+<template lang="pug">
+.row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ BaseGame(:vname="variant.name" :analyze="analyze"
+ :vr="vr" :fen-start="fenStart" :players="players" :mycolor="mycolor"
+ ref="basegame" @newmove="processMove")
+ .button-group(v-if="mode!='analyze'")
+ button(@click="offerDraw") Draw
+ button(@click="abortGame") Abort
+ button(@click="resign") Resign
+ div(v-if="mode=='corr'")
+ textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
+ div(v-show="cursor>=0") {{ moves[cursor].message }}
+</template>
+
+<script>
+import BaseGame from "@/components/BaseGame.vue";
+//import Chat from "@/components/Chat.vue";
+//import MoveList from "@/components/MoveList.vue";
+import { store } from "@/store";
+
+export default {
+ name: 'my-game',
+ components: {
+ BaseGame,
+ },
+ // gameRef: to find the game in (potentially remote) storage
+ // mode: "live" or "corr" (correspondance game), or "analyze"
+ data: function() {
+ return {
+ st: store.state,
+ // variables passed to BaseGame:
+ fenStart: "",
+ vr: null,
+ players: ["Myself","Computer"], //always playing white for now
+ mycolor: "w",
+ ////////////
+ gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID, if applicable)
+ mode: "live", //or "corr"
+ vname: "", //filled when game is retrieved
+ drawOfferSent: false, //did I just ask for draw?
+ players: [], //filled later (2 to 4 players)
+ people: [], //potential observers
+ };
+ },
+ computed: {
+ analyze: function() {
+ return this.mode == "analyze";
+ },
+ },
+ watch: {
+ '$route' (to, from) {
+ this.gameRef.id = to.params["id"];
+ this.gameRef.rid = to.query["rid"];
+ this.launchGame();
+ },
+ },
+ created: function() {
+ if (!!this.$route.params["id"])
+ {
+ this.gameRef.id = this.$route.params["id"];
+ this.gameRef.rid = this.$route.query["rid"];
+ this.launchGame();
+ }
+ // Poll all players except me (if I'm playing) to know online status.
+ // --> Send ping to server (answer pong if players[s] are connected)
+ if (!!this.gameRef.id)
+ {
+ this.players.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
+ });
+ }
+ // TODO: how to know who is observing ? Send message to everyone with game ID ?
+ // and then just listen to (dis)connect events
+
+ // TODO: also handle "draw accepted" (use opponents array?)
+ // --> must give this info also when sending lastState...
+ // and, if all players agree then OK draw (end game ...etc)
+ const socketMessageListener = msg => {
+ const data = JSON.parse(msg.data);
+ let L = undefined;
+ switch (data.code)
+ {
+ case "newmove":
+ // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
+ // ...or just see nothing as on buho21
+ this.$refs["baseGame"].play(
+ data.move, this.vname!="Dark" ? "animate" : null);
+ break;
+ case "pong": //received if we sent a ping (game still alive on our side)
+ if (this.gameRef.id != data.gameId)
+ break; //games IDs don't match: the game is definitely over...
+ this.oppConnected = true;
+ // Send our "last state" informations to opponent(s)
+ L = this.vr.moves.length;
+ Object.keys(this.opponents).forEach(oid => {
+ this.conn.send(JSON.stringify({
+ code: "lastate",
+ oppid: oid,
+ gameId: this.gameRef.id,
+ lastMove: (L>0?this.vr.moves[L-1]:undefined),
+ movesCount: L,
+ }));
+ });
+ break;
+ // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
+ case "lastate": //got opponent infos about last move
+ L = this.vr.moves.length;
+ if (this.gameRef.id != data.gameId)
+ break; //games IDs don't match: nothing we can do...
+ // OK, opponent still in game (which might be over)
+ if (this.score != "*")
+ {
+ // We finished the game (any result possible)
+ this.conn.send(JSON.stringify({
+ code: "lastate",
+ oppid: data.oppid,
+ gameId: this.gameRef.id,
+ score: this.score,
+ }));
+ }
+ else if (!!data.score) //opponent finished the game
+ this.endGame(data.score);
+ else if (data.movesCount < L)
+ {
+ // We must tell last move to opponent
+ this.conn.send(JSON.stringify({
+ code: "lastate",
+ oppid: this.opponent.id,
+ gameId: this.gameRef.id,
+ lastMove: this.vr.moves[L-1],
+ movesCount: L,
+ }));
+ }
+ else if (data.movesCount > L) //just got last move from him
+ this.play(data.lastMove, "animate");
+ break;
+ case "resign": //..you won!
+ this.endGame(this.mycolor=="w"?"1-0":"0-1");
+ break;
+ // TODO: also use (dis)connect info to count online players?
+ case "gameconnect":
+ case "gamedisconnect":
+ if (this.mode=="human")
+ {
+ const online = (data.code == "connect");
+ // If this is an opponent ?
+ if (!!this.opponents[data.id])
+ this.opponents[data.id].online = online;
+ else
+ {
+ // Or an observer ?
+ if (!online)
+ delete this.people[data.id];
+ else
+ this.people[data.id] = data.name;
+ }
+ }
+ break;
+ }
+ };
+ const socketCloseListener = () => {
+ this.conn.addEventListener('message', socketMessageListener);
+ this.conn.addEventListener('close', socketCloseListener);
+ };
+ if (!!this.conn)
+ {
+ this.conn.onmessage = socketMessageListener;
+ this.conn.onclose = socketCloseListener;
+ }
+ },
+ // dans variant.js (plutôt room.js) conn gère aussi les challenges
+ // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
+ methods: {
+ offerDraw: function() {
+ if (!confirm("Offer draw?"))
+ return;
+ // Stay in "draw offer sent" state until next move is played
+ this.drawOfferSent = true;
+ if (this.subMode == "corr")
+ {
+ // TODO: set drawOffer on in game (how ?)
+ }
+ else //live game
+ {
+ this.opponents.forEach(o => {
+ if (!!o.online)
+ {
+ try {
+ this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
+ } catch (INVALID_STATE_ERR) {
+ return;
+ }
+ }
+ });
+ }
+ },
+ // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
+ receiveDrawOffer: function() {
+ //if (...)
+ // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
+ // if accept: send message "draw"
+ },
+ abortGame: function() {
+ if (!confirm("Abort the game?"))
+ return;
+ //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
+ //send message: "gameOver" avec score "?"
+ },
+ resign: function(e) {
+ if (!confirm("Resign the game?"))
+ return;
+ if (this.mode == "human" && this.oppConnected(this.oppid))
+ {
+ try {
+ this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
+ } catch (INVALID_STATE_ERR) {
+ return;
+ }
+ }
+ this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ },
+ // TODO: vname is unknown before game is loaded (vname is a field in memory)
+ launchGame: async function() {
+ const vModule = await import("@/variants/" + this.vname + ".js");
+ window.V = vModule.VariantRules;
+ this.loadGame(this.gid);
+ },
+ loadGame: function(gid) {
+ // TODO: ask game to remote peer if this.remoteId is set
+ // (or just if game not found locally)
+ // NOTE: if it's a corr game, ask it from server
+ const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank
+ this.opponent.id = game.oppid; //opponent ID in case of running HH game
+ this.opponent.name = game.oppname; //maye be blank (if anonymous)
+ this.score = game.score;
+ this.mycolor = game.mycolor;
+ this.fenStart = game.fenStart;
+ this.moves = game.moves;
+ this.cursor = game.moves.length-1;
+ this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
+ // TODO: fill players array
+ },
+ oppConnected: function(uid) {
+ return this.opponents.any(o => o.id == uidi && o.online);
+ },
+ },
+};
+</script>