X-Git-Url: https://git.auder.net/pieces/Checkered/cq.svg?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=608ac717bb48ff248b3ae19d3fde55766e92a131;hb=a64d9122880390fb4318334f5cc43e4a72e6ef1e;hp=ddd5e5935605a7b75c4df1957e67bc59e0f79d20;hpb=ac8f441c6441d827b43aabeb812cb4c79e9ee96b;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index ddd5e593..608ac717 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -14,9 +14,7 @@ main :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 - | {{ st.tr["Variant:"] + " " }} - span.vname {{ game.vname }} + span.variant-info {{ game.vname }} button#chatBtn(onClick="doClick('modalChat')") Chat #actions(v-if="game.score=='*'") button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}") @@ -61,7 +59,10 @@ export default { id: "", rid: "" }, - game: {players:[{name:""},{name:""}]}, //passed to BaseGame + game: { //passed to BaseGame + players:[{name:""},{name:""}], + rendered: false, + }, virtualClocks: [0, 0], //initialized with true game.clocks vr: null, //"variant rules" object initialized from FEN drawOffer: "", @@ -193,31 +194,39 @@ export default { } case "identity": { - // NOTE: sometimes player.id fails because player is undefined... - // Probably because the event was meant for Hall? - if (!this.people[data.user.sid]) - return; this.$set(this.people, data.user.sid, {id: data.user.id, name: data.user.name}); - // Sending last state only for live games: corr games are complete, - // only if I played a move (otherwise opponent has all) - if (!!this.game.mycolor && this.game.type == "live" - && this.game.oppsid == data.user.sid - && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) + // 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 == data.user.sid)) + { + this.st.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid})); + } + 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 != "*") { // Send our "last state" informations to opponent const L = this.game.moves.length; + const myIdx = ["w","b"].indexOf(this.game.mycolor); this.st.conn.send(JSON.stringify({ code: "lastate", - target: data.user.sid, + target: data.from, state: { - lastMove: this.game.moves[L-1], - // Since we played a move, only drawOffer=="sent" is possible + // 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, - clocks: this.game.clocks, + initime: this.game.initime[1-myIdx], //relevant only if I played } })); } @@ -237,6 +246,7 @@ export default { players: this.game.players, vid: this.game.vid, timeControl: this.game.timeControl, + score: this.game.score, }; this.st.conn.send(JSON.stringify({code:"game", game:myGame, target:data.from})); @@ -254,8 +264,8 @@ export default { break; case "lastate": //got opponent infos about last move { - this.lastate = data; - if (!!this.game.type) //game is loaded + this.lastate = data.state; + if (this.game.rendered) //game is rendered (Board component) this.processLastate(); //else: will be processed when game is ready break; @@ -283,12 +293,8 @@ export default { break; case "connect": { - // TODO: next condition is probably not required. See note line 150 - if (!this.people[data.from]) - { - this.$set(this.people, data.from, {name:"", id:0}); - this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from})); - } + this.$set(this.people, data.from, {name:"", id:0}); + this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from})); break; } case "disconnect": @@ -304,12 +310,16 @@ export default { if (data.movesCount > L) { // Just got last move from him - if (data.score != "*" && this.game.score == "*") - this.gameOver(data.score); - this.game.clocks = data.clocks; //TODO: check this? + const myIdx = ["w","b"].indexOf(this.game.mycolor); if (!!data.drawSent) this.drawOffer = "received"; - this.$set(this.game, "moveToPlay", data.lastMove); + this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime})); + } + if (data.score != "*") + { + this.drawOffer = ""; + if (this.game.score == "*") + this.gameOver(data.score); } }, clickDraw: function() { @@ -478,6 +488,12 @@ export default { oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid), } ); + this.$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 @@ -494,8 +510,6 @@ export default { }); if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep"; - if (!!this.lastate) //lastate arrived before game was loaded: - this.processLastate(); callback(); }; if (!!game) @@ -516,6 +530,7 @@ export default { 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) { @@ -552,15 +567,17 @@ export default { })); } }); + // (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); - this.game.initime[nextIdx] = Date.now(); + // 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; @@ -599,7 +616,7 @@ export default { move: { squares: filtered_move, - played: Date.now(), //TODO: on server? + played: Date.now(), idx: this.game.moves.length - 1, }, drawOffer: drawCode, @@ -679,9 +696,8 @@ export default { margin-left: 30% .variant-info + font-weight: bold padding-right: 10px - .vname - font-weight: bold .name font-size: 1.5rem