<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:vname="vname" :game-info="gameInfo" :analyze="analyze" :vr="vr"
- ref="basegame" @newmove="processMove")
- .button-group(v-if="mode!='analyze'")
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
+ .button-group(v-if="game.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-if="game.mode=='corr'")
+ textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
div(v-show="cursor>=0") {{ moves[cursor].message }}
</template>
BaseGame,
},
// gameRef: to find the game in (potentially remote) storage
- // mode: "live" or "corr" (correspondance game), or "analyze"
data: function() {
return {
st: store.state,
- gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID)
- gameInfo: {}, //passed to BaseGame
- vr: null, //TODO
- vname: "", //obtained from gameInfo (slightly redundant..)
+ gameRef: { //given in URL (rid = remote ID)
+ id: "",
+ rid: ""
+ },
+ game: { }, //passed to BaseGame
+ vr: null, //"variant rules" object initialized from FEN
drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
- people: [], //potential observers (TODO)
+ people: [ ], //potential observers (TODO)
};
},
- computed: {
- analyze: function() {
- return this.mode == "analyze";
- },
- },
watch: {
'$route' (to, from) {
if (!!to.params["id"])
// --> doivent être enregistrés comme observers au niveau du serveur...
// non: poll users + events startObserving / stopObserving
+ // (à faire au niveau du routeur ?)
// TODO: also handle "draw accepted" (use opponents array?)
// TODO: observer on dark games must see all board ? Or alternate ? (seems better)
// ...or just see nothing as on buho21
this.$refs["basegame"].play(
- data.move, this.vname!="Dark" ? "animate" : null);
+ data.move, this.game.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)
// Send our "last state" informations to opponent(s)
L = this.vr.moves.length;
Object.keys(this.opponents).forEach(oid => {
- this.conn.send(JSON.stringify({
+ this.st.conn.send(JSON.stringify({
code: "lastate",
oppid: oid,
gameId: this.gameRef.id,
if (this.score != "*")
{
// We finished the game (any result possible)
- this.conn.send(JSON.stringify({
+ this.st.conn.send(JSON.stringify({
code: "lastate",
oppid: data.oppid,
gameId: this.gameRef.id,
else if (data.movesCount < L)
{
// We must tell last move to opponent
- this.conn.send(JSON.stringify({
+ this.st.conn.send(JSON.stringify({
code: "lastate",
oppid: this.opponent.id,
gameId: this.gameRef.id,
this.play(data.lastMove, "animate");
break;
case "resign": //..you won!
- this.endGame(this.mycolor=="w"?"1-0":"0-1");
+ this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
break;
// TODO: also use (dis)connect info to count online players?
case "gameconnect":
}
};
const socketCloseListener = () => {
- this.conn.addEventListener('message', socketMessageListener);
- this.conn.addEventListener('close', socketCloseListener);
+ this.st.conn.addEventListener('message', socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
};
- if (!!this.conn)
- {
- this.conn.onmessage = socketMessageListener;
- this.conn.onclose = socketCloseListener;
- }
+ this.st.conn.onmessage = socketMessageListener;
+ this.st.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.
if (!!o.online)
{
try {
- this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
+ this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
} catch (INVALID_STATE_ERR) {
return;
}
return;
//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
//send message: "gameOver" avec score "?"
+ // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
},
resign: function(e) {
if (!confirm("Resign the game?"))
if (this.mode == "human" && this.oppConnected(this.oppid))
{
try {
- this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
+ this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
} catch (INVALID_STATE_ERR) {
return;
}
// - from indexedDB (one completed live game)
// - from server (one correspondance game I play[ed] or not)
// - from remote peer (one live game I don't play, finished or not)
- loadGame: async function() {
- this.gameInfo = GameStorage.get(this.gameRef);
- this.vname = this.gameInfo.vname;
- const vModule = await import("@/variants/" + this.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(this.gameInfo.fen);
-
+ loadGame: function() {
+ GameStorage.get(this.gameRef, async (game) => {
+ this.game = Object.assign({},
+ game,
+ // NOTE: assign mycolor here, since BaseGame could also bs VS computer
+ {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
+ p => p.sid == this.st.user.sid)]},
+ );
+ const vModule = await import("@/variants/" + game.vname + ".js");
+ window.V = vModule.VariantRules;
+ this.vr = new V(game.fen);
+ // Post-processing: decorate each move with current FEN:
+ // (to be able to jump to any position quickly)
+ game.moves.forEach(move => {
+ vr.play(move); //side-effect: set move.fen
+ });
+ this.vr.re_init(game.fen);
+ });
// // 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.gameInfo.players.some(p => p.sid == this.st.user.sid))
// });
// }
},
+ // TODO: refactor this old "oppConnected" logic
oppConnected: function(uid) {
return this.opponents.some(o => o.id == uid && o.online);
},
+ processMove: function(move) {
+ if (!this.game.mycolor)
+ return; //I'm just an observer
+ // TODO: update storage (corr or live),
+ GameStorage.update({
+ fen: move: clocks: ................ // TODO
+ });
+ // Send move ("newmove" event) to opponent(s) (if ours)
+ if (move.disappear[0].c == this.game.mycolor)
+ {
+ this.game.players.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ this.st.conn.send("newmove", {target:p.sid, move:move});
+ });
+ }
+ },
+ gameOver: function(score) {
+ // TODO: GameStorage.update with score
+ // NOTE: this update function should also work for corr games
+ },
},
};
</script>
+
+// TODO: utiliser "started" (renommer) pour se souvenir du timestamp où un user a commencé à réfléchir à un coup. Le sauvegarder dans update aussi...
+
+// variable initime à récupérer de game aussi (et pas "started")
+// si initime à -1 ou undefined alors pas commencé. Abort possible à tout moment avec message
+// Sorry I have to go / Game seems over / Game is not interesting
+
+move.clock à màj avec (current) clock - temps de réflexion (now() - initime) + increment
+après chaque coup dans une partie live ou corr non terminée.
+--> donc à Game.update on passe directement clock
+
+code "T" pour score "perte au temps" ?