5 @click="resetChatColor()"
9 data-checkbox="modalChat"
12 label.modal-close(for="modalChat")
14 span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
16 v-for="p in Object.values(people)"
20 span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
23 :players="game.players"
24 :pastChats="game.chats"
27 @chatcleared="clearChat"
30 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
31 span.variant-cadence {{ game.cadence }}
32 span.variant-name {{ game.vname }}
33 button#chatBtn(onClick="window.doClick('modalChat')") Chat
34 #actions(v-if="game.score=='*'")
37 :class="{['draw-' + drawOffer]: true}"
44 | {{ st.tr["Abort"] }}
49 | {{ st.tr["Resign"] }}
52 span.name(:class="{connected: isConnected(0)}")
53 | {{ game.players[0].name || "@nonymous" }}
54 span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
56 span.name(:class="{connected: isConnected(1)}")
57 | {{ game.players[1].name || "@nonymous" }}
58 span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
62 @newmove="processMove"
68 import BaseGame from "@/components/BaseGame.vue";
69 import Chat from "@/components/Chat.vue";
70 import { store } from "@/store";
71 import { GameStorage } from "@/utils/gameStorage";
72 import { ppt } from "@/utils/datetime";
73 import { ajax } from "@/utils/ajax";
74 import { extractTime } from "@/utils/timeControl";
75 import { getRandString } from "@/utils/alea";
76 import { processModalClick } from "@/utils/modalClick";
77 import { getFullNotation } from "@/utils/notation";
78 import { playMove, getFilteredMove } from "@/utils/playUndo";
79 import { getScoreMessage } from "@/utils/scoring";
80 import { ArrayFun } from "@/utils/array";
81 import params from "@/parameters";
88 // gameRef: to find the game in (potentially remote) storage
93 // rid = remote (socket) ID
99 players: [{ name: "" }, { name: "" }],
103 virtualClocks: [0, 0], //initialized with true game.clocks
104 vr: null, //"variant rules" object initialized from FEN
106 people: {}, //players + observers
107 onMygames: [], //opponents (or me) on "MyGames" page
108 lastate: undefined, //used if opponent send lastate before game is ready
109 repeat: {}, //detect position repetition
112 roomInitialized: false,
113 // If newmove has wrong index: ask fullgame again:
114 fullGamerequested: false,
115 // If asklastate got no reply, ask again:
117 gotMoveIdx: -1, //last move index received
118 // If newmove got no pingback, send again:
119 opponentGotMove: false,
121 // Related to (killing of) self multi-connects:
127 $route: function(to) {
128 this.gameRef.id = to.params["id"];
129 this.gameRef.rid = to.query["rid"];
133 // NOTE: some redundant code with Hall.vue (mostly related to people array)
134 created: function() {
135 // Always add myself to players' list
136 const my = this.st.user;
137 this.$set(this.people, my.sid, { id: my.id, name: my.name });
138 this.gameRef.id = this.$route.params["id"];
139 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
140 // Initialize connection
141 this.connexionString =
148 encodeURIComponent(this.$route.path);
149 this.conn = new WebSocket(this.connexionString);
150 this.conn.onmessage = this.socketMessageListener;
151 this.conn.onclose = this.socketCloseListener;
152 // Socket init required before loading remote game:
153 const socketInit = callback => {
154 if (!!this.conn && this.conn.readyState == 1)
158 // Socket not ready yet (initial loading)
159 // NOTE: it's important to call callback without arguments,
160 // otherwise first arg is Websocket object and loadGame fails.
161 this.conn.onopen = () => callback();
163 if (!this.gameRef.rid)
164 // Game stored locally or on server
165 this.loadGame(null, () => socketInit(this.roomInit));
167 // Game stored remotely: need socket to retrieve it
168 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
169 // --> It will be given when receiving "fullgame" socket event.
170 socketInit(this.loadGame);
172 mounted: function() {
174 .getElementById("chatWrap")
175 .addEventListener("click", processModalClick);
177 beforeDestroy: function() {
178 this.send("disconnect");
181 roomInit: function() {
182 if (!this.roomInitialized) {
183 // Notify the room only now that I connected, because
184 // messages might be lost otherwise (if game loading is slow)
185 this.send("connect");
186 this.send("pollclients");
187 // We may ask fullgame several times if some moves are lost,
188 // but room should be init only once:
189 this.roomInitialized = true;
192 send: function(code, obj) {
194 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
196 isConnected: function(index) {
197 const player = this.game.players[index];
199 if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
201 // Try to find a match in people:
205 Object.keys(this.people).some(sid => sid == player.sid)
210 Object.values(this.people).some(p => p.id == player.uid)
214 resetChatColor: function() {
215 // TODO: this is called twice, once on opening an once on closing
216 document.getElementById("chatBtn").classList.remove("somethingnew");
218 processChat: function(chat) {
219 this.send("newchat", { data: chat });
220 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
221 if (this.game.type == "corr" && this.st.user.id > 0)
222 GameStorage.update(this.gameRef.id, { chat: chat });
224 clearChat: function() {
225 // Nothing more to do if game is live (chats not recorded)
226 if (this.game.type == "corr") {
227 if (!!this.game.mycolor)
228 ajax("/chats", "DELETE", {gid: this.game.id});
229 this.game.chats = [];
232 // Notify turn after a new move (to opponent and me on MyGames page)
233 notifyTurn: function(sid) {
234 const player = this.people[sid];
235 const colorIdx = this.game.players.findIndex(
236 p => p.sid == sid || p.id == player.id);
237 const color = ["w","b"][colorIdx];
241 this.game.movesCount % 2 == 0
246 this.game.movesCount % 2 == 1
248 this.send("turnchange", { target: sid, yourTurn: yourTurn });
250 socketMessageListener: function(msg) {
251 if (!this.conn) return;
252 const data = JSON.parse(msg.data);
255 data.sockIds.forEach(sid => {
256 if (sid != this.st.user.sid) {
257 this.send("askidentity", { target: sid });
258 // Ask potentially missed last state, if opponent and I play
260 !!this.game.mycolor &&
261 this.game.type == "live" &&
262 this.game.score == "*" &&
263 this.game.players.some(p => p.sid == sid)
265 this.send("asklastate", { target: sid });
271 if (!this.people[data.from]) {
272 this.newConnect[data.from] = true; //for self multi-connects tests
273 this.send("askidentity", { target: data.from });
277 this.$delete(this.people, data.from);
280 // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
281 // Either me (another tab) or opponent
282 const sid = data.from;
283 if (!this.onMygames.some(s => s == sid))
285 this.onMygames.push(sid);
286 this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
289 if (!this.people[sid])
290 this.send("askidentity", { target: sid });
293 ArrayFun.remove(this.onMygames, sid => sid == data.from);
296 // I logged in elsewhere:
298 alert(this.st.tr["New connexion detected: tab now offline"]);
300 case "askidentity": {
301 // Request for identification
303 // Decompose to avoid revealing email
304 name: this.st.user.name,
305 sid: this.st.user.sid,
308 this.send("identity", { data: me, target: data.from });
312 const user = data.data;
313 this.$set(this.people, user.sid, { name: user.name, id: user.id });
314 // If I multi-connect, kill current connexion if no mark (I'm older)
315 if (this.newConnect[user.sid]) {
318 user.id == this.st.user.id &&
319 user.sid != this.st.user.sid &&
320 !this.killed[this.st.user.sid]
322 this.send("killme", { sid: this.st.user.sid });
323 this.killed[this.st.user.sid] = true;
325 delete this.newConnect[user.sid];
330 // Send current (live) game if not asked by any of the players
332 this.game.type == "live" &&
333 this.game.players.every(p => p.sid != data.from[0])
338 players: this.game.players,
340 cadence: this.game.cadence,
341 score: this.game.score,
342 rid: this.st.user.sid //useful in Hall if I'm an observer
344 this.send("game", { data: myGame, target: data.from });
348 this.send("fullgame", { data: this.game, target: data.from });
351 // Callback "roomInit" to poll clients only after game is loaded
352 let game = data.data;
353 // Move format isn't the same in storage and in browser,
354 // because of the 'addTime' field.
355 game.moves = game.moves.map(m => { return m.move || m; });
356 this.loadGame(game, this.roomInit);
359 // Sending last state if I played a move or score != "*"
361 (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
362 this.game.score != "*" ||
363 this.drawOffer == "sent"
365 // Send our "last state" informations to opponent
366 const L = this.game.moves.length;
367 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
369 // NOTE: lastMove (when defined) includes addTime
370 lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
371 // Since we played a move (or abort or resign),
372 // only drawOffer=="sent" is possible
373 drawSent: this.drawOffer == "sent",
374 score: this.game.score,
376 initime: this.game.initime[1 - myIdx] //relevant only if I played
378 this.send("lastate", { data: myLastate, target: data.from });
381 case "lastate": //got opponent infos about last move
382 this.lastate = data.data;
383 if (this.game.rendered)
384 // Game is rendered (Board component)
385 this.processLastate();
386 // Else: will be processed when game is ready
390 console.log(data.data);
392 const move = data.data;
393 if (move.index > this.game.movesCount && !this.fullGameRequested) {
394 // This can only happen if I'm an observer and missed a move:
395 // just ask fullgame again, this is much simpler.
396 (function askIfPeerConnected() {
397 if (!!this.people[this.gameRef.rid])
398 this.send("askfullgame", { target: this.gameRef.rid });
399 else setTimeout(askIfPeerConnected, 1000);
401 this.fullGameRequested = true;
404 move.index < this.game.movesCount ||
405 this.gotMoveIdx >= move.index
407 // Opponent re-send but we already have the move:
408 // (maybe he didn't receive our pingback...)
409 this.send("gotmove", {data: move.index, target: data.from});
411 this.gotMoveIdx = move.index;
412 const receiveMyMove = (
413 !!this.game.mycolor &&
414 move.index == this.game.movesCount
416 if (!receiveMyMove && !!this.game.mycolor)
417 // Notify opponent that I got the move:
418 this.send("gotmove", {data: move.index, target: data.from});
419 if (move.cancelDrawOffer) {
420 // Opponent refuses draw
422 // NOTE for corr games: drawOffer reset by player in turn
424 this.game.type == "live" &&
425 !!this.game.mycolor &&
428 GameStorage.update(this.gameRef.id, { drawOffer: "" });
431 this.$refs["basegame"].play(
436 addTime: move.addTime,
437 receiveMyMove: receiveMyMove
445 this.opponentGotMove = true;
448 /// TODO: same strategy for askLastate
449 // --> the message could not have been received,
450 // or maybe we ddn't receive it back.
454 const score = data.side == "b" ? "1-0" : "0-1";
455 const side = data.side == "w" ? "White" : "Black";
456 this.gameOver(score, side + " surrender");
459 this.gameOver("?", "Stop");
462 this.gameOver("1/2", data.data);
465 // NOTE: observers don't know who offered draw
466 this.drawOffer = "received";
469 this.newChat = data.data;
470 if (!document.getElementById("modalChat").checked)
471 document.getElementById("chatBtn").classList.add("somethingnew");
475 socketCloseListener: function() {
476 this.conn = new WebSocket(this.connexionString);
477 this.conn.addEventListener("message", this.socketMessageListener);
478 this.conn.addEventListener("close", this.socketCloseListener);
480 // lastate was received, but maybe game wasn't ready yet:
481 processLastate: function() {
482 const data = this.lastate;
483 this.lastate = undefined; //security...
484 const L = this.game.moves.length;
485 if (data.movesCount > L) {
486 // Just got last move from him
487 this.$refs["basegame"].play(
491 {addTime: data.lastMove.addTime, initime: data.initime});
493 if (data.drawSent) this.drawOffer = "received";
494 if (data.score != "*") {
496 if (this.game.score == "*") this.gameOver(data.score);
499 clickDraw: function() {
500 if (!this.game.mycolor) return; //I'm just spectator
501 if (["received", "threerep"].includes(this.drawOffer)) {
502 if (!confirm(this.st.tr["Accept draw?"])) return;
504 this.drawOffer == "received"
506 : "Three repetitions";
507 this.send("draw", { data: message });
508 this.gameOver("1/2", message);
509 } else if (this.drawOffer == "") {
510 // No effect if drawOffer == "sent"
511 if (!!this.game.mycolor != this.vr.turn) {
512 alert(this.st.tr["Draw offer only in your turn"]);
515 if (!confirm(this.st.tr["Offer draw?"])) return;
516 this.drawOffer = "sent";
517 this.send("drawoffer");
518 GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
521 abortGame: function() {
522 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
523 this.gameOver("?", "Stop");
527 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
529 this.send("resign", { data: this.game.mycolor });
530 const score = this.game.mycolor == "w" ? "0-1" : "1-0";
531 const side = this.game.mycolor == "w" ? "White" : "Black";
532 this.gameOver(score, side + " surrender");
534 // 3 cases for loading a game:
535 // - from indexedDB (running or completed live game I play)
536 // - from server (one correspondance game I play[ed] or not)
537 // - from remote peer (one live game I don't play, finished or not)
538 loadGame: function(game, callback) {
539 const afterRetrieval = async game => {
540 const vModule = await import("@/variants/" + game.vname + ".js");
541 window.V = vModule.VariantRules;
542 this.vr = new V(game.fen);
543 const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
544 const tc = extractTime(game.cadence);
545 const myIdx = game.players.findIndex(p => {
546 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
548 const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
549 if (!game.chats) game.chats = []; //live games don't have chat history
550 if (gtype == "corr") {
551 if (game.players[0].color == "b") {
552 // Adopt the same convention for live and corr games: [0] = white
553 [game.players[0], game.players[1]] = [
558 // NOTE: clocks in seconds, initime in milliseconds
559 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
560 const L = game.moves.length;
561 if (game.score == "*") {
562 // Set clocks + initime
563 game.clocks = [tc.mainTime, tc.mainTime];
564 game.initime = [0, 0];
566 const gameLastupdate = game.moves[L-1].played;
567 game.initime[L % 2] = gameLastupdate;
570 tc.mainTime - (Date.now() - gameLastupdate) / 1000;
574 // Sort chat messages from newest to oldest
575 game.chats.sort((c1, c2) => {
576 return c2.added - c1.added;
578 if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
579 // Did a chat message arrive after my last move?
581 if (L == 1 && myIdx == 0)
582 dtLastMove = game.moves[0].played;
585 // It's now white turn
586 dtLastMove = game.moves[L-1-(1-myIdx)].played;
589 dtLastMove = game.moves[L-1-myIdx].played;
592 if (dtLastMove < game.chats[0].added)
593 document.getElementById("chatBtn").classList.add("somethingnew");
595 // Now that we used idx and played, re-format moves as for live games
596 game.moves = game.moves.map(m => m.squares);
598 if (gtype == "live" && game.clocks[0] < 0) {
600 game.clocks = [tc.mainTime, tc.mainTime];
601 if (game.score == "*") {
602 game.initime[0] = Date.now();
604 // I play in this live game; corr games don't have clocks+initime
605 GameStorage.update(game.id, {
607 initime: game.initime
612 if (game.drawOffer) {
613 if (game.drawOffer == "t")
615 this.drawOffer = "threerep";
617 // Draw offered by any of the players:
618 if (myIdx < 0) this.drawOffer = "received";
620 // I play in this game:
622 (game.drawOffer == "w" && myIdx == 0) ||
623 (game.drawOffer == "b" && myIdx == 1)
625 this.drawOffer = "sent";
626 else this.drawOffer = "received";
630 this.repeat = {}; //reset: scan past moves' FEN:
632 let vr_tmp = new V(game.fenStart);
634 game.moves.forEach(m => {
636 const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
637 this.repeat[fenIdx] = this.repeat[fenIdx]
638 ? this.repeat[fenIdx] + 1
641 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
642 this.game = Object.assign(
643 // NOTE: assign mycolor here, since BaseGame could also be VS computer
646 increment: tc.increment,
648 // opponent sid not strictly required (or available), but easier
649 // at least oppsid or oppid is available anyway:
650 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
651 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
652 movesCount: game.moves.length
656 if (this.fullGameRequested)
657 // Second (or more) time the full game is asked:
658 this.fullGameRequested = false;
660 this.$nextTick(() => {
661 this.game.rendered = true;
662 // Did lastate arrive before game was rendered?
663 if (this.lastate) this.processLastate();
665 if (callback) callback();
668 afterRetrieval(game);
671 if (this.gameRef.rid) {
672 // Remote live game: forgetting about callback func... (TODO: design)
673 this.send("askfullgame", { target: this.gameRef.rid });
675 // Local or corr game
676 // NOTE: afterRetrieval() is never called if game not found
677 GameStorage.get(this.gameRef.id, afterRetrieval);
680 re_setClocks: function() {
681 if (this.game.movesCount < 2 || this.game.score != "*") {
682 // 1st move not completed yet, or game over: freeze time
683 this.virtualClocks = this.game.clocks.map(s => ppt(s));
686 const currentTurn = this.vr.turn;
687 const currentMovesCount = this.game.moves.length;
688 const colorIdx = ["w", "b"].indexOf(currentTurn);
690 this.game.clocks[colorIdx] -
691 (Date.now() - this.game.initime[colorIdx]) / 1000;
692 this.virtualClocks = [0, 1].map(i => {
694 i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
695 return ppt(this.game.clocks[i] - removeTime);
697 let clockUpdate = setInterval(() => {
700 this.game.moves.length > currentMovesCount ||
701 this.game.score != "*"
703 clearInterval(clockUpdate);
706 currentTurn == "w" ? "0-1" : "1-0",
713 ppt(Math.max(0, --countdown))
717 // Post-process a (potentially partial) move (which was just played in BaseGame)
718 processMove: function(move, data) {
719 if (!data) data = {};
720 const moveCol = this.vr.turn;
721 const doProcessMove = () => {
722 const colorIdx = ["w", "b"].indexOf(moveCol);
723 const nextIdx = 1 - colorIdx;
724 if (!!this.game.mycolor && !data.receiveMyMove) {
725 // NOTE: 'var' to see that variable outside this block
726 var filtered_move = getFilteredMove(move);
728 // Send move ("newmove" event) to people in the room (if our turn)
729 let addTime = (this.game.type == "live") ? data.addTime : 0;
730 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
731 if (this.drawOffer == "received")
734 // 'addTime' is irrelevant for corr games:
735 if (this.game.type == "live" && this.game.movesCount >= 2) {
736 const elapsed = Date.now() - this.game.initime[colorIdx];
737 // elapsed time is measured in milliseconds
738 addTime = this.game.increment - elapsed / 1000;
742 index: this.game.movesCount,
743 addTime: addTime, //undefined for corr games
744 cancelDrawOffer: this.drawOffer == ""
746 this.opponentGotMove = false;
747 this.send("newmove", {data: sendMove});
748 // If the opponent doesn't reply gotmove soon enough, re-send move:
749 let retrySendmove = setInterval( () => {
750 if (this.opponentGotMove) {
751 clearInterval(retrySendmove);
754 let oppsid = this.game.players[nextIdx].sid;
756 oppsid = Object.keys(this.people).find(
757 sid => this.people[sid].id == this.game.players[nextIdx].uid
760 if (!oppsid || !this.people[oppsid])
761 // Opponent is disconnected: he'll ask last state
762 clearInterval(retrySendmove);
763 else this.send("newmove", {data: sendMove, target: oppsid});
766 // Update current game object (no need for moves stack):
767 playMove(move, this.vr);
768 this.game.movesCount++;
769 // TODO: notifyTurn: "changeturn" message
770 // (add)Time indication: useful in case of lastate infos requested
771 this.game.moves.push(this.game.type == "live"
772 ? {move:move, addTime:addTime}
774 this.game.fen = this.vr.getFen();
775 if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
776 // In corr games, just reset clock to mainTime:
777 else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
778 // data.initime is set only when I receive a "lastate" move from opponent
779 this.game.initime[nextIdx] = data.initime || Date.now();
781 // If repetition detected, consider that a draw offer was received:
782 const fenObj = this.vr.getFenForRepeat();
783 this.repeat[fenObj] = this.repeat[fenObj] ? this.repeat[fenObj] + 1 : 1;
784 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
785 else if (this.drawOffer == "threerep") this.drawOffer = "";
786 // Since corr games are stored at only one location, update should be
787 // done only by one player for each move:
789 !!this.game.mycolor &&
790 !data.receiveMyMove &&
791 (this.game.type == "live" || moveCol == this.game.mycolor)
794 switch (this.drawOffer) {
799 drawCode = this.game.mycolor;
802 drawCode = V.GetOppCol(this.game.mycolor);
805 if (this.game.type == "corr") {
806 GameStorage.update(this.gameRef.id, {
809 squares: filtered_move,
811 idx: this.game.moves.length - 1
813 // Code "n" for "None" to force reset (otherwise it's ignored)
814 drawOffer: drawCode || "n"
819 GameStorage.update(this.gameRef.id, {
822 clocks: this.game.clocks,
823 initime: this.game.initime,
830 this.game.type == "corr" &&
831 moveCol == this.game.mycolor &&
835 // TODO: remplacer cette confirm box par qqch de plus discret
836 // (et de même pour challenge accepté / refusé)
839 this.st.tr["Move played:"] +
841 getFullNotation(move) +
843 this.st.tr["Are you sure?"]
846 this.$refs["basegame"].cancelLastMove();
850 // Let small time to finish drawing current move attempt:
853 else doProcessMove();
855 gameOver: function(score, scoreMsg) {
856 this.game.score = score;
857 this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score));
858 const myIdx = this.game.players.findIndex(p => {
859 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
862 // OK, I play in this game
863 GameStorage.update(this.gameRef.id, {
867 // Notify the score to main Hall. TODO: only one player (currently double send)
868 this.send("result", { gid: this.game.id, score: score });
875 <style lang="sass" scoped>
877 background-color: lightgreen
889 @media screen and (min-width: 768px)
892 @media screen and (max-width: 767px)
897 display: inline-block
900 display: inline-block
903 @media screen and (max-width: 767px)
906 @media screen and (min-width: 768px)
923 display: inline-block
927 display: inline-block
938 .draw-sent, .draw-sent:hover
939 background-color: lightyellow
941 .draw-received, .draw-received:hover
942 background-color: lightgreen
944 .draw-threerep, .draw-threerep:hover
945 background-color: #e4d1fc
948 background-color: #c5fefe