X-Git-Url: https://git.auder.net/img/rock_paper_scissors_lizard_spock.gif?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=2da8d9e016f76f4753f93365f946872e25d0b54b;hb=d1be804633f9632b35662c0b10743ca50e10030f;hp=9a9710063932256181df338851688c41ba85d53b;hpb=910d631b73cad5ffef1b4461157b704e7e7057d8;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 9a971006..2da8d9e0 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -56,8 +56,8 @@ main | {{ game.players[1].name || "@nonymous" }} span.time(v-if="game.score=='*'") {{ virtualClocks[1] }} BaseGame( + ref="basegame" :game="game" - :vr="vr" @newmove="processMove" @gameover="gameOver" ) @@ -72,6 +72,8 @@ import { ppt } from "@/utils/datetime"; import { extractTime } from "@/utils/timeControl"; import { getRandString } from "@/utils/alea"; import { processModalClick } from "@/utils/modalClick"; +import { getFullNotation } from "@/utils/notation"; +import { playMove, getFilteredMove } from "@/utils/playUndo"; import { getScoreMessage } from "@/utils/scoring"; import params from "@/parameters"; export default { @@ -138,10 +140,10 @@ export default { // Socket init required before loading remote game: const socketInit = callback => { if (!!this.conn && this.conn.readyState == 1) - //1 == OPEN state + // 1 == OPEN state callback(); - //socket not ready yet (initial loading) else { + // Socket not ready yet (initial loading) // NOTE: it's important to call callback without arguments, // otherwise first arg is Websocket object and loadGame fails. this.conn.onopen = () => { @@ -150,10 +152,10 @@ export default { } }; if (!this.gameRef.rid) - //game stored locally or on server + // Game stored locally or on server this.loadGame(null, () => socketInit(this.roomInit)); - //game stored remotely: need socket to retrieve it else { + // Game stored remotely: need socket to retrieve it // NOTE: the callback "roomInit" will be lost, so we don't provide it. // --> It will be given when receiving "fullgame" socket event. // A more general approach would be to store it somewhere. @@ -292,7 +294,11 @@ export default { break; case "fullgame": // Callback "roomInit" to poll clients only after game is loaded - this.loadGame(data.data, this.roomInit); + let game = data.data; + // Move format isn't the same in storage and in browser, + // because of the 'addTime' field. + game.moves = game.moves.map(m => { return m.move || m; }); + this.loadGame(game, this.roomInit); break; case "asklastate": // Sending last state if I played a move or score != "*" @@ -320,27 +326,33 @@ export default { case "lastate": //got opponent infos about last move this.lastate = data.data; if (this.game.rendered) - //game is rendered (Board component) + // Game is rendered (Board component) this.processLastate(); - //else: will be processed when game is ready + // Else: will be processed when game is ready break; case "newmove": { const move = data.data; if (move.cancelDrawOffer) { - //opponent refuses draw + // Opponent refuses draw this.drawOffer = ""; // NOTE for corr games: drawOffer reset by player in turn if (this.game.type == "live" && !!this.game.mycolor) GameStorage.update(this.gameRef.id, { drawOffer: "" }); } - this.$set(this.game, "moveToPlay", move); + this.$refs["basegame"].play( + move.move, + "received", + null, + {addTime:move.addTime}); break; } case "resign": - this.gameOver(data.side == "b" ? "1-0" : "0-1", "Resign"); + const score = data.side == "b" ? "1-0" : "0-1"; + const side = data.side == "w" ? "White" : "Black"; + this.gameOver(score, side + " surrender"); break; case "abort": - this.gameOver("?", "Abort"); + this.gameOver("?", "Stop"); break; case "draw": this.gameOver("1/2", data.data); @@ -368,11 +380,11 @@ export default { const L = this.game.moves.length; if (data.movesCount > L) { // Just got last move from him - this.$set( - this.game, - "moveToPlay", - Object.assign({ initime: data.initime }, data.lastMove) - ); + this.$refs["basegame"].play( + data.lastMove.move, + "received", + null, + {addTime:data.lastMove.addTime, initime:data.initime}); } if (data.drawSent) this.drawOffer = "received"; if (data.score != "*") { @@ -391,7 +403,7 @@ export default { this.send("draw", { data: message }); this.gameOver("1/2", message); } else if (this.drawOffer == "") { - //no effect if drawOffer == "sent" + // No effect if drawOffer == "sent" if (this.game.mycolor != this.vr.turn) { alert(this.st.tr["Draw offer only in your turn"]); return; @@ -404,14 +416,16 @@ export default { }, abortGame: function() { if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return; - this.gameOver("?", "Abort"); + this.gameOver("?", "Stop"); this.send("abort"); }, resign: function() { if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"])) return; this.send("resign", { data: this.game.mycolor }); - this.gameOver(this.game.mycolor == "w" ? "0-1" : "1-0", "Resign"); + const score = this.game.mycolor == "w" ? "0-1" : "1-0"; + const side = this.game.mycolor == "w" ? "White" : "Black"; + this.gameOver(score, side + " surrender"); }, // 3 cases for loading a game: // - from indexedDB (running or completed live game I play) @@ -437,14 +451,14 @@ export default { game.players[0] ]; } - // corr game: needs to compute the clocks + initime + // corr game: need to compute the clocks + initime // NOTE: clocks in seconds, initime in milliseconds game.clocks = [tc.mainTime, tc.mainTime]; game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of + const L = game.moves.length; if (game.score == "*") { - //otherwise no need to bother with time + // Set clocks + initime game.initime = [0, 0]; - const L = game.moves.length; if (L >= 3) { let addTime = [0, 0]; for (let i = 2; i < L; i++) { @@ -456,43 +470,32 @@ export default { } if (L >= 1) game.initime[L % 2] = game.moves[L - 1].played; } - const reformattedMoves = game.moves.map(m => { - const s = m.squares; - return { - appear: s.appear, - vanish: s.vanish, - start: s.start, - end: s.end - }; - }); // Sort chat messages from newest to oldest game.chats.sort((c1, c2) => { return c2.added - c1.added; }); - if (myIdx >= 0 && game.chats.length > 0) { - // TODO: group multi-moves into an array, to deduce color from index - // and not need this (also repeated in BaseGame::re_setVariables()) - let vr_tmp = new V(game.fenStart); //vr is already at end of game - for (let i = 0; i < reformattedMoves.length; i++) { - game.moves[i].color = vr_tmp.turn; - vr_tmp.play(reformattedMoves[i]); - } - // Blue background on chat button if last chat message arrived after my last move. + if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) { + // Did a chat message arrive after my last move? let dtLastMove = 0; - for (let midx = game.moves.length - 1; midx >= 0; midx--) { - if (game.moves[midx].color == mycolor) { - dtLastMove = game.moves[midx].played; - break; + if (L == 1 && myIdx == 0) + dtLastMove = game.moves[0].played; + else if (L >= 2) { + if (L % 2 == 0) { + // It's now white turn + dtLastMove = game.moves[L-1-(1-myIdx)].played; + } else { + // Black turn: + dtLastMove = game.moves[L-1-myIdx].played; } } if (dtLastMove < game.chats[0].added) document.getElementById("chatBtn").classList.add("somethingnew"); } // Now that we used idx and played, re-format moves as for live games - game.moves = reformattedMoves; + game.moves = game.moves.map(m => m.squares); } if (gtype == "live" && game.clocks[0] < 0) { - //game unstarted + // Game is unstarted game.clocks = [tc.mainTime, tc.mainTime]; if (game.score == "*") { game.initime[0] = Date.now(); @@ -507,11 +510,11 @@ export default { } if (game.drawOffer) { if (game.drawOffer == "t") - //three repetitions + // Three repetitions this.drawOffer = "threerep"; else { + // Draw offered by any of the players: if (myIdx < 0) this.drawOffer = "received"; - //by any of the players else { // I play in this game: if ( @@ -519,16 +522,23 @@ export default { (game.drawOffer == "b" && myIdx == 1) ) this.drawOffer = "sent"; - //all other cases else this.drawOffer = "received"; } } } - if (game.scoreMsg) game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english - delete game["moveToPlay"]; //in case of! + this.repeat = {}; //reset: scan past moves' FEN: + let repIdx = 0; + let vr_tmp = new V(game.fenStart); + let curTurn = "n"; + game.moves.forEach(m => { + playMove(m, vr_tmp); + const fenIdx = vr_tmp.getFen().replace(/ /g, "_"); + this.repeat[fenIdx] = this.repeat[fenIdx] + ? this.repeat[fenIdx] + 1 + : 1; + }); + if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; this.game = Object.assign( - {}, - game, // NOTE: assign mycolor here, since BaseGame could also be VS computer { type: gtype, @@ -537,8 +547,10 @@ export default { // opponent sid not strictly required (or available), but easier // at least oppsid or oppid is available anyway: oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid, - oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid - } + oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid, + movesCount: game.moves.length + }, + game, ); this.re_setClocks(); this.$nextTick(() => { @@ -546,20 +558,6 @@ export default { // Did lastate arrive before game was rendered? if (this.lastate) this.processLastate(); }); - this.repeat = {}; //reset: scan past moves' FEN: - let repIdx = 0; - // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame - let vr_tmp = new V(game.fenStart); - game.moves.forEach(m => { - vr_tmp.play(m); - const fenObj = V.ParseFen(vr_tmp.getFen()); - repIdx = fenObj.position + "_" + fenObj.turn; - if (fenObj.flags) repIdx += "_" + fenObj.flags; - this.repeat[repIdx] = this.repeat[repIdx] - ? this.repeat[repIdx] + 1 - : 1; - }); - if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; if (callback) callback(); }; if (game) { @@ -571,16 +569,18 @@ export default { this.send("askfullgame", { target: this.gameRef.rid }); } else { // Local or corr game + // NOTE: afterRetrieval() is never called if game not found GameStorage.get(this.gameRef.id, afterRetrieval); } }, re_setClocks: function() { - if (this.game.moves.length < 2 || this.game.score != "*") { + if (this.game.movesCount < 2 || this.game.score != "*") { // 1st move not completed yet, or game over: freeze time this.virtualClocks = this.game.clocks.map(s => ppt(s)); return; } const currentTurn = this.vr.turn; + const currentMovesCount = this.game.moves.length; const colorIdx = ["w", "b"].indexOf(currentTurn); let countdown = this.game.clocks[colorIdx] - @@ -593,14 +593,14 @@ export default { let clockUpdate = setInterval(() => { if ( countdown < 0 || - this.vr.turn != currentTurn || + this.game.moves.length > currentMovesCount || this.game.score != "*" ) { clearInterval(clockUpdate); if (countdown < 0) this.gameOver( - this.vr.turn == "w" ? "0-1" : "1-0", - this.st.tr["Time"] + currentTurn == "w" ? "0-1" : "1-0", + "Time" ); } else this.$set( @@ -610,108 +610,112 @@ export default { ); }, 1000); }, - // Post-process a move (which was just played in BaseGame) - processMove: function(move) { - if (this.game.type == "corr" && move.color == this.game.mycolor) { - if ( - !confirm( - this.st.tr["Move played:"] + - " " + - move.notation + - "\n" + - this.st.tr["Are you sure?"] - ) - ) { - this.$set(this.game, "moveToUndo", move); - return; + // Post-process a (potentially partial) move (which was just played in BaseGame) + processMove: function(move, data) { + const moveCol = this.vr.turn; + const doProcessMove = () => { + const colorIdx = ["w", "b"].indexOf(moveCol); + const nextIdx = 1 - colorIdx; + if (this.game.mycolor) { + // NOTE: 'var' to see that variable outside this block + var filtered_move = getFilteredMove(move); } - } - const colorIdx = ["w", "b"].indexOf(move.color); - const nextIdx = ["w", "b"].indexOf(this.vr.turn); - // https://stackoverflow.com/a/38750895 - if (this.game.mycolor) { - const allowed_fields = ["appear", "vanish", "start", "end"]; - // NOTE: 'var' to see this variable outside this block - var filtered_move = Object.keys(move) - .filter(key => allowed_fields.includes(key)) - .reduce((obj, key) => { - obj[key] = move[key]; - return obj; - }, {}); - } - // Send move ("newmove" event) to people in the room (if our turn) - let addTime = 0; - if (move.color == this.game.mycolor) { - if (this.drawOffer == "received") - //I refuse draw - this.drawOffer = ""; - if (this.game.moves.length >= 2) { - //after first move - const elapsed = Date.now() - this.game.initime[colorIdx]; - // elapsed time is measured in milliseconds - addTime = this.game.increment - elapsed / 1000; - } - const sendMove = Object.assign({}, filtered_move, { - addTime: addTime, - cancelDrawOffer: this.drawOffer == "" - }); - this.send("newmove", { data: sendMove }); - // (Add)Time indication: useful in case of lastate infos requested - move.addTime = addTime; - } else addTime = move.addTime; //supposed transmitted - // Update current game object: - this.game.moves.push(move); - this.game.fen = move.fen; - this.game.clocks[colorIdx] += addTime; - // move.initime is set only when I receive a "lastate" move from opponent - this.game.initime[nextIdx] = move.initime || Date.now(); - this.re_setClocks(); - // If repetition detected, consider that a draw offer was received: - const fenObj = V.ParseFen(move.fen); - let repIdx = fenObj.position + "_" + fenObj.turn; - if (fenObj.flags) repIdx += "_" + fenObj.flags; - this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1; - if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; - else if (this.drawOffer == "threerep") this.drawOffer = ""; - // Since corr games are stored at only one location, update should be - // done only by one player for each move: - if ( - !!this.game.mycolor && - (this.game.type == "live" || move.color == this.game.mycolor) - ) { - let drawCode = ""; - switch (this.drawOffer) { - case "threerep": - drawCode = "t"; - break; - case "sent": - drawCode = this.game.mycolor; - break; - case "received": - drawCode = this.vr.turn; - break; - } - if (this.game.type == "corr") { - GameStorage.update(this.gameRef.id, { - fen: move.fen, - move: { - squares: filtered_move, - played: Date.now(), - idx: this.game.moves.length - 1 - }, - drawOffer: drawCode || "n" //"n" for "None" to force reset (otherwise it's ignored) - }); - } //live - else { - GameStorage.update(this.gameRef.id, { - fen: move.fen, + // Send move ("newmove" event) to people in the room (if our turn) + let addTime = data ? data.addTime : 0; + if (moveCol == this.game.mycolor) { + if (this.drawOffer == "received") + // I refuse draw + this.drawOffer = ""; + if (this.game.movesCount >= 2) { + const elapsed = Date.now() - this.game.initime[colorIdx]; + // elapsed time is measured in milliseconds + addTime = this.game.increment - elapsed / 1000; + } + const sendMove = { move: filtered_move, - clocks: this.game.clocks, - initime: this.game.initime, - drawOffer: drawCode - }); + addTime: addTime, + cancelDrawOffer: this.drawOffer == "" + }; + this.send("newmove", { data: sendMove }); + } + // Update current game object (no need for moves stack): + playMove(move, this.vr); + this.game.movesCount++; + // (add)Time indication: useful in case of lastate infos requested + this.game.moves.push({move:move, addTime:addTime}); + this.game.fen = this.vr.getFen(); + this.game.clocks[colorIdx] += addTime; + // data.initime is set only when I receive a "lastate" move from opponent + this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now(); + this.re_setClocks(); + // If repetition detected, consider that a draw offer was received: + const fenObj = V.ParseFen(this.game.fen); + let repIdx = fenObj.position + "_" + fenObj.turn; + if (fenObj.flags) repIdx += "_" + fenObj.flags; + this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1; + if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; + else if (this.drawOffer == "threerep") this.drawOffer = ""; + // Since corr games are stored at only one location, update should be + // done only by one player for each move: + if ( + this.game.mycolor && + (this.game.type == "live" || moveCol == this.game.mycolor) + ) { + let drawCode = ""; + switch (this.drawOffer) { + case "threerep": + drawCode = "t"; + break; + case "sent": + drawCode = this.game.mycolor; + break; + case "received": + drawCode = V.GetOppCol(this.game.mycolor); + break; + } + if (this.game.type == "corr") { + GameStorage.update(this.gameRef.id, { + fen: this.game.fen, + move: { + squares: filtered_move, + played: Date.now(), + idx: this.game.moves.length - 1 + }, + // Code "n" for "None" to force reset (otherwise it's ignored) + drawOffer: drawCode || "n" + }); + } + else { + // Live game: + GameStorage.update(this.gameRef.id, { + fen: this.game.fen, + move: filtered_move, + clocks: this.game.clocks, + initime: this.game.initime, + drawOffer: drawCode + }); + } } + }; + if (this.game.type == "corr" && moveCol == this.game.mycolor) { + setTimeout(() => { + if ( + !confirm( + this.st.tr["Move played:"] + + " " + + getFullNotation(move) + + "\n" + + this.st.tr["Are you sure?"] + ) + ) { + this.$refs["basegame"].cancelLastMove(); + return; + } + doProcessMove(); + // Let small time to finish drawing current move attempt: + }, 500); } + else doProcessMove(); }, resetChatColor: function() { // TODO: this is called twice, once on opening an once on closing @@ -725,14 +729,12 @@ export default { }, gameOver: function(score, scoreMsg) { this.game.score = score; - this.game.scoreMsg = this.st.tr[ - scoreMsg ? scoreMsg : getScoreMessage(score) - ]; + this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score)); const myIdx = this.game.players.findIndex(p => { return p.sid == this.st.user.sid || p.uid == this.st.user.id; }); if (myIdx >= 0) { - //OK, I play in this game + // OK, I play in this game GameStorage.update(this.gameRef.id, { score: score, scoreMsg: scoreMsg