-<!-- TODO: component Game, + handle players + observers connect/disconnect
- event = "gameconnect" ...etc
- connect/disconnect with sid+name (ID not required); name slightly redundant but easier
-
-quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
-(éventuel échange lastate avec les connectés, pong ...etc)
-ensuite quand qqun se deco il suffit d'écouter "disconnect"
-pareil quand quelqu'un reco.
-(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
--->
+<template lang="pug">
+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
+ #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")
+</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 { 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: {
+ 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: { //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: "",
+ 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: {
+ "$route": function(to, from) {
+ this.gameRef.id = to.params["id"];
+ this.gameRef.rid = to.query["rid"];
+ this.loadGame();
+ },
+ "game.clocks": function(newState) {
+ if (this.game.moves.length < 2 || this.game.score != "*")
+ {
+ // 1st move not completed yet, or game over: freeze time
+ this.virtualClocks = newState.map(s => ppt(s));
+ return;
+ }
+ const currentTurn = this.vr.turn;
+ const colorIdx = ["w","b"].indexOf(currentTurn);
+ let countdown = newState[colorIdx] -
+ (Date.now() - this.game.initime[colorIdx])/1000;
+ this.virtualClocks = [0,1].map(i => {
+ const removeTime = i == colorIdx
+ ? (Date.now() - this.game.initime[colorIdx])/1000
+ : 0;
+ return ppt(newState[i] - removeTime);
+ });
+ let clockUpdate = setInterval(() => {
+ if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
+ {
+ clearInterval(clockUpdate);
+ if (countdown < 0)
+ this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
+ }
+ else
+ this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+ }, 1000);
+ },
+ },
+ // 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.$set(this.people, my.sid, {id:my.id, name:my.name});
+ this.gameRef.id = this.$route.params["id"];
+ this.gameRef.rid = this.$route.query["rid"]; //may be undefined
+ // Initialize connection
+ this.connexionString = params.socketUrl +
+ "/?sid=" + this.st.user.sid +
+ "&tmpId=" + getRandString() +
+ "&page=" + encodeURIComponent(this.$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.conn && this.conn.readyState == 1) //1 == OPEN state
+ callback();
+ else //socket not ready yet (initial loading)
+ {
+ // NOTE: it's important to call callback without arguments,
+ // otherwise first arg is Websocket object and loadGame fails.
+ this.conn.onopen = () => { return 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);
+ }
+ },
+ mounted: function() {
+ document.getElementById("chatWrap").addEventListener(
+ "click", processModalClick);
+ },
+ beforeDestroy: function() {
+ this.send("disconnect");
+ },
+ methods: {
+ roomInit: function() {
+ // 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 "pollclients":
+ data.sockIds.forEach(sid => {
+ this.$set(this.people, sid, {id:0, name:""});
+ if (sid != this.st.user.sid)
+ {
+ this.send("askidentity", {target:sid});
+ // Ask potentially missed last state, if opponent and I play
+ if (!!this.game.mycolor
+ && this.game.type == "live" && this.game.score == "*"
+ && this.game.players.some(p => p.sid == sid))
+ {
+ this.send("asklastate", {target:sid});
+ }
+ }
+ });
+ break;
+ case "connect":
+ if (!this.people[data.from])
+ this.$set(this.people, data.from, {name:"", id:0});
+ if (!this.people[data.from].name)
+ {
+ this.newConnect[data.from] = true; //for self multi-connects tests
+ this.send("askidentity", {target:data.from});
+ }
+ break;
+ case "disconnect":
+ this.$delete(this.people, data.from);
+ break;
+ case "killed":
+ // I logged in elsewhere:
+ alert(this.st.tr["New connexion detected: tab now offline"]);
+ // TODO: this fails. See https://github.com/websockets/ws/issues/489
+ //this.conn.removeEventListener("message", this.socketMessageListener);
+ //this.conn.removeEventListener("close", this.socketCloseListener);
+ //this.conn.close();
+ this.conn = null;
+ break;
+ case "askidentity":
+ {
+ // Request for identification (TODO: anonymous shouldn't need to reply)
+ const me = {
+ // Decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ };
+ this.send("identity", {data:me, target:data.from});
+ break;
+ }
+ case "identity":
+ {
+ const user = data.data;
+ if (!!user.name) //otherwise anonymous
+ {
+ // If I multi-connect, kill current connexion if no mark (I'm older)
+ if (this.newConnect[user.sid] && user.id > 0
+ && user.id == this.st.user.id && user.sid != this.st.user.sid)
+ {
+ if (!this.killed[this.st.user.sid])
+ {
+ this.send("killme", {sid:this.st.user.sid});
+ this.killed[this.st.user.sid] = true;
+ }
+ }
+ if (user.sid != this.st.user.sid) //I already know my identity...
+ {
+ this.$set(this.people, user.sid,
+ {
+ id: user.id,
+ name: user.name,
+ });
+ }
+ }
+ delete this.newConnect[user.sid];
+ break;
+ }
+ case "askgame":
+ // Send current (live) game if not asked by any of the players
+ if (this.game.type == "live"
+ && this.game.players.every(p => p.sid != data.from[0]))
+ {
+ 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 "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.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.$set(this.game, "moveToPlay", move);
+ break;
+ }
+ case "resign":
+ this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
+ break;
+ case "abort":
+ this.gameOver("?", "Abort");
+ break;
+ case "draw":
+ this.gameOver("1/2", data.data);
+ break;
+ case "drawoffer":
+ // NOTE: observers don't know who offered draw
+ this.drawOffer = "received";
+ break;
+ case "newchat":
+ {
+ const chat = data.data;
+ this.newChat = chat;
+ if (!document.getElementById("modalChat").checked)
+ document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+ break;
+ }
+ }
+ },
+ socketCloseListener: function() {
+ this.conn = new WebSocket(this.connexionString);
+ this.conn.addEventListener('message', this.socketMessageListener);
+ this.conn.addEventListener('close', this.socketCloseListener);
+ },
+ // lastate was received, but maybe game wasn't ready yet:
+ processLastate: function() {
+ const data = this.lastate;
+ this.lastate = undefined; //security...
+ const L = this.game.moves.length;
+ if (data.movesCount > L)
+ {
+ // Just got last move from him
+ this.$set(this.game, "moveToPlay", Object.assign({initime: data.initime}, data.lastMove));
+ }
+ if (data.drawSent)
+ this.drawOffer = "received";
+ if (data.score != "*")
+ {
+ this.drawOffer = "";
+ if (this.game.score == "*")
+ this.gameOver(data.score);
+ }
+ },
+ clickDraw: function() {
+ if (!this.game.mycolor)
+ return; //I'm just spectator
+ if (["received","threerep"].includes(this.drawOffer))
+ {
+ 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 if (this.drawOffer == "") //no effect if drawOffer == "sent"
+ {
+ 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.send("drawoffer");
+ GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
+ }
+ },
+ abortGame: function() {
+ if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
+ return;
+ this.gameOver("?", "Abort");
+ this.send("abort");
+ },
+ resign: function(e) {
+ if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
+ return;
+ this.send("resign", {data:this.game.mycolor});
+ this.gameOver(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.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")
+ {
+ // 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;
+ }
+ // 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,
+ };
+ });
+ // 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;
+ });
+ 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,
+ });
+ }
+ }
+ }
+ 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
+ {
+ 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),
+ }
+ );
+ 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";
+ if (!!callback)
+ callback();
+ };
+ if (!!game)
+ return afterRetrieval(game);
+ if (!!this.gameRef.rid)
+ {
+ // Remote live game: forgetting about callback func... (TODO: design)
+ this.send("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) {
+ // 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
+ 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;
+ }
+ const sendMove = Object.assign({},
+ filtered_move,
+ {
+ 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
+ // 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.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,
+ move:
+ {
+ squares: filtered_move,
+ played: Date.now(),
+ idx: this.game.moves.length - 1,
+ },
+ drawOffer: drawCode || "n", //"n" for "None" to force reset (otherwise it's ignored)
+ });
+ }
+ else //live
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move: filtered_move,
+ clocks: this.game.clocks,
+ initime: this.game.initime,
+ drawOffer: drawCode,
+ });
+ }
+ }
+ },
+ 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.score = score;
+ 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, scoreMsg: scoreMsg});
+ // Notify the score to main Hall. TODO: only one player (currently double send)
+ this.send("result", {gid:this.game.id, score:score});
+ }
+ },
+ },
+};
+</script>
+
+<style lang="sass" scoped>
+.connected
+ background-color: lightgreen
+
+#participants
+ margin-left: 5px
+
+.anonymous
+ color: grey
+ font-style: italic
+
+@media screen and (min-width: 768px)
+ #actions
+ width: 300px
+@media screen and (max-width: 767px)
+ .game
+ width: 100%
+
+#actions
+ display: inline-block
+ margin-top: 10px
+ button
+ display: inline-block
+ margin: 0
+
+@media screen and (max-width: 767px)
+ #aboveBoard
+ text-align: center
+@media screen and (min-width: 768px)
+ #aboveBoard
+ margin-left: 30%
+
+.variant-info
+ font-weight: bold
+ padding-right: 10px
+
+.name
+ font-size: 1.5rem
+ padding: 1px
+
+.time
+ font-size: 2rem
+ display: inline-block
+ margin-left: 10px
+
+.split-names
+ display: inline-block
+ margin: 0 15px
+
+#chat
+ padding-top: 20px
+ max-width: 767px
+ border: none;
+
+#chatBtn
+ margin: 0 10px 0 0
+
+.draw-sent, .draw-sent:hover
+ background-color: lightyellow
+
+.draw-received, .draw-received:hover
+ background-color: lightgreen
+
+.draw-threerep, .draw-threerep:hover
+ background-color: #e4d1fc
+</style>