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a6088c90 BA |
1 | <template lang="pug"> |
2 | .row | |
3 | .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 | |
b988c726 BA |
4 | input#modalAbort.modal(type="checkbox") |
5 | div(role="dialog" aria-labelledby="abortBoxTitle") | |
6 | .card.smallpad.small-modal.text-center | |
7 | label.modal-close(for="modalAbort") | |
8 | h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }} | |
9 | button(@click="abortGame") {{ st.tr["Sorry I have to go"] }} | |
10 | button(@click="abortGame") {{ st.tr["Game seems over"] }} | |
11 | button(@click="abortGame") {{ st.tr["Game is too boring"] }} | |
b4fb1612 BA |
12 | BaseGame(:game="game" :vr="vr" ref="basegame" |
13 | @newmove="processMove" @gameover="gameOver") | |
5b87454c BA |
14 | // TODO: virtualClocks[...], not "clockState" |
15 | div Time: {{ clockState }} | |
d4036efe | 16 | .button-group(v-if="game.mode!='analyze' && game.score=='*'") |
a6088c90 | 17 | button(@click="offerDraw") Draw |
b988c726 | 18 | button(@click="() => abortGame()") Abort |
a6088c90 | 19 | button(@click="resign") Resign |
6dd02928 | 20 | div(v-if="game.mode=='corr'") |
4b0384fa | 21 | textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg") |
a6088c90 BA |
22 | div(v-show="cursor>=0") {{ moves[cursor].message }} |
23 | </template> | |
24 | ||
25 | <script> | |
46284a2f | 26 | import BaseGame from "@/components/BaseGame.vue"; |
a6088c90 BA |
27 | //import Chat from "@/components/Chat.vue"; |
28 | //import MoveList from "@/components/MoveList.vue"; | |
29 | import { store } from "@/store"; | |
967a2686 | 30 | import { GameStorage } from "@/utils/gameStorage"; |
5b87454c | 31 | import { ppt } from "@/utils/datetime"; |
a6088c90 BA |
32 | |
33 | export default { | |
34 | name: 'my-game', | |
35 | components: { | |
36 | BaseGame, | |
37 | }, | |
f7121527 | 38 | // gameRef: to find the game in (potentially remote) storage |
a6088c90 BA |
39 | data: function() { |
40 | return { | |
41 | st: store.state, | |
4b0384fa BA |
42 | gameRef: { //given in URL (rid = remote ID) |
43 | id: "", | |
44 | rid: "" | |
45 | }, | |
46 | game: { }, //passed to BaseGame | |
5b87454c | 47 | virtualClocks: [ ], //initialized with true game.clocks |
6dd02928 | 48 | vr: null, //"variant rules" object initialized from FEN |
93d1d7a7 | 49 | drawOfferSent: false, //did I just ask for draw? (TODO: use for button style) |
4b0384fa | 50 | people: [ ], //potential observers (TODO) |
a6088c90 BA |
51 | }; |
52 | }, | |
5b87454c BA |
53 | |
54 | // TODO: this method should disappear and virtualClocks already be "prettified": | |
55 | // all computations are done when game.clocks are updated (see below) | |
56 | computed: { | |
57 | clockState: function() { | |
58 | if (this.virtualClocks.length == 0) | |
59 | return; //nothing to display for now | |
60 | return ppt(this.virtualClocks[0]) + " - " + ppt(this.virtualClocks[1]); | |
61 | }, | |
62 | }, | |
63 | ||
a6088c90 | 64 | watch: { |
f7121527 | 65 | '$route' (to, from) { |
4fe5664d BA |
66 | if (!!to.params["id"]) |
67 | { | |
68 | this.gameRef.id = to.params["id"]; | |
69 | this.gameRef.rid = to.query["rid"]; | |
70 | this.loadGame(); | |
71 | } | |
a6088c90 | 72 | }, |
5b87454c BA |
73 | "game.clocks": function(newState) { |
74 | this.virtualClocks = newState; | |
75 | setInterval(function() { | |
76 | ||
77 | // TODO: run clock of current turn, stop at 0, clearInterval in the end | |
78 | // https://www.geeksforgeeks.org/create-countdown-timer-using-javascript/ | |
79 | // if it was my turn, call gameOver. Otherwise just stay at 0 and wait. | |
80 | if ( ...........) | |
81 | //à 0, bloquer puis si mon temps : perte au temps. Sinon attendre message adversaire (il peut être offline). | |
82 | ||
83 | }); | |
84 | }, | |
a6088c90 | 85 | }, |
a6088c90 | 86 | created: function() { |
f7121527 | 87 | if (!!this.$route.params["id"]) |
a6088c90 | 88 | { |
f7121527 BA |
89 | this.gameRef.id = this.$route.params["id"]; |
90 | this.gameRef.rid = this.$route.query["rid"]; | |
b196f8ea | 91 | this.loadGame(); |
f7121527 | 92 | } |
f7121527 BA |
93 | // TODO: how to know who is observing ? Send message to everyone with game ID ? |
94 | // and then just listen to (dis)connect events | |
3b450453 BA |
95 | // server always send "connect on " + URL ; then add to observers if game... |
96 | // detect multiple tabs connected (when connect ask server if my SID is already in use) | |
97 | // router when access a game page tell to server I joined + game ID (no need rid) | |
98 | // and ask server for current joined (= observers) | |
99 | // when send to chat (or a move), reach only this group (send gid along) | |
3b450453 BA |
100 | // --> doivent être enregistrés comme observers au niveau du serveur... |
101 | // non: poll users + events startObserving / stopObserving | |
b4fb1612 | 102 | // (à faire au niveau du routeur ?) |
3b450453 | 103 | |
a6088c90 BA |
104 | // TODO: also handle "draw accepted" (use opponents array?) |
105 | // --> must give this info also when sending lastState... | |
106 | // and, if all players agree then OK draw (end game ...etc) | |
107 | const socketMessageListener = msg => { | |
108 | const data = JSON.parse(msg.data); | |
109 | let L = undefined; | |
110 | switch (data.code) | |
111 | { | |
f7121527 | 112 | case "newmove": |
c4f91d3f BA |
113 | // NOTE: next call will trigger processMove() |
114 | this.$refs["basegame"].play(data.move, | |
115 | "receive", this.game.vname!="Dark" ? "animate" : null); | |
a6088c90 BA |
116 | break; |
117 | case "pong": //received if we sent a ping (game still alive on our side) | |
118 | if (this.gameRef.id != data.gameId) | |
f7121527 | 119 | break; //games IDs don't match: the game is definitely over... |
a6088c90 BA |
120 | this.oppConnected = true; |
121 | // Send our "last state" informations to opponent(s) | |
122 | L = this.vr.moves.length; | |
123 | Object.keys(this.opponents).forEach(oid => { | |
4b0384fa | 124 | this.st.conn.send(JSON.stringify({ |
a6088c90 BA |
125 | code: "lastate", |
126 | oppid: oid, | |
127 | gameId: this.gameRef.id, | |
128 | lastMove: (L>0?this.vr.moves[L-1]:undefined), | |
129 | movesCount: L, | |
130 | })); | |
131 | }); | |
132 | break; | |
f7121527 | 133 | // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves |
93d1d7a7 | 134 | // TODO: need to send along clock state (my current time) with my last move |
a6088c90 BA |
135 | case "lastate": //got opponent infos about last move |
136 | L = this.vr.moves.length; | |
137 | if (this.gameRef.id != data.gameId) | |
138 | break; //games IDs don't match: nothing we can do... | |
139 | // OK, opponent still in game (which might be over) | |
140 | if (this.score != "*") | |
141 | { | |
142 | // We finished the game (any result possible) | |
4b0384fa | 143 | this.st.conn.send(JSON.stringify({ |
a6088c90 BA |
144 | code: "lastate", |
145 | oppid: data.oppid, | |
146 | gameId: this.gameRef.id, | |
147 | score: this.score, | |
148 | })); | |
149 | } | |
150 | else if (!!data.score) //opponent finished the game | |
151 | this.endGame(data.score); | |
152 | else if (data.movesCount < L) | |
153 | { | |
154 | // We must tell last move to opponent | |
4b0384fa | 155 | this.st.conn.send(JSON.stringify({ |
a6088c90 BA |
156 | code: "lastate", |
157 | oppid: this.opponent.id, | |
158 | gameId: this.gameRef.id, | |
159 | lastMove: this.vr.moves[L-1], | |
160 | movesCount: L, | |
161 | })); | |
162 | } | |
163 | else if (data.movesCount > L) //just got last move from him | |
c4f91d3f | 164 | this.play(data.lastMove, "animate"); //TODO: wrong call (3 args) |
a6088c90 | 165 | break; |
93d1d7a7 BA |
166 | case "resign": |
167 | this.$refs["basegame"].endGame( | |
168 | this.game.mycolor=="w" ? "1-0" : "0-1", "Resign"); | |
169 | break; | |
170 | case "timeover": | |
171 | this.$refs["basegame"].endGame( | |
172 | this.game.mycolor=="w" ? "1-0" : "0-1", "Time"); | |
a6088c90 | 173 | break; |
93d1d7a7 BA |
174 | case "abort": |
175 | this.$refs["basegame"].endGame("?", "Abort: " + data.msg); | |
176 | break; | |
177 | // TODO: drawaccepted (click draw button before sending move ==> draw offer in move) | |
178 | // ==> on "newmove", check "drawOffer" field | |
a6088c90 BA |
179 | // TODO: also use (dis)connect info to count online players? |
180 | case "gameconnect": | |
181 | case "gamedisconnect": | |
182 | if (this.mode=="human") | |
183 | { | |
184 | const online = (data.code == "connect"); | |
185 | // If this is an opponent ? | |
186 | if (!!this.opponents[data.id]) | |
187 | this.opponents[data.id].online = online; | |
188 | else | |
189 | { | |
190 | // Or an observer ? | |
191 | if (!online) | |
192 | delete this.people[data.id]; | |
193 | else | |
194 | this.people[data.id] = data.name; | |
195 | } | |
196 | } | |
197 | break; | |
198 | } | |
199 | }; | |
200 | const socketCloseListener = () => { | |
4b0384fa BA |
201 | this.st.conn.addEventListener('message', socketMessageListener); |
202 | this.st.conn.addEventListener('close', socketCloseListener); | |
a6088c90 | 203 | }; |
4b0384fa BA |
204 | this.st.conn.onmessage = socketMessageListener; |
205 | this.st.conn.onclose = socketCloseListener; | |
a6088c90 BA |
206 | }, |
207 | // dans variant.js (plutôt room.js) conn gère aussi les challenges | |
208 | // et les chats dans chat.js. Puis en webRTC, repenser tout ça. | |
209 | methods: { | |
210 | offerDraw: function() { | |
211 | if (!confirm("Offer draw?")) | |
212 | return; | |
213 | // Stay in "draw offer sent" state until next move is played | |
214 | this.drawOfferSent = true; | |
215 | if (this.subMode == "corr") | |
216 | { | |
217 | // TODO: set drawOffer on in game (how ?) | |
218 | } | |
219 | else //live game | |
220 | { | |
221 | this.opponents.forEach(o => { | |
222 | if (!!o.online) | |
223 | { | |
224 | try { | |
4b0384fa | 225 | this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id})); |
a6088c90 BA |
226 | } catch (INVALID_STATE_ERR) { |
227 | return; | |
228 | } | |
229 | } | |
230 | }); | |
231 | } | |
232 | }, | |
233 | // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) | |
234 | receiveDrawOffer: function() { | |
235 | //if (...) | |
236 | // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" | |
237 | // if accept: send message "draw" | |
238 | }, | |
b988c726 BA |
239 | abortGame: function(event) { |
240 | if (!event) | |
241 | { | |
242 | // First call show options: | |
243 | let modalBox = document.getElementById("modalAbort"); | |
244 | modalBox.checked = true; | |
245 | } | |
246 | else | |
247 | { | |
248 | console.log(event); | |
d4036efe | 249 | return; |
b988c726 | 250 | //const message = event. |
d4036efe BA |
251 | // Next line will trigger a "gameover" event, bubbling up till here |
252 | this.$refs["basegame"].endGame("?"); | |
b988c726 BA |
253 | this.game.players.forEach(p => { |
254 | if (!!p.sid && p.sid != this.st.user.sid) | |
255 | { | |
256 | this.st.conn.send(JSON.stringify({ | |
257 | code: "abort", | |
258 | msg: message, | |
259 | target: p.sid, | |
260 | })); | |
261 | } | |
262 | }); | |
263 | } | |
a6088c90 BA |
264 | }, |
265 | resign: function(e) { | |
266 | if (!confirm("Resign the game?")) | |
267 | return; | |
93d1d7a7 BA |
268 | this.game.players.forEach(p => { |
269 | if (!!p.sid && p.sid != this.st.user.sid) | |
270 | { | |
271 | this.st.conn.send(JSON.stringify({ | |
272 | code: "resign", | |
273 | target: p.sid, | |
274 | })); | |
a6088c90 | 275 | } |
93d1d7a7 BA |
276 | }); |
277 | // Next line will trigger a "gameover" event, bubbling up till here | |
278 | this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0"); | |
a6088c90 | 279 | }, |
967a2686 BA |
280 | // 3 cases for loading a game: |
281 | // - from indexedDB (running or completed live game I play) | |
b196f8ea BA |
282 | // - from server (one correspondance game I play[ed] or not) |
283 | // - from remote peer (one live game I don't play, finished or not) | |
967a2686 BA |
284 | loadGame: function(game) { |
285 | const afterRetrieval = async (game) => { | |
d4036efe BA |
286 | const vModule = await import("@/variants/" + game.vname + ".js"); |
287 | window.V = vModule.VariantRules; | |
288 | this.vr = new V(game.fenStart); | |
4b0384fa BA |
289 | this.game = Object.assign({}, |
290 | game, | |
291 | // NOTE: assign mycolor here, since BaseGame could also bs VS computer | |
b4fb1612 BA |
292 | {mycolor: [undefined,"w","b"][1 + game.players.findIndex( |
293 | p => p.sid == this.st.user.sid)]}, | |
4b0384fa | 294 | ); |
967a2686 BA |
295 | }; |
296 | if (!!game) | |
297 | return afterRetrival(game); | |
298 | if (!!this.gameRef.rid) | |
299 | { | |
300 | // TODO: just send a game request message to the remote player, | |
301 | // and when receiving answer just call loadGame(received_game) | |
302 | // + remote peer should have registered us as an observer | |
303 | // (send moves updates + resign/abort/draw actions) | |
304 | return; | |
305 | } | |
306 | else | |
307 | { | |
308 | GameStorage.get(this.gameRef.id, async (game) => { | |
309 | afterRetrieval(game); | |
310 | }); | |
311 | } | |
4fe5664d BA |
312 | // // Poll all players except me (if I'm playing) to know online status. |
313 | // // --> Send ping to server (answer pong if players[s] are connected) | |
314 | // if (this.gameInfo.players.some(p => p.sid == this.st.user.sid)) | |
315 | // { | |
316 | // this.game.players.forEach(p => { | |
317 | // if (p.sid != this.st.user.sid) | |
318 | // this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid})); | |
319 | // }); | |
320 | // } | |
a6088c90 | 321 | }, |
b4fb1612 | 322 | // TODO: refactor this old "oppConnected" logic |
6ec161b9 BA |
323 | // oppConnected: function(uid) { |
324 | // return this.opponents.some(o => o.id == uid && o.online); | |
325 | // }, | |
9d54ab89 | 326 | // Post-process a move (which was just played) |
ce87ac6a | 327 | processMove: function(move) { |
b4fb1612 BA |
328 | if (!this.game.mycolor) |
329 | return; //I'm just an observer | |
9d54ab89 | 330 | // Update storage (corr or live) |
c4f91d3f | 331 | const colorIdx = ["w","b","g","r"].indexOf(move.color); |
9d54ab89 BA |
332 | // https://stackoverflow.com/a/38750895 |
333 | const allowed_fields = ["appear", "vanish", "start", "end"]; | |
334 | const filtered_move = Object.keys(move) | |
335 | .filter(key => allowed_fields.includes(key)) | |
336 | .reduce((obj, key) => { | |
8a7452b5 | 337 | obj[key] = move[key]; |
9d54ab89 BA |
338 | return obj; |
339 | }, {}); | |
b4fb1612 | 340 | // Send move ("newmove" event) to opponent(s) (if ours) |
c4f91d3f | 341 | let addTime = undefined; |
9d54ab89 | 342 | if (move.color == this.game.mycolor) |
b4fb1612 | 343 | { |
967a2686 | 344 | const elapsed = Date.now() - this.game.initime; |
5b87454c BA |
345 | // elapsed time is measured in milliseconds |
346 | addTime = this.game.increment - elapsed/1000; | |
b4fb1612 BA |
347 | this.game.players.forEach(p => { |
348 | if (p.sid != this.st.user.sid) | |
93d1d7a7 | 349 | { |
8a7452b5 BA |
350 | this.st.conn.send(JSON.stringify({ |
351 | code: "newmove", | |
9d54ab89 | 352 | target: p.sid, |
5b87454c | 353 | move: Object.assign({}, filtered_move, {addTime: addTime}), |
8a7452b5 | 354 | })); |
93d1d7a7 | 355 | } |
b4fb1612 BA |
356 | }); |
357 | } | |
5b87454c BA |
358 | else |
359 | addTime = move.addTime; //supposed transmitted | |
967a2686 BA |
360 | const myTurnNow = (this.vr.turn == this.game.mycolor); |
361 | GameStorage.update(this.gameRef.id, | |
362 | { | |
9d54ab89 BA |
363 | colorIdx: colorIdx, |
364 | move: filtered_move, | |
365 | fen: move.fen, | |
c4f91d3f | 366 | addTime: addTime, |
967a2686 | 367 | initime: myTurnNow, |
9d54ab89 | 368 | }); |
967a2686 BA |
369 | // Also update current game object: |
370 | this.game.moves.push(move); | |
371 | this.game.fen = move.fen; | |
372 | this.game.clocks[colorIdx] += (!!addTime ? addTime : 0); | |
373 | this.game.initime = (myTurnNow ? Date.now() : undefined); | |
b4fb1612 | 374 | }, |
93d1d7a7 | 375 | // TODO: this update function should also work for corr games |
b4fb1612 | 376 | gameOver: function(score) { |
93d1d7a7 | 377 | this.game.mode = "analyze"; |
5b87454c BA |
378 | GameStorage.update(this.gameRef.id, |
379 | { | |
9d54ab89 BA |
380 | score: score, |
381 | }); | |
ce87ac6a | 382 | }, |
a6088c90 BA |
383 | }, |
384 | }; | |
385 | </script> |