import { getFullNotation } from "@/utils/notation";
import { playMove, getFilteredMove } from "@/utils/playUndo";
import { getScoreMessage } from "@/utils/scoring";
+import { ArrayFun } from "@/utils/array";
import params from "@/parameters";
export default {
name: "my-game",
return {
st: store.state,
gameRef: {
- //given in URL (rid = remote ID)
+ // rid = remote (socket) ID
id: "",
rid: ""
},
game: {
- //passed to BaseGame
+ // Passed to BaseGame
players: [{ name: "" }, { name: "" }],
chats: [],
rendered: false
vr: null, //"variant rules" object initialized from FEN
drawOffer: "",
people: {}, //players + observers
+ onMygames: [], //opponents (or me) on "MyGames" page
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
newChat: "",
if (!!this.conn && this.conn.readyState == 1)
// 1 == OPEN state
callback();
- else {
+ 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();
- };
- }
+ this.conn.onopen = () => callback();
};
if (!this.gameRef.rid)
// Game stored locally or on server
this.loadGame(null, () => socketInit(this.roomInit));
- else {
+ 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
this.send("pollclients");
},
send: function(code, obj) {
- if (this.conn) {
+ if (this.conn)
this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
- }
},
isConnected: function(index) {
const player = this.game.players[index];
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)
+ (
+ player.sid &&
+ Object.keys(this.people).some(sid => sid == player.sid)
+ )
+ ||
+ (
+ player.uid &&
+ Object.values(this.people).some(p => p.id == player.uid)
+ )
);
},
resetChatColor: function() {
if (this.game.type == "corr") {
if (this.game.mycolor)
ajax("/chats", "DELETE", {gid: this.game.id});
- // TODO: this.game.chats = [] could be enough here?
- this.$set(this.game, "chats", []);
+ this.game.chats = [];
}
},
+ // Notify turn after a new move (to opponent and me on MyGames page)
+ notifyTurn: function(sid) {
+ const player = this.people[sid];
+ const colorIdx = this.game.players.findIndex(
+ p => p.sid == sid || p.id == player.id);
+ const color = ["w","b"][colorIdx];
+ const yourTurn =
+ (
+ color == "w" &&
+ this.game.movesCount % 2 == 0
+ )
+ ||
+ (
+ color == "b" &&
+ this.game.movesCount % 2 == 1
+ );
+ this.send("turnchange", { target: sid, yourTurn: yourTurn });
+ },
socketMessageListener: function(msg) {
if (!this.conn) return;
const data = JSON.parse(msg.data);
break;
case "connect":
if (!this.people[data.from])
+ // TODO: people array should be init only after identity is known
this.$set(this.people, data.from, { name: "", id: 0 });
if (!this.people[data.from].name) {
this.newConnect[data.from] = true; //for self multi-connects tests
case "disconnect":
this.$delete(this.people, data.from);
break;
+ case "mconnect":
+ {
+ // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
+ // Either me (another tab) or opponent
+ const sid = data.from;
+ if (!this.onMygames.some(s => s == sid))
+ {
+ this.onMygames.push(sid);
+ this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
+ }
+ break;
+ if (!this.people[sid])
+ this.send("askidentity", { target: sid });
+ }
+ case "mdisconnect":
+ ArrayFun.remove(this.onMygames, sid => sid == data.from);
+ break;
case "killed":
// I logged in elsewhere:
- // 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;
alert(this.st.tr["New connexion detected: tab now offline"]);
break;
break;
}
case "identity": {
+ // TODO: init people array here.
const user = data.data;
if (user.name) {
// If I multi-connect, kill current connexion if no mark (I'm older)
move.move,
"received",
null,
- {addTime:move.addTime});
+ {addTime: move.addTime});
break;
}
case "resign":
data.lastMove.move,
"received",
null,
- {addTime:data.lastMove.addTime, initime:data.initime});
+ {addTime: data.lastMove.addTime, initime: data.initime});
}
if (data.drawSent) this.drawOffer = "received";
if (data.score != "*") {
game.players[0]
];
}
- // corr game: need 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
const L = game.moves.length;
if (game.score == "*") {
// Set clocks + initime
+ game.clocks = [tc.mainTime, tc.mainTime];
game.initime = [0, 0];
- 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) {
+ const gameLastupdate = game.moves[L-1].played;
+ game.initime[L % 2] = gameLastupdate;
+ if (L >= 2)
+ game.clocks[L % 2] = Date.now() - gameLastupdate;
}
- if (L >= 1) game.initime[L % 2] = game.moves[L - 1].played;
}
// Sort chat messages from newest to oldest
game.chats.sort((c1, c2) => {
}, 1000);
},
// Post-process a (potentially partial) move (which was just played in BaseGame)
+ // TODO?: wait for AJAX return to finish processing a move,
+ // and for opponent pingback in case of live game : if none received after e.g. 500ms, re-send newmove
+ // ...and provide move index with newmove event for basic check after receiving
processMove: function(move, data) {
const moveCol = this.vr.turn;
const doProcessMove = () => {
var filtered_move = getFilteredMove(move);
}
// Send move ("newmove" event) to people in the room (if our turn)
- let addTime = data ? data.addTime : 0;
+ let addTime = (data && this.game.type == "live") ? data.addTime : 0;
if (moveCol == this.game.mycolor) {
if (this.drawOffer == "received")
// I refuse draw
this.drawOffer = "";
- if (this.game.movesCount >= 2) {
+ // 'addTime' is irrelevant for corr games:
+ if (this.game.type == "live" && this.game.movesCount >= 2) {
const elapsed = Date.now() - this.game.initime[colorIdx];
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed / 1000;
}
const sendMove = {
move: filtered_move,
- addTime: addTime,
+ addTime: addTime, //undefined for corr games
cancelDrawOffer: this.drawOffer == "",
// Players' SID required for /mygames page
// TODO: precompute and add this field to game object?
// Update current game object (no need for moves stack):
playMove(move, this.vr);
this.game.movesCount++;
+ // TODO: notifyTurn
// (add)Time indication: useful in case of lastate infos requested
- this.game.moves.push({move:move, addTime:addTime});
+ this.game.moves.push(this.game.type == "live"
+ ? {move:move, addTime:addTime}
+ : move);
this.game.fen = this.vr.getFen();
- this.game.clocks[colorIdx] += addTime;
+ if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
+ // In corr games, just reset clock to mainTime:
+ else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
// data.initime is set only when I receive a "lastate" move from opponent
this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
this.re_setClocks();