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"
18 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
19 BaseGame(:game="game" :vr="vr" ref="basegame"
20 @newmove="processMove" @gameover="gameOver")
21 .button-group(v-if="game.mode!='analyze'")
22 button(@click="offerDraw") Draw
23 button(@click="abortGame") Abort
24 button(@click="resign") Resign
25 div(v-if="game.mode=='corr'")
26 textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
27 div(v-show="cursor>=0") {{ moves[cursor].message }}
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";
42 // gameRef: to find the game in (potentially remote) storage
46 gameRef: { //given in URL (rid = remote ID)
50 game: { }, //passed to BaseGame
51 vr: null, //"variant rules" object initialized from FEN
52 drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
53 people: [ ], //potential observers (TODO)
58 if (!!to.params["id"])
60 this.gameRef.id = to.params["id"];
61 this.gameRef.rid = to.query["rid"];
67 if (!!this.$route.params["id"])
69 this.gameRef.id = this.$route.params["id"];
70 this.gameRef.rid = this.$route.query["rid"];
73 // TODO: how to know who is observing ? Send message to everyone with game ID ?
74 // and then just listen to (dis)connect events
77 // server always send "connect on " + URL ; then add to observers if game...
78 // detect multiple tabs connected (when connect ask server if my SID is already in use)
79 // router when access a game page tell to server I joined + game ID (no need rid)
80 // and ask server for current joined (= observers)
81 // when send to chat (or a move), reach only this group (send gid along)
83 // --> doivent être enregistrés comme observers au niveau du serveur...
84 // non: poll users + events startObserving / stopObserving
85 // (à faire au niveau du routeur ?)
88 // TODO: also handle "draw accepted" (use opponents array?)
89 // --> must give this info also when sending lastState...
90 // and, if all players agree then OK draw (end game ...etc)
91 const socketMessageListener = msg => {
92 const data = JSON.parse(msg.data);
97 // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
98 // ...or just see nothing as on buho21
99 this.$refs["basegame"].play(
100 data.move, this.game.vname!="Dark" ? "animate" : null);
101 this.processMove(data.move);
106 // send filtered_move + elapsed time
107 // receive same. (update clock) + update (our) initime if it's my turn
108 // + update fen (using vr.getFen())
114 case "pong": //received if we sent a ping (game still alive on our side)
115 if (this.gameRef.id != data.gameId)
116 break; //games IDs don't match: the game is definitely over...
117 this.oppConnected = true;
118 // Send our "last state" informations to opponent(s)
119 L = this.vr.moves.length;
120 Object.keys(this.opponents).forEach(oid => {
121 this.st.conn.send(JSON.stringify({
124 gameId: this.gameRef.id,
125 lastMove: (L>0?this.vr.moves[L-1]:undefined),
130 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
131 case "lastate": //got opponent infos about last move
132 L = this.vr.moves.length;
133 if (this.gameRef.id != data.gameId)
134 break; //games IDs don't match: nothing we can do...
135 // OK, opponent still in game (which might be over)
136 if (this.score != "*")
138 // We finished the game (any result possible)
139 this.st.conn.send(JSON.stringify({
142 gameId: this.gameRef.id,
146 else if (!!data.score) //opponent finished the game
147 this.endGame(data.score);
148 else if (data.movesCount < L)
150 // We must tell last move to opponent
151 this.st.conn.send(JSON.stringify({
153 oppid: this.opponent.id,
154 gameId: this.gameRef.id,
155 lastMove: this.vr.moves[L-1],
159 else if (data.movesCount > L) //just got last move from him
160 this.play(data.lastMove, "animate");
162 case "resign": //..you won!
163 this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
165 // TODO: also use (dis)connect info to count online players?
167 case "gamedisconnect":
168 if (this.mode=="human")
170 const online = (data.code == "connect");
171 // If this is an opponent ?
172 if (!!this.opponents[data.id])
173 this.opponents[data.id].online = online;
178 delete this.people[data.id];
180 this.people[data.id] = data.name;
186 const socketCloseListener = () => {
187 this.st.conn.addEventListener('message', socketMessageListener);
188 this.st.conn.addEventListener('close', socketCloseListener);
190 this.st.conn.onmessage = socketMessageListener;
191 this.st.conn.onclose = socketCloseListener;
193 // dans variant.js (plutôt room.js) conn gère aussi les challenges
194 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
196 offerDraw: function() {
197 if (!confirm("Offer draw?"))
199 // Stay in "draw offer sent" state until next move is played
200 this.drawOfferSent = true;
201 if (this.subMode == "corr")
203 // TODO: set drawOffer on in game (how ?)
207 this.opponents.forEach(o => {
211 this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
212 } catch (INVALID_STATE_ERR) {
219 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
220 receiveDrawOffer: function() {
222 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
223 // if accept: send message "draw"
225 abortGame: function() {
226 if (!confirm("Abort the game?"))
228 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
229 //send message: "gameOver" avec score "?"
230 // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
232 resign: function(e) {
233 if (!confirm("Resign the game?"))
235 if (this.mode == "human" && this.oppConnected(this.oppid))
238 this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
239 } catch (INVALID_STATE_ERR) {
243 this.endGame(this.mycolor=="w"?"0-1":"1-0");
245 // 4 cases for loading a game:
246 // - from localStorage (one running game I play)
247 // - from indexedDB (one completed live game)
248 // - from server (one correspondance game I play[ed] or not)
249 // - from remote peer (one live game I don't play, finished or not)
250 loadGame: function() {
251 GameStorage.get(this.gameRef, async (game) => {
252 this.game = Object.assign({},
254 // NOTE: assign mycolor here, since BaseGame could also bs VS computer
255 {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
256 p => p.sid == this.st.user.sid)]},
258 const vModule = await import("@/variants/" + game.vname + ".js");
259 window.V = vModule.VariantRules;
260 this.vr = new V(game.fen);
261 // Post-processing: decorate each move with current FEN:
262 // (to be able to jump to any position quickly)
263 game.moves.forEach(move => {
264 move.color = this.vr.turn;
266 move.fen = this.vr.getFen();
268 this.vr.re_init(game.fen);
270 // // Poll all players except me (if I'm playing) to know online status.
271 // // --> Send ping to server (answer pong if players[s] are connected)
272 // if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
274 // this.game.players.forEach(p => {
275 // if (p.sid != this.st.user.sid)
276 // this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
280 // TODO: refactor this old "oppConnected" logic
281 oppConnected: function(uid) {
282 return this.opponents.some(o => o.id == uid && o.online);
284 // Post-process a move (which was just played)
285 processMove: function(move) {
286 if (!this.game.mycolor)
287 return; //I'm just an observer
288 // Update storage (corr or live)
289 const colorIdx = ["w","b","g","r"][move.color];
290 // https://stackoverflow.com/a/38750895
291 const allowed_fields = ["appear", "vanish", "start", "end"];
292 const filtered_move = Object.keys(move)
293 .filter(key => allowed_fields.includes(key))
294 .reduce((obj, key) => {
298 // Send move ("newmove" event) to opponent(s) (if ours)
299 // (otherwise move.elapsed is supposed to be already transmitted)
300 if (move.color == this.game.mycolor)
302 const elapsed = Date.now() - GameStorage.getInitime();
303 this.game.players.forEach(p => {
304 if (p.sid != this.st.user.sid)
305 this.st.conn.send("newmove",
308 move: Object.assign({}, filtered_move, {elapsed: elapsed}),
311 move.elapsed = elapsed;
317 elapsed: move.elapsed,
318 increment: this.game.increment, //redundant but faster
319 initime: (this.vr.turn == this.game.mycolor), //it's my turn
322 // NOTE: this update function should also work for corr games
323 gameOver: function(score) {
333 // Abort possible à tout moment avec message
334 // Sorry I have to go / Game seems over / Game is not interesting
335 // code "T" pour score "perte au temps" ?