3 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
4 BaseGame(:game="game" :vr="vr" ref="basegame"
5 @newmove="processMove" @gameover="gameOver")
6 div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
7 div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
8 .button-group(v-if="game.mode!='analyze' && game.score=='*'")
9 button(@click="offerDraw") Draw
10 button(@click="abortGame") Abort
11 button(@click="resign") Resign
12 textarea(v-if="game.score=='*'" v-model="corrMsg")
13 Chat(:players="game.players")
17 import BaseGame from "@/components/BaseGame.vue";
18 import Chat from "@/components/Chat.vue";
19 import { store } from "@/store";
20 import { GameStorage } from "@/utils/gameStorage";
21 import { ppt } from "@/utils/datetime";
22 import { extractTime } from "@/utils/timeControl";
23 import { ArrayFun } from "@/utils/array";
31 // gameRef: to find the game in (potentially remote) storage
35 gameRef: { //given in URL (rid = remote ID)
39 game: {players:[{name:""},{name:""}]}, //passed to BaseGame
40 corrMsg: "", //to send offline messages in corr games
41 virtualClocks: [0, 0], //initialized with true game.clocks
42 vr: null, //"variant rules" object initialized from FEN
43 drawOffer: "", //TODO: use for button style
44 people: [], //players + observers
45 lastate: undefined, //used if opponent send lastate before game is ready
49 "$route": function(to, from) {
50 this.gameRef.id = to.params["id"];
51 this.gameRef.rid = to.query["rid"];
54 "game.clocks": function(newState) {
55 if (this.game.moves.length < 2)
57 // 1st move not completed yet: freeze time
58 this.virtualClocks = newState.map(s => ppt(s));
61 const currentTurn = this.vr.turn;
62 const colorIdx = ["w","b"].indexOf(currentTurn);
63 let countdown = newState[colorIdx] -
64 (Date.now() - this.game.initime[colorIdx])/1000;
65 this.virtualClocks = [0,1].map(i => {
66 const removeTime = i == colorIdx
67 ? (Date.now() - this.game.initime[colorIdx])/1000
69 return ppt(newState[i] - removeTime);
71 let clockUpdate = setInterval(() => {
72 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
74 clearInterval(clockUpdate);
77 this.$refs["basegame"].endGame(
78 this.vr.turn=="w" ? "0-1" : "1-0", "Time");
83 // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
84 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
89 // TODO: redundant code with Hall.vue (related to people array)
91 // Always add myself to players' list
92 const my = this.st.user;
93 this.people.push({sid:my.sid, id:my.id, name:my.name});
94 this.gameRef.id = this.$route.params["id"];
95 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
96 // Define socket .onmessage() and .onclose() events:
97 this.st.conn.onmessage = this.socketMessageListener;
98 const socketCloseListener = () => {
99 store.socketCloseListener(); //reinitialize connexion (in store.js)
100 this.st.conn.addEventListener('message', this.socketMessageListener);
101 this.st.conn.addEventListener('close', socketCloseListener);
103 this.st.conn.onclose = socketCloseListener;
104 // Socket init required before loading remote game:
105 const socketInit = (callback) => {
106 if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
108 else //socket not ready yet (initial loading)
109 this.st.conn.onopen = callback;
111 if (!this.gameRef.rid) //game stored locally or on server
112 this.loadGame(null, () => socketInit(this.roomInit));
113 else //game stored remotely: need socket to retrieve it
115 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
116 // --> It will be given when receiving "fullgame" socket event.
117 // A more general approach would be to store it somewhere.
118 socketInit(this.loadGame);
122 // O.1] Ask server for room composition:
123 roomInit: function() {
124 this.st.conn.send(JSON.stringify({code:"pollclients"}));
126 socketMessageListener: function(msg) {
127 const data = JSON.parse(msg.data);
131 alert("Warning: duplicate 'offline' connection");
133 // 0.2] Receive clients list (just socket IDs)
136 data.sockIds.forEach(sid => {
137 this.people.push({sid:sid, id:0, name:""});
139 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
145 // Request for identification: reply if I'm not anonymous
146 if (this.st.user.id > 0)
148 this.st.conn.send(JSON.stringify(
149 // people[0] instead of st.user to avoid sending email
150 {code:"identity", user:this.people[0], target:data.from}));
156 let player = this.people.find(p => p.sid == data.user.sid);
157 // NOTE: sometimes player.id fails because player is undefined...
158 // Probably because the event was meant for Hall?
161 player.id = data.user.id;
162 player.name = data.user.name;
163 // Sending last state only for live games: corr games are complete
164 if (this.game.type == "live" && this.game.oppsid == player.sid)
166 // Send our "last state" informations to opponent
167 const L = this.game.moves.length;
168 let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
169 if (!!lastMove && this.drawOffer == "sent")
170 lastMove.draw = true;
171 this.st.conn.send(JSON.stringify({
177 score: this.game.score,
179 clocks: this.game.clocks,
186 // Send current (live) game
189 // Minimal game informations:
191 players: this.game.players.map(p => { return {name:p.name}; }),
193 timeControl: this.game.timeControl,
195 this.st.conn.send(JSON.stringify({code:"game",
196 game:myGame, target:data.from}));
199 // NOTE: this call to play() will trigger processMove()
200 this.$refs["basegame"].play(data.move,
201 "receive", this.game.vname!="Dark" ? "animate" : null);
203 case "lastate": //got opponent infos about last move
206 if (!!this.game.type) //game is loaded
207 this.processLastate();
208 //else: will be processed when game is ready
212 this.$refs["basegame"].endGame(
213 (data.side=="b" ? "1-0" : "0-1"), "Resign");
216 this.$refs["basegame"].endGame("?", "Abort");
219 this.$refs["basegame"].endGame("1/2", "Mutual agreement");
222 this.drawOffer = "received"; //TODO: observers don't know who offered draw
225 this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
228 // Callback "roomInit" to poll clients only after game is loaded
229 this.loadGame(data.game, this.roomInit);
233 this.people.push({name:"", id:0, sid:data.from});
234 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
238 ArrayFun.remove(this.people, p => p.sid == data.from);
242 // lastate was received, but maybe game wasn't ready yet:
243 processLastate: function() {
244 const data = this.lastate;
245 this.lastate = undefined; //security...
246 const L = this.game.moves.length;
247 if (data.movesCount > L)
249 // Just got last move from him
250 this.$refs["basegame"].play(data.lastMove,
251 "receive", this.game.vname!="Dark" ? "animate" : null);
252 if (data.score != "*" && this.game.score == "*")
254 // Opponent resigned or aborted game, or accepted draw offer
255 // (this is not a stalemate or checkmate)
256 this.$refs["basegame"].endGame(data.score, "Opponent action");
258 this.game.clocks = data.clocks; //TODO: check this?
259 if (!!data.lastMove.draw)
260 this.drawOffer = "received";
263 offerDraw: function() {
264 // TODO: also for corr games
265 if (this.drawOffer == "received")
267 if (!confirm("Accept draw?"))
269 this.people.forEach(p => {
270 if (p.sid != this.st.user.sid)
271 this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
273 this.$refs["basegame"].endGame("1/2", "Mutual agreement");
275 else if (this.drawOffer == "sent")
279 if (!confirm("Offer draw?"))
281 this.drawOffer = "sent";
282 this.people.forEach(p => {
283 if (p.sid != this.st.user.sid)
284 this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
288 abortGame: function() {
289 if (!confirm(this.st.tr["Terminate game?"]))
291 // Next line will trigger a "gameover" event, bubbling up till here
292 this.$refs["basegame"].endGame("?", "Abort");
293 this.people.forEach(p => {
294 if (p.sid != this.st.user.sid)
296 this.st.conn.send(JSON.stringify({
303 resign: function(e) {
304 if (!confirm("Resign the game?"))
306 this.people.forEach(p => {
307 if (p.sid != this.st.user.sid)
309 this.st.conn.send(JSON.stringify({code:"resign",
310 side:this.game.mycolor, target:p.sid}));
313 // Next line will trigger a "gameover" event, bubbling up till here
314 this.$refs["basegame"].endGame(
315 this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
317 // 3 cases for loading a game:
318 // - from indexedDB (running or completed live game I play)
319 // - from server (one correspondance game I play[ed] or not)
320 // - from remote peer (one live game I don't play, finished or not)
321 loadGame: function(game, callback) {
322 const afterRetrieval = async (game) => {
323 const vModule = await import("@/variants/" + game.vname + ".js");
324 window.V = vModule.VariantRules;
325 this.vr = new V(game.fen);
326 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
327 const tc = extractTime(game.timeControl);
330 if (game.players[0].color == "b")
332 // Adopt the same convention for live and corr games: [0] = white
333 [ game.players[0], game.players[1] ] =
334 [ game.players[1], game.players[0] ];
336 // corr game: needs to compute the clocks + initime
337 // NOTE: clocks in seconds, initime in milliseconds
338 game.clocks = [tc.mainTime, tc.mainTime];
339 game.initime = [0, 0];
340 const L = game.moves.length;
341 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
344 let addTime = [0, 0];
345 for (let i=2; i<L; i++)
347 addTime[i%2] += tc.increment -
348 (game.moves[i].played - game.moves[i-1].played) / 1000;
350 for (let i=0; i<=1; i++)
351 game.clocks[i] += addTime[i];
354 game.initime[L%2] = game.moves[L-1].played;
355 // Now that we used idx and played, re-format moves as for live games
356 game.moves = game.moves.map( (m) => {
367 const myIdx = game.players.findIndex(p => {
368 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
370 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
372 game.clocks = [tc.mainTime, tc.mainTime];
373 game.initime[0] = Date.now();
376 // I play in this live game; corr games don't have clocks+initime
377 GameStorage.update(game.id,
380 initime: game.initime,
384 this.game = Object.assign({},
386 // NOTE: assign mycolor here, since BaseGame could also be VS computer
389 increment: tc.increment,
390 mycolor: [undefined,"w","b"][myIdx+1],
391 // opponent sid not strictly required (or available), but easier
392 // at least oppsid or oppid is available anyway:
393 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
394 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
397 if (!!this.lastate) //lastate arrived before game was loaded:
398 this.processLastate();
402 return afterRetrieval(game);
403 if (!!this.gameRef.rid)
405 // Remote live game: forgetting about callback func... (TODO: design)
406 this.st.conn.send(JSON.stringify(
407 {code:"askfullgame", target:this.gameRef.rid}));
411 // Local or corr game
412 GameStorage.get(this.gameRef.id, afterRetrieval);
415 // Post-process a move (which was just played)
416 processMove: function(move) {
417 if (!this.game.mycolor)
418 return; //I'm just an observer
419 // Update storage (corr or live)
420 const colorIdx = ["w","b"].indexOf(move.color);
421 // https://stackoverflow.com/a/38750895
422 const allowed_fields = ["appear", "vanish", "start", "end"];
423 const filtered_move = Object.keys(move)
424 .filter(key => allowed_fields.includes(key))
425 .reduce((obj, key) => {
426 obj[key] = move[key];
429 // Send move ("newmove" event) to people in the room (if our turn)
431 if (move.color == this.game.mycolor)
433 if (this.game.moves.length >= 2) //after first move
435 const elapsed = Date.now() - this.game.initime[colorIdx];
436 // elapsed time is measured in milliseconds
437 addTime = this.game.increment - elapsed/1000;
439 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
440 if (this.game.type == "corr")
441 sendMove.message = this.corrMsg;
442 this.people.forEach(p => {
443 if (p.sid != this.st.user.sid)
445 this.st.conn.send(JSON.stringify({
452 if (this.game.type == "corr" && this.corrMsg != "")
454 // Add message to last move in BaseGame:
455 // TODO: not very good style...
456 this.$refs["basegame"].setCurrentMessage(this.corrMsg);
460 addTime = move.addTime; //supposed transmitted
461 const nextIdx = ["w","b"].indexOf(this.vr.turn);
462 // Since corr games are stored at only one location, update should be
463 // done only by one player for each move:
464 if (this.game.type == "live" || move.color == this.game.mycolor)
466 if (this.game.type == "corr")
468 GameStorage.update(this.gameRef.id,
473 squares: filtered_move,
474 message: this.corrMsg,
475 played: Date.now(), //TODO: on server?
476 idx: this.game.moves.length,
482 GameStorage.update(this.gameRef.id,
486 clocks: this.game.clocks.map((t,i) => i==colorIdx
487 ? this.game.clocks[i] + addTime
488 : this.game.clocks[i]),
489 initime: this.game.initime.map((t,i) => i==nextIdx
491 : this.game.initime[i]),
495 // Also update current game object:
496 this.game.moves.push(move);
497 this.game.fen = move.fen;
498 //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
499 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
500 this.game.initime[nextIdx] = Date.now();
501 // Finally reset curMoveMessage if needed
502 if (this.game.type == "corr" && move.color == this.game.mycolor)
505 gameOver: function(score) {
506 this.game.mode = "analyze";
507 this.game.score = score;
508 const myIdx = this.game.players.findIndex(p => {
509 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
511 if (myIdx >= 0) //OK, I play in this game
512 GameStorage.update(this.gameRef.id, { score: score });