| 1 | <!-- TODO: component Game, + handle players + observers connect/disconnect |
| 2 | event = "gameconnect" ...etc |
| 3 | connect/disconnect with sid+name (ID not required); name slightly redundant but easier |
| 4 | quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping) |
| 5 | (éventuel échange lastate avec les connectés, pong ...etc) |
| 6 | ensuite quand qqun se deco il suffit d'écouter "disconnect" |
| 7 | pareil quand quelqu'un reco. |
| 8 | (c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...) |
| 9 | // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too |
| 10 | // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? |
| 11 | // onClick :: ask full game to remote player, and register as an observer in game |
| 12 | // (use gameId to communicate) |
| 13 | // on landing on game :: if gameId not found locally, check remotely |
| 14 | // ==> il manque un param dans game : "remoteId" |
| 15 | --> |
| 16 | <template lang="pug"> |
| 17 | .row |
| 18 | .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 |
| 19 | BaseGame(:game="game" :vr="vr" ref="basegame" |
| 20 | @newmove="processMove" @gameover="gameOver") |
| 21 | .button-group(v-if="game.mode!='analyze'") |
| 22 | button(@click="offerDraw") Draw |
| 23 | button(@click="abortGame") Abort |
| 24 | button(@click="resign") Resign |
| 25 | div(v-if="game.mode=='corr'") |
| 26 | textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg") |
| 27 | div(v-show="cursor>=0") {{ moves[cursor].message }} |
| 28 | </template> |
| 29 | |
| 30 | <script> |
| 31 | import BaseGame from "@/components/BaseGame.vue"; |
| 32 | //import Chat from "@/components/Chat.vue"; |
| 33 | //import MoveList from "@/components/MoveList.vue"; |
| 34 | import { store } from "@/store"; |
| 35 | import { GameStorage } from "@/utils/storage"; |
| 36 | |
| 37 | export default { |
| 38 | name: 'my-game', |
| 39 | components: { |
| 40 | BaseGame, |
| 41 | }, |
| 42 | // gameRef: to find the game in (potentially remote) storage |
| 43 | data: function() { |
| 44 | return { |
| 45 | st: store.state, |
| 46 | gameRef: { //given in URL (rid = remote ID) |
| 47 | id: "", |
| 48 | rid: "" |
| 49 | }, |
| 50 | game: { }, //passed to BaseGame |
| 51 | vr: null, //"variant rules" object initialized from FEN |
| 52 | drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?) |
| 53 | people: [ ], //potential observers (TODO) |
| 54 | }; |
| 55 | }, |
| 56 | watch: { |
| 57 | '$route' (to, from) { |
| 58 | if (!!to.params["id"]) |
| 59 | { |
| 60 | this.gameRef.id = to.params["id"]; |
| 61 | this.gameRef.rid = to.query["rid"]; |
| 62 | this.loadGame(); |
| 63 | } |
| 64 | }, |
| 65 | }, |
| 66 | created: function() { |
| 67 | if (!!this.$route.params["id"]) |
| 68 | { |
| 69 | this.gameRef.id = this.$route.params["id"]; |
| 70 | this.gameRef.rid = this.$route.query["rid"]; |
| 71 | this.loadGame(); |
| 72 | } |
| 73 | // TODO: how to know who is observing ? Send message to everyone with game ID ? |
| 74 | // and then just listen to (dis)connect events |
| 75 | |
| 76 | |
| 77 | // server always send "connect on " + URL ; then add to observers if game... |
| 78 | // detect multiple tabs connected (when connect ask server if my SID is already in use) |
| 79 | // router when access a game page tell to server I joined + game ID (no need rid) |
| 80 | // and ask server for current joined (= observers) |
| 81 | // when send to chat (or a move), reach only this group (send gid along) |
| 82 | |
| 83 | // --> doivent être enregistrés comme observers au niveau du serveur... |
| 84 | // non: poll users + events startObserving / stopObserving |
| 85 | // (à faire au niveau du routeur ?) |
| 86 | |
| 87 | |
| 88 | // TODO: also handle "draw accepted" (use opponents array?) |
| 89 | // --> must give this info also when sending lastState... |
| 90 | // and, if all players agree then OK draw (end game ...etc) |
| 91 | const socketMessageListener = msg => { |
| 92 | const data = JSON.parse(msg.data); |
| 93 | let L = undefined; |
| 94 | switch (data.code) |
| 95 | { |
| 96 | case "newmove": |
| 97 | // TODO: observer on dark games must see all board ? Or alternate ? (seems better) |
| 98 | // ...or just see nothing as on buho21 |
| 99 | this.$refs["basegame"].play( |
| 100 | data.move, this.game.vname!="Dark" ? "animate" : null); |
| 101 | break; |
| 102 | case "pong": //received if we sent a ping (game still alive on our side) |
| 103 | if (this.gameRef.id != data.gameId) |
| 104 | break; //games IDs don't match: the game is definitely over... |
| 105 | this.oppConnected = true; |
| 106 | // Send our "last state" informations to opponent(s) |
| 107 | L = this.vr.moves.length; |
| 108 | Object.keys(this.opponents).forEach(oid => { |
| 109 | this.st.conn.send(JSON.stringify({ |
| 110 | code: "lastate", |
| 111 | oppid: oid, |
| 112 | gameId: this.gameRef.id, |
| 113 | lastMove: (L>0?this.vr.moves[L-1]:undefined), |
| 114 | movesCount: L, |
| 115 | })); |
| 116 | }); |
| 117 | break; |
| 118 | // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves |
| 119 | case "lastate": //got opponent infos about last move |
| 120 | L = this.vr.moves.length; |
| 121 | if (this.gameRef.id != data.gameId) |
| 122 | break; //games IDs don't match: nothing we can do... |
| 123 | // OK, opponent still in game (which might be over) |
| 124 | if (this.score != "*") |
| 125 | { |
| 126 | // We finished the game (any result possible) |
| 127 | this.st.conn.send(JSON.stringify({ |
| 128 | code: "lastate", |
| 129 | oppid: data.oppid, |
| 130 | gameId: this.gameRef.id, |
| 131 | score: this.score, |
| 132 | })); |
| 133 | } |
| 134 | else if (!!data.score) //opponent finished the game |
| 135 | this.endGame(data.score); |
| 136 | else if (data.movesCount < L) |
| 137 | { |
| 138 | // We must tell last move to opponent |
| 139 | this.st.conn.send(JSON.stringify({ |
| 140 | code: "lastate", |
| 141 | oppid: this.opponent.id, |
| 142 | gameId: this.gameRef.id, |
| 143 | lastMove: this.vr.moves[L-1], |
| 144 | movesCount: L, |
| 145 | })); |
| 146 | } |
| 147 | else if (data.movesCount > L) //just got last move from him |
| 148 | this.play(data.lastMove, "animate"); |
| 149 | break; |
| 150 | case "resign": //..you won! |
| 151 | this.endGame(this.game.mycolor=="w"?"1-0":"0-1"); |
| 152 | break; |
| 153 | // TODO: also use (dis)connect info to count online players? |
| 154 | case "gameconnect": |
| 155 | case "gamedisconnect": |
| 156 | if (this.mode=="human") |
| 157 | { |
| 158 | const online = (data.code == "connect"); |
| 159 | // If this is an opponent ? |
| 160 | if (!!this.opponents[data.id]) |
| 161 | this.opponents[data.id].online = online; |
| 162 | else |
| 163 | { |
| 164 | // Or an observer ? |
| 165 | if (!online) |
| 166 | delete this.people[data.id]; |
| 167 | else |
| 168 | this.people[data.id] = data.name; |
| 169 | } |
| 170 | } |
| 171 | break; |
| 172 | } |
| 173 | }; |
| 174 | const socketCloseListener = () => { |
| 175 | this.st.conn.addEventListener('message', socketMessageListener); |
| 176 | this.st.conn.addEventListener('close', socketCloseListener); |
| 177 | }; |
| 178 | this.st.conn.onmessage = socketMessageListener; |
| 179 | this.st.conn.onclose = socketCloseListener; |
| 180 | }, |
| 181 | // dans variant.js (plutôt room.js) conn gère aussi les challenges |
| 182 | // et les chats dans chat.js. Puis en webRTC, repenser tout ça. |
| 183 | methods: { |
| 184 | offerDraw: function() { |
| 185 | if (!confirm("Offer draw?")) |
| 186 | return; |
| 187 | // Stay in "draw offer sent" state until next move is played |
| 188 | this.drawOfferSent = true; |
| 189 | if (this.subMode == "corr") |
| 190 | { |
| 191 | // TODO: set drawOffer on in game (how ?) |
| 192 | } |
| 193 | else //live game |
| 194 | { |
| 195 | this.opponents.forEach(o => { |
| 196 | if (!!o.online) |
| 197 | { |
| 198 | try { |
| 199 | this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id})); |
| 200 | } catch (INVALID_STATE_ERR) { |
| 201 | return; |
| 202 | } |
| 203 | } |
| 204 | }); |
| 205 | } |
| 206 | }, |
| 207 | // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) |
| 208 | receiveDrawOffer: function() { |
| 209 | //if (...) |
| 210 | // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" |
| 211 | // if accept: send message "draw" |
| 212 | }, |
| 213 | abortGame: function() { |
| 214 | if (!confirm("Abort the game?")) |
| 215 | return; |
| 216 | //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, |
| 217 | //send message: "gameOver" avec score "?" |
| 218 | // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case |
| 219 | }, |
| 220 | resign: function(e) { |
| 221 | if (!confirm("Resign the game?")) |
| 222 | return; |
| 223 | if (this.mode == "human" && this.oppConnected(this.oppid)) |
| 224 | { |
| 225 | try { |
| 226 | this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); |
| 227 | } catch (INVALID_STATE_ERR) { |
| 228 | return; |
| 229 | } |
| 230 | } |
| 231 | this.endGame(this.mycolor=="w"?"0-1":"1-0"); |
| 232 | }, |
| 233 | // 4 cases for loading a game: |
| 234 | // - from localStorage (one running game I play) |
| 235 | // - from indexedDB (one completed live game) |
| 236 | // - from server (one correspondance game I play[ed] or not) |
| 237 | // - from remote peer (one live game I don't play, finished or not) |
| 238 | loadGame: function() { |
| 239 | GameStorage.get(this.gameRef, async (game) => { |
| 240 | this.game = Object.assign({}, |
| 241 | game, |
| 242 | // NOTE: assign mycolor here, since BaseGame could also bs VS computer |
| 243 | {mycolor: [undefined,"w","b"][1 + game.players.findIndex( |
| 244 | p => p.sid == this.st.user.sid)]}, |
| 245 | ); |
| 246 | const vModule = await import("@/variants/" + game.vname + ".js"); |
| 247 | window.V = vModule.VariantRules; |
| 248 | this.vr = new V(game.fen); |
| 249 | }); |
| 250 | // // Poll all players except me (if I'm playing) to know online status. |
| 251 | // // --> Send ping to server (answer pong if players[s] are connected) |
| 252 | // if (this.gameInfo.players.some(p => p.sid == this.st.user.sid)) |
| 253 | // { |
| 254 | // this.game.players.forEach(p => { |
| 255 | // if (p.sid != this.st.user.sid) |
| 256 | // this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid})); |
| 257 | // }); |
| 258 | // } |
| 259 | }, |
| 260 | // TODO: refactor this old "oppConnected" logic |
| 261 | oppConnected: function(uid) { |
| 262 | return this.opponents.some(o => o.id == uid && o.online); |
| 263 | }, |
| 264 | processMove: function(move) { |
| 265 | if (!this.game.mycolor) |
| 266 | return; //I'm just an observer |
| 267 | // TODO: update storage (corr or live), |
| 268 | GameStorage.update({ |
| 269 | fen: move: clocks: ................ // TODO |
| 270 | }); |
| 271 | // Send move ("newmove" event) to opponent(s) (if ours) |
| 272 | if (move.disappear[0].c == this.game.mycolor) |
| 273 | { |
| 274 | this.game.players.forEach(p => { |
| 275 | if (p.sid != this.st.user.sid) |
| 276 | this.st.conn.send("newmove", {target:p.sid, move:move}); |
| 277 | }); |
| 278 | } |
| 279 | }, |
| 280 | gameOver: function(score) { |
| 281 | // TODO: GameStorage.update with score |
| 282 | // NOTE: this update function should also work for corr games |
| 283 | }, |
| 284 | }, |
| 285 | }; |
| 286 | </script> |