3 input#modalChat.modal(type="checkbox" @click="resetChatColor")
4 div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
6 label.modal-close(for="modalChat")
8 span {{ Object.keys(people).length }} st.tr["participant(s):"]
9 span(v-for="p in Object.values(people)" v-if="!!p.name")
11 span.anonymous(v-if="Object.values(people).some(p => !p.name)")
13 Chat(:players="game.players" :pastChats="game.chats"
14 @newchat-sent="finishSendChat" @newchat-received="processChat")
16 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
18 | {{ st.tr["Variant:"] + " " }}
19 span.vname {{ game.vname }}
20 button#chatBtn(onClick="doClick('modalChat')") Chat
21 #actions(v-if="game.score=='*'")
22 button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
24 button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
25 button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
28 span.name(:class="{connected: isConnected(0)}")
29 | {{ game.players[0].name || "@nonymous" }}
30 span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
32 span.name(:class="{connected: isConnected(1)}")
33 | {{ game.players[1].name || "@nonymous" }}
34 span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
35 BaseGame(:game="game" :vr="vr" ref="basegame"
36 @newmove="processMove" @gameover="gameOver")
40 import BaseGame from "@/components/BaseGame.vue";
41 import Chat from "@/components/Chat.vue";
42 import { store } from "@/store";
43 import { GameStorage } from "@/utils/gameStorage";
44 import { ppt } from "@/utils/datetime";
45 import { extractTime } from "@/utils/timeControl";
46 import { ArrayFun } from "@/utils/array";
47 import { processModalClick } from "@/utils/modalClick";
48 import { getScoreMessage } from "@/utils/scoring";
56 // gameRef: to find the game in (potentially remote) storage
60 gameRef: { //given in URL (rid = remote ID)
64 game: {players:[{name:""},{name:""}]}, //passed to BaseGame
65 virtualClocks: [0, 0], //initialized with true game.clocks
66 vr: null, //"variant rules" object initialized from FEN
68 people: {}, //players + observers
69 lastate: undefined, //used if opponent send lastate before game is ready
70 repeat: {}, //detect position repetition
74 "$route": function(to, from) {
75 this.gameRef.id = to.params["id"];
76 this.gameRef.rid = to.query["rid"];
79 "game.clocks": function(newState) {
80 if (this.game.moves.length < 2 || this.game.score != "*")
82 // 1st move not completed yet, or game over: freeze time
83 this.virtualClocks = newState.map(s => ppt(s));
86 const currentTurn = this.vr.turn;
87 const colorIdx = ["w","b"].indexOf(currentTurn);
88 let countdown = newState[colorIdx] -
89 (Date.now() - this.game.initime[colorIdx])/1000;
90 this.virtualClocks = [0,1].map(i => {
91 const removeTime = i == colorIdx
92 ? (Date.now() - this.game.initime[colorIdx])/1000
94 return ppt(newState[i] - removeTime);
96 let clockUpdate = setInterval(() => {
97 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
99 clearInterval(clockUpdate);
101 this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
104 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
108 // NOTE: some redundant code with Hall.vue (related to people array)
109 created: function() {
110 // Always add myself to players' list
111 const my = this.st.user;
112 this.$set(this.people, my.sid, {id:my.id, name:my.name});
113 this.gameRef.id = this.$route.params["id"];
114 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
115 // Define socket .onmessage() and .onclose() events:
116 this.st.conn.onmessage = this.socketMessageListener;
117 const socketCloseListener = () => {
118 store.socketCloseListener(); //reinitialize connexion (in store.js)
119 this.st.conn.addEventListener('message', this.socketMessageListener);
120 this.st.conn.addEventListener('close', socketCloseListener);
122 this.st.conn.onclose = socketCloseListener;
123 // Socket init required before loading remote game:
124 const socketInit = (callback) => {
125 if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
127 else //socket not ready yet (initial loading)
128 this.st.conn.onopen = callback;
130 if (!this.gameRef.rid) //game stored locally or on server
131 this.loadGame(null, () => socketInit(this.roomInit));
132 else //game stored remotely: need socket to retrieve it
134 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
135 // --> It will be given when receiving "fullgame" socket event.
136 // A more general approach would be to store it somewhere.
137 socketInit(this.loadGame);
140 mounted: function() {
141 document.getElementById("chatWrap").addEventListener(
142 "click", processModalClick);
145 // O.1] Ask server for room composition:
146 roomInit: function() {
147 // Notify the room only now that I connected, because
148 // messages might be lost otherwise (if game loading is slow)
149 this.st.conn.send(JSON.stringify({code:"connect"}));
150 this.st.conn.send(JSON.stringify({code:"pollclients"}));
152 isConnected: function(index) {
153 const name = this.game.players[index].name;
154 if (this.st.user.name == name)
156 return Object.values(this.people).some(p => p.name == name);
158 socketMessageListener: function(msg) {
159 const data = JSON.parse(msg.data);
163 alert(this.st.tr["Warning: multi-tabs not supported"]);
165 // 0.2] Receive clients list (just socket IDs)
168 data.sockIds.forEach(sid => {
169 if (!!this.people[sid])
171 this.$set(this.people, sid, {id:0, name:""});
173 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
179 // Request for identification: reply if I'm not anonymous
180 if (this.st.user.id > 0)
182 this.st.conn.send(JSON.stringify({code:"identity",
184 // NOTE: decompose to avoid revealing email
185 name: this.st.user.name,
186 sid: this.st.user.sid,
195 // NOTE: sometimes player.id fails because player is undefined...
196 // Probably because the event was meant for Hall?
197 if (!this.people[data.user.sid])
199 this.$set(this.people, data.user.sid,
200 {id: data.user.id, name: data.user.name});
201 // Sending last state only for live games: corr games are complete,
202 // only if I played a move (otherwise opponent has all)
203 if (!!this.game.mycolor && this.game.type == "live"
204 && this.game.oppsid == data.user.sid
205 && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
207 // Send our "last state" informations to opponent
208 const L = this.game.moves.length;
209 this.st.conn.send(JSON.stringify({
211 target: data.user.sid,
214 lastMove: this.game.moves[L-1],
215 // Since we played a move, only drawOffer=="sent" is possible
216 drawSent: this.drawOffer == "sent",
217 score: this.game.score,
219 clocks: this.game.clocks,
226 // Send current (live) game if not asked by opponent (!)
227 if (this.game.players.some(p => p.sid == data.from))
231 // Minimal game informations:
233 players: this.game.players,
235 timeControl: this.game.timeControl,
237 this.st.conn.send(JSON.stringify({code:"game",
238 game:myGame, target:data.from}));
241 if (!!data.move.cancelDrawOffer) //opponent refuses draw
243 this.$set(this.game, "moveToPlay", data.move);
245 case "lastate": //got opponent infos about last move
248 if (!!this.game.type) //game is loaded
249 this.processLastate();
250 //else: will be processed when game is ready
254 this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
257 this.gameOver("?", "Abort");
260 this.gameOver("1/2", data.message);
263 // NOTE: observers don't know who offered draw
264 this.drawOffer = "received";
267 this.st.conn.send(JSON.stringify({code:"fullgame",
268 game:this.game, target:data.from}));
271 // Callback "roomInit" to poll clients only after game is loaded
272 this.loadGame(data.game, this.roomInit);
276 // TODO: next condition is probably not required. See note line 150
277 if (!this.people[data.from])
279 this.$set(this.people, data.from, {name:"", id:0});
280 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
285 this.$delete(this.people, data.from);
289 // lastate was received, but maybe game wasn't ready yet:
290 processLastate: function() {
291 const data = this.lastate;
292 this.lastate = undefined; //security...
293 const L = this.game.moves.length;
294 if (data.movesCount > L)
296 // Just got last move from him
297 if (data.score != "*" && this.game.score == "*")
298 this.gameOver(data.score);
299 this.game.clocks = data.clocks; //TODO: check this?
301 this.drawOffer = "received";
302 this.$set(this.game, "moveToPlay", data.lastMove);
305 clickDraw: function() {
306 if (!this.game.mycolor)
307 return; //I'm just spectator
308 if (["received","threerep"].includes(this.drawOffer))
310 if (!confirm(this.st.tr["Accept draw?"]))
312 const message = (this.drawOffer == "received"
314 : "Three repetitions");
315 Object.keys(this.people).forEach(sid => {
316 if (sid != this.st.user.sid)
318 this.st.conn.send(JSON.stringify({code:"draw",
319 message:message, target:sid}));
322 this.gameOver("1/2", message);
324 else if (this.drawOffer == "") //no effect if drawOffer == "sent"
326 if (this.game.mycolor != this.vr.turn)
327 return alert(this.st.tr["Draw offer only in your turn"]);
328 if (!confirm(this.st.tr["Offer draw?"]))
330 this.drawOffer = "sent";
331 Object.keys(this.people).forEach(sid => {
332 if (sid != this.st.user.sid)
333 this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
335 GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
338 abortGame: function() {
339 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
341 this.gameOver("?", "Abort");
342 Object.keys(this.people).forEach(sid => {
343 if (sid != this.st.user.sid)
345 this.st.conn.send(JSON.stringify({
352 resign: function(e) {
353 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
355 Object.keys(this.people).forEach(sid => {
356 if (sid != this.st.user.sid)
358 this.st.conn.send(JSON.stringify({code:"resign",
359 side:this.game.mycolor, target:sid}));
362 this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
364 // 3 cases for loading a game:
365 // - from indexedDB (running or completed live game I play)
366 // - from server (one correspondance game I play[ed] or not)
367 // - from remote peer (one live game I don't play, finished or not)
368 loadGame: function(game, callback) {
369 const afterRetrieval = async (game) => {
370 const vModule = await import("@/variants/" + game.vname + ".js");
371 window.V = vModule.VariantRules;
372 this.vr = new V(game.fen);
373 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
374 const tc = extractTime(game.timeControl);
377 if (game.players[0].color == "b")
379 // Adopt the same convention for live and corr games: [0] = white
380 [ game.players[0], game.players[1] ] =
381 [ game.players[1], game.players[0] ];
383 // corr game: needs to compute the clocks + initime
384 // NOTE: clocks in seconds, initime in milliseconds
385 game.clocks = [tc.mainTime, tc.mainTime];
386 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
387 if (game.score == "*") //otherwise no need to bother with time
389 game.initime = [0, 0];
390 const L = game.moves.length;
393 let addTime = [0, 0];
394 for (let i=2; i<L; i++)
396 addTime[i%2] += tc.increment -
397 (game.moves[i].played - game.moves[i-1].played) / 1000;
399 for (let i=0; i<=1; i++)
400 game.clocks[i] += addTime[i];
403 game.initime[L%2] = game.moves[L-1].played;
405 // Now that we used idx and played, re-format moves as for live games
406 game.moves = game.moves.map( (m) => {
415 // Also sort chat messages (if any)
416 game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
418 const myIdx = game.players.findIndex(p => {
419 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
421 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
423 game.clocks = [tc.mainTime, tc.mainTime];
424 if (game.score == "*")
426 game.initime[0] = Date.now();
429 // I play in this live game; corr games don't have clocks+initime
430 GameStorage.update(game.id,
433 initime: game.initime,
438 if (!!game.drawOffer)
440 if (game.drawOffer == "t") //three repetitions
441 this.drawOffer = "threerep";
445 this.drawOffer = "received"; //by any of the players
448 // I play in this game:
449 if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1))
450 this.drawOffer = "sent";
451 else //all other cases
452 this.drawOffer = "received";
457 game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
458 this.game = Object.assign({},
460 // NOTE: assign mycolor here, since BaseGame could also be VS computer
463 increment: tc.increment,
464 mycolor: [undefined,"w","b"][myIdx+1],
465 // opponent sid not strictly required (or available), but easier
466 // at least oppsid or oppid is available anyway:
467 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
468 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
471 this.repeat = {}; //reset: scan past moves' FEN:
473 // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
474 let vr_tmp = new V(game.fenStart);
475 game.moves.forEach(m => {
477 const fenObj = V.ParseFen( vr_tmp.getFen() );
478 repIdx = fenObj.position + "_" + fenObj.turn;
480 repIdx += "_" + fenObj.flags;
481 this.repeat[repIdx] = (!!this.repeat[repIdx]
482 ? this.repeat[repIdx]+1
485 if (this.repeat[repIdx] >= 3)
486 this.drawOffer = "threerep";
487 if (!!this.lastate) //lastate arrived before game was loaded:
488 this.processLastate();
492 return afterRetrieval(game);
493 if (!!this.gameRef.rid)
495 // Remote live game: forgetting about callback func... (TODO: design)
496 this.st.conn.send(JSON.stringify(
497 {code:"askfullgame", target:this.gameRef.rid}));
501 // Local or corr game
502 GameStorage.get(this.gameRef.id, afterRetrieval);
505 // Post-process a move (which was just played)
506 processMove: function(move) {
507 // Update storage (corr or live) if I play in the game
508 const colorIdx = ["w","b"].indexOf(move.color);
509 // https://stackoverflow.com/a/38750895
510 if (!!this.game.mycolor)
512 const allowed_fields = ["appear", "vanish", "start", "end"];
513 // NOTE: 'var' to see this variable outside this block
514 var filtered_move = Object.keys(move)
515 .filter(key => allowed_fields.includes(key))
516 .reduce((obj, key) => {
517 obj[key] = move[key];
521 // Send move ("newmove" event) to people in the room (if our turn)
523 if (move.color == this.game.mycolor)
525 if (this.drawOffer == "received") //I refuse draw
527 if (this.game.moves.length >= 2) //after first move
529 const elapsed = Date.now() - this.game.initime[colorIdx];
530 // elapsed time is measured in milliseconds
531 addTime = this.game.increment - elapsed/1000;
533 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
534 Object.keys(this.people).forEach(sid => {
535 if (sid != this.st.user.sid)
537 this.st.conn.send(JSON.stringify({
541 cancelDrawOffer: this.drawOffer=="",
547 addTime = move.addTime; //supposed transmitted
548 const nextIdx = ["w","b"].indexOf(this.vr.turn);
549 // Update current game object:
550 this.game.moves.push(move);
551 this.game.fen = move.fen;
552 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
553 this.game.initime[nextIdx] = Date.now();
554 // If repetition detected, consider that a draw offer was received:
555 const fenObj = V.ParseFen(move.fen);
556 let repIdx = fenObj.position + "_" + fenObj.turn;
558 repIdx += "_" + fenObj.flags;
559 this.repeat[repIdx] = (!!this.repeat[repIdx]
560 ? this.repeat[repIdx]+1
562 if (this.repeat[repIdx] >= 3)
563 this.drawOffer = "threerep";
564 else if (this.drawOffer == "threerep")
566 // Since corr games are stored at only one location, update should be
567 // done only by one player for each move:
568 if (!!this.game.mycolor &&
569 (this.game.type == "live" || move.color == this.game.mycolor))
572 switch (this.drawOffer)
578 drawCode = this.game.mycolor;
581 drawCode = this.vr.turn;
584 if (this.game.type == "corr")
586 GameStorage.update(this.gameRef.id,
591 squares: filtered_move,
592 played: Date.now(), //TODO: on server?
593 idx: this.game.moves.length - 1,
600 GameStorage.update(this.gameRef.id,
604 clocks: this.game.clocks,
605 initime: this.game.initime,
611 resetChatColor: function() {
612 // TODO: this is called twice, once on opening an once on closing
613 document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
615 finishSendChat: function(chat) {
616 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
617 if (this.game.type == "corr" && this.st.user.id > 0)
618 GameStorage.update(this.gameRef.id, {chat: chat});
620 processChat: function() {
621 if (!document.getElementById("modalChat").checked)
622 document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
624 gameOver: function(score, scoreMsg) {
625 this.game.score = score;
626 this.game.scoreMsg = this.st.tr[(!!scoreMsg
628 : getScoreMessage(score))];
629 const myIdx = this.game.players.findIndex(p => {
630 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
632 if (myIdx >= 0) //OK, I play in this game
634 GameStorage.update(this.gameRef.id,
635 {score: score, scoreMsg: scoreMsg});
642 <style lang="sass" scoped>
644 background-color: lightgreen
653 @media screen and (min-width: 768px)
656 @media screen and (max-width: 767px)
661 display: inline-block
664 display: inline-block
668 @media screen and (max-width: 767px)
671 @media screen and (min-width: 768px)
686 display: inline-block
690 display: inline-block
701 .draw-sent, .draw-sent:hover
702 background-color: lightyellow
704 .draw-received, .draw-received:hover
705 background-color: lightgreen
707 .draw-threerep, .draw-threerep:hover
708 background-color: #e4d1fc