+<template lang="pug">
+.row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
+ div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
+ div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
+ .button-group(v-if="game.mode!='analyze' && game.score=='*'")
+ button(@click="offerDraw") Draw
+ button(@click="abortGame") Abort
+ button(@click="resign") Resign
+ textarea(v-if="game.score=='*'" v-model="corrMsg")
+ Chat(:players="game.players")
+</template>
+
+<script>
+import BaseGame from "@/components/BaseGame.vue";
+import Chat from "@/components/Chat.vue";
+import { store } from "@/store";
+import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
+import { ArrayFun } from "@/utils/array";
+
+export default {
+ name: 'my-game',
+ components: {
+ BaseGame,
+ Chat,
+ },
+ // gameRef: to find the game in (potentially remote) storage
+ data: function() {
+ return {
+ st: store.state,
+ gameRef: { //given in URL (rid = remote ID)
+ id: "",
+ rid: ""
+ },
+ game: {players:[{name:""},{name:""}]}, //passed to BaseGame
+ corrMsg: "", //to send offline messages in corr games
+ 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
+ lastate: undefined, //used if opponent send lastate before game is ready
+ };
+ },
+ watch: {
+ "$route": function(to, from) {
+ this.gameRef.id = to.params["id"];
+ this.gameRef.rid = to.query["rid"];
+ this.loadGame();
+ },
+ "game.clocks": function(newState) {
+ if (this.game.moves.length < 2 || this.game.score != "*")
+ {
+ // 1st move not completed yet, or game over: freeze time
+ this.virtualClocks = newState.map(s => ppt(s));
+ return;
+ }
+ const currentTurn = this.vr.turn;
+ const colorIdx = ["w","b"].indexOf(currentTurn);
+ let countdown = newState[colorIdx] -
+ (Date.now() - this.game.initime[colorIdx])/1000;
+ this.virtualClocks = [0,1].map(i => {
+ const removeTime = i == colorIdx
+ ? (Date.now() - this.game.initime[colorIdx])/1000
+ : 0;
+ return ppt(newState[i] - removeTime);
+ });
+ let clockUpdate = setInterval(() => {
+ if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
+ {
+ clearInterval(clockUpdate);
+ if (countdown < 0)
+ {
+ this.$refs["basegame"].endGame(
+ this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+ }
+ }
+ else
+ {
+ // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+ this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+ }
+ }, 1000);
+ },
+ },
+ // TODO: redundant code with Hall.vue (related to people array)
+ created: function() {
+ // Always add myself to players' list
+ const my = this.st.user;
+ this.people.push({sid:my.sid, id:my.id, name:my.name});
+ this.gameRef.id = this.$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;
+ // Socket init required before loading remote game:
+ const socketInit = (callback) => {
+ if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ callback();
+ else //socket not ready yet (initial loading)
+ this.st.conn.onopen = callback;
+ };
+ if (!this.gameRef.rid) //game stored locally or on server
+ this.loadGame(null, () => socketInit(this.roomInit));
+ 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);
+ }
+ },
+ methods: {
+ // O.1] Ask server for room composition:
+ roomInit: function() {
+ this.st.conn.send(JSON.stringify({code:"pollclients"}));
+ },
+ socketMessageListener: function(msg) {
+ 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}));
+ });
+ break;
+ }
+ case "askidentity":
+ {
+ // Request for identification: reply if I'm not anonymous
+ if (this.st.user.id > 0)
+ {
+ 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}));
+ }
+ 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)
+ {
+ // 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:
+ {
+ lastMove: lastMove,
+ score: this.game.score,
+ movesCount: L,
+ clocks: this.game.clocks,
+ }
+ }));
+ }
+ break;
+ }
+ case "askgame":
+ // Send current (live) game
+ const myGame =
+ {
+ // 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}));
+ break;
+ case "newmove":
+ // NOTE: this call to play() will trigger processMove()
+ this.$refs["basegame"].play(data.move,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
+ break;
+ case "lastate": //got opponent infos about last move
+ {
+ this.lastate = data;
+ if (!!this.game.type) //game is loaded
+ this.processLastate();
+ //else: will be processed when game is ready
+ break;
+ }
+ case "resign":
+ this.$refs["basegame"].endGame(
+ (data.side=="b" ? "1-0" : "0-1"), "Resign");
+ break;
+ case "abort":
+ this.$refs["basegame"].endGame("?", "Abort");
+ break;
+ case "draw":
+ this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+ break;
+ case "drawoffer":
+ this.drawOffer = "received"; //TODO: observers don't know who offered draw
+ break;
+ case "askfullgame":
+ this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
+ break;
+ case "fullgame":
+ // Callback "roomInit" to poll clients only after game is loaded
+ this.loadGame(data.game, this.roomInit);
+ break;
+ case "connect":
+ {
+ this.people.push({name:"", id:0, sid:data.from});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+ break;
+ }
+ case "disconnect":
+ ArrayFun.remove(this.people, p => p.sid == data.from);
+ break;
+ }
+ },
+ // lastate was received, but maybe game wasn't ready yet:
+ processLastate: function() {
+ const data = this.lastate;
+ this.lastate = undefined; //security...
+ const L = this.game.moves.length;
+ if (data.movesCount > L)
+ {
+ // Just got last move from him
+ this.$refs["basegame"].play(data.lastMove,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
+ if (data.score != "*" && this.game.score == "*")
+ {
+ // Opponent resigned or aborted game, or accepted draw offer
+ // (this is not a stalemate or checkmate)
+ this.$refs["basegame"].endGame(data.score, "Opponent action");
+ }
+ this.game.clocks = data.clocks; //TODO: check this?
+ if (!!data.lastMove.draw)
+ this.drawOffer = "received";
+ }
+ },
+ offerDraw: function() {
+ if (this.drawOffer == "received")
+ {
+ if (!confirm("Accept draw?"))
+ return;
+ this.people.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
+ });
+ this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+ }
+ else if (this.drawOffer == "sent")
+ {
+ this.drawOffer = "";
+ if (this.game.type == "corr")
+ GameStorage.update(this.gameRef.id, {drawOffer: false});
+ }
+ else
+ {
+ if (!confirm("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});
+ }
+ },
+ abortGame: function() {
+ if (!confirm(this.st.tr["Terminate game?"]))
+ return;
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame("?", "Abort");
+ this.people.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "abort",
+ target: p.sid,
+ }));
+ }
+ });
+ },
+ resign: function(e) {
+ if (!confirm("Resign the game?"))
+ return;
+ this.people.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({code:"resign",
+ side:this.game.mycolor, target:p.sid}));
+ }
+ });
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+ },
+ // 3 cases for loading a game:
+ // - from indexedDB (running or completed live game I play)
+ // - from server (one correspondance game I play[ed] or not)
+ // - from remote peer (one live game I don't play, finished or not)
+ loadGame: function(game, callback) {
+ const afterRetrieval = async (game) => {
+ 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);
+ if (gtype == "corr")
+ {
+ if (game.players[0].color == "b")
+ {
+ // Adopt the same convention for live and corr games: [0] = white
+ [ game.players[0], game.players[1] ] =
+ [ game.players[1], game.players[0] ];
+ }
+ // corr game: needs to compute the clocks + initime
+ // NOTE: clocks in seconds, initime in milliseconds
+ game.clocks = [tc.mainTime, tc.mainTime];
+ game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
+ if (game.score == "*") //otherwise no need to bother with time
+ {
+ game.initime = [0, 0];
+ const L = game.moves.length;
+ if (L >= 3)
+ {
+ let addTime = [0, 0];
+ for (let i=2; i<L; i++)
+ {
+ addTime[i%2] += tc.increment -
+ (game.moves[i].played - game.moves[i-1].played) / 1000;
+ }
+ for (let i=0; i<=1; i++)
+ game.clocks[i] += addTime[i];
+ }
+ 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) => {
+ const s = m.squares;
+ return {
+ appear: s.appear,
+ vanish: s.vanish,
+ start: s.start,
+ end: s.end,
+ message: m.message,
+ };
+ });
+ }
+ const myIdx = game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ });
+ if (gtype == "live" && game.clocks[0] < 0) //game unstarted
+ {
+ game.clocks = [tc.mainTime, tc.mainTime];
+ if (game.score == "*")
+ {
+ game.initime[0] = Date.now();
+ if (myIdx >= 0)
+ {
+ // I play in this live game; corr games don't have clocks+initime
+ GameStorage.update(game.id,
+ {
+ clocks: game.clocks,
+ initime: game.initime,
+ });
+ }
+ }
+ }
+ this.game = Object.assign({},
+ game,
+ // NOTE: assign mycolor here, since BaseGame could also be VS computer
+ {
+ type: gtype,
+ increment: tc.increment,
+ mycolor: [undefined,"w","b"][myIdx+1],
+ // opponent sid not strictly required (or available), but easier
+ // at least oppsid or oppid is available anyway:
+ oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
+ oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
+ }
+ );
+ if (!!this.lastate) //lastate arrived before game was loaded:
+ this.processLastate();
+ callback();
+ };
+ if (!!game)
+ return afterRetrieval(game);
+ 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}));
+ }
+ else
+ {
+ // Local or corr game
+ GameStorage.get(this.gameRef.id, afterRetrieval);
+ }
+ },
+ // 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)
+ const colorIdx = ["w","b"].indexOf(move.color);
+ // 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;
+ }, {});
+ // Send move ("newmove" event) to people in the room (if our turn)
+ let addTime = 0;
+ if (move.color == this.game.mycolor)
+ {
+ 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)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: p.sid,
+ move: sendMove,
+ }));
+ }
+ });
+ if (this.game.type == "corr" && this.corrMsg != "")
+ {
+ // Add message to last move in BaseGame:
+ // TODO: not very good style...
+ this.$refs["basegame"].setCurrentMessage(this.corrMsg);
+ }
+ }
+ else
+ addTime = move.addTime; //supposed transmitted
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
+ // Since corr games are stored at only one location, update should be
+ // done only by one player for each move:
+ if (this.game.type == "live" || move.color == this.game.mycolor)
+ {
+ if (this.game.type == "corr")
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move:
+ {
+ squares: filtered_move,
+ message: this.corrMsg,
+ played: Date.now(), //TODO: on server?
+ idx: this.game.moves.length,
+ },
+ });
+ }
+ else //live
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move: filtered_move,
+ clocks: this.game.clocks.map((t,i) => i==colorIdx
+ ? this.game.clocks[i] + addTime
+ : this.game.clocks[i]),
+ initime: this.game.initime.map((t,i) => i==nextIdx
+ ? Date.now()
+ : this.game.initime[i]),
+ });
+ }
+ }
+ // Also update current game object:
+ this.game.moves.push(move);
+ this.game.fen = move.fen;
+ //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
+ this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+ this.game.initime[nextIdx] = Date.now();
+ // Finally reset curMoveMessage if needed
+ if (this.game.type == "corr" && move.color == this.game.mycolor)
+ this.corrMsg = "";
+ },
+ gameOver: function(score) {
+ this.game.mode = "analyze";
+ this.game.score = 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 });
+ },
+ },
+};
+</script>
+
+<style lang="sass">
+// TODO
+</style>