From: Benjamin Auder Date: Tue, 3 Mar 2020 22:13:16 +0000 (+0100) Subject: 'update' X-Git-Url: https://git.auder.net/js/css/assets/current/rpsls.js?a=commitdiff_plain;h=1611a25f25911da6a95fc0095b31c4b096a6638e;p=vchess.git 'update' --- diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 1675c30b..ec25588b 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -77,6 +77,7 @@ import { processModalClick } from "@/utils/modalClick"; import { getFullNotation } from "@/utils/notation"; import { playMove, getFilteredMove } from "@/utils/playUndo"; import { getScoreMessage } from "@/utils/scoring"; +import { ArrayFun } from "@/utils/array"; import params from "@/parameters"; export default { name: "my-game", @@ -89,12 +90,12 @@ export default { return { st: store.state, gameRef: { - //given in URL (rid = remote ID) + // rid = remote (socket) ID id: "", rid: "" }, game: { - //passed to BaseGame + // Passed to BaseGame players: [{ name: "" }, { name: "" }], chats: [], rendered: false @@ -103,6 +104,7 @@ export default { vr: null, //"variant rules" object initialized from FEN drawOffer: "", people: {}, //players + observers + onMygames: [], //opponents (or me) on "MyGames" page lastate: undefined, //used if opponent send lastate before game is ready repeat: {}, //detect position repetition newChat: "", @@ -144,25 +146,20 @@ export default { if (!!this.conn && this.conn.readyState == 1) // 1 == OPEN state callback(); - else { + 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 = () => { - return callback(); - }; - } + this.conn.onopen = () => callback(); }; if (!this.gameRef.rid) // Game stored locally or on server this.loadGame(null, () => socketInit(this.roomInit)); - else { + 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. socketInit(this.loadGame); - } }, mounted: function() { document @@ -180,9 +177,8 @@ export default { this.send("pollclients"); }, send: function(code, obj) { - if (this.conn) { + if (this.conn) this.conn.send(JSON.stringify(Object.assign({ code: code }, obj))); - } }, isConnected: function(index) { const player = this.game.players[index]; @@ -191,8 +187,15 @@ export default { return true; // Try to find a match in people: return ( - Object.keys(this.people).some(sid => sid == player.sid) || - Object.values(this.people).some(p => p.id == player.uid) + ( + player.sid && + Object.keys(this.people).some(sid => sid == player.sid) + ) + || + ( + player.uid && + Object.values(this.people).some(p => p.id == player.uid) + ) ); }, resetChatColor: function() { @@ -210,10 +213,27 @@ export default { if (this.game.type == "corr") { if (this.game.mycolor) ajax("/chats", "DELETE", {gid: this.game.id}); - // TODO: this.game.chats = [] could be enough here? - this.$set(this.game, "chats", []); + this.game.chats = []; } }, + // Notify turn after a new move (to opponent and me on MyGames page) + notifyTurn: function(sid) { + const player = this.people[sid]; + const colorIdx = this.game.players.findIndex( + p => p.sid == sid || p.id == player.id); + const color = ["w","b"][colorIdx]; + const yourTurn = + ( + color == "w" && + this.game.movesCount % 2 == 0 + ) + || + ( + color == "b" && + this.game.movesCount % 2 == 1 + ); + this.send("turnchange", { target: sid, yourTurn: yourTurn }); + }, socketMessageListener: function(msg) { if (!this.conn) return; const data = JSON.parse(msg.data); @@ -237,6 +257,7 @@ export default { break; case "connect": if (!this.people[data.from]) + // TODO: people array should be init only after identity is known this.$set(this.people, data.from, { name: "", id: 0 }); if (!this.people[data.from].name) { this.newConnect[data.from] = true; //for self multi-connects tests @@ -246,12 +267,25 @@ export default { case "disconnect": this.$delete(this.people, data.from); break; + case "mconnect": + { + // TODO: from MyGames page : send mconnect message with the list of gid (live and corr) + // Either me (another tab) or opponent + const sid = data.from; + if (!this.onMygames.some(s => s == sid)) + { + this.onMygames.push(sid); + this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity) + } + break; + if (!this.people[sid]) + this.send("askidentity", { target: sid }); + } + case "mdisconnect": + ArrayFun.remove(this.onMygames, sid => sid == data.from); + break; case "killed": // I logged in elsewhere: - // TODO: this fails. See https://github.com/websockets/ws/issues/489 - //this.conn.removeEventListener("message", this.socketMessageListener); - //this.conn.removeEventListener("close", this.socketCloseListener); - //this.conn.close(); this.conn = null; alert(this.st.tr["New connexion detected: tab now offline"]); break; @@ -267,6 +301,7 @@ export default { break; } case "identity": { + // TODO: init people array here. const user = data.data; if (user.name) { // If I multi-connect, kill current connexion if no mark (I'm older) @@ -632,6 +667,9 @@ export default { }, 1000); }, // Post-process a (potentially partial) move (which was just played in BaseGame) + // TODO?: wait for AJAX return to finish processing a move, + // and for opponent pingback in case of live game : if none received after e.g. 500ms, re-send newmove + // ...and provide move index with newmove event for basic check after receiving processMove: function(move, data) { const moveCol = this.vr.turn; const doProcessMove = () => { @@ -665,6 +703,7 @@ export default { // Update current game object (no need for moves stack): playMove(move, this.vr); this.game.movesCount++; + // TODO: notifyTurn // (add)Time indication: useful in case of lastate infos requested this.game.moves.push({move:move, addTime:addTime}); this.game.fen = this.vr.getFen(); diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue index 5ceb7e32..9bcfd05e 100644 --- a/client/src/views/Hall.vue +++ b/client/src/views/Hall.vue @@ -486,10 +486,6 @@ export default { } case "killed": // I logged in elsewhere: - // TODO: this fails. See https://github.com/websockets/ws/issues/489 - //this.conn.removeEventListener("message", this.socketMessageListener); - //this.conn.removeEventListener("close", this.socketCloseListener); - //this.conn.close(); this.conn = null; alert(this.st.tr["New connexion detected: tab now offline"]); break; diff --git a/server/sockets.js b/server/sockets.js index 206c780f..3854ca2f 100644 --- a/server/sockets.js +++ b/server/sockets.js @@ -2,8 +2,7 @@ const url = require('url'); // Node version in Ubuntu 16.04 does not know about URL class // NOTE: url is already transformed, without ?xxx=yyy... parts -function getJsonFromUrl(url) -{ +function getJsonFromUrl(url) { const query = url.substr(2); //starts with "/?" let result = {}; query.split("&").forEach((part) => { @@ -14,9 +13,8 @@ function getJsonFromUrl(url) } // Helper to safe-send some message through a (web-)socket: -function send(socket, message) -{ - if (!!socket && socket.readyState == 1) +function send(socket, message) { + if (socket && socket.readyState == 1) socket.send(JSON.stringify(message)); } @@ -31,13 +29,14 @@ module.exports = function(wss) { const tmpId = query["tmpId"]; const page = query["page"]; const notifyRoom = (page,code,obj={}) => { - if (!clients[page]) - return; + if (!clients[page]) return; Object.keys(clients[page]).forEach(k => { Object.keys(clients[page][k]).forEach(x => { - if (k == sid && x == tmpId) - return; - send(clients[page][k][x], Object.assign({code:code, from:sid}, obj)); + if (k == sid && x == tmpId) return; + send( + clients[page][k][x], + Object.assign({code: code, from: sid}, obj) + ); }); }); }; @@ -45,17 +44,16 @@ module.exports = function(wss) { if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId]) return; //job already done delete clients[page][sid][tmpId]; - if (Object.keys(clients[page][sid]).length == 0) - { + if (Object.keys(clients[page][sid]).length == 0) { delete clients[page][sid]; - if (Object.keys(clients[page]) == 0) + if (Object.keys(clients[page]).length == 0) delete clients[page]; } }; + const doDisconnect = () => { deleteConnexion(); - if (!clients[page] || !clients[page][sid]) - { + if (!clients[page] || !clients[page][sid]) { // I effectively disconnected from this page: notifyRoom(page, "disconnect"); if (page.indexOf("/game/") >= 0) @@ -64,13 +62,11 @@ module.exports = function(wss) { }; const messageListener = (objtxt) => { let obj = JSON.parse(objtxt); - switch (obj.code) - { + switch (obj.code) { // Wait for "connect" message to notify connection to the room, // because if game loading is slow the message listener might // not be ready too early. - case "connect": - { + case "connect": { notifyRoom(page, "connect"); if (page.indexOf("/game/") >= 0) notifyRoom("/", "gconnect", {page:page}); @@ -80,8 +76,7 @@ module.exports = function(wss) { // When page changes: doDisconnect(); break; - case "killme": - { + case "killme": { // Self multi-connect: manual removal + disconnect const doKill = (pg) => { Object.keys(clients[pg][obj.sid]).forEach(x => { @@ -91,55 +86,53 @@ module.exports = function(wss) { }; const disconnectFromOtherConnexion = (pg,code,o={}) => { Object.keys(clients[pg]).forEach(k => { - if (k != obj.sid) - { + if (k != obj.sid) { Object.keys(clients[pg][k]).forEach(x => { - send(clients[pg][k][x], Object.assign({code:code, from:obj.sid}, o)); + send( + clients[pg][k][x], + Object.assign({code: code, from: obj.sid}, o) + ); }); } }); }; Object.keys(clients).forEach(pg => { - if (!!clients[pg][obj.sid]) - { + if (clients[pg][obj.sid]) { doKill(pg); disconnectFromOtherConnexion(pg, "disconnect"); - if (pg.indexOf("/game/") >= 0 && !!clients["/"]) - disconnectFromOtherConnexion("/", "gdisconnect", {page:pg}); + if (pg.indexOf("/game/") >= 0 && clients["/"]) + disconnectFromOtherConnexion("/", "gdisconnect", {page: pg}); } }); break; } - case "pollclients": //from Hall or Game - { + case "pollclients": { + // From Hall or Game let sockIds = []; Object.keys(clients[page]).forEach(k => { // Avoid polling myself: no new information to get - if (k != sid) - sockIds.push(k); + if (k != sid) sockIds.push(k); }); - send(socket, {code:"pollclients", sockIds:sockIds}); + send(socket, {code: "pollclients", sockIds: sockIds}); break; } - case "pollclientsandgamers": //from Hall - { + case "pollclientsandgamers": { + // From Hall let sockIds = []; Object.keys(clients["/"]).forEach(k => { // Avoid polling myself: no new information to get - if (k != sid) - sockIds.push({sid:k}); + if (k != sid) sockIds.push({sid:k}); }); // NOTE: a "gamer" could also just be an observer Object.keys(clients).forEach(p => { - if (p != "/") - { + if (p != "/") { Object.keys(clients[p]).forEach(k => { - if (k != sid) - sockIds.push({sid:k, page:p}); //page needed for gamers + // 'page' indicator is needed for gamers + if (k != sid) sockIds.push({sid:k, page:p}); }); } }); - send(socket, {code:"pollclientsandgamers", sockIds:sockIds}); + send(socket, {code: "pollclientsandgamers", sockIds: sockIds}); break; } @@ -149,23 +142,20 @@ module.exports = function(wss) { case "asklastate": case "askchallenge": case "askgame": - case "askfullgame": - { + case "askfullgame": { const pg = obj.page || page; //required for askidentity and askgame // In cas askfullgame to wrong SID for example, would crash: - if (clients[pg] && clients[pg][obj.target]) - { + if (clients[pg] && clients[pg][obj.target]) { const tmpIds = Object.keys(clients[pg][obj.target]); - if (obj.target == sid) //targetting myself - { + if (obj.target == sid) { + // Targetting myself const idx_myTmpid = tmpIds.findIndex(x => x == tmpId); - if (idx_myTmpid >= 0) - tmpIds.splice(idx_myTmpid, 1); + if (idx_myTmpid >= 0) tmpIds.splice(idx_myTmpid, 1); } const tmpId_idx = Math.floor(Math.random() * tmpIds.length); send( clients[pg][obj.target][tmpIds[tmpId_idx]], - {code:obj.code, from:[sid,tmpId,page]} + {code: obj.code, from: [sid,tmpId,page]} ); } break; @@ -176,7 +166,10 @@ module.exports = function(wss) { case "startgame": Object.keys(clients[page][obj.target]).forEach(x => { if (obj.target != sid || x != tmpId) - send(clients[page][obj.target][x], {code:obj.code, data:obj.data}); + send( + clients[page][obj.target][x], + {code: obj.code, data: obj.data} + ); }); break; @@ -190,32 +183,33 @@ module.exports = function(wss) { case "abort": case "drawoffer": case "draw": - { - notifyRoom(page, obj.code, {data:obj.data}); - const mygamesPg = "/mygames"; - if (obj.code == "newmove" && clients[mygamesPg]) - { - // Relay newmove info to myGames page - // NOTE: the move itself is not needed (for now at least) - const gid = page.split("/")[2]; //format is "/game/gid" - obj.data.players.forEach(pSid => { - if (clients[mygamesPg][pSid]) - { - Object.keys(clients[mygamesPg][pSid]).forEach(x => { - send( - clients[mygamesPg][pSid][x], - {code:"newmove", gid:gid} - ); - }); - } - }); - } + notifyRoom(page, obj.code, {data: obj.data}); break; - } case "result": // Special case: notify all, 'transroom': Game --> Hall - notifyRoom("/", "result", {gid:obj.gid, score:obj.score}); + notifyRoom("/", "result", {gid: obj.gid, score: obj.score}); + break; + + case "mconnect": + // Special case: notify some game rooms that + // I'm watching game state from MyGames + // TODO: this code is ignored for now + obj.gids.forEach(gid => { + const pg = "/game/" + gid; + Object.keys(clients[pg]).forEach(s => { + Object.keys(clients[pg][s]).forEach(x => { + send( + clients[pg][s][x], + {code: "mconnect", data: obj.data} + ); + }); + }); + }); + break; + case "mdisconnect": + // TODO + // Also TODO: pass newgame to MyGames, and gameover (result) break; // Passing, relaying something: from isn't needed,