this.addAndGotoLiveGame(gameInfo, notifyNewGame);
864 // cid is useful to delete the challenge:
865 data: { gameInfo: gameInfo },
866 success: (response) => {
867 gameInfo.id = response.gameId;
869 this.$router.push("/game/" + response.gameId);
874 } else if (this.rematchOffer == "") {
875 this.rematchOffer = "sent";
876 this.send("rematchoffer", { data: true });
877 if (this.game.type == "live") {
880 { rematchOffer: this.game.mycolor }
882 } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
883 } else if (this.rematchOffer == "sent") {
884 // Toggle rematch offer (on --> off)
885 this.rematchOffer = "";
886 this.send("rematchoffer", { data: false });
887 if (this.game.type == "live") {
892 } else this.updateCorrGame({ rematchOffer: 'n' });
895 abortGame: function() {
896 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
897 this.gameOver("?", "Stop");
901 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
903 this.send("resign", { data: this.game.mycolor });
904 const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
905 const side = (this.game.mycolor == "w" ? "White" : "Black");
906 this.gameOver(score, side + " surrender");
908 loadGame: function(game, callback) {
909 this.vr = new V(game.fen);
910 const gtype = this.getGameType(game);
911 const tc = extractTime(game.cadence);
912 const myIdx = game.players.findIndex(p => {
913 return p.sid == this.st.user.sid || p.id == this.st.user.id;
915 const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
916 if (!game.chats) game.chats = []; //live games don't have chat history
917 if (gtype == "corr") {
918 // NOTE: clocks in seconds
919 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
920 game.clocks = [tc.mainTime, tc.mainTime];
921 const L = game.moves.length;
922 if (game.score == "*") {
925 game.clocks[L % 2] -=
926 (Date.now() - game.moves[L-1].played) / 1000;
929 // Sort chat messages from newest to oldest
930 game.chats.sort((c1, c2) => {
931 return c2.added - c1.added;
933 if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
934 // Did a chat message arrive after my last move?
936 if (L == 1 && myIdx == 0)
937 dtLastMove = game.moves[0].played;
940 // It's now white turn
941 dtLastMove = game.moves[L-1-(1-myIdx)].played;
944 dtLastMove = game.moves[L-1-myIdx].played;
947 if (dtLastMove < game.chats[0].added)
948 document.getElementById("chatBtn").classList.add("somethingnew");
950 // Now that we used idx and played, re-format moves as for live games
951 game.moves = game.moves.map(m => m.squares);
953 if (gtype == "live") {
954 if (game.clocks[0] < 0) {
955 // Game is unstarted. clock is ignored until move 2
956 game.clocks = [tc.mainTime, tc.mainTime];
958 // I play in this live game
959 GameStorage.update(game.id, {
965 // It's my turn: clocks not updated yet
966 game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
969 // TODO: merge next 2 "if" conditions
970 if (!!game.drawOffer) {
971 if (game.drawOffer == "t")
973 this.drawOffer = "threerep";
975 // Draw offered by any of the players:
976 if (myIdx < 0) this.drawOffer = "received";
978 // I play in this game:
980 (game.drawOffer == "w" && myIdx == 0) ||
981 (game.drawOffer == "b" && myIdx == 1)
983 this.drawOffer = "sent";
984 else this.drawOffer = "received";
988 if (!!game.rematchOffer) {
989 if (myIdx < 0) this.rematchOffer = "received";
991 // I play in this game:
993 (game.rematchOffer == "w" && myIdx == 0) ||
994 (game.rematchOffer == "b" && myIdx == 1)
996 this.rematchOffer = "sent";
997 else this.rematchOffer = "received";
1000 this.repeat = {}; //reset: scan past moves' FEN:
1002 let vr_tmp = new V(game.fenStart);
1004 game.moves.forEach(m => {
1005 playMove(m, vr_tmp);
1006 const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
1007 this.repeat[fenIdx] = this.repeat[fenIdx]
1008 ? this.repeat[fenIdx] + 1
1011 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
1012 this.game = Object.assign(
1013 // NOTE: assign mycolor here, since BaseGame could also be VS computer
1016 increment: tc.increment,
1018 // opponent sid not strictly required (or available), but easier
1019 // at least oppsid or oppid is available anyway:
1020 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
1021 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
1025 this.$refs["basegame"].re_setVariables(this.game);
1026 if (!this.gameIsLoading) {
1028 this.gotMoveIdx = game.moves.length - 1;
1029 // If we arrive here after 'nextGame' action, the board might be hidden
1030 let boardDiv = document.querySelector(".game");
1031 if (!!boardDiv && boardDiv.style.visibility == "hidden")
1032 boardDiv.style.visibility = "visible";
1034 this.re_setClocks();
1035 this.$nextTick(() => {
1036 this.game.rendered = true;
1037 // Did lastate arrive before game was rendered?
1038 if (this.lastate) this.processLastate();
1040 if (this.lastateAsked) {
1041 this.lastateAsked = false;
1042 this.sendLastate(game.oppsid);
1044 if (this.gameIsLoading) {
1045 this.gameIsLoading = false;
1046 if (this.gotMoveIdx >= game.moves.length)
1047 // Some moves arrived meanwhile...
1048 this.askGameAgain();
1050 if (!!callback) callback();
1052 loadVariantThenGame: async function(game, callback) {
1053 await import("@/variants/" + game.vname + ".js")
1054 .then((vModule) => {
1055 window.V = vModule[game.vname + "Rules"];
1056 this.loadGame(game, callback);
1059 // 3 cases for loading a game:
1060 // - from indexedDB (running or completed live game I play)
1061 // - from server (one correspondance game I play[ed] or not)
1062 // - from remote peer (one live game I don't play, finished or not)
1063 fetchGame: function(callback) {
1064 if (Number.isInteger(this.gameRef) || !isNaN(parseInt(this.gameRef))) {
1065 // corr games identifiers are integers
1070 data: { gid: this.gameRef },
1072 res.game.moves.forEach(m => {
1073 m.squares = JSON.parse(m.squares);
1080 // Local game (or live remote)
1081 GameStorage.get(this.gameRef, callback);
1083 re_setClocks: function() {
1084 this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
1085 if (this.game.moves.length < 2 || this.game.score != "*") {
1086 // 1st move not completed yet, or game over: freeze time
1089 const currentTurn = this.vr.turn;
1090 const currentMovesCount = this.game.moves.length;
1091 const colorIdx = ["w", "b"].indexOf(currentTurn);
1092 this.clockUpdate = setInterval(
1095 this.game.clocks[colorIdx] < 0 ||
1096 this.game.moves.length > currentMovesCount ||
1097 this.game.score != "*"
1099 clearInterval(this.clockUpdate);
1100 if (this.game.clocks[colorIdx] < 0)
1102 currentTurn == "w" ? "0-1" : "1-0",
1109 ppt(Math.max(0, --this.game.clocks[colorIdx])).split(':')
1116 // Update variables and storage after a move:
1117 processMove: function(move, data) {
1118 if (!data) data = {};
1119 const moveCol = this.vr.turn;
1120 const colorIdx = ["w", "b"].indexOf(moveCol);
1121 const nextIdx = 1 - colorIdx;
1122 const doProcessMove = () => {
1123 const origMovescount = this.game.moves.length;
1124 // The move is (about to be) played: stop clock
1125 clearInterval(this.clockUpdate);
1126 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1127 if (this.drawOffer == "received")
1129 this.drawOffer = "";
1130 if (this.game.type == "live" && origMovescount >= 2) {
1131 this.game.clocks[colorIdx] += this.game.increment;
1132 // For a correct display in casqe of disconnected opponent:
1136 ppt(this.game.clocks[colorIdx]).split(':')
1138 GameStorage.update(this.gameRef, {
1139 // It's not my turn anymore:
1144 // Update current game object:
1145 playMove(move, this.vr);
1147 // Received move, score is computed in BaseGame, but maybe not yet.
1148 // ==> Compute it here, although this is redundant (TODO)
1149 data.score = this.vr.getCurrentScore();
1150 if (data.score != "*") this.gameOver(data.score);
1151 this.game.moves.push(move);
1152 this.game.fen = this.vr.getFen();
1153 if (this.game.type == "corr") {
1154 // In corr games, just reset clock to mainTime:
1155 this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
1157 // If repetition detected, consider that a draw offer was received:
1158 const fenObj = this.vr.getFenForRepeat();
1159 this.repeat[fenObj] =
1160 !!this.repeat[fenObj]
1161 ? this.repeat[fenObj] + 1
1163 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
1164 else if (this.drawOffer == "threerep") this.drawOffer = "";
1165 if (!!this.game.mycolor && !data.receiveMyMove) {
1166 // NOTE: 'var' to see that variable outside this block
1167 var filtered_move = getFilteredMove(move);
1169 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1170 // Notify turn on MyGames page:
1179 // Since corr games are stored at only one location, update should be
1180 // done only by one player for each move:
1182 this.game.type == "live" &&
1183 !!this.game.mycolor &&
1184 moveCol != this.game.mycolor &&
1185 this.game.moves.length >= 2
1187 // Receive a move: update initime
1188 this.game.initime = Date.now();
1189 GameStorage.update(this.gameRef, {
1190 // It's my turn now!
1191 initime: this.game.initime
1195 !!this.game.mycolor &&
1196 !data.receiveMyMove &&
1197 (this.game.type == "live" || moveCol == this.game.mycolor)
1200 switch (this.drawOffer) {
1205 drawCode = this.game.mycolor;
1208 drawCode = V.GetOppCol(this.game.mycolor);
1211 if (this.game.type == "corr") {
1212 // corr: only move, fen and score
1213 this.updateCorrGame({
1216 squares: filtered_move,
1219 // Code "n" for "None" to force reset (otherwise it's ignored)
1220 drawOffer: drawCode || "n"
1224 const updateStorage = () => {
1225 GameStorage.update(this.gameRef, {
1227 move: filtered_move,
1228 moveIdx: origMovescount,
1229 clocks: this.game.clocks,
1233 // The active tab can update storage immediately
1234 if (!document.hidden) updateStorage();
1235 // Small random delay otherwise
1236 else setTimeout(updateStorage, 500 + 1000 * Math.random());
1239 // Send move ("newmove" event) to people in the room (if our turn)
1240 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1242 move: filtered_move,
1243 index: origMovescount,
1244 // color is required to check if this is my move (if several tabs opened)
1246 cancelDrawOffer: this.drawOffer == ""
1248 if (this.game.type == "live")
1249 sendMove["clock"] = this.game.clocks[colorIdx];
1250 // (Live) Clocks will re-start when the opponent pingback arrive
1251 this.opponentGotMove = false;
1252 this.send("newmove", {data: sendMove});
1253 // If the opponent doesn't reply gotmove soon enough, re-send move:
1254 // Do this at most 2 times, because mpore would mean network issues,
1255 // opponent would then be expected to disconnect/reconnect.
1257 const currentUrl = document.location.href;
1258 this.retrySendmove = setInterval(
1262 this.opponentGotMove ||
1263 document.location.href != currentUrl //page change
1265 clearInterval(this.retrySendmove);
1268 const oppsid = this.getOppsid();
1270 // Opponent is disconnected: he'll ask last state
1271 clearInterval(this.retrySendmove);
1273 this.send("newmove", { data: sendMove, target: oppsid });
1281 // Not my move or I'm an observer: just start other player's clock
1282 this.re_setClocks();
1285 this.game.type == "corr" &&
1286 moveCol == this.game.mycolor &&
1289 let boardDiv = document.querySelector(".game");
1290 const afterSetScore = () => {
1292 if (this.st.settings.gotonext && this.nextIds.length > 0)
1293 this.showNextGame();
1295 // The board might have been hidden:
1296 if (boardDiv.style.visibility == "hidden")
1297 boardDiv.style.visibility = "visible";
1298 if (data.score == "*") this.re_setClocks();
1301 let el = document.querySelector("#buttonsConfirm > .acceptBtn");
1302 // We may play several moves in a row: in case of, remove listener:
1303 let elClone = el.cloneNode(true);
1304 el.parentNode.replaceChild(elClone, el);
1305 elClone.addEventListener(
1308 document.getElementById("modalConfirm").checked = false;
1309 if (!!data.score && data.score != "*")
1311 this.gameOver(data.score, null, afterSetScore);
1312 else afterSetScore();
1315 // PlayOnBoard is enough, and more appropriate for Synchrone Chess
1316 V.PlayOnBoard(this.vr.board, move);
1317 const position = this.vr.getBaseFen();
1318 V.UndoOnBoard(this.vr.board, move);
1319 if (["all","byrow"].includes(V.ShowMoves)) {
1320 this.curDiag = getDiagram({
1322 orientation: V.CanFlip ? this.game.mycolor : "w"
1324 document.querySelector("#confirmDiv > .card").style.width =
1325 boardDiv.offsetWidth + "px";
1327 // Incomplete information: just ask confirmation
1328 // Hide the board, because otherwise it could reveal infos
1329 boardDiv.style.visibility = "hidden";
1330 this.moveNotation = getFullNotation(move);
1332 document.getElementById("modalConfirm").checked = true;
1336 if (!!data.score && data.score != "*")
1337 this.gameOver(data.score, null, doProcessMove);
1338 else doProcessMove();
1341 cancelMove: function() {
1342 let boardDiv = document.querySelector(".game");
1343 if (boardDiv.style.visibility == "hidden")
1344 boardDiv.style.visibility = "visible";
1345 document.getElementById("modalConfirm").checked = false;
1346 this.$refs["basegame"].cancelLastMove();
1348 // In corr games, callback to change page only after score is set:
1349 gameOver: function(score, scoreMsg, callback) {
1350 this.game.score = score;
1351 if (!scoreMsg) scoreMsg = getScoreMessage(score);
1352 this.game.scoreMsg = scoreMsg;
1353 this.$set(this.game, "scoreMsg", scoreMsg);
1354 const myIdx = this.game.players.findIndex(p => {
1355 return p.sid == this.st.user.sid || p.id == this.st.user.id;
1358 // OK, I play in this game
1363 if (this.game.type == "live") {
1364 GameStorage.update(this.gameRef, scoreObj);
1365 if (!!callback) callback();
1367 else this.updateCorrGame(scoreObj, callback);
1368 // Notify the score to main Hall. TODO: only one player (currently double send)
1369 this.send("result", { gid: this.game.id, score: score });
1370 // Also to MyGames page (TODO: doubled as well...)
1379 else if (!!callback) callback();
1385 <style lang="sass" scoped>
1391 background-color: lightgreen
1403 @media screen and (min-width: 768px)
1406 @media screen and (max-width: 767px)
1411 display: inline-block
1415 display: inline-block
1417 display: inline-flex
1421 @media screen and (max-width: 767px)
1424 @media screen and (max-width: 767px)
1427 @media screen and (min-width: 768px)
1439 background-color: #edda99
1441 display: inline-block
1450 display: inline-block
1463 animation: blink-animation 2s steps(3, start) infinite
1464 @keyframes blink-animation
1469 display: inline-block
1481 .draw-sent, .draw-sent:hover
1482 background-color: lightyellow
1484 .draw-received, .draw-received:hover
1485 background-color: lightgreen
1487 .draw-threerep, .draw-threerep:hover
1488 background-color: #e4d1fc
1490 .rematch-sent, .rematch-sent:hover
1491 background-color: lightyellow
1493 .rematch-received, .rematch-received:hover
1494 background-color: lightgreen
1497 background-color: #c5fefe
1510 background-color: lightgreen
1512 background-color: red