From: Benjamin Auder Date: Sun, 18 Nov 2018 15:25:31 +0000 (+0100) Subject: Attempt to fix the non-transmitted moves issue X-Git-Url: https://git.auder.net/pieces/Cwda/common.css?a=commitdiff_plain;h=a68d899d21456de948c4d1cb96594a981a510c44;p=vchess.git Attempt to fix the non-transmitted moves issue --- diff --git a/TODO b/TODO index 006b9153..aeb537dd 100644 --- a/TODO +++ b/TODO @@ -1,6 +1,6 @@ Styles must be improved (full width for smartphones, selectable text for PGN...) Tooltip text should fade (even when mouse stay on it, especially for small screens) Checkered stage 2: switch button at reserve position (or on top). -If a played disconnect right after opponent sent a move, it might be never received: secure this Mode expert: game.js, button on top (with online indicator) Turn indicator on top too (black or white) +incheck by checkered pawns: not marked (because of turn changed?) diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index 1e68fe63..42e6507a 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -378,7 +378,7 @@ Vue.component('my-game', { { // New game request has been cancelled on disconnect this.seek = true; - this.newGame("human"); + this.newGame("human", "reconnect"); } }; const socketMessageListener = msg => { @@ -480,9 +480,12 @@ Vue.component('my-game', { } catch (INVALID_STATE_ERR) { return; //nothing achieved } - let modalBox = document.getElementById("modal-control2"); - modalBox.checked = true; - setTimeout(() => { modalBox.checked = false; }, 2000); + if (!fenInit || fenInit!="reconnect") //TODO: bad HACK... + { + let modalBox = document.getElementById("modal-control2"); + modalBox.checked = true; + setTimeout(() => { modalBox.checked = false; }, 2000); + } return; } this.vr = new VariantRules(fen, moves || []); diff --git a/sockets.js b/sockets.js index 62d51b70..10a794f8 100644 --- a/sockets.js +++ b/sockets.js @@ -18,9 +18,15 @@ module.exports = function(wss) { for (const v of Variants) clients[v.name] = {}; - // TODO: when relaying to opponent, check readyState, potential setTimeout()? + send opponent (re)disconnect // (resign, newgame, newmove). See https://github.com/websockets/ws/blob/master/lib/websocket.js around line 313 - // TODO: awaiting newmove, resign, newgame :: in memory structure (use Redis ?) + // TODO: awaiting newmove, resign, (+newgame?) :: in memory structure (use Redis ?) + let newmoves = {}; + let newresign = {}; + for (const v of Variants) + { + newmoves[v.name] = {}; + newresign[v.name] = {}; + } wss.on("connection", (socket, req) => { //const params = new URL("http://localhost" + req.url).searchParams; @@ -46,15 +52,28 @@ module.exports = function(wss) { Object.keys(clients[page]).forEach( k => { clients[page][k].send(JSON.stringify({code:"connect",id:sid})); }); + if (!!newmoves[page][sid]) + { + socket.send(JSON.stringify({code:"newmove",move:newmoves[page][sid]})); + delete newmoves[page][sid]; + } + if (!!newresign[page][sid]) + { + socket.send(JSON.stringify({code:"resign"})); + delete newresign[page][sid]; + } socket.on("message", objtxt => { let obj = JSON.parse(objtxt); switch (obj.code) { case "newmove": - clients[page][obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move})); + if (!!clients[page][obj.oppid] && clients[page][obj.oppid].readyState == WebSocket.OPEN) + clients[page][obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move})); + else + newmoves[page][obj.oppid] = obj.move; break; case "ping": - if (!!clients[page][obj.oppid]) + if (!!clients[page][obj.oppid] && clients[page][obj.oppid].readyState == WebSocket.OPEN) socket.send(JSON.stringify({code:"pong"})); break; case "newgame": @@ -72,7 +91,10 @@ module.exports = function(wss) { games[page] = {id:sid, fen:obj.fen}; //wait for opponent break; case "resign": - clients[page][obj.oppid].send(JSON.stringify({code:"resign"})); + if (!!clients[page][obj.oppid] && clients[page][obj.oppid].readyState == WebSocket.OPEN) + clients[page][obj.oppid].send(JSON.stringify({code:"resign"})); + else + newresign[page][obj.oppid] = true; break; } });