X-Git-Url: https://git.auder.net/pieces/Checkered/cb.svg?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=b7cc1fc08ef1ccb72852b9f926b331d8df1101a4;hb=a154d45ebb7e409cd714d0c517e79c8147bdea69;hp=1ffcda41cf495facddf1892988c4e71cb689ee67;hpb=430a203855578f9bbf4c851165c6066a741ff1f8;p=vchess.git
diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue
index 1ffcda41..b7cc1fc0 100644
--- a/client/src/views/Game.vue
+++ b/client/src/views/Game.vue
@@ -1,18 +1,35 @@
main
+ input#modalChat.modal(type="checkbox" @click="resetChatColor()")
+ div#chatWrap(role="dialog" data-checkbox="modalChat")
+ #chat.card
+ label.modal-close(for="modalChat")
+ #participants
+ span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
+ span(v-for="p in Object.values(people)" v-if="!!p.name")
+ | {{ p.name }}
+ span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+ | + @nonymous
+ Chat(:players="game.players" :pastChats="game.chats"
+ :newChat="newChat" @mychat="processChat")
.row
- #chat.col-sm-12.col-md-4.col-md-offset-4
- Chat(:players="game.players")
- .row
- .col-sm-12
- #actions(v-if="game.mode!='analyze' && game.score=='*'")
- button(@click="offerDraw") Draw
- button(@click="abortGame") Abort
- button(@click="resign") Resign
- div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
- div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
- div(v-if="game.type=='corr'") {{ game.corrMsg }}
- textarea(v-if="game.score=='*'" v-model="corrMsg")
+ #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+ span.variant-info {{ game.vname }}
+ button#chatBtn(onClick="doClick('modalChat')") Chat
+ #actions(v-if="game.score=='*'")
+ button(@click="clickDraw()" :class="{['draw-' + drawOffer]: true}")
+ | {{ st.tr["Draw"] }}
+ button(v-if="!!game.mycolor" @click="abortGame()") {{ st.tr["Abort"] }}
+ button(v-if="!!game.mycolor" @click="resign()") {{ st.tr["Resign"] }}
+ #playersInfo
+ p
+ span.name(:class="{connected: isConnected(0)}")
+ | {{ game.players[0].name || "@nonymous" }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
+ span.split-names -
+ span.name(:class="{connected: isConnected(1)}")
+ | {{ game.players[1].name || "@nonymous" }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
@@ -24,8 +41,11 @@ import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
import { ppt } from "@/utils/datetime";
import { extractTime } from "@/utils/timeControl";
+import { getRandString } from "@/utils/alea";
import { ArrayFun } from "@/utils/array";
-
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
+import params from "@/parameters";
export default {
name: 'my-game',
components: {
@@ -40,14 +60,23 @@ export default {
id: "",
rid: ""
},
- game: {players:[{name:""},{name:""}]}, //passed to BaseGame
- corrMsg: "", //to send offline messages in corr games
+ game: { //passed to BaseGame
+ players:[{name:""},{name:""}],
+ chats: [],
+ rendered: false,
+ },
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
- drawOffer: "", //TODO: use for button style
- people: [], //players + observers
+ drawOffer: "",
+ people: {}, //players + observers
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
+ newChat: "",
+ conn: null,
+ connexionString: "",
+ // Related to (killing of) self multi-connects:
+ newConnect: {},
+ killed: {},
};
},
watch: {
@@ -78,37 +107,34 @@ export default {
{
clearInterval(clockUpdate);
if (countdown < 0)
- this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+ this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
}
else
- {
- // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
- }
}, 1000);
},
},
- // TODO: redundant code with Hall.vue (related to people array)
+ // NOTE: some redundant code with Hall.vue (mostly related to people array)
created: function() {
// Always add myself to players' list
const my = this.st.user;
- this.people.push({sid:my.sid, id:my.id, name:my.name});
+ this.$set(this.people, my.sid, {id:my.id, name:my.name});
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"]; //may be undefined
- // Define socket .onmessage() and .onclose() events:
- this.st.conn.onmessage = this.socketMessageListener;
- const socketCloseListener = () => {
- store.socketCloseListener(); //reinitialize connexion (in store.js)
- this.st.conn.addEventListener('message', this.socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- };
- this.st.conn.onclose = socketCloseListener;
+ // Initialize connection
+ this.connexionString = params.socketUrl +
+ "/?sid=" + this.st.user.sid +
+ "&tmpId=" + getRandString() +
+ "&page=" + encodeURIComponent(this.$route.path);
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.onmessage = this.socketMessageListener;
+ this.conn.onclose = this.socketCloseListener;
// Socket init required before loading remote game:
const socketInit = (callback) => {
- if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ if (!!this.conn && this.conn.readyState == 1) //1 == OPEN state
callback();
else //socket not ready yet (initial loading)
- this.st.conn.onopen = callback;
+ this.conn.onopen = callback;
};
if (!this.gameRef.rid) //game stored locally or on server
this.loadGame(null, () => socketInit(this.roomInit));
@@ -120,94 +146,185 @@ export default {
socketInit(this.loadGame);
}
},
+ mounted: function() {
+ document.getElementById("chatWrap").addEventListener(
+ "click", processModalClick);
+ },
+ beforeDestroy: function() {
+ this.send("disconnect");
+ },
methods: {
- // O.1] Ask server for room composition:
roomInit: function() {
- this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ // Notify the room only now that I connected, because
+ // messages might be lost otherwise (if game loading is slow)
+ this.send("connect");
+ this.send("pollclients");
+ },
+ send: function(code, obj) {
+ if (!!this.conn)
+ {
+ this.conn.send(JSON.stringify(
+ Object.assign(
+ {code: code},
+ obj,
+ )
+ ));
+ }
+ },
+ isConnected: function(index) {
+ const player = this.game.players[index];
+ // Is it me ?
+ if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
+ 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);
},
socketMessageListener: function(msg) {
+ if (!this.conn)
+ return;
const data = JSON.parse(msg.data);
switch (data.code)
{
- case "duplicate":
- alert("Warning: duplicate 'offline' connection");
- break;
- // 0.2] Receive clients list (just socket IDs)
case "pollclients":
- {
data.sockIds.forEach(sid => {
- this.people.push({sid:sid, id:0, name:""});
- // Ask only identity
- this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+ this.$set(this.people, sid, {id:0, name:""});
+ if (sid != this.st.user.sid)
+ {
+ this.send("askidentity", {target:sid});
+ // Ask potentially missed last state, if opponent and I play
+ if (!!this.game.mycolor
+ && this.game.type == "live" && this.game.score == "*"
+ && this.game.players.some(p => p.sid == sid))
+ {
+ this.send("asklastate", {target:sid});
+ }
+ }
});
break;
- }
- case "askidentity":
- {
- // Request for identification: reply if I'm not anonymous
- if (this.st.user.id > 0)
+ case "connect":
+ if (!this.people[data.from])
+ this.$set(this.people, data.from, {name:"", id:0});
+ if (!this.people[data.from].name)
{
- this.st.conn.send(JSON.stringify(
- // people[0] instead of st.user to avoid sending email
- {code:"identity", user:this.people[0], target:data.from}));
+ this.newConnect[data.from] = true; //for self multi-connects tests
+ this.send("askidentity", {target:data.from});
}
break;
+ case "disconnect":
+ this.$delete(this.people, data.from);
+ break;
+ case "killed":
+ // I logged in elsewhere:
+ alert(this.st.tr["New connexion detected: tab now offline"]);
+ // 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;
+ break;
+ case "askidentity":
+ {
+ // Request for identification (TODO: anonymous shouldn't need to reply)
+ const me = {
+ // Decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ };
+ this.send("identity", {data:me, target:data.from});
+ break;
}
case "identity":
{
- let player = this.people.find(p => p.sid == data.user.sid);
- // NOTE: sometimes player.id fails because player is undefined...
- // Probably because the event was meant for Hall?
- if (!player)
- return;
- player.id = data.user.id;
- player.name = data.user.name;
- // Sending last state only for live games: corr games are complete
- if (this.game.type == "live" && this.game.oppsid == player.sid)
+ const user = data.data;
+ if (!!user.name) //otherwise anonymous
{
- // Send our "last state" informations to opponent
- const L = this.game.moves.length;
- let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
- if (!!lastMove && this.drawOffer == "sent")
- lastMove.draw = true;
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- target: player.sid,
- state:
+ // If I multi-connect, kill current connexion if no mark (I'm older)
+ if (this.newConnect[user.sid] && user.id > 0
+ && user.id == this.st.user.id && user.sid != this.st.user.sid)
+ {
+ if (!this.killed[this.st.user.sid])
{
- lastMove: lastMove,
- score: this.game.score,
- movesCount: L,
- clocks: this.game.clocks,
+ this.send("killme", {sid:this.st.user.sid});
+ this.killed[this.st.user.sid] = true;
}
- }));
+ }
+ if (user.sid != this.st.user.sid) //I already know my identity...
+ {
+ this.$set(this.people, user.sid,
+ {
+ id: user.id,
+ name: user.name,
+ });
+ }
}
+ delete this.newConnect[user.sid];
break;
}
case "askgame":
- // Send current (live) game
- const myGame =
+ // Send current (live) game if not asked by any of the players
+ if (this.game.type == "live"
+ && this.game.players.every(p => p.sid != data.from[0]))
{
- // Minimal game informations:
- id: this.game.id,
- players: this.game.players.map(p => { return {name:p.name}; }),
- vid: this.game.vid,
- timeControl: this.game.timeControl,
- };
- this.st.conn.send(JSON.stringify({code:"game",
- game:myGame, target:data.from}));
+ const myGame = {
+ id: this.game.id,
+ fen: this.game.fen,
+ players: this.game.players,
+ vid: this.game.vid,
+ cadence: this.game.cadence,
+ score: this.game.score,
+ rid: this.st.user.sid, //useful in Hall if I'm an observer
+ };
+ this.send("game", {data:myGame, target:data.from});
+ }
break;
- case "newmove":
- this.corrMsg = data.move.message; //may be empty
- this.$set(this.game, "moveToPlay", data.move); //TODO: Vue3...
+ case "askfullgame":
+ this.send("fullgame", {data:this.game, target:data.from});
+ break;
+ case "fullgame":
+ // Callback "roomInit" to poll clients only after game is loaded
+ this.loadGame(data.data, this.roomInit);
+ break;
+ case "asklastate":
+ // Sending last state if I played a move or score != "*"
+ if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+ || this.game.score != "*" || this.drawOffer == "sent")
+ {
+ // Send our "last state" informations to opponent
+ const L = this.game.moves.length;
+ const myIdx = ["w","b"].indexOf(this.game.mycolor);
+ const myLastate = {
+ // NOTE: lastMove (when defined) includes addTime
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ // Since we played a move (or abort or resign),
+ // only drawOffer=="sent" is possible
+ drawSent: this.drawOffer == "sent",
+ score: this.game.score,
+ movesCount: L,
+ initime: this.game.initime[1-myIdx], //relevant only if I played
+ };
+ this.send("lastate", {data:myLastate, target:data.from});
+ }
break;
case "lastate": //got opponent infos about last move
- {
- this.lastate = data;
- if (!!this.game.type) //game is loaded
+ this.lastate = data.data;
+ if (this.game.rendered) //game is rendered (Board component)
this.processLastate();
//else: will be processed when game is ready
break;
+ case "newmove":
+ {
+ const move = data.data;
+ if (!!move.cancelDrawOffer) //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.$set(this.game, "moveToPlay", move);
+ break;
}
case "resign":
this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
@@ -216,29 +333,27 @@ export default {
this.gameOver("?", "Abort");
break;
case "draw":
- this.gameOver("1/2", "Mutual agreement");
+ this.gameOver("1/2", data.data);
break;
case "drawoffer":
- this.drawOffer = "received"; //TODO: observers don't know who offered draw
- break;
- case "askfullgame":
- this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
- break;
- case "fullgame":
- // Callback "roomInit" to poll clients only after game is loaded
- this.loadGame(data.game, this.roomInit);
+ // NOTE: observers don't know who offered draw
+ this.drawOffer = "received";
break;
- case "connect":
+ case "newchat":
{
- this.people.push({name:"", id:0, sid:data.from});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+ const chat = data.data;
+ this.newChat = chat;
+ if (!document.getElementById("modalChat").checked)
+ document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
break;
}
- case "disconnect":
- ArrayFun.remove(this.people, p => p.sid == data.from);
- break;
}
},
+ socketCloseListener: function() {
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener('message', this.socketMessageListener);
+ this.conn.addEventListener('close', this.socketCloseListener);
+ },
// lastate was received, but maybe game wasn't ready yet:
processLastate: function() {
const data = this.lastate;
@@ -247,72 +362,51 @@ export default {
if (data.movesCount > L)
{
// Just got last move from him
- this.$set(this.game, "moveToPlay", data.lastMove);
- if (data.score != "*" && this.game.score == "*")
- {
- // Opponent resigned or aborted game, or accepted draw offer
- // (this is not a stalemate or checkmate)
- this.gameOver(data.score, "Opponent action");
- }
- this.game.clocks = data.clocks; //TODO: check this?
- if (!!data.lastMove.draw)
- this.drawOffer = "received";
+ this.$set(this.game, "moveToPlay", Object.assign({initime: data.initime}, data.lastMove));
}
- },
- offerDraw: function() {
- if (this.drawOffer == "received")
+ if (data.drawSent)
+ this.drawOffer = "received";
+ if (data.score != "*")
{
- if (!confirm("Accept draw?"))
- return;
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
- this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
- });
- this.gameOver("1/2", "Mutual agreement");
+ this.drawOffer = "";
+ if (this.game.score == "*")
+ this.gameOver(data.score);
}
- else if (this.drawOffer == "sent")
+ },
+ clickDraw: function() {
+ if (!this.game.mycolor)
+ return; //I'm just spectator
+ if (["received","threerep"].includes(this.drawOffer))
{
- this.drawOffer = "";
- if (this.game.type == "corr")
- GameStorage.update(this.gameRef.id, {drawOffer: false});
+ if (!confirm(this.st.tr["Accept draw?"]))
+ return;
+ const message = (this.drawOffer == "received"
+ ? "Mutual agreement"
+ : "Three repetitions");
+ this.send("draw", {data:message});
+ this.gameOver("1/2", message);
}
- else
+ else if (this.drawOffer == "") //no effect if drawOffer == "sent"
{
- if (!confirm("Offer draw?"))
+ if (this.game.mycolor != this.vr.turn)
+ return alert(this.st.tr["Draw offer only in your turn"]);
+ if (!confirm(this.st.tr["Offer draw?"]))
return;
this.drawOffer = "sent";
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
- this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
- });
- if (this.game.type == "corr")
- GameStorage.update(this.gameRef.id, {drawOffer: true});
+ this.send("drawoffer");
+ GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
}
},
abortGame: function() {
- if (!confirm(this.st.tr["Terminate game?"]))
+ if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
return;
this.gameOver("?", "Abort");
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
- {
- this.st.conn.send(JSON.stringify({
- code: "abort",
- target: p.sid,
- }));
- }
- });
+ this.send("abort");
},
resign: function(e) {
- if (!confirm("Resign the game?"))
+ if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
- {
- this.st.conn.send(JSON.stringify({code:"resign",
- side:this.game.mycolor, target:p.sid}));
- }
- });
+ this.send("resign", {data:this.game.mycolor});
this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
@@ -324,8 +418,10 @@ export default {
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
- const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
- const tc = extractTime(game.timeControl);
+ const gtype = (game.cadence.indexOf('d') >= 0 ? "corr" : "live");
+ const tc = extractTime(game.cadence);
+ if (!game.chats)
+ game.chats = []; //live games don't have chat history
if (gtype == "corr")
{
if (game.players[0].color == "b")
@@ -355,8 +451,6 @@ export default {
}
if (L >= 1)
game.initime[L%2] = game.moves[L-1].played;
- if (game.drawOffer)
- this.drawOffer = "received";
}
// Now that we used idx and played, re-format moves as for live games
game.moves = game.moves.map( (m) => {
@@ -366,9 +460,10 @@ export default {
vanish: s.vanish,
start: s.start,
end: s.end,
- message: m.message,
};
});
+ // Also sort chat messages (if any)
+ game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
}
const myIdx = game.players.findIndex(p => {
return p.sid == this.st.user.sid || p.uid == this.st.user.id;
@@ -390,6 +485,26 @@ export default {
}
}
}
+ if (!!game.drawOffer)
+ {
+ if (game.drawOffer == "t") //three repetitions
+ this.drawOffer = "threerep";
+ else
+ {
+ if (myIdx < 0)
+ this.drawOffer = "received"; //by any of the players
+ else
+ {
+ // I play in this game:
+ if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1))
+ this.drawOffer = "sent";
+ else //all other cases
+ this.drawOffer = "received";
+ }
+ }
+ }
+ if (!!game.scoreMsg)
+ game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also be VS computer
@@ -403,9 +518,28 @@ export default {
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
- this.repeat = {}; //reset
- if (!!this.lastate) //lastate arrived before game was loaded:
- this.processLastate();
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // 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";
callback();
};
if (!!game)
@@ -413,8 +547,7 @@ export default {
if (!!this.gameRef.rid)
{
// Remote live game: forgetting about callback func... (TODO: design)
- this.st.conn.send(JSON.stringify(
- {code:"askfullgame", target:this.gameRef.rid}));
+ this.send("askfullgame", {target:this.gameRef.rid});
}
else
{
@@ -424,61 +557,93 @@ export default {
},
// Post-process a move (which was just played)
processMove: function(move) {
- if (!this.game.mycolor)
- return; //I'm just an observer
- // Update storage (corr or live)
+ // Update storage (corr or live) if I play in the game
const colorIdx = ["w","b"].indexOf(move.color);
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
// https://stackoverflow.com/a/38750895
- const allowed_fields = ["appear", "vanish", "start", "end"];
- const filtered_move = Object.keys(move)
- .filter(key => allowed_fields.includes(key))
- .reduce((obj, key) => {
- obj[key] = move[key];
- return obj;
- }, {});
+ 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;
}
- let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
- if (this.game.type == "corr")
- sendMove.message = this.corrMsg;
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
+ const sendMove = Object.assign({},
+ filtered_move,
{
- this.st.conn.send(JSON.stringify({
- code: "newmove",
- target: p.sid,
- move: sendMove,
- }));
- }
- });
+ 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
- const nextIdx = ["w","b"].indexOf(this.vr.turn);
+ // Update current game object:
+ this.game.moves.push(move);
+ this.game.fen = move.fen;
+ this.$set(this.game.clocks, colorIdx, 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();
+ // 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.type == "live" || move.color == this.game.mycolor)
+ 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,
- message: this.corrMsg,
move:
{
squares: filtered_move,
- played: Date.now(), //TODO: on server?
- idx: this.game.moves.length,
+ played: Date.now(),
+ idx: this.game.moves.length - 1,
},
+ drawOffer: drawCode || "n", //"n" for "None" to force reset (otherwise it's ignored)
});
}
else //live
@@ -487,51 +652,51 @@ export default {
{
fen: move.fen,
move: filtered_move,
- clocks: this.game.clocks.map((t,i) => i==colorIdx
- ? this.game.clocks[i] + addTime
- : this.game.clocks[i]),
- initime: this.game.initime.map((t,i) => i==nextIdx
- ? Date.now()
- : this.game.initime[i]),
+ clocks: this.game.clocks,
+ initime: this.game.initime,
+ drawOffer: drawCode,
});
}
}
- // Also update current game object:
- this.game.moves.push(move);
- this.game.fen = move.fen;
- //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
- this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
- this.game.initime[nextIdx] = Date.now();
- // 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 = "received"; //TODO: will print "mutual agreement"...
+ },
+ resetChatColor: function() {
+ // TODO: this is called twice, once on opening an once on closing
+ document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
+ },
+ processChat: function(chat) {
+ this.send("newchat", {data:chat});
+ // NOTE: anonymous chats in corr games are not stored on server (TODO?)
+ if (this.game.type == "corr" && this.st.user.id > 0)
+ GameStorage.update(this.gameRef.id, {chat: chat});
},
gameOver: function(score, scoreMsg) {
- this.game.mode = "analyze";
this.game.score = score;
- this.game.scoreMsg = scoreMsg;
+ this.game.scoreMsg = this.st.tr[(!!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
- GameStorage.update(this.gameRef.id, { score: score });
+ {
+ GameStorage.update(this.gameRef.id,
+ {score: score, scoreMsg: scoreMsg});
+ }
},
},
};
-