From: Benjamin Auder Date: Thu, 2 Jun 2022 18:55:02 +0000 (+0200) Subject: Bugs fixing attempt X-Git-Url: https://git.auder.net/images/assets/doc/html/config.php?a=commitdiff_plain;h=c4e9bb928964d723ee624a449c3342e2ef9140f8;p=xogo.git Bugs fixing attempt --- diff --git a/TODO b/TODO index 09af34f..0545a54 100644 --- a/TODO +++ b/TODO @@ -1,9 +1,3 @@ -Fix rescaling by adopting a different strategy: use mouse scroll instead, +/- 5% each time ? -Seems easier to control width/height accurately and safely in this way... - -Impossible to play / triple move in Doublemove : turn issues, maybe because a move is sent twice to the server... -=> solution = sign (hash?) moves, and if an already received signature received again, ignore? - add variants : Chakart first (dark,cylinder) Dark Racing Kings ? Checkered-Teleport ? diff --git a/app.js b/app.js index c0c74c0..79aa6e0 100644 --- a/app.js +++ b/app.js @@ -516,7 +516,7 @@ function initializeGame(obj) { -
`; +
`; vr = new V({ seed: obj.seed, //may be null if FEN already exists (running game) fen: obj.fen, diff --git a/base_rules.js b/base_rules.js index 3117506..f73700b 100644 --- a/base_rules.js +++ b/base_rules.js @@ -533,8 +533,6 @@ export default class ChessRules { this.initMouseEvents(); const chessboard = document.getElementById(this.containerId).querySelector(".chessboard"); - // TODO: calling with "this" seems required by Hex. Understand why... - new ResizeObserver(() => this.rescale(this)).observe(chessboard); } re_drawBoardElements() { @@ -773,25 +771,22 @@ export default class ChessRules { } } - // After resize event: no need to destroy/recreate pieces - rescale(self) { - const container = document.getElementById(self.containerId); - if (!container) - return; //useful at initial loading - let chessboard = container.querySelector(".chessboard"); - let r = chessboard.getBoundingClientRect(); - let [newWidth, newHeight] = [r.width, r.height]; + // Resize board: no need to destroy/recreate pieces + rescale(mode) { + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + const r = chessboard.getBoundingClientRect(); + const multFact = (mode == "up" ? 1.05 : 0.95); + let [newWidth, newHeight] = [multFact * r.width, multFact * r.height]; // Stay in window: - if (newWidth > window.innerWidth) + if (newWidth > window.innerWidth) { newWidth = window.innerWidth; - if (newHeight > window.innerHeight) + newHeight = newWidth / this.size.ratio; + } + if (newHeight > window.innerHeight) { newHeight = window.innerHeight; - const newRatio = newWidth / newHeight; - const epsilon = 1e-4; //arbitrary small value to avoid instabilities - if (newRatio - self.size.ratio > epsilon) - newWidth = newHeight * self.size.ratio; - else if (newRatio - self.size.ratio < -epsilon) - newHeight = newWidth / self.size.ratio; + newWidth = newHeight * this.size.ratio; + } chessboard.style.width = newWidth + "px"; chessboard.style.height = newHeight + "px"; const newX = (window.innerWidth - newWidth) / 2; @@ -799,26 +794,26 @@ export default class ChessRules { const newY = (window.innerHeight - newHeight) / 2; chessboard.style.top = newY + "px"; const newR = {x: newX, y: newY, width: newWidth, height: newHeight}; - const pieceWidth = self.getPieceWidth(newWidth); + const pieceWidth = this.getPieceWidth(newWidth); // NOTE: next "if" for variants which use squares filling // instead of "physical", moving pieces if (this.g_pieces) { - for (let i=0; i < self.size.x; i++) { - for (let j=0; j < self.size.y; j++) { - if (self.g_pieces[i][j]) { + for (let i=0; i < this.size.x; i++) { + for (let j=0; j < this.size.y; j++) { + if (this.g_pieces[i][j]) { // NOTE: could also use CSS transform "scale" - self.g_pieces[i][j].style.width = pieceWidth + "px"; - self.g_pieces[i][j].style.height = pieceWidth + "px"; - const [ip, jp] = self.getPixelPosition(i, j, newR); + this.g_pieces[i][j].style.width = pieceWidth + "px"; + this.g_pieces[i][j].style.height = pieceWidth + "px"; + const [ip, jp] = this.getPixelPosition(i, j, newR); // Translate coordinates to use chessboard as reference: - self.g_pieces[i][j].style.transform = + this.g_pieces[i][j].style.transform = `translate(${ip - newX}px,${jp - newY}px)`; } } } } - if (self.hasReserve) - self.rescaleReserve(newR); + if (this.hasReserve) + this.rescaleReserve(newR); } rescaleReserve(r) { @@ -977,10 +972,15 @@ export default class ChessRules { curPiece.remove(); }; + const wheelResize = (e) => { + this.rescale(e.deltaY < 0 ? "up" : "down"); + }; + if ('onmousedown' in window) { document.addEventListener("mousedown", mousedown); document.addEventListener("mousemove", mousemove); document.addEventListener("mouseup", mouseup); + document.addEventListener("wheel", wheelResize); } if ('ontouchstart' in window) { // https://stackoverflow.com/a/42509310/12660887 diff --git a/common.css b/common.css index e359955..c1ba77c 100644 --- a/common.css +++ b/common.css @@ -277,12 +277,6 @@ a { .chessboard { position: absolute; cursor: pointer; -} - -/* Board container can be resized */ -.resizeable { - resize: both; - overflow: hidden; min-width: 200px; min-height: 200px; } diff --git a/server.js b/server.js index 0382e37..7e1a99b 100644 --- a/server.js +++ b/server.js @@ -7,6 +7,7 @@ const wss = new WebSocket.Server({ let challenges = {}; //variantName --> socketId, name let games = {}; //gameId --> gameInfo (vname, fen, players, options, time) +let moveHash = {}; //gameId --> set of hashes seen so far let sockets = {}; //socketId --> socket const variants = require("./variants.js"); const Crypto = require("crypto"); @@ -34,6 +35,7 @@ function initializeGame(vname, players, options) { // Provide seed in case of, so that both players initialize with same FEN function launchGame(gid) { + moveHash[gid] = {}; const gameInfo = Object.assign( {seed: Math.floor(Math.random() * 1984), gid: gid}, games[gid] @@ -193,6 +195,13 @@ wss.on("connection", (socket, req) => { break; // Relay a move + update games object case "newmove": + // NOTE: still potential racing issues, but... fingers crossed + const hash = Crypto.createHash("md5") + .update(JSON.stringify(obj.fen)) + .digest("hex"); + if (moveHash[hash]) + break; + moveHash[hash] = true; games[obj.gid].fen = obj.fen; games[obj.gid].time = Date.now(); //update timestamp in case of const playingWhite = (games[obj.gid].players[0].sid == sid);