3 input#modalChat.modal(type="checkbox" @change="toggleChat")
4 div#chatWrap(role="dialog" data-checkbox="modalChat"
5 aria-labelledby="inputChat")
7 label.modal-close(for="modalChat")
8 Chat(:players="game.players" :pastChats="game.chats"
9 @newchat-sent="finishSendChat" @newchat-received="processChat")
11 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
12 button#chatBtn(onClick="doClick('modalChat')") Chat
13 #actions(v-if="game.mode!='analyze' && game.score=='*'")
14 button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}") Draw
15 button(@click="abortGame") Abort
16 button(@click="resign") Resign
19 span.name(:class="{connected: isConnected(0)}") {{ game.players[0].name }}
20 span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
22 span.name(:class="{connected: isConnected(1)}") {{ game.players[1].name }}
23 span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
24 BaseGame(:game="game" :vr="vr" ref="basegame"
25 @newmove="processMove" @gameover="gameOver")
29 import BaseGame from "@/components/BaseGame.vue";
30 import Chat from "@/components/Chat.vue";
31 import { store } from "@/store";
32 import { GameStorage } from "@/utils/gameStorage";
33 import { ppt } from "@/utils/datetime";
34 import { extractTime } from "@/utils/timeControl";
35 import { ArrayFun } from "@/utils/array";
36 import { processModalClick } from "@/utils/modalClick";
44 // gameRef: to find the game in (potentially remote) storage
48 gameRef: { //given in URL (rid = remote ID)
52 game: {players:[{name:""},{name:""}]}, //passed to BaseGame
53 virtualClocks: [0, 0], //initialized with true game.clocks
54 vr: null, //"variant rules" object initialized from FEN
56 people: {}, //players + observers
57 lastate: undefined, //used if opponent send lastate before game is ready
58 repeat: {}, //detect position repetition
62 "$route": function(to, from) {
63 this.gameRef.id = to.params["id"];
64 this.gameRef.rid = to.query["rid"];
67 "game.clocks": function(newState) {
68 if (this.game.moves.length < 2 || this.game.score != "*")
70 // 1st move not completed yet, or game over: freeze time
71 this.virtualClocks = newState.map(s => ppt(s));
74 const currentTurn = this.vr.turn;
75 const colorIdx = ["w","b"].indexOf(currentTurn);
76 let countdown = newState[colorIdx] -
77 (Date.now() - this.game.initime[colorIdx])/1000;
78 this.virtualClocks = [0,1].map(i => {
79 const removeTime = i == colorIdx
80 ? (Date.now() - this.game.initime[colorIdx])/1000
82 return ppt(newState[i] - removeTime);
84 let clockUpdate = setInterval(() => {
85 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
87 clearInterval(clockUpdate);
89 this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
93 // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
94 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
99 // NOTE: some redundant code with Hall.vue (related to people array)
100 created: function() {
101 // Always add myself to players' list
102 const my = this.st.user;
103 this.$set(this.people, my.sid, {id:my.id, name:my.name});
104 this.gameRef.id = this.$route.params["id"];
105 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
106 // Define socket .onmessage() and .onclose() events:
107 this.st.conn.onmessage = this.socketMessageListener;
108 const socketCloseListener = () => {
109 store.socketCloseListener(); //reinitialize connexion (in store.js)
110 this.st.conn.addEventListener('message', this.socketMessageListener);
111 this.st.conn.addEventListener('close', socketCloseListener);
113 this.st.conn.onclose = socketCloseListener;
114 // Socket init required before loading remote game:
115 const socketInit = (callback) => {
116 if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
118 else //socket not ready yet (initial loading)
119 this.st.conn.onopen = callback;
121 if (!this.gameRef.rid) //game stored locally or on server
122 this.loadGame(null, () => socketInit(this.roomInit));
123 else //game stored remotely: need socket to retrieve it
125 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
126 // --> It will be given when receiving "fullgame" socket event.
127 // A more general approach would be to store it somewhere.
128 socketInit(this.loadGame);
131 mounted: function() {
132 document.getElementById("chatWrap").addEventListener(
133 "click", processModalClick);
136 // O.1] Ask server for room composition:
137 roomInit: function() {
138 // Notify the room only now that I connected, because
139 // messages might be lost otherwise (if game loading is slow)
140 this.st.conn.send(JSON.stringify({code:"connect"}));
141 this.st.conn.send(JSON.stringify({code:"pollclients"}));
143 isConnected: function(index) {
144 const name = this.game.players[index].name;
145 if (this.st.user.name == name)
147 return Object.values(this.people).some(p => p.name == name);
149 socketMessageListener: function(msg) {
150 const data = JSON.parse(msg.data);
154 alert("Warning: duplicate 'offline' connection");
156 // 0.2] Receive clients list (just socket IDs)
159 data.sockIds.forEach(sid => {
160 // TODO: understand clearly what happens here, problems when a
161 // game is quit, and then launch a new game from hall.
162 if (!!this.people[sid])
164 this.$set(this.people, sid, {id:0, name:""});
166 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
172 // Request for identification: reply if I'm not anonymous
173 if (this.st.user.id > 0)
175 this.st.conn.send(JSON.stringify({code:"identity",
177 // NOTE: decompose to avoid revealing email
178 name: this.st.user.name,
179 sid: this.st.user.sid,
188 // NOTE: sometimes player.id fails because player is undefined...
189 // Probably because the event was meant for Hall?
190 if (!this.people[data.user.sid])
192 this.$set(this.people, data.user.sid,
193 {id: data.user.id, name: data.user.name});
194 // Sending last state only for live games: corr games are complete
195 if (this.game.type == "live" && this.game.oppsid == data.user.sid)
197 // Send our "last state" informations to opponent
198 const L = this.game.moves.length;
199 let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
200 if (!!lastMove && this.drawOffer == "sent")
201 lastMove.draw = true;
202 this.st.conn.send(JSON.stringify({
204 target: data.user.sid,
208 score: this.game.score,
210 clocks: this.game.clocks,
217 // Send current (live) game
220 // Minimal game informations:
222 players: this.game.players.map(p => { return {name:p.name}; }),
224 timeControl: this.game.timeControl,
226 this.st.conn.send(JSON.stringify({code:"game",
227 game:myGame, target:data.from}));
230 this.$set(this.game, "moveToPlay", data.move);
232 case "lastate": //got opponent infos about last move
235 if (!!this.game.type) //game is loaded
236 this.processLastate();
237 //else: will be processed when game is ready
241 this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
244 this.gameOver("?", "Abort");
247 this.gameOver("1/2", data.message);
250 // NOTE: observers don't know who offered draw
251 this.drawOffer = "received";
254 this.st.conn.send(JSON.stringify({code:"fullgame",
255 game:this.game, target:data.from}));
258 // Callback "roomInit" to poll clients only after game is loaded
259 this.loadGame(data.game, this.roomInit);
263 // TODO: next condition is probably not required. See note line 150
264 if (!this.people[data.from])
266 this.$set(this.people, data.from, {name:"", id:0});
267 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
272 this.$delete(this.people, data.from);
276 // lastate was received, but maybe game wasn't ready yet:
277 processLastate: function() {
278 const data = this.lastate;
279 this.lastate = undefined; //security...
280 const L = this.game.moves.length;
281 if (data.movesCount > L)
283 // Just got last move from him
284 this.$set(this.game, "moveToPlay", data.lastMove);
285 if (data.score != "*" && this.game.score == "*")
287 // Opponent resigned or aborted game, or accepted draw offer
288 // (this is not a stalemate or checkmate)
289 this.gameOver(data.score, "Opponent action");
291 this.game.clocks = data.clocks; //TODO: check this?
292 if (!!data.lastMove.draw)
293 this.drawOffer = "received";
296 clickDraw: function() {
297 if (["received","threerep"].includes(this.drawOffer))
299 if (!confirm("Accept draw?"))
301 const message = (this.drawOffer == "received"
303 : "Three repetitions");
304 Object.keys(this.people).forEach(sid => {
305 if (sid != this.st.user.sid)
307 this.st.conn.send(JSON.stringify({code:"draw",
308 message:message, target:sid}));
311 this.gameOver("1/2", message);
313 else if (this.drawOffer == "") //no effect if drawOffer == "sent"
315 if (!confirm("Offer draw?"))
317 this.drawOffer = "sent";
318 Object.keys(this.people).forEach(sid => {
319 if (sid != this.st.user.sid)
320 this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
322 GameStorage.update(this.gameRef.id, {drawOffer: true});
325 abortGame: function() {
326 if (!confirm(this.st.tr["Terminate game?"]))
328 this.gameOver("?", "Abort");
329 Object.keys(this.people).forEach(sid => {
330 if (sid != this.st.user.sid)
332 this.st.conn.send(JSON.stringify({
339 resign: function(e) {
340 if (!confirm("Resign the game?"))
342 Object.keys(this.people).forEach(sid => {
343 if (sid != this.st.user.sid)
345 this.st.conn.send(JSON.stringify({code:"resign",
346 side:this.game.mycolor, target:sid}));
349 this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
351 // 3 cases for loading a game:
352 // - from indexedDB (running or completed live game I play)
353 // - from server (one correspondance game I play[ed] or not)
354 // - from remote peer (one live game I don't play, finished or not)
355 loadGame: function(game, callback) {
356 const afterRetrieval = async (game) => {
357 const vModule = await import("@/variants/" + game.vname + ".js");
358 window.V = vModule.VariantRules;
359 this.vr = new V(game.fen);
360 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
361 const tc = extractTime(game.timeControl);
364 if (game.players[0].color == "b")
366 // Adopt the same convention for live and corr games: [0] = white
367 [ game.players[0], game.players[1] ] =
368 [ game.players[1], game.players[0] ];
370 // corr game: needs to compute the clocks + initime
371 // NOTE: clocks in seconds, initime in milliseconds
372 game.clocks = [tc.mainTime, tc.mainTime];
373 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
374 if (game.score == "*") //otherwise no need to bother with time
376 game.initime = [0, 0];
377 const L = game.moves.length;
380 let addTime = [0, 0];
381 for (let i=2; i<L; i++)
383 addTime[i%2] += tc.increment -
384 (game.moves[i].played - game.moves[i-1].played) / 1000;
386 for (let i=0; i<=1; i++)
387 game.clocks[i] += addTime[i];
390 game.initime[L%2] = game.moves[L-1].played;
392 this.drawOffer = "received";
394 // Now that we used idx and played, re-format moves as for live games
395 game.moves = game.moves.map( (m) => {
404 // Also sort chat messages (if any)
405 game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
407 const myIdx = game.players.findIndex(p => {
408 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
410 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
412 game.clocks = [tc.mainTime, tc.mainTime];
413 if (game.score == "*")
415 game.initime[0] = Date.now();
418 // I play in this live game; corr games don't have clocks+initime
419 GameStorage.update(game.id,
422 initime: game.initime,
427 this.game = Object.assign({},
429 // NOTE: assign mycolor here, since BaseGame could also be VS computer
432 increment: tc.increment,
433 mycolor: [undefined,"w","b"][myIdx+1],
434 // opponent sid not strictly required (or available), but easier
435 // at least oppsid or oppid is available anyway:
436 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
437 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
440 this.repeat = {}; //reset
441 if (!!this.lastate) //lastate arrived before game was loaded:
442 this.processLastate();
446 return afterRetrieval(game);
447 if (!!this.gameRef.rid)
449 // Remote live game: forgetting about callback func... (TODO: design)
450 this.st.conn.send(JSON.stringify(
451 {code:"askfullgame", target:this.gameRef.rid}));
455 // Local or corr game
456 GameStorage.get(this.gameRef.id, afterRetrieval);
459 // Post-process a move (which was just played)
460 processMove: function(move) {
461 // Update storage (corr or live) if I play in the game
462 const colorIdx = ["w","b"].indexOf(move.color);
463 // https://stackoverflow.com/a/38750895
464 if (!!this.game.mycolor)
466 const allowed_fields = ["appear", "vanish", "start", "end"];
467 // NOTE: 'var' to see this variable outside this block
468 var filtered_move = Object.keys(move)
469 .filter(key => allowed_fields.includes(key))
470 .reduce((obj, key) => {
471 obj[key] = move[key];
475 // Send move ("newmove" event) to people in the room (if our turn)
477 if (move.color == this.game.mycolor)
479 if (this.game.moves.length >= 2) //after first move
481 const elapsed = Date.now() - this.game.initime[colorIdx];
482 // elapsed time is measured in milliseconds
483 addTime = this.game.increment - elapsed/1000;
485 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
486 Object.keys(this.people).forEach(sid => {
487 if (sid != this.st.user.sid)
489 this.st.conn.send(JSON.stringify({
498 addTime = move.addTime; //supposed transmitted
499 const nextIdx = ["w","b"].indexOf(this.vr.turn);
500 // Since corr games are stored at only one location, update should be
501 // done only by one player for each move:
502 if (!!this.game.mycolor &&
503 (this.game.type == "live" || move.color == this.game.mycolor))
505 if (this.game.type == "corr")
507 GameStorage.update(this.gameRef.id,
512 squares: filtered_move,
513 played: Date.now(), //TODO: on server?
514 idx: this.game.moves.length,
520 GameStorage.update(this.gameRef.id,
524 clocks: this.game.clocks.map((t,i) => i==colorIdx
525 ? this.game.clocks[i] + addTime
526 : this.game.clocks[i]),
527 initime: this.game.initime.map((t,i) => i==nextIdx
529 : this.game.initime[i]),
533 // Also update current game object:
534 this.game.moves.push(move);
535 this.game.fen = move.fen;
536 //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
537 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
538 this.game.initime[nextIdx] = Date.now();
539 // If repetition detected, consider that a draw offer was received:
540 const fenObj = V.ParseFen(move.fen);
541 let repIdx = fenObj.position + "_" + fenObj.turn;
543 repIdx += "_" + fenObj.flags;
544 this.repeat[repIdx] = (!!this.repeat[repIdx]
545 ? this.repeat[repIdx]+1
547 if (this.repeat[repIdx] >= 3)
548 this.drawOffer = "threerep";
550 toggleChat: function() {
551 document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
553 finishSendChat: function(chat) {
554 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
555 if (this.game.type == "corr" && this.st.user.id > 0)
556 GameStorage.update(this.gameRef.id, {chat: chat});
558 processChat: function() {
559 if (!document.getElementById("inputChat").checked)
560 document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
562 gameOver: function(score, scoreMsg) {
563 this.game.mode = "analyze";
564 this.game.score = score;
565 this.game.scoreMsg = scoreMsg;
566 const myIdx = this.game.players.findIndex(p => {
567 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
569 if (myIdx >= 0) //OK, I play in this game
571 GameStorage.update(this.gameRef.id,
572 {score: score, scoreMsg: scoreMsg});
579 <style lang="sass" scoped>
581 background-color: lightgreen
583 @media screen and (min-width: 768px)
586 @media screen and (max-width: 767px)
591 display: inline-block
594 display: inline-block
598 @media screen and (max-width: 767px)
608 display: inline-block
612 display: inline-block
623 .draw-sent, .draw-sent:hover
624 background-color: lightyellow
626 .draw-received, .draw-received:hover
627 background-color: lightgreen
629 .draw-threerep, .draw-threerep:hover
630 background-color: #e4d1fc