Fix 'correspondence' spelling
[vchess.git] / client / src / views / Game.vue
1 <template lang="pug">
2 main
3 input#modalRules.modal(type="checkbox")
4 div#rulesDiv(
5 role="dialog"
6 data-checkbox="modalRules"
7 )
8 .card
9 label.modal-close(for="modalRules")
10 a#variantNameInGame(:href="'/#/variants/'+game.vname") {{ game.vname }}
11 div(v-html="rulesContent")
12 input#modalScore.modal(type="checkbox")
13 div#scoreDiv(
14 role="dialog"
15 data-checkbox="modalScore"
16 )
17 .card.text-center
18 label.modal-close(for="modalScore")
19 p.score-section
20 span.score {{ game.score }}
21 | &nbsp;:&nbsp;
22 span.score-msg {{ st.tr[game.scoreMsg] }}
23 input#modalRematch.modal(type="checkbox")
24 div#rematchDiv(
25 role="dialog"
26 data-checkbox="modalRematch"
27 )
28 .card.text-center
29 label.modal-close(for="modalRematch")
30 a(
31 :href="'#/game/' + rematchId"
32 onClick="document.getElementById('modalRematch').checked=false"
33 )
34 | {{ st.tr["Rematch in progress"] }}
35 input#modalChat.modal(
36 type="checkbox"
37 @click="toggleChat()"
38 )
39 div#chatWrap(
40 role="dialog"
41 data-checkbox="modalChat"
42 )
43 .card
44 label.modal-close(for="modalChat")
45 #participants
46 span {{ st.tr["Participant(s):"] }}
47 span(
48 v-for="p in Object.values(people)"
49 v-if="!!p.name"
50 )
51 | {{ p.name }}
52 span.anonymous(v-if="someAnonymousPresent()") + @nonymous
53 Chat(
54 ref="chatcomp"
55 :players="game.players"
56 :pastChats="game.chats"
57 @mychat="processChat"
58 @chatcleared="clearChat"
59 )
60 input#modalConfirm.modal(type="checkbox")
61 div#confirmDiv(role="dialog")
62 .card
63 .diagram(
64 v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
65 v-html="curDiag"
66 )
67 p.text-center(v-else)
68 span {{ st.tr["Move played:"] + " " }}
69 span.bold {{ moveNotation }}
70 br
71 span {{ st.tr["Are you sure?"] }}
72 .button-group#buttonsConfirm
73 // onClick for acceptBtn: set dynamically
74 button.acceptBtn
75 span {{ st.tr["Validate"] }}
76 button.refuseBtn(@click="cancelMove()")
77 span {{ st.tr["Cancel"] }}
78 .row
79 #aboveBoard.col-sm-12
80 span.variant-cadence(v-if="game.type!='import'") {{ game.cadence }}
81 span.variant-name {{ game.vname }}
82 span#nextGame(
83 v-if="nextIds.length > 0"
84 @click="showNextGame()"
85 )
86 | {{ st.tr["Next_g"] }}
87 button#chatBtn(
88 :class="btnTooltipClass()"
89 onClick="window.doClick('modalChat')"
90 aria-label="Chat"
91 )
92 img(src="/images/icons/chat.svg")
93 #actions(v-if="game.score=='*'")
94 button(
95 @click="clickDraw()"
96 :class="btnTooltipClass('draw')"
97 :aria-label="st.tr['Draw']"
98 )
99 img(src="/images/icons/draw.svg")
100 button(
101 v-if="!!game.mycolor"
102 :class="btnTooltipClass()"
103 @click="abortGame()"
104 :aria-label="st.tr['Abort']"
105 )
106 img(src="/images/icons/abort.svg")
107 button(
108 v-if="!!game.mycolor"
109 :class="btnTooltipClass()"
110 @click="resign()"
111 :aria-label="st.tr['Resign']"
112 )
113 img(src="/images/icons/resign.svg")
114 button(
115 v-else
116 :class="btnTooltipClass('rematch')"
117 @click="clickRematch()"
118 :aria-label="st.tr['Rematch']"
119 )
120 img(src="/images/icons/rematch.svg")
121 #playersInfo
122 div(v-if="isLargeScreen()")
123 UserBio.user-bio(
124 :class="{connected: isConnected(0)}"
125 :uid="game.players[0].id"
126 :uname="game.players[0].name"
127 )
128 span.time(
129 v-if="game.score=='*'"
130 :class="{yourturn: !!vr && vr.turn == 'w'}"
131 )
132 span.time-left {{ virtualClocks[0][0] }}
133 span.time-separator(v-if="!!virtualClocks[0][1]") :
134 span.time-right(v-if="!!virtualClocks[0][1]")
135 | {{ virtualClocks[0][1] }}
136 span.split-names -
137 UserBio.user-bio(
138 :class="{connected: isConnected(1)}"
139 :uid="game.players[1].id"
140 :uname="game.players[1].name"
141 )
142 span.time(
143 v-if="game.score=='*'"
144 :class="{yourturn: !!vr && vr.turn == 'b'}"
145 )
146 span.time-left {{ virtualClocks[1][0] }}
147 span.time-separator(v-if="!!virtualClocks[1][1]") :
148 span.time-right(v-if="!!virtualClocks[1][1]")
149 | {{ virtualClocks[1][1] }}
150 div(v-else)
151 UserBio.user-bio(
152 :class="{connected: isConnected(0)}"
153 :uid="game.players[0].id"
154 :uname="game.players[0].name"
155 )
156 span.split-names -
157 UserBio.user-bio(
158 :class="{connected: isConnected(1)}"
159 :uid="game.players[1].id"
160 :uname="game.players[1].name"
161 )
162 div(v-if="game.score=='*'")
163 span.time(:class="{yourturn: !!vr && vr.turn == 'w'}")
164 span.time-left {{ virtualClocks[0][0] }}
165 span.time-separator(v-if="!!virtualClocks[0][1]") :
166 span.time-right(v-if="!!virtualClocks[0][1]")
167 | {{ virtualClocks[0][1] }}
168 span.separator
169 span.time(:class="{yourturn: !!vr && vr.turn == 'b'}")
170 span.time-left {{ virtualClocks[1][0] }}
171 span.time-separator(v-if="!!virtualClocks[1][1]") :
172 span.time-right(v-if="!!virtualClocks[1][1]")
173 | {{ virtualClocks[1][1] }}
174 BaseGame(
175 ref="basegame"
176 :game="game"
177 @newmove="processMove"
178 )
179 </template>
180
181 <script>
182 import BaseGame from "@/components/BaseGame.vue";
183 import UserBio from "@/components/UserBio.vue";
184 import Chat from "@/components/Chat.vue";
185 import { store } from "@/store";
186 import { GameStorage } from "@/utils/gameStorage";
187 import { ImportgameStorage } from "@/utils/importgameStorage";
188 import { ppt } from "@/utils/datetime";
189 import { notify } from "@/utils/notifications";
190 import { ajax } from "@/utils/ajax";
191 import { extractTime } from "@/utils/timeControl";
192 import { getRandString } from "@/utils/alea";
193 import { getScoreMessage } from "@/utils/scoring";
194 import { getFullNotation } from "@/utils/notation";
195 import { getDiagram, replaceByDiag } from "@/utils/printDiagram";
196 import { processModalClick } from "@/utils/modalClick";
197 import { playMove, getFilteredMove } from "@/utils/playUndo";
198 import { ArrayFun } from "@/utils/array";
199 import params from "@/parameters";
200 export default {
201 name: "my-game",
202 components: {
203 BaseGame,
204 Chat,
205 UserBio
206 },
207 data: function() {
208 return {
209 st: store.state,
210 // gameRef can point to a corr game, local game or remote live game
211 gameRef: "",
212 nextIds: [],
213 game: {}, //passed to BaseGame
214 focus: !document.hidden, //will not always work... TODO
215 // virtualClocks will be initialized from true game.clocks
216 // TODO: clock update triggers re-rendering. Should be out of Vue
217 virtualClocks: [],
218 vr: null, //"variant rules" object initialized from FEN
219 rulesContent: "",
220 drawOffer: "",
221 rematchId: "",
222 rematchOffer: "",
223 lastateAsked: false,
224 people: {}, //players + observers
225 lastate: undefined, //used if opponent send lastate before game is ready
226 repeat: {}, //detect position repetition
227 curDiag: "", //for corr moves confirmation
228 conn: null,
229 roomInitialized: false,
230 // If asklastate got no reply, ask again:
231 gotLastate: false,
232 gotMoveIdx: -1, //last move index received
233 // If newmove got no pingback, send again:
234 opponentGotMove: false,
235 connexionString: "",
236 socketCloseListener: 0,
237 // Incomplete info games: show move played
238 moveNotation: "",
239 // Intervals from setInterval():
240 askLastate: null,
241 retrySendmove: null,
242 clockUpdate: null,
243 // Related to (killing of) self multi-connects:
244 newConnect: {}
245 };
246 },
247 watch: {
248 $route: function(to, from) {
249 if (to.path.length < 6 || to.path.substr(0, 6) != "/game/")
250 // Page change
251 this.cleanBeforeDestroy();
252 else if (from.params["id"] != to.params["id"]) {
253 // Change everything:
254 this.cleanBeforeDestroy();
255 let boardDiv = document.querySelector(".game");
256 if (!!boardDiv)
257 // In case of incomplete information variant:
258 boardDiv.style.visibility = "hidden";
259 this.atCreation();
260 }
261 else
262 // Same game ID
263 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
264 }
265 },
266 // NOTE: some redundant code with Hall.vue (mostly related to people array)
267 created: function() {
268 this.atCreation();
269 },
270 mounted: function() {
271 document.getElementById("chatWrap")
272 .addEventListener("click", (e) => {
273 processModalClick(e, () => {
274 this.toggleChat("close")
275 });
276 });
277 ["rulesDiv", "rematchDiv", "scoreDiv"].forEach(
278 (eltName) => {
279 document.getElementById(eltName)
280 .addEventListener("click", processModalClick);
281 }
282 );
283 },
284 beforeDestroy: function() {
285 this.cleanBeforeDestroy();
286 },
287 methods: {
288 cleanBeforeDestroy: function() {
289 clearInterval(this.socketCloseListener);
290 document.removeEventListener('visibilitychange', this.visibilityChange);
291 window.removeEventListener('focus', this.onFocus);
292 window.removeEventListener('blur', this.onBlur);
293 if (!!this.askLastate) clearInterval(this.askLastate);
294 if (!!this.retrySendmove) clearInterval(this.retrySendmove);
295 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
296 this.conn.removeEventListener("message", this.socketMessageListener);
297 this.send("disconnect");
298 this.conn = null;
299 },
300 visibilityChange: function() {
301 // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
302 this.focus = (document.visibilityState == "visible");
303 this.send(this.focus ? "getfocus" : "losefocus");
304 },
305 onFocus: function() {
306 this.focus = true;
307 this.send("getfocus");
308 },
309 onBlur: function() {
310 this.focus = false;
311 this.send("losefocus");
312 },
313 isLargeScreen: function() {
314 return window.innerWidth >= 768;
315 },
316 btnTooltipClass: function(thing) {
317 let append = {};
318 if (!!thing) append = { [thing + "-" + this[thing + "Offer"]]: true };
319 return (
320 Object.assign(
321 { tooltip: !("ontouchstart" in window) },
322 append
323 )
324 );
325 },
326 someAnonymousPresent: function() {
327 return (
328 Object.values(this.people).some(p =>
329 !p.name && Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus)
330 )
331 );
332 },
333 atCreation: function() {
334 document.addEventListener('visibilitychange', this.visibilityChange);
335 window.addEventListener('focus', this.onFocus);
336 window.addEventListener('blur', this.onBlur);
337 // 0] (Re)Set variables
338 this.gameRef = this.$route.params["id"];
339 // next = next corr games IDs to navigate faster (if applicable)
340 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
341 // Always add myself to players' list
342 const my = this.st.user;
343 const tmpId = getRandString();
344 this.$set(
345 this.people,
346 my.sid,
347 {
348 id: my.id,
349 name: my.name,
350 tmpIds: {
351 tmpId: { focus: true }
352 }
353 }
354 );
355 this.game = {
356 players: [{ name: "" }, { name: "" }],
357 chats: [],
358 rendered: false
359 };
360 let chatComp = this.$refs["chatcomp"];
361 if (!!chatComp) chatComp.chats = [];
362 this.virtualClocks = [[0,0], [0,0]];
363 this.vr = null;
364 this.rulesContent = "";
365 this.drawOffer = "";
366 this.lastateAsked = false;
367 this.rematchOffer = "";
368 this.lastate = undefined;
369 this.roomInitialized = false;
370 this.gotLastate = false;
371 this.gotMoveIdx = -1;
372 this.opponentGotMove = false;
373 this.askLastate = null;
374 this.retrySendmove = null;
375 this.clockUpdate = null;
376 this.newConnect = {};
377 // 1] Initialize connection
378 this.connexionString =
379 params.socketUrl +
380 "/?sid=" + this.st.user.sid +
381 "&id=" + this.st.user.id +
382 "&tmpId=" + tmpId +
383 "&page=" +
384 // Discard potential "/?next=[...]" for page indication:
385 encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
386 this.conn = new WebSocket(this.connexionString);
387 this.conn.addEventListener("message", this.socketMessageListener);
388 this.socketCloseListener = setInterval(
389 () => {
390 if (this.conn.readyState == 3) {
391 this.conn.removeEventListener(
392 "message", this.socketMessageListener);
393 this.conn = new WebSocket(this.connexionString);
394 this.conn.addEventListener("message", this.socketMessageListener);
395 }
396 },
397 1000
398 );
399 // Socket init required before loading remote game:
400 const socketInit = callback => {
401 if (this.conn.readyState == 1)
402 // 1 == OPEN state
403 callback();
404 else
405 // Socket not ready yet (initial loading)
406 // NOTE: first arg is Websocket object, unused here:
407 this.conn.onopen = () => callback();
408 };
409 this.fetchGame((game) => {
410 if (!!game)
411 this.loadVariantThenGame(game, () => socketInit(this.roomInit));
412 else
413 // Live game stored remotely: need socket to retrieve it
414 // NOTE: the callback "roomInit" will be lost, so it's not provided.
415 // --> It will be given when receiving "fullgame" socket event.
416 socketInit(() => { this.send("askfullgame"); });
417 });
418 },
419 roomInit: function() {
420 if (!this.roomInitialized) {
421 // Notify the room only now that I connected, because
422 // messages might be lost otherwise (if game loading is slow)
423 this.send("connect");
424 this.send("pollclients");
425 // We may ask fullgame several times if some moves are lost,
426 // but room should be init only once:
427 this.roomInitialized = true;
428 }
429 },
430 send: function(code, obj) {
431 if (!!this.conn && this.conn.readyState == 1)
432 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
433 },
434 isConnected: function(index) {
435 const player = this.game.players[index];
436 // Is it me ? In this case no need to bother with focus
437 if (
438 this.st.user.sid == player.sid ||
439 (!!player.name && this.st.user.id == player.id)
440 ) {
441 // Still have to check for name (because of potential multi-accounts
442 // on same browser, although this should be rare...)
443 return (!this.st.user.name || this.st.user.name == player.name);
444 }
445 // Try to find a match in people:
446 return (
447 (
448 !!player.sid &&
449 Object.keys(this.people).some(sid => {
450 return (
451 sid == player.sid &&
452 Object.values(this.people[sid].tmpIds).some(v => v.focus)
453 );
454 })
455 )
456 ||
457 (
458 player.id > 0 &&
459 Object.values(this.people).some(p => {
460 return (
461 p.id == player.id &&
462 Object.values(p.tmpIds).some(v => v.focus)
463 );
464 })
465 )
466 );
467 },
468 getOppsid: function() {
469 let oppsid = this.game.oppsid;
470 if (!oppsid) {
471 oppsid = Object.keys(this.people).find(
472 sid => this.people[sid].id == this.game.oppid
473 );
474 }
475 // oppsid is useful only if opponent is online:
476 if (!!oppsid && !!this.people[oppsid]) return oppsid;
477 return null;
478 },
479 // NOTE: action if provided is always a closing action
480 toggleChat: function(action) {
481 if (!action && document.getElementById("modalChat").checked)
482 // Entering chat
483 document.getElementById("inputChat").focus();
484 else {
485 document.getElementById("chatBtn").classList.remove("somethingnew");
486 if (!!this.game.mycolor) {
487 // Update "chatRead" variable either on server or locally
488 if (this.game.type == "corr")
489 this.updateCorrGame({ chatRead: this.game.mycolor });
490 else if (this.game.type == "live")
491 GameStorage.update(this.gameRef, { chatRead: true });
492 }
493 }
494 },
495 processChat: function(chat) {
496 this.send("newchat", { data: chat });
497 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
498 if (!!this.game.mycolor) {
499 if (this.game.type == "corr")
500 this.updateCorrGame({ chat: chat });
501 else {
502 // Live game
503 chat.added = Date.now();
504 GameStorage.update(this.gameRef, { chat: chat });
505 }
506 }
507 },
508 clearChat: function() {
509 if (!!this.game.mycolor) {
510 if (this.game.type == "corr") {
511 ajax(
512 "/chats",
513 "DELETE",
514 { data: { gid: this.game.id } }
515 );
516 } else {
517 // Live game
518 GameStorage.update(this.gameRef, { delchat: true });
519 }
520 this.$set(this.game, "chats", []);
521 }
522 },
523 getGameType: function(game) {
524 if (!!game.id.toString().match(/^i/)) return "import";
525 return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
526 },
527 // Notify something after a new move (to opponent and me on MyGames page)
528 notifyMyGames: function(thing, data) {
529 this.send(
530 "notify" + thing,
531 {
532 data: data,
533 targets: this.game.players.map(p => {
534 return { sid: p.sid, id: p.id };
535 })
536 }
537 );
538 },
539 showNextGame: function() {
540 // Did I play in current game? If not, add it to nextIds list
541 if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
542 this.nextIds.unshift(this.game.id);
543 const nextGid = this.nextIds.pop();
544 this.$router.push(
545 "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
546 },
547 socketMessageListener: function(msg) {
548 if (!this.conn) return;
549 const data = JSON.parse(msg.data);
550 switch (data.code) {
551 case "pollclients":
552 // TODO: shuffling and random filtering on server,
553 // if the room is really crowded.
554 Object.keys(data.sockIds).forEach(sid => {
555 if (sid != this.st.user.sid) {
556 this.send("askidentity", { target: sid });
557 this.people[sid] = { tmpIds: data.sockIds[sid] };
558 }
559 else {
560 // Complete my tmpIds:
561 Object.assign(this.people[sid].tmpIds, data.sockIds[sid]);
562 }
563 });
564 break;
565 case "connect":
566 if (!this.people[data.from[0]]) {
567 // focus depends on the tmpId (e.g. tab)
568 this.$set(
569 this.people,
570 data.from[0],
571 {
572 tmpIds: {
573 [data.from[1]]: { focus: true }
574 }
575 }
576 );
577 // For self multi-connects tests:
578 this.newConnect[data.from[0]] = true;
579 this.send("askidentity", { target: data.from[0] });
580 } else {
581 this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
582 this.$forceUpdate(); //TODO: shouldn't be required
583 }
584 break;
585 case "disconnect":
586 if (!this.people[data.from[0]]) return;
587 delete this.people[data.from[0]].tmpIds[data.from[1]];
588 if (Object.keys(this.people[data.from[0]].tmpIds).length == 0)
589 this.$delete(this.people, data.from[0]);
590 else this.$forceUpdate(); //TODO: shouldn't be required
591 break;
592 case "getfocus": {
593 let player = this.people[data.from[0]];
594 if (!!player) {
595 player.tmpIds[data.from[1]].focus = true;
596 this.$forceUpdate(); //TODO: shouldn't be required
597 }
598 break;
599 }
600 case "losefocus": {
601 let player = this.people[data.from[0]];
602 if (!!player) {
603 player.tmpIds[data.from[1]].focus = false;
604 this.$forceUpdate(); //TODO: shouldn't be required
605 }
606 break;
607 }
608 case "askidentity": {
609 // Request for identification
610 const me = {
611 // Decompose to avoid revealing email
612 name: this.st.user.name,
613 sid: this.st.user.sid,
614 id: this.st.user.id
615 };
616 this.send("identity", { data: me, target: data.from });
617 break;
618 }
619 case "identity": {
620 const user = data.data;
621 let player = this.people[user.sid];
622 // player.tmpIds is already set
623 player.name = user.name;
624 player.id = user.id;
625 if (this.game.type == "live") {
626 const myGidx =
627 this.game.players.findIndex(p => p.sid == this.st.user.sid);
628 // Sometimes a player name isn't stored yet (TODO: why?)
629 if (
630 myGidx >= 0 &&
631 !this.game.players[1 - myGidx].name &&
632 this.game.players[1 - myGidx].sid == user.sid &&
633 !!user.name
634 ) {
635 this.game.players[1-myGidx].name = user.name;
636 GameStorage.update(
637 this.gameRef,
638 { playerName: { idx: 1 - myGidx, name: user.name } }
639 );
640 }
641 }
642 this.$forceUpdate(); //TODO: shouldn't be required
643 // If I multi-connect, kill current connexion if no mark (I'm older)
644 if (this.newConnect[user.sid]) {
645 delete this.newConnect[user.sid];
646 if (
647 user.id > 0 &&
648 user.id == this.st.user.id &&
649 user.sid != this.st.user.sid
650 ) {
651 this.cleanBeforeDestroy();
652 alert(this.st.tr["New connexion detected: tab now offline"]);
653 break;
654 }
655 }
656 // Ask potentially missed last state, if opponent and I play
657 if (
658 !this.gotLastate &&
659 !!this.game.mycolor &&
660 this.game.type == "live" &&
661 this.game.players.some(p => p.sid == user.sid)
662 ) {
663 this.send("asklastate", { target: user.sid });
664 let counter = 1;
665 this.askLastate = setInterval(
666 () => {
667 // Ask at most 3 times:
668 // if no reply after that there should be a network issue.
669 if (
670 counter < 3 &&
671 !this.gotLastate &&
672 !!this.people[user.sid]
673 ) {
674 this.send("asklastate", { target: user.sid });
675 counter++;
676 } else {
677 clearInterval(this.askLastate);
678 }
679 },
680 1500
681 );
682 }
683 break;
684 }
685 case "askgame":
686 // Send current (live or import) game,
687 // if not asked by any of the players
688 if (
689 this.game.type != "corr" &&
690 this.game.players.every(p => p.sid != data.from[0])
691 ) {
692 const myGame = {
693 id: this.game.id,
694 // FEN is current position, unused for now
695 fen: this.game.fen,
696 players: this.game.players,
697 vid: this.game.vid,
698 cadence: this.game.cadence,
699 score: this.game.score
700 };
701 this.send("game", { data: myGame, target: data.from });
702 }
703 break;
704 case "askfullgame":
705 const gameToSend = Object.keys(this.game)
706 .filter(k =>
707 [
708 "id","fen","players","vid","cadence","fenStart","vname",
709 "moves","clocks","score","drawOffer","rematchOffer"
710 ].includes(k))
711 .reduce(
712 (obj, k) => {
713 obj[k] = this.game[k];
714 return obj;
715 },
716 {}
717 );
718 this.send("fullgame", { data: gameToSend, target: data.from });
719 break;
720 case "fullgame":
721 if (!!data.data.empty) {
722 alert(this.st.tr["The game should be in another tab"]);
723 this.$router.go(-1);
724 }
725 else
726 // Callback "roomInit" to poll clients only after game is loaded
727 this.loadVariantThenGame(data.data, this.roomInit);
728 break;
729 case "asklastate":
730 // Sending informative last state if I played a move or score != "*"
731 // If the game or moves aren't loaded yet, delay the sending:
732 // TODO: socket init after game load, so the game is supposedly ready
733 if (!this.game || !this.game.moves) this.lastateAsked = true;
734 else this.sendLastate(data.from);
735 break;
736 // TODO: possible bad scenario: reload page while oppponent sends a
737 // move => get both lastate and newmove, process both, add move twice.
738 // Confirm scenario? Fix?
739 case "lastate": {
740 // Got opponent infos about last move
741 this.gotLastate = true;
742 this.lastate = data.data;
743 if (this.lastate.movesCount - 1 > this.gotMoveIdx)
744 this.gotMoveIdx = this.lastate.movesCount - 1;
745 if (this.game.rendered)
746 // Game is rendered (Board component)
747 this.processLastate();
748 // Else: will be processed when game is ready
749 break;
750 }
751 case "newmove": {
752
753 // DEBUG:
754 console.log("Receive move");
755 console.log(data.data);
756 //moveslist not updated when receiving a move? (see in baseGame)
757
758 const movePlus = data.data;
759 const movesCount = this.game.moves.length;
760 if (
761 movePlus.index < movesCount ||
762 this.gotMoveIdx >= movePlus.index
763 ) {
764 // Opponent re-send but we already have the move:
765 // (maybe he didn't receive our pingback...)
766 this.send("gotmove", {data: movePlus.index, target: data.from});
767 }
768 else {
769 this.gotMoveIdx = movePlus.index;
770 const receiveMyMove = (movePlus.color == this.game.mycolor);
771 const moveColIdx = ["w", "b"].indexOf(movePlus.color);
772 if (!receiveMyMove && !!this.game.mycolor) {
773 // Notify opponent that I got the move:
774 this.send(
775 "gotmove",
776 { data: movePlus.index, target: data.from }
777 );
778 // And myself if I'm elsewhere:
779 if (!this.focus) {
780 notify(
781 "New move",
782 {
783 body:
784 (this.game.players[moveColIdx].name || "@nonymous") +
785 " just played."
786 }
787 );
788 }
789 }
790 if (movePlus.cancelDrawOffer) {
791 // Opponent refuses draw
792 this.drawOffer = "";
793 // NOTE for corr games: drawOffer reset by player in turn
794 if (
795 this.game.type == "live" &&
796 !!this.game.mycolor &&
797 !receiveMyMove
798 ) {
799 GameStorage.update(this.gameRef, { drawOffer: "" });
800 }
801 }
802 this.$refs["basegame"].play(movePlus.move, "received");
803 // Freeze time while the move is being play
804 // (TODO: a callback would be cleaner here)
805 clearInterval(this.clockUpdate);
806 this.clockUpdate = null;
807 const freezeDuration = ["all", "highlight"].includes(V.ShowMoves)
808 // 250 = length of animation, 500 = delay between sub-moves
809 ? 250 + 750 *
810 (Array.isArray(movePlus.move) ? movePlus.move.length - 1 : 0)
811 // Incomplete information: no move animation
812 : 0;
813 setTimeout(
814 () => {
815 this.game.clocks[moveColIdx] = movePlus.clock;
816 this.processMove(
817 movePlus.move,
818 { receiveMyMove: receiveMyMove }
819 );
820 },
821 freezeDuration
822 );
823 }
824 break;
825 }
826 case "gotmove": {
827 this.opponentGotMove = true;
828 // Now his clock starts running on my side:
829 const oppIdx = ['w','b'].indexOf(this.vr.turn);
830 // NOTE: next line to avoid multi-resetClocks when several tabs
831 // on same game, resulting in a faster countdown.
832 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
833 this.re_setClocks();
834 break;
835 }
836 case "resign":
837 const score = (data.data == "b" ? "1-0" : "0-1");
838 const side = (data.data == "w" ? "White" : "Black");
839 this.gameOver(score, side + " surrender");
840 break;
841 case "abort":
842 this.gameOver("?", "Stop");
843 break;
844 case "draw":
845 this.gameOver("1/2", data.data);
846 break;
847 case "drawoffer":
848 // NOTE: observers don't know who offered draw
849 this.drawOffer = "received";
850 if (!!this.game.mycolor && this.game.type == "live") {
851 GameStorage.update(
852 this.gameRef,
853 { drawOffer: V.GetOppCol(this.game.mycolor) }
854 );
855 }
856 break;
857 case "rematchoffer":
858 // NOTE: observers don't know who offered rematch
859 this.rematchOffer = data.data ? "received" : "";
860 if (!!this.game.mycolor && this.game.type == "live") {
861 GameStorage.update(
862 this.gameRef,
863 { rematchOffer: data.data ? V.GetOppCol(this.game.mycolor) : "" }
864 );
865 }
866 break;
867 case "newgame": {
868 // A game started, redirect if I'm playing in
869 const gameInfo = data.data;
870 const gameType = this.getGameType(gameInfo);
871 if (
872 gameType == "live" &&
873 gameInfo.players.some(p => p.sid == this.st.user.sid)
874 ) {
875 this.addAndGotoLiveGame(gameInfo);
876 } else if (
877 gameType == "corr" &&
878 this.st.user.id > 0 &&
879 gameInfo.players.some(p => p.id == this.st.user.id)
880 ) {
881 this.$router.push("/game/" + gameInfo.id);
882 } else {
883 this.rematchId = gameInfo.id;
884 document.getElementById("modalRules").checked = false;
885 document.getElementById("modalScore").checked = false;
886 document.getElementById("modalRematch").checked = true;
887 }
888 break;
889 }
890 case "newchat": {
891 let chat = data.data;
892 this.$refs["chatcomp"].newChat(chat);
893 if (this.game.type == "live") {
894 chat.added = Date.now();
895 if (!!this.game.mycolor)
896 GameStorage.update(this.gameRef, { chat: chat });
897 }
898 if (!document.getElementById("modalChat").checked)
899 document.getElementById("chatBtn").classList.add("somethingnew");
900 break;
901 }
902 }
903 },
904 updateCorrGame: function(obj, callback) {
905 ajax(
906 "/games",
907 "PUT",
908 {
909 data: {
910 gid: this.gameRef,
911 newObj: obj
912 },
913 success: () => {
914 if (!!callback) callback();
915 }
916 }
917 );
918 },
919 sendLastate: function(target) {
920 // Send our "last state" informations to opponent
921 const L = this.game.moves.length;
922 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
923 const myLastate = {
924 lastMove:
925 (L > 0 && this.vr.turn != this.game.mycolor)
926 ? this.game.moves[L - 1]
927 : undefined,
928 clock: this.game.clocks[myIdx],
929 // Since we played a move (or abort or resign),
930 // only drawOffer=="sent" is possible
931 drawSent: this.drawOffer == "sent" ? true : undefined,
932 rematchSent: this.rematchOffer == "sent" ? true : undefined,
933 score: this.game.score != "*" ? this.game.score : undefined,
934 scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
935 movesCount: L
936 };
937 this.send("lastate", { data: myLastate, target: target });
938 },
939 // lastate was received, but maybe game wasn't ready yet:
940 processLastate: function() {
941 const data = this.lastate;
942 this.lastate = undefined; //security...
943 if (!!data.score) {
944 const oppCol = V.GetOppCol(this.game.mycolor);
945 if (!!data.rematchSent) {
946 if (this.game.rematchOffer != oppCol) {
947 // Opponent sended rematch offer while we were offline:
948 this.rematchOffer = "received";
949 GameStorage.update(
950 this.gameRef,
951 { rematchOffer: oppCol }
952 );
953 }
954 }
955 else {
956 if (this.game.rematchOffer == oppCol) {
957 // Opponent cancelled rematch offer while we were offline:
958 this.rematchOffer = "";
959 GameStorage.update(
960 this.gameRef,
961 { rematchOffer: "" }
962 );
963 }
964 }
965 }
966 else {
967 const L = this.game.moves.length;
968 const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
969 this.game.clocks[oppIdx] = data.clock;
970 if (data.movesCount > L) {
971 // Just got last move from him
972 this.$refs["basegame"].play(data.lastMove, "received");
973 this.processMove(data.lastMove);
974 } else {
975 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
976 this.re_setClocks();
977 }
978 if (!!data.drawSent) this.drawOffer = "received";
979 if (!!data.score) {
980 this.drawOffer = "";
981 if (this.game.score == "*")
982 this.gameOver(data.score, data.scoreMsg);
983 }
984 }
985 },
986 clickDraw: function() {
987 if (!this.game.mycolor || this.game.type == "import") return;
988 if (["received", "threerep"].includes(this.drawOffer)) {
989 if (!confirm(this.st.tr["Accept draw?"])) return;
990 const message =
991 this.drawOffer == "received"
992 ? "Mutual agreement"
993 : "Three repetitions";
994 this.send("draw", { data: message });
995 this.gameOver("1/2", message);
996 } else if (this.drawOffer == "") {
997 // No effect if drawOffer == "sent"
998 if (this.game.mycolor != this.vr.turn) {
999 alert(this.st.tr["Draw offer only in your turn"]);
1000 return;
1001 }
1002 if (!confirm(this.st.tr["Offer draw?"])) return;
1003 this.drawOffer = "sent";
1004 this.send("drawoffer");
1005 if (this.game.type == "live") {
1006 GameStorage.update(
1007 this.gameRef,
1008 { drawOffer: this.game.mycolor }
1009 );
1010 } else this.updateCorrGame({ drawOffer: this.game.mycolor });
1011 }
1012 },
1013 addAndGotoLiveGame: function(gameInfo, callback) {
1014 const game = Object.assign(
1015 {},
1016 gameInfo,
1017 {
1018 // (other) Game infos: constant
1019 fenStart: gameInfo.fen,
1020 vname: this.game.vname,
1021 created: Date.now(),
1022 // Game state (including FEN): will be updated
1023 moves: [],
1024 clocks: [-1, -1], //-1 = unstarted
1025 chats: [],
1026 score: "*"
1027 }
1028 );
1029 GameStorage.add(game, (err) => {
1030 // No error expected.
1031 if (!err) {
1032 if (this.st.settings.sound)
1033 new Audio("/sounds/newgame.flac").play().catch(() => {});
1034 if (!!callback) callback();
1035 this.$router.push("/game/" + gameInfo.id);
1036 }
1037 });
1038 },
1039 clickRematch: function() {
1040 if (!this.game.mycolor || this.game.type == "import") return;
1041 if (this.rematchOffer == "received") {
1042 // Start a new game!
1043 let gameInfo = {
1044 id: getRandString(), //ignored if corr
1045 fen: V.GenRandInitFen(this.game.randomness),
1046 players: [this.game.players[1], this.game.players[0]],
1047 vid: this.game.vid,
1048 cadence: this.game.cadence
1049 };
1050 const notifyNewGame = () => {
1051 const oppsid = this.getOppsid(); //may be null
1052 this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
1053 // To main Hall if corr game:
1054 if (this.game.type == "corr")
1055 this.send("newgame", { data: gameInfo, page: "/" });
1056 // Also to MyGames page:
1057 this.notifyMyGames("newgame", gameInfo);
1058 };
1059 if (this.game.type == "live")
1060 this.addAndGotoLiveGame(gameInfo, notifyNewGame);
1061 else {
1062 // corr game
1063 ajax(
1064 "/games",
1065 "POST",
1066 {
1067 // cid is useful to delete the challenge:
1068 data: { gameInfo: gameInfo },
1069 success: (response) => {
1070 gameInfo.id = response.gameId;
1071 notifyNewGame();
1072 this.$router.push("/game/" + response.gameId);
1073 }
1074 }
1075 );
1076 }
1077 } else if (this.rematchOffer == "") {
1078 this.rematchOffer = "sent";
1079 this.send("rematchoffer", { data: true });
1080 if (this.game.type == "live") {
1081 GameStorage.update(
1082 this.gameRef,
1083 { rematchOffer: this.game.mycolor }
1084 );
1085 } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
1086 } else if (this.rematchOffer == "sent") {
1087 // Toggle rematch offer (on --> off)
1088 this.rematchOffer = "";
1089 this.send("rematchoffer", { data: false });
1090 if (this.game.type == "live") {
1091 GameStorage.update(
1092 this.gameRef,
1093 { rematchOffer: '' }
1094 );
1095 } else this.updateCorrGame({ rematchOffer: 'n' });
1096 }
1097 },
1098 abortGame: function() {
1099 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
1100 return;
1101 this.gameOver("?", "Stop");
1102 this.send("abort");
1103 },
1104 resign: function() {
1105 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
1106 return;
1107 this.send("resign", { data: this.game.mycolor });
1108 const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
1109 const side = (this.game.mycolor == "w" ? "White" : "Black");
1110 this.gameOver(score, side + " surrender");
1111 },
1112 loadGame: function(game, callback) {
1113 const gtype = game.type || this.getGameType(game);
1114 const tc = extractTime(game.cadence);
1115 const myIdx = game.players.findIndex(p => {
1116 return (
1117 p.sid == this.st.user.sid ||
1118 (!!p.name && p.id == this.st.user.id)
1119 );
1120 });
1121 // Sometimes the name isn't stored yet (TODO: why?)
1122 if (
1123 myIdx >= 0 &&
1124 gtype == "live" &&
1125 !game.players[myIdx].name &&
1126 !!this.st.user.name
1127 ) {
1128 game.players[myIdx].name = this.st.user.name;
1129 GameStorage.update(
1130 game.id,
1131 { playerName: { idx: myIdx, name: this.st.user.name } }
1132 );
1133 }
1134 // "mycolor" is undefined for observers
1135 const mycolor = [undefined, "w", "b"][myIdx + 1];
1136 if (gtype == "corr") {
1137 if (mycolor == 'w') game.chatRead = game.chatReadWhite;
1138 else if (mycolor == 'b') game.chatRead = game.chatReadBlack;
1139 // NOTE: clocks in seconds
1140 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
1141 game.clocks = [tc.mainTime, tc.mainTime];
1142 const L = game.moves.length;
1143 if (game.score == "*") {
1144 // Adjust clocks
1145 if (L >= 2) {
1146 game.clocks[L % 2] -=
1147 (Date.now() - game.moves[L-1].played) / 1000;
1148 }
1149 }
1150 // Now that we used idx and played, re-format moves as for live games
1151 game.moves = game.moves.map(m => m.squares);
1152 }
1153 else if (gtype == "live") {
1154 if (game.clocks[0] < 0) {
1155 // Game is unstarted. clock is ignored until move 2
1156 game.clocks = [tc.mainTime, tc.mainTime];
1157 if (myIdx >= 0) {
1158 // I play in this live game
1159 GameStorage.update(
1160 game.id,
1161 { clocks: game.clocks }
1162 );
1163 }
1164 } else {
1165 if (!!game.initime)
1166 // It's my turn: clocks not updated yet
1167 game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
1168 }
1169 }
1170 else
1171 // gtype == "import"
1172 game.clocks = [tc.mainTime, tc.mainTime];
1173 // Live games before 26/03/2020 don't have chat history:
1174 if (!game.chats) game.chats = []; //TODO: remove line
1175 // Sort chat messages from newest to oldest
1176 game.chats.sort((c1, c2) => c2.added - c1.added);
1177 if (
1178 myIdx >= 0 &&
1179 game.chats.length > 0 &&
1180 (!game.chatRead || game.chatRead < game.chats[0].added)
1181 ) {
1182 // A chat message arrived since my last reading:
1183 document.getElementById("chatBtn").classList.add("somethingnew");
1184 }
1185 // TODO: merge next 2 "if" conditions
1186 if (!!game.drawOffer) {
1187 if (game.drawOffer == "t")
1188 // Three repetitions
1189 this.drawOffer = "threerep";
1190 else {
1191 // Draw offered by any of the players:
1192 if (myIdx < 0) this.drawOffer = "received";
1193 else {
1194 // I play in this game:
1195 if (
1196 (game.drawOffer == "w" && myIdx == 0) ||
1197 (game.drawOffer == "b" && myIdx == 1)
1198 )
1199 this.drawOffer = "sent";
1200 else this.drawOffer = "received";
1201 }
1202 }
1203 }
1204 if (!!game.rematchOffer) {
1205 if (myIdx < 0) this.rematchOffer = "received";
1206 else {
1207 // I play in this game:
1208 if (
1209 (game.rematchOffer == "w" && myIdx == 0) ||
1210 (game.rematchOffer == "b" && myIdx == 1)
1211 ) {
1212 this.rematchOffer = "sent";
1213 }
1214 else this.rematchOffer = "received";
1215 }
1216 }
1217 this.repeat = {}; //reset: scan past moves' FEN:
1218 let repIdx = 0;
1219 this.vr = new V(game.fenStart);
1220 let curTurn = "n";
1221 game.moves.forEach(m => {
1222 playMove(m, this.vr);
1223 const fenIdx = this.vr.getFenForRepeat();
1224 this.repeat[fenIdx] = this.repeat[fenIdx]
1225 ? this.repeat[fenIdx] + 1
1226 : 1;
1227 });
1228 // Imported games don't have current FEN
1229 if (!game.fen) game.fen = this.vr.getFen();
1230 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
1231 this.game = Object.assign(
1232 // NOTE: assign mycolor here, since BaseGame could also be VS computer
1233 {
1234 type: gtype,
1235 increment: tc.increment,
1236 mycolor: mycolor,
1237 // opponent sid not strictly required (or available), but easier
1238 // at least oppsid or oppid is available anyway:
1239 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
1240 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
1241 },
1242 game
1243 );
1244 this.$refs["basegame"].re_setVariables(this.game);
1245 // Initial loading:
1246 this.gotMoveIdx = game.moves.length - 1;
1247 // If we arrive here after 'nextGame' action, the board might be hidden
1248 let boardDiv = document.querySelector(".game");
1249 if (!!boardDiv && boardDiv.style.visibility == "hidden")
1250 boardDiv.style.visibility = "visible";
1251 this.re_setClocks();
1252 this.$nextTick(() => {
1253 this.game.rendered = true;
1254 // Did lastate arrive before game was rendered?
1255 if (!!this.lastate) this.processLastate();
1256 });
1257 if (this.lastateAsked) {
1258 this.lastateAsked = false;
1259 this.sendLastate(game.oppsid);
1260 }
1261 if (!!callback) callback();
1262 },
1263 loadVariantThenGame: async function(game, callback) {
1264 await import("@/variants/" + game.vname + ".js")
1265 .then((vModule) => {
1266 window.V = vModule[game.vname + "Rules"];
1267 this.loadGame(game, callback);
1268 });
1269 // (AJAX) Request to get rules content (plain text, HTML)
1270 this.rulesContent =
1271 require(
1272 "raw-loader!@/translations/rules/" +
1273 game.vname + "/" +
1274 this.st.lang + ".pug"
1275 )
1276 // Next two lines fix a weird issue after last update (2019-11)
1277 .replace(/\\n/g, " ")
1278 .replace(/\\"/g, '"')
1279 .replace('module.exports = "', "")
1280 .replace(/"$/, "")
1281 .replace(/(fen:)([^:]*):/g, replaceByDiag);
1282 },
1283 // 3 cases for loading a game:
1284 // - from indexedDB (running or completed live game I play)
1285 // - from server (one correspondance game I play[ed] or not)
1286 // - from remote peer (one live game I don't play, finished or not)
1287 fetchGame: function(callback) {
1288 if (Number.isInteger(this.gameRef) || !isNaN(parseInt(this.gameRef))) {
1289 // corr games identifiers are integers
1290 ajax(
1291 "/games",
1292 "GET",
1293 {
1294 data: { gid: this.gameRef },
1295 success: (res) => {
1296 res.game.moves.forEach(m => {
1297 m.squares = JSON.parse(m.squares);
1298 });
1299 callback(res.game);
1300 }
1301 }
1302 );
1303 }
1304 else if (!!this.gameRef.match(/^i/))
1305 // Game import (maybe remote)
1306 ImportgameStorage.get(this.gameRef, callback);
1307 else
1308 // Local live game (or remote)
1309 GameStorage.get(this.gameRef, callback);
1310 },
1311 re_setClocks: function() {
1312 this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
1313 if (this.game.moves.length < 2 || this.game.score != "*") {
1314 // 1st move not completed yet, or game over: freeze time
1315 return;
1316 }
1317 const currentTurn = this.vr.turn;
1318 const currentMovesCount = this.game.moves.length;
1319 const colorIdx = ["w", "b"].indexOf(currentTurn);
1320 this.clockUpdate = setInterval(
1321 () => {
1322 if (
1323 this.game.clocks[colorIdx] < 0 ||
1324 this.game.moves.length > currentMovesCount ||
1325 this.game.score != "*"
1326 ) {
1327 clearInterval(this.clockUpdate);
1328 this.clockUpdate = null;
1329 if (this.game.clocks[colorIdx] < 0)
1330 this.gameOver(
1331 currentTurn == "w" ? "0-1" : "1-0",
1332 "Time"
1333 );
1334 } else {
1335 this.$set(
1336 this.virtualClocks,
1337 colorIdx,
1338 ppt(Math.max(0, --this.game.clocks[colorIdx])).split(':')
1339 );
1340 }
1341 },
1342 1000
1343 );
1344 },
1345 // Update variables and storage after a move:
1346 processMove: function(move, data) {
1347 if (this.game.type == "import")
1348 // Shouldn't receive any messages in this mode:
1349 return;
1350 if (!data) data = {};
1351 const moveCol = this.vr.turn;
1352 const colorIdx = ["w", "b"].indexOf(moveCol);
1353 const nextIdx = 1 - colorIdx;
1354 const doProcessMove = () => {
1355 const origMovescount = this.game.moves.length;
1356 // The move is (about to be) played: stop clock
1357 clearInterval(this.clockUpdate);
1358 this.clockUpdate = null;
1359 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1360 if (this.drawOffer == "received")
1361 // I refuse draw
1362 this.drawOffer = "";
1363 if (this.game.type == "live" && origMovescount >= 2) {
1364 this.game.clocks[colorIdx] += this.game.increment;
1365 // For a correct display in casqe of disconnected opponent:
1366 this.$set(
1367 this.virtualClocks,
1368 colorIdx,
1369 ppt(this.game.clocks[colorIdx]).split(':')
1370 );
1371 GameStorage.update(this.gameRef, {
1372 // It's not my turn anymore:
1373 initime: null
1374 });
1375 }
1376 }
1377 // Update current game object:
1378 playMove(move, this.vr);
1379 if (!data.score)
1380 // Received move, score is computed in BaseGame, but maybe not yet.
1381 // ==> Compute it here, although this is redundant (TODO)
1382 data.score = this.vr.getCurrentScore();
1383 if (data.score != "*") this.gameOver(data.score);
1384 this.game.moves.push(move);
1385 this.game.fen = this.vr.getFen();
1386 if (this.game.type == "corr") {
1387 // In corr games, just reset clock to mainTime:
1388 this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
1389 }
1390 // If repetition detected, consider that a draw offer was received:
1391 const fenObj = this.vr.getFenForRepeat();
1392 this.repeat[fenObj] =
1393 !!this.repeat[fenObj]
1394 ? this.repeat[fenObj] + 1
1395 : 1;
1396 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
1397 else if (this.drawOffer == "threerep") this.drawOffer = "";
1398 if (!!this.game.mycolor && !data.receiveMyMove) {
1399 // NOTE: 'var' to see that variable outside this block
1400 var filtered_move = getFilteredMove(move);
1401 }
1402 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1403 // Notify turn on MyGames page:
1404 this.notifyMyGames(
1405 "turn",
1406 {
1407 gid: this.gameRef,
1408 turn: this.vr.turn
1409 }
1410 );
1411 }
1412 // Since corr games are stored at only one location, update should be
1413 // done only by one player for each move:
1414 if (
1415 this.game.type == "live" &&
1416 !!this.game.mycolor &&
1417 moveCol != this.game.mycolor &&
1418 this.game.moves.length >= 2
1419 ) {
1420 // Receive a move: update initime
1421 this.game.initime = Date.now();
1422 GameStorage.update(this.gameRef, {
1423 // It's my turn now!
1424 initime: this.game.initime
1425 });
1426 }
1427 if (
1428 !!this.game.mycolor &&
1429 !data.receiveMyMove &&
1430 (this.game.type == "live" || moveCol == this.game.mycolor)
1431 ) {
1432 let drawCode = "";
1433 switch (this.drawOffer) {
1434 case "threerep":
1435 drawCode = "t";
1436 break;
1437 case "sent":
1438 drawCode = this.game.mycolor;
1439 break;
1440 case "received":
1441 drawCode = V.GetOppCol(this.game.mycolor);
1442 break;
1443 }
1444 if (this.game.type == "corr") {
1445 // corr: only move, fen and score
1446 this.updateCorrGame({
1447 fen: this.game.fen,
1448 move: {
1449 squares: filtered_move,
1450 idx: origMovescount
1451 },
1452 // Code "n" for "None" to force reset (otherwise it's ignored)
1453 drawOffer: drawCode || "n"
1454 });
1455 }
1456 else {
1457 const updateStorage = () => {
1458 GameStorage.update(this.gameRef, {
1459 fen: this.game.fen,
1460 move: filtered_move,
1461 moveIdx: origMovescount,
1462 clocks: this.game.clocks,
1463 drawOffer: drawCode
1464 });
1465 };
1466 // The active tab can update storage immediately
1467 if (this.focus) updateStorage();
1468 // Small random delay otherwise
1469 else setTimeout(updateStorage, 500 + 1000 * Math.random());
1470 }
1471 }
1472 // Send move ("newmove" event) to people in the room (if our turn)
1473 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1474 let sendMove = {
1475 move: filtered_move,
1476 index: origMovescount,
1477 // color is required to check if this is my move
1478 // (if several tabs opened)
1479 color: moveCol,
1480 cancelDrawOffer: this.drawOffer == ""
1481 };
1482 if (this.game.type == "live")
1483 sendMove["clock"] = this.game.clocks[colorIdx];
1484 // (Live) Clocks will re-start when the opponent pingback arrive
1485 this.opponentGotMove = false;
1486 this.send("newmove", {data: sendMove});
1487 // If the opponent doesn't reply gotmove soon enough, re-send move:
1488 // Do this at most 2 times, because more would mean network issues,
1489 // opponent would then be expected to disconnect/reconnect.
1490 let counter = 1;
1491 const currentUrl = document.location.href;
1492 this.retrySendmove = setInterval(
1493 () => {
1494 if (
1495 counter >= 3 ||
1496 this.opponentGotMove ||
1497 document.location.href != currentUrl //page change
1498 ) {
1499 clearInterval(this.retrySendmove);
1500 return;
1501 }
1502 const oppsid = this.getOppsid();
1503 if (!oppsid)
1504 // Opponent is disconnected: he'll ask last state
1505 clearInterval(this.retrySendmove);
1506 else {
1507 this.send("newmove", { data: sendMove, target: oppsid });
1508 counter++;
1509 }
1510 },
1511 1500
1512 );
1513 }
1514 else
1515 // Not my move or I'm an observer: just start other player's clock
1516 this.re_setClocks();
1517 };
1518 if (
1519 this.game.type == "corr" &&
1520 V.CorrConfirm &&
1521 moveCol == this.game.mycolor &&
1522 !data.receiveMyMove
1523 ) {
1524 let boardDiv = document.querySelector(".game");
1525 const afterSetScore = () => {
1526 doProcessMove();
1527 if (this.st.settings.gotonext && this.nextIds.length > 0)
1528 this.showNextGame();
1529 else {
1530 // The board might have been hidden:
1531 if (boardDiv.style.visibility == "hidden")
1532 boardDiv.style.visibility = "visible";
1533 if (data.score == "*") this.re_setClocks();
1534 }
1535 };
1536 let el = document.querySelector("#buttonsConfirm > .acceptBtn");
1537 // We may play several moves in a row: in case of, remove listener:
1538 let elClone = el.cloneNode(true);
1539 el.parentNode.replaceChild(elClone, el);
1540 elClone.addEventListener(
1541 "click",
1542 () => {
1543 document.getElementById("modalConfirm").checked = false;
1544 if (!!data.score && data.score != "*")
1545 // Set score first
1546 this.gameOver(data.score, null, afterSetScore);
1547 else afterSetScore();
1548 }
1549 );
1550 // PlayOnBoard is enough, and more appropriate for Synchrone Chess
1551 const arMove = (Array.isArray(move) ? move : [move]);
1552 for (let i = 0; i < arMove.length; i++)
1553 V.PlayOnBoard(this.vr.board, arMove[i]);
1554 const position = this.vr.getBaseFen();
1555 for (let i = arMove.length - 1; i >= 0; i--)
1556 V.UndoOnBoard(this.vr.board, arMove[i]);
1557 if (["all","byrow"].includes(V.ShowMoves)) {
1558 this.curDiag = getDiagram({
1559 position: position,
1560 orientation: V.CanFlip ? this.game.mycolor : "w"
1561 });
1562 document.querySelector("#confirmDiv > .card").style.width =
1563 boardDiv.offsetWidth + "px";
1564 }
1565 else {
1566 // Incomplete information: just ask confirmation
1567 // Hide the board, because otherwise it could reveal infos
1568 boardDiv.style.visibility = "hidden";
1569 this.moveNotation = getFullNotation(move);
1570 }
1571 document.getElementById("modalConfirm").checked = true;
1572 }
1573 else {
1574 // Normal situation
1575 if (!!data.score && data.score != "*")
1576 this.gameOver(data.score, null, doProcessMove);
1577 else doProcessMove();
1578 }
1579 },
1580 cancelMove: function() {
1581 let boardDiv = document.querySelector(".game");
1582 if (boardDiv.style.visibility == "hidden")
1583 boardDiv.style.visibility = "visible";
1584 document.getElementById("modalConfirm").checked = false;
1585 this.$refs["basegame"].cancelLastMove();
1586 },
1587 // In corr games, callback to change page only after score is set:
1588 gameOver: function(score, scoreMsg, callback) {
1589 this.game.score = score;
1590 if (!scoreMsg) scoreMsg = getScoreMessage(score);
1591 this.game.scoreMsg = scoreMsg;
1592 document.getElementById("modalRules").checked = false;
1593 // Display result in a un-missable way:
1594 document.getElementById("modalScore").checked = true;
1595 this.$set(this.game, "scoreMsg", scoreMsg);
1596 const myIdx = this.game.players.findIndex(p => {
1597 return (
1598 p.sid == this.st.user.sid ||
1599 (!!p.name && p.id == this.st.user.id)
1600 );
1601 });
1602 if (myIdx >= 0) {
1603 // OK, I play in this game
1604 const scoreObj = {
1605 score: score,
1606 scoreMsg: scoreMsg
1607 };
1608 if (this.game.type == "live") {
1609 GameStorage.update(this.gameRef, scoreObj);
1610 // Notify myself locally if I'm elsewhere:
1611 if (!this.focus) {
1612 notify(
1613 "Game over",
1614 { body: score + " : " + scoreMsg }
1615 );
1616 }
1617 if (!!callback) callback();
1618 }
1619 else this.updateCorrGame(scoreObj, callback);
1620 // Notify the score to main Hall.
1621 // TODO: only one player (currently double send)
1622 this.send("result", { gid: this.game.id, score: score });
1623 // Also to MyGames page (TODO: doubled as well...)
1624 this.notifyMyGames(
1625 "score",
1626 {
1627 gid: this.gameRef,
1628 score: score
1629 }
1630 );
1631 }
1632 else if (!!callback) callback();
1633 }
1634 }
1635 };
1636 </script>
1637
1638 <style lang="sass" scoped>
1639 #scoreDiv > .card, #rematchDiv > .card
1640 padding: 10px 0
1641 max-width: 430px
1642
1643 #rulesDiv > .card
1644 padding: 5px 0
1645 max-width: 50%
1646 max-height: 100%
1647 @media screen and (max-width: 1500px)
1648 max-width: 67%
1649 @media screen and (max-width: 1024px)
1650 max-width: 85%
1651 @media screen and (max-width: 767px)
1652 max-width: 100%
1653
1654 p.score-section
1655 margin: 0
1656 font-size: 1.3em
1657 span.score
1658 font-weight: bold
1659
1660 .connected
1661 background-color: lightgreen
1662
1663 #participants
1664 margin-left: 5px
1665
1666 .anonymous
1667 color: grey
1668 font-style: italic
1669
1670 #playersInfo > p
1671 margin: 0
1672
1673 @media screen and (max-width: 767px)
1674 .game
1675 width: 100%
1676
1677 #actions
1678 display: inline-block
1679 margin: 0
1680
1681 button
1682 display: inline-block
1683 margin: 0
1684 display: inline-flex
1685 img
1686 height: 22px
1687 display: flex
1688 @media screen and (max-width: 767px)
1689 height: 18px
1690
1691 #aboveBoard
1692 text-align: center
1693
1694 .user-bio
1695 display: inline
1696 font-size: 1.5rem
1697 @media screen and (max-width: 767px)
1698 font-size: 1.2rem
1699 padding: 0 3px
1700
1701 .variant-cadence
1702 padding-right: 10px
1703
1704 .variant-name
1705 font-weight: bold
1706 padding-right: 10px
1707
1708 span#nextGame
1709 background-color: #edda99
1710 cursor: pointer
1711 display: inline-block
1712 margin-right: 10px
1713
1714 span.separator
1715 display: inline-block
1716 margin: 0
1717 padding: 0
1718 width: 10px
1719
1720 span.time
1721 font-size: 2rem
1722 @media screen and (max-width: 767px)
1723 font-size: 1.5rem
1724 display: inline-block
1725 .time-left
1726 margin-left: 10px
1727 .time-right
1728 margin-left: 5px
1729 .time-separator
1730 margin-left: 5px
1731 position: relative
1732 top: -1px
1733
1734 span.yourturn
1735 color: #831B1B
1736 .time-separator
1737 animation: blink-animation 2s steps(3, start) infinite
1738 @keyframes blink-animation
1739 to
1740 visibility: hidden
1741
1742 .split-names
1743 display: inline-block
1744 margin: 0 15px
1745
1746 #chatWrap > .card
1747 padding-top: 20px
1748 max-width: 767px
1749 border: none
1750
1751 #confirmDiv > .card
1752 max-width: 767px
1753 max-height: 100%
1754
1755 .draw-sent, .draw-sent:hover
1756 background-color: lightyellow
1757
1758 .draw-received, .draw-received:hover
1759 background-color: #73C6B6
1760
1761 .draw-threerep, .draw-threerep:hover
1762 background-color: #D2B4DE
1763
1764 .rematch-sent, .rematch-sent:hover
1765 background-color: lightyellow
1766
1767 .rematch-received, .rematch-received:hover
1768 background-color: #48C9B0
1769
1770 .somethingnew
1771 background-color: #D2B4DE
1772
1773 .diagram
1774 margin: 0 auto
1775 width: 100%
1776
1777 #buttonsConfirm
1778 margin: 0
1779 & > button > span
1780 width: 100%
1781 text-align: center
1782
1783 button.acceptBtn
1784 background-color: lightgreen
1785 button.refuseBtn
1786 background-color: red
1787
1788 a#variantNameInGame
1789 color: var(--card-fore-color)
1790 text-align: center
1791 font-weight: bold
1792 font-size: calc(1rem * var(--heading-ratio))
1793 line-height: 1.2
1794 margin: calc(1.5 * var(--universal-margin))
1795 </style>
1796
1797 <style lang="sass">
1798 @import "@/styles/_rules.sass"
1799 @import "@/styles/_board_squares_img.sass"
1800 </style>