TODO: game storage init + get
[vchess.git] / client / src / views / Game.vue
1 <!-- TODO: component Game, + handle players + observers connect/disconnect
2 event = "gameconnect" ...etc
3 connect/disconnect with sid+name (ID not required); name slightly redundant but easier
4 quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
5 (éventuel échange lastate avec les connectés, pong ...etc)
6 ensuite quand qqun se deco il suffit d'écouter "disconnect"
7 pareil quand quelqu'un reco.
8 (c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
9 // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
10 // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
11 // onClick :: ask full game to remote player, and register as an observer in game
12 // (use gameId to communicate)
13 // on landing on game :: if gameId not found locally, check remotely
14 // ==> il manque un param dans game : "remoteId"
15 -->
16 <template lang="pug">
17 .row
18 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
19 BaseGame(:vname="vname" :game-info="gameInfo" :analyze="analyze" :vr="vr"
20 ref="basegame" @newmove="processMove")
21 .button-group(v-if="mode!='analyze'")
22 button(@click="offerDraw") Draw
23 button(@click="abortGame") Abort
24 button(@click="resign") Resign
25 div(v-if="mode=='corr'")
26 textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
27 div(v-show="cursor>=0") {{ moves[cursor].message }}
28 </template>
29
30 <script>
31 import BaseGame from "@/components/BaseGame.vue";
32 //import Chat from "@/components/Chat.vue";
33 //import MoveList from "@/components/MoveList.vue";
34 import { store } from "@/store";
35 import { GameStorage } from "@/utils/storage";
36
37 export default {
38 name: 'my-game',
39 components: {
40 BaseGame,
41 },
42 // gameRef: to find the game in (potentially remote) storage
43 // mode: "live" or "corr" (correspondance game), or "analyze"
44 data: function() {
45 return {
46 st: store.state,
47 gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID)
48 gameInfo: {}, //passed to BaseGame
49 vr: null, //TODO
50 vname: "", //obtained from gameInfo (slightly redundant..)
51 mode: "analyze", //mutable
52 drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
53 people: [], //potential observers (TODO)
54 };
55 },
56 computed: {
57 analyze: function() {
58 return this.mode == "analyze";
59 },
60 },
61 watch: {
62 '$route' (to, from) {
63 if (!!to.params["id"])
64 {
65 this.gameRef.id = to.params["id"];
66 this.gameRef.rid = to.query["rid"];
67 this.loadGame();
68 }
69 },
70 },
71 created: function() {
72 if (!!this.$route.params["id"])
73 {
74 this.gameRef.id = this.$route.params["id"];
75 this.gameRef.rid = this.$route.query["rid"];
76 this.loadGame();
77 }
78 // TODO: how to know who is observing ? Send message to everyone with game ID ?
79 // and then just listen to (dis)connect events
80
81
82 // server always send "connect on " + URL ; then add to observers if game...
83 // detect multiple tabs connected (when connect ask server if my SID is already in use)
84 // router when access a game page tell to server I joined + game ID (no need rid)
85 // and ask server for current joined (= observers)
86 // when send to chat (or a move), reach only this group (send gid along)
87
88 // --> doivent être enregistrés comme observers au niveau du serveur...
89 // non: poll users + events startObserving / stopObserving
90
91
92 // TODO: also handle "draw accepted" (use opponents array?)
93 // --> must give this info also when sending lastState...
94 // and, if all players agree then OK draw (end game ...etc)
95 const socketMessageListener = msg => {
96 const data = JSON.parse(msg.data);
97 let L = undefined;
98 switch (data.code)
99 {
100 case "newmove":
101 // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
102 // ...or just see nothing as on buho21
103 this.$refs["basegame"].play(
104 data.move, this.vname!="Dark" ? "animate" : null);
105 break;
106 case "pong": //received if we sent a ping (game still alive on our side)
107 if (this.gameRef.id != data.gameId)
108 break; //games IDs don't match: the game is definitely over...
109 this.oppConnected = true;
110 // Send our "last state" informations to opponent(s)
111 L = this.vr.moves.length;
112 Object.keys(this.opponents).forEach(oid => {
113 this.conn.send(JSON.stringify({
114 code: "lastate",
115 oppid: oid,
116 gameId: this.gameRef.id,
117 lastMove: (L>0?this.vr.moves[L-1]:undefined),
118 movesCount: L,
119 }));
120 });
121 break;
122 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
123 case "lastate": //got opponent infos about last move
124 L = this.vr.moves.length;
125 if (this.gameRef.id != data.gameId)
126 break; //games IDs don't match: nothing we can do...
127 // OK, opponent still in game (which might be over)
128 if (this.score != "*")
129 {
130 // We finished the game (any result possible)
131 this.conn.send(JSON.stringify({
132 code: "lastate",
133 oppid: data.oppid,
134 gameId: this.gameRef.id,
135 score: this.score,
136 }));
137 }
138 else if (!!data.score) //opponent finished the game
139 this.endGame(data.score);
140 else if (data.movesCount < L)
141 {
142 // We must tell last move to opponent
143 this.conn.send(JSON.stringify({
144 code: "lastate",
145 oppid: this.opponent.id,
146 gameId: this.gameRef.id,
147 lastMove: this.vr.moves[L-1],
148 movesCount: L,
149 }));
150 }
151 else if (data.movesCount > L) //just got last move from him
152 this.play(data.lastMove, "animate");
153 break;
154 case "resign": //..you won!
155 this.endGame(this.mycolor=="w"?"1-0":"0-1");
156 break;
157 // TODO: also use (dis)connect info to count online players?
158 case "gameconnect":
159 case "gamedisconnect":
160 if (this.mode=="human")
161 {
162 const online = (data.code == "connect");
163 // If this is an opponent ?
164 if (!!this.opponents[data.id])
165 this.opponents[data.id].online = online;
166 else
167 {
168 // Or an observer ?
169 if (!online)
170 delete this.people[data.id];
171 else
172 this.people[data.id] = data.name;
173 }
174 }
175 break;
176 }
177 };
178 const socketCloseListener = () => {
179 this.conn.addEventListener('message', socketMessageListener);
180 this.conn.addEventListener('close', socketCloseListener);
181 };
182 if (!!this.conn)
183 {
184 this.conn.onmessage = socketMessageListener;
185 this.conn.onclose = socketCloseListener;
186 }
187 },
188 // dans variant.js (plutôt room.js) conn gère aussi les challenges
189 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
190 methods: {
191 offerDraw: function() {
192 if (!confirm("Offer draw?"))
193 return;
194 // Stay in "draw offer sent" state until next move is played
195 this.drawOfferSent = true;
196 if (this.subMode == "corr")
197 {
198 // TODO: set drawOffer on in game (how ?)
199 }
200 else //live game
201 {
202 this.opponents.forEach(o => {
203 if (!!o.online)
204 {
205 try {
206 this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
207 } catch (INVALID_STATE_ERR) {
208 return;
209 }
210 }
211 });
212 }
213 },
214 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
215 receiveDrawOffer: function() {
216 //if (...)
217 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
218 // if accept: send message "draw"
219 },
220 abortGame: function() {
221 if (!confirm("Abort the game?"))
222 return;
223 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
224 //send message: "gameOver" avec score "?"
225 },
226 resign: function(e) {
227 if (!confirm("Resign the game?"))
228 return;
229 if (this.mode == "human" && this.oppConnected(this.oppid))
230 {
231 try {
232 this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
233 } catch (INVALID_STATE_ERR) {
234 return;
235 }
236 }
237 this.endGame(this.mycolor=="w"?"0-1":"1-0");
238 },
239 // 4 cases for loading a game:
240 // - from localStorage (one running game I play)
241 // - from indexedDB (one completed live game)
242 // - from server (one correspondance game I play[ed] or not)
243 // - from remote peer (one live game I don't play, finished or not)
244 loadGame: async function() {
245 this.gameInfo = GameStorage.get(this.gameRef);
246
247 console.log(GameStorage.get(this.gameRef));
248
249 this.vname = this.gameInfo.vname;
250 this.mode = this.gameInfo.mode;
251 const vModule = await import("@/variants/" + this.vname + ".js");
252 window.V = vModule.VariantRules;
253 this.vr = new V(this.gameInfo.fen);
254
255 // // Poll all players except me (if I'm playing) to know online status.
256 // // --> Send ping to server (answer pong if players[s] are connected)
257 // if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
258 // {
259 // this.game.players.forEach(p => {
260 // if (p.sid != this.st.user.sid)
261 // this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
262 // });
263 // }
264 },
265 oppConnected: function(uid) {
266 return this.opponents.some(o => o.id == uid && o.online);
267 },
268 processMove: function(move) {
269 // TODO: process some opponent's move
270 },
271 },
272 };
273 </script>