3 input#modalRules.modal(type="checkbox")
6 data-checkbox="modalRules"
9 label.modal-close(for="modalRules")
10 a#variantNameInGame(:href="'/#/variants/'+game.vname") {{ game.vname }}
11 div(v-html="rulesContent")
12 input#modalScore.modal(type="checkbox")
15 data-checkbox="modalScore"
18 label.modal-close(for="modalScore")
20 span.score {{ game.score }}
22 span.score-msg {{ st.tr[game.scoreMsg] }}
23 input#modalRematch.modal(type="checkbox")
26 data-checkbox="modalRematch"
29 label.modal-close(for="modalRematch")
31 :href="'#/game/' + rematchId"
32 onClick="document.getElementById('modalRematch').checked=false"
34 | {{ st.tr["Rematch in progress"] }}
35 input#modalChat.modal(
41 data-checkbox="modalChat"
44 label.modal-close(for="modalChat")
46 span {{ st.tr["Participant(s):"] }}
48 v-for="p in Object.values(people)"
52 span.anonymous(v-if="someAnonymousPresent()") + @nonymous
55 :players="game.players"
56 :pastChats="game.chats"
58 @chatcleared="clearChat"
60 input#modalConfirm.modal(type="checkbox")
61 div#confirmDiv(role="dialog")
64 v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
68 span {{ st.tr["Move played:"] + " " }}
69 span.bold {{ moveNotation }}
71 span {{ st.tr["Are you sure?"] }}
72 .button-group#buttonsConfirm
73 // onClick for acceptBtn: set dynamically
75 span {{ st.tr["Validate"] }}
76 button.refuseBtn(@click="cancelMove()")
77 span {{ st.tr["Cancel"] }}
80 span.variant-cadence(v-if="game.type!='import'") {{ game.cadence }}
81 span.variant-name {{ game.vname }}
83 v-if="nextIds.length > 0"
84 @click="showNextGame()"
86 | {{ st.tr["Next_g"] }}
88 :class="btnTooltipClass()"
89 onClick="window.doClick('modalChat')"
92 img(src="/images/icons/chat.svg")
93 #actions(v-if="game.score=='*'")
96 :class="btnTooltipClass('draw')"
97 :aria-label="st.tr['Draw']"
99 img(src="/images/icons/draw.svg")
101 v-if="!!game.mycolor"
102 :class="btnTooltipClass()"
104 :aria-label="st.tr['Abort']"
106 img(src="/images/icons/abort.svg")
108 v-if="!!game.mycolor"
109 :class="btnTooltipClass()"
111 :aria-label="st.tr['Resign']"
113 img(src="/images/icons/resign.svg")
116 :class="btnTooltipClass('rematch')"
117 @click="clickRematch()"
118 :aria-label="st.tr['Rematch']"
120 img(src="/images/icons/rematch.svg")
122 div(v-if="isLargeScreen()")
124 :class="{connected: isConnected(0)}"
125 :uid="game.players[0].id"
126 :uname="game.players[0].name"
129 v-if="game.score=='*'"
130 :class="{yourturn: !!vr && vr.turn == 'w'}"
132 span.time-left {{ virtualClocks[0][0] }}
133 span.time-separator(v-if="!!virtualClocks[0][1]") :
134 span.time-right(v-if="!!virtualClocks[0][1]")
135 | {{ virtualClocks[0][1] }}
138 :class="{connected: isConnected(1)}"
139 :uid="game.players[1].id"
140 :uname="game.players[1].name"
143 v-if="game.score=='*'"
144 :class="{yourturn: !!vr && vr.turn == 'b'}"
146 span.time-left {{ virtualClocks[1][0] }}
147 span.time-separator(v-if="!!virtualClocks[1][1]") :
148 span.time-right(v-if="!!virtualClocks[1][1]")
149 | {{ virtualClocks[1][1] }}
152 :class="{connected: isConnected(0)}"
153 :uid="game.players[0].id"
154 :uname="game.players[0].name"
158 :class="{connected: isConnected(1)}"
159 :uid="game.players[1].id"
160 :uname="game.players[1].name"
162 div(v-if="game.score=='*'")
163 span.time(:class="{yourturn: !!vr && vr.turn == 'w'}")
164 span.time-left {{ virtualClocks[0][0] }}
165 span.time-separator(v-if="!!virtualClocks[0][1]") :
166 span.time-right(v-if="!!virtualClocks[0][1]")
167 | {{ virtualClocks[0][1] }}
169 span.time(:class="{yourturn: !!vr && vr.turn == 'b'}")
170 span.time-left {{ virtualClocks[1][0] }}
171 span.time-separator(v-if="!!virtualClocks[1][1]") :
172 span.time-right(v-if="!!virtualClocks[1][1]")
173 | {{ virtualClocks[1][1] }}
177 @newmove="processMove"
182 import BaseGame from "@/components/BaseGame.vue";
183 import UserBio from "@/components/UserBio.vue";
184 import Chat from "@/components/Chat.vue";
185 import { store } from "@/store";
186 import { GameStorage } from "@/utils/gameStorage";
187 import { ImportgameStorage } from "@/utils/importgameStorage";
188 import { ppt } from "@/utils/datetime";
189 import { notify } from "@/utils/notifications";
190 import { ajax } from "@/utils/ajax";
191 import { extractTime } from "@/utils/timeControl";
192 import { getRandString } from "@/utils/alea";
193 import { getScoreMessage } from "@/utils/scoring";
194 import { getFullNotation } from "@/utils/notation";
195 import { getDiagram, replaceByDiag } from "@/utils/printDiagram";
196 import { processModalClick } from "@/utils/modalClick";
197 import { playMove, getFilteredMove } from "@/utils/playUndo";
198 import { ArrayFun } from "@/utils/array";
199 import params from "@/parameters";
210 // gameRef can point to a corr game, local game or remote live game
213 game: {}, //passed to BaseGame
214 focus: !document.hidden, //will not always work... TODO
215 // virtualClocks will be initialized from true game.clocks
216 // TODO: clock update triggers re-rendering. Should be out of Vue
218 vr: null, //"variant rules" object initialized from FEN
224 people: {}, //players + observers
225 lastate: undefined, //used if opponent send lastate before game is ready
226 repeat: {}, //detect position repetition
227 curDiag: "", //for corr moves confirmation
229 roomInitialized: false,
230 // If asklastate got no reply, ask again:
232 gotMoveIdx: -1, //last move index received
233 // If newmove got no pingback, send again:
234 opponentGotMove: false,
236 socketCloseListener: 0,
237 // Incomplete info games: show move played
239 // Intervals from setInterval():
243 // Related to (killing of) self multi-connects:
248 $route: function(to, from) {
249 if (to.path.length < 6 || to.path.substr(0, 6) != "/game/")
251 this.cleanBeforeDestroy();
252 else if (from.params["id"] != to.params["id"]) {
253 // Change everything:
254 this.cleanBeforeDestroy();
255 let boardDiv = document.querySelector(".game");
257 // In case of incomplete information variant:
258 boardDiv.style.visibility = "hidden";
263 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
266 // NOTE: some redundant code with Hall.vue (mostly related to people array)
267 created: function() {
270 mounted: function() {
271 document.getElementById("chatWrap")
272 .addEventListener("click", (e) => {
273 processModalClick(e, () => {
274 this.toggleChat("close")
277 ["rulesDiv", "rematchDiv", "scoreDiv"].forEach(
279 document.getElementById(eltName)
280 .addEventListener("click", processModalClick);
284 beforeDestroy: function() {
285 this.cleanBeforeDestroy();
288 cleanBeforeDestroy: function() {
289 clearInterval(this.socketCloseListener);
290 document.removeEventListener('visibilitychange', this.visibilityChange);
291 window.removeEventListener('focus', this.onFocus);
292 window.removeEventListener('blur', this.onBlur);
293 if (!!this.askLastate) clearInterval(this.askLastate);
294 if (!!this.retrySendmove) clearInterval(this.retrySendmove);
295 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
296 this.conn.removeEventListener("message", this.socketMessageListener);
297 this.send("disconnect");
300 visibilityChange: function() {
301 // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
302 this.focus = (document.visibilityState == "visible");
303 this.send(this.focus ? "getfocus" : "losefocus");
305 onFocus: function() {
307 this.send("getfocus");
311 this.send("losefocus");
313 isLargeScreen: function() {
314 return window.innerWidth >= 768;
316 btnTooltipClass: function(thing) {
318 if (!!thing) append = { [thing + "-" + this[thing + "Offer"]]: true };
321 { tooltip: !("ontouchstart" in window) },
326 someAnonymousPresent: function() {
328 Object.values(this.people).some(p =>
329 !p.name && Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus)
333 atCreation: function() {
334 document.addEventListener('visibilitychange', this.visibilityChange);
335 window.addEventListener('focus', this.onFocus);
336 window.addEventListener('blur', this.onBlur);
337 // 0] (Re)Set variables
338 this.gameRef = this.$route.params["id"];
339 // next = next corr games IDs to navigate faster (if applicable)
340 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
341 // Always add myself to players' list
342 const my = this.st.user;
343 const tmpId = getRandString();
351 tmpId: { focus: true }
356 players: [{ name: "" }, { name: "" }],
360 let chatComp = this.$refs["chatcomp"];
361 if (!!chatComp) chatComp.chats = [];
362 this.virtualClocks = [[0,0], [0,0]];
364 this.rulesContent = "";
366 this.lastateAsked = false;
367 this.rematchOffer = "";
368 this.lastate = undefined;
369 this.roomInitialized = false;
370 this.gotLastate = false;
371 this.gotMoveIdx = -1;
372 this.opponentGotMove = false;
373 this.askLastate = null;
374 this.retrySendmove = null;
375 this.clockUpdate = null;
376 this.newConnect = {};
377 // 1] Initialize connection
378 this.connexionString =
380 "/?sid=" + this.st.user.sid +
381 "&id=" + this.st.user.id +
384 // Discard potential "/?next=[...]" for page indication:
385 encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
386 this.conn = new WebSocket(this.connexionString);
387 this.conn.addEventListener("message", this.socketMessageListener);
388 this.socketCloseListener = setInterval(
390 if (this.conn.readyState == 3) {
391 this.conn.removeEventListener(
392 "message", this.socketMessageListener);
393 this.conn = new WebSocket(this.connexionString);
394 this.conn.addEventListener("message", this.socketMessageListener);
399 // Socket init required before loading remote game:
400 const socketInit = callback => {
401 if (this.conn.readyState == 1)
405 // Socket not ready yet (initial loading)
406 // NOTE: first arg is Websocket object, unused here:
407 this.conn.onopen = () => callback();
409 this.fetchGame((game) => {
411 this.loadVariantThenGame(game, () => socketInit(this.roomInit));
413 // Live game stored remotely: need socket to retrieve it
414 // NOTE: the callback "roomInit" will be lost, so it's not provided.
415 // --> It will be given when receiving "fullgame" socket event.
416 socketInit(() => { this.send("askfullgame"); });
419 roomInit: function() {
420 if (!this.roomInitialized) {
421 // Notify the room only now that I connected, because
422 // messages might be lost otherwise (if game loading is slow)
423 this.send("connect");
424 this.send("pollclients");
425 // We may ask fullgame several times if some moves are lost,
426 // but room should be init only once:
427 this.roomInitialized = true;
430 send: function(code, obj) {
431 if (!!this.conn && this.conn.readyState == 1)
432 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
434 isConnected: function(index) {
435 const player = this.game.players[index];
436 // Is it me ? In this case no need to bother with focus
438 this.st.user.sid == player.sid ||
439 (!!player.name && this.st.user.id == player.id)
441 // Still have to check for name (because of potential multi-accounts
442 // on same browser, although this should be rare...)
443 return (!this.st.user.name || this.st.user.name == player.name);
445 // Try to find a match in people:
449 Object.keys(this.people).some(sid => {
452 Object.values(this.people[sid].tmpIds).some(v => v.focus)
459 Object.values(this.people).some(p => {
462 Object.values(p.tmpIds).some(v => v.focus)
468 getOppsid: function() {
469 let oppsid = this.game.oppsid;
471 oppsid = Object.keys(this.people).find(
472 sid => this.people[sid].id == this.game.oppid
475 // oppsid is useful only if opponent is online:
476 if (!!oppsid && !!this.people[oppsid]) return oppsid;
479 // NOTE: action if provided is always a closing action
480 toggleChat: function(action) {
481 if (!action && document.getElementById("modalChat").checked)
483 document.getElementById("inputChat").focus();
485 document.getElementById("chatBtn").classList.remove("somethingnew");
486 if (!!this.game.mycolor) {
487 // Update "chatRead" variable either on server or locally
488 if (this.game.type == "corr")
489 this.updateCorrGame({ chatRead: this.game.mycolor });
490 else if (this.game.type == "live")
491 GameStorage.update(this.gameRef, { chatRead: true });
495 processChat: function(chat) {
496 this.send("newchat", { data: chat });
497 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
498 if (!!this.game.mycolor) {
499 if (this.game.type == "corr")
500 this.updateCorrGame({ chat: chat });
503 chat.added = Date.now();
504 GameStorage.update(this.gameRef, { chat: chat });
508 clearChat: function() {
509 if (!!this.game.mycolor) {
510 if (this.game.type == "corr") {
514 { data: { gid: this.game.id } }
518 GameStorage.update(this.gameRef, { delchat: true });
520 this.$set(this.game, "chats", []);
523 getGameType: function(game) {
524 if (!!game.id.toString().match(/^i/)) return "import";
525 return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
527 // Notify something after a new move (to opponent and me on MyGames page)
528 notifyMyGames: function(thing, data) {
533 targets: this.game.players.map(p => {
534 return { sid: p.sid, id: p.id };
539 showNextGame: function() {
540 // Did I play in current game? If not, add it to nextIds list
541 if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
542 this.nextIds.unshift(this.game.id);
543 const nextGid = this.nextIds.pop();
545 "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
547 socketMessageListener: function(msg) {
548 if (!this.conn) return;
549 const data = JSON.parse(msg.data);
552 // TODO: shuffling and random filtering on server,
553 // if the room is really crowded.
554 Object.keys(data.sockIds).forEach(sid => {
555 if (sid != this.st.user.sid) {
556 this.send("askidentity", { target: sid });
557 this.people[sid] = { tmpIds: data.sockIds[sid] };
560 // Complete my tmpIds:
561 Object.assign(this.people[sid].tmpIds, data.sockIds[sid]);
566 if (!this.people[data.from[0]]) {
567 // focus depends on the tmpId (e.g. tab)
573 [data.from[1]]: { focus: true }
577 // For self multi-connects tests:
578 this.newConnect[data.from[0]] = true;
579 this.send("askidentity", { target: data.from[0] });
581 this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
582 this.$forceUpdate(); //TODO: shouldn't be required
586 if (!this.people[data.from[0]]) return;
587 delete this.people[data.from[0]].tmpIds[data.from[1]];
588 if (Object.keys(this.people[data.from[0]].tmpIds).length == 0)
589 this.$delete(this.people, data.from[0]);
590 else this.$forceUpdate(); //TODO: shouldn't be required
593 let player = this.people[data.from[0]];
595 player.tmpIds[data.from[1]].focus = true;
596 this.$forceUpdate(); //TODO: shouldn't be required
601 let player = this.people[data.from[0]];
603 player.tmpIds[data.from[1]].focus = false;
604 this.$forceUpdate(); //TODO: shouldn't be required
608 case "askidentity": {
609 // Request for identification
611 // Decompose to avoid revealing email
612 name: this.st.user.name,
613 sid: this.st.user.sid,
616 this.send("identity", { data: me, target: data.from });
620 const user = data.data;
621 let player = this.people[user.sid];
622 // player.tmpIds is already set
623 player.name = user.name;
625 if (this.game.type == "live") {
627 this.game.players.findIndex(p => p.sid == this.st.user.sid);
628 // Sometimes a player name isn't stored yet (TODO: why?)
631 !this.game.players[1 - myGidx].name &&
632 this.game.players[1 - myGidx].sid == user.sid &&
635 this.game.players[1-myGidx].name = user.name;
638 { playerName: { idx: 1 - myGidx, name: user.name } }
642 this.$forceUpdate(); //TODO: shouldn't be required
643 // If I multi-connect, kill current connexion if no mark (I'm older)
644 if (this.newConnect[user.sid]) {
645 delete this.newConnect[user.sid];
648 user.id == this.st.user.id &&
649 user.sid != this.st.user.sid
651 this.cleanBeforeDestroy();
652 alert(this.st.tr["New connexion detected: tab now offline"]);
656 // Ask potentially missed last state, if opponent and I play
659 !!this.game.mycolor &&
660 this.game.type == "live" &&
661 this.game.players.some(p => p.sid == user.sid)
663 this.send("asklastate", { target: user.sid });
665 this.askLastate = setInterval(
667 // Ask at most 3 times:
668 // if no reply after that there should be a network issue.
672 !!this.people[user.sid]
674 this.send("asklastate", { target: user.sid });
677 clearInterval(this.askLastate);
686 // Send current (live or import) game,
687 // if not asked by any of the players
689 this.game.type != "corr" &&
690 this.game.players.every(p => p.sid != data.from[0])
694 // FEN is current position, unused for now
696 players: this.game.players,
698 cadence: this.game.cadence,
699 score: this.game.score
701 this.send("game", { data: myGame, target: data.from });
705 const gameToSend = Object.keys(this.game)
708 "id","fen","players","vid","cadence","fenStart","vname",
709 "moves","clocks","score","drawOffer","rematchOffer"
713 obj[k] = this.game[k];
718 this.send("fullgame", { data: gameToSend, target: data.from });
721 if (!!data.data.empty) {
722 alert(this.st.tr["The game should be in another tab"]);
726 // Callback "roomInit" to poll clients only after game is loaded
727 this.loadVariantThenGame(data.data, this.roomInit);
730 // Sending informative last state if I played a move or score != "*"
731 // If the game or moves aren't loaded yet, delay the sending:
732 // TODO: socket init after game load, so the game is supposedly ready
733 if (!this.game || !this.game.moves) this.lastateAsked = true;
734 else this.sendLastate(data.from);
736 // TODO: possible bad scenario: reload page while oppponent sends a
737 // move => get both lastate and newmove, process both, add move twice.
738 // Confirm scenario? Fix?
740 // Got opponent infos about last move
741 this.gotLastate = true;
742 this.lastate = data.data;
743 if (this.lastate.movesCount - 1 > this.gotMoveIdx)
744 this.gotMoveIdx = this.lastate.movesCount - 1;
745 if (this.game.rendered)
746 // Game is rendered (Board component)
747 this.processLastate();
748 // Else: will be processed when game is ready
754 console.log("Receive move");
755 console.log(data.data);
756 //moveslist not updated when receiving a move? (see in baseGame)
758 const movePlus = data.data;
759 const movesCount = this.game.moves.length;
761 movePlus.index < movesCount ||
762 this.gotMoveIdx >= movePlus.index
764 // Opponent re-send but we already have the move:
765 // (maybe he didn't receive our pingback...)
766 this.send("gotmove", {data: movePlus.index, target: data.from});
769 this.gotMoveIdx = movePlus.index;
770 const receiveMyMove = (movePlus.color == this.game.mycolor);
771 const moveColIdx = ["w", "b"].indexOf(movePlus.color);
772 if (!receiveMyMove && !!this.game.mycolor) {
773 // Notify opponent that I got the move:
776 { data: movePlus.index, target: data.from }
778 // And myself if I'm elsewhere:
784 (this.game.players[moveColIdx].name || "@nonymous") +
790 if (movePlus.cancelDrawOffer) {
791 // Opponent refuses draw
793 // NOTE for corr games: drawOffer reset by player in turn
795 this.game.type == "live" &&
796 !!this.game.mycolor &&
799 GameStorage.update(this.gameRef, { drawOffer: "" });
802 this.$refs["basegame"].play(movePlus.move, "received");
803 // Freeze time while the move is being play
804 // (TODO: a callback would be cleaner here)
805 clearInterval(this.clockUpdate);
806 this.clockUpdate = null;
807 const freezeDuration = ["all", "highlight"].includes(V.ShowMoves)
808 // 250 = length of animation, 500 = delay between sub-moves
810 (Array.isArray(movePlus.move) ? movePlus.move.length - 1 : 0)
811 // Incomplete information: no move animation
815 this.game.clocks[moveColIdx] = movePlus.clock;
818 { receiveMyMove: receiveMyMove }
827 this.opponentGotMove = true;
828 // Now his clock starts running on my side:
829 const oppIdx = ['w','b'].indexOf(this.vr.turn);
830 // NOTE: next line to avoid multi-resetClocks when several tabs
831 // on same game, resulting in a faster countdown.
832 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
837 const score = (data.data == "b" ? "1-0" : "0-1");
838 const side = (data.data == "w" ? "White" : "Black");
839 this.gameOver(score, side + " surrender");
842 this.gameOver("?", "Stop");
845 this.gameOver("1/2", data.data);
848 // NOTE: observers don't know who offered draw
849 this.drawOffer = "received";
850 if (!!this.game.mycolor && this.game.type == "live") {
853 { drawOffer: V.GetOppCol(this.game.mycolor) }
858 // NOTE: observers don't know who offered rematch
859 this.rematchOffer = data.data ? "received" : "";
860 if (!!this.game.mycolor && this.game.type == "live") {
863 { rematchOffer: data.data ? V.GetOppCol(this.game.mycolor) : "" }
868 // A game started, redirect if I'm playing in
869 const gameInfo = data.data;
870 const gameType = this.getGameType(gameInfo);
872 gameType == "live" &&
873 gameInfo.players.some(p => p.sid == this.st.user.sid)
875 this.addAndGotoLiveGame(gameInfo);
877 gameType == "corr" &&
878 this.st.user.id > 0 &&
879 gameInfo.players.some(p => p.id == this.st.user.id)
881 this.$router.push("/game/" + gameInfo.id);
883 this.rematchId = gameInfo.id;
884 document.getElementById("modalRules").checked = false;
885 document.getElementById("modalScore").checked = false;
886 document.getElementById("modalRematch").checked = true;
891 let chat = data.data;
892 this.$refs["chatcomp"].newChat(chat);
893 if (this.game.type == "live") {
894 chat.added = Date.now();
895 if (!!this.game.mycolor)
896 GameStorage.update(this.gameRef, { chat: chat });
898 if (!document.getElementById("modalChat").checked)
899 document.getElementById("chatBtn").classList.add("somethingnew");
904 updateCorrGame: function(obj, callback) {
914 if (!!callback) callback();
919 sendLastate: function(target) {
920 // Send our "last state" informations to opponent
921 const L = this.game.moves.length;
922 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
925 (L > 0 && this.vr.turn != this.game.mycolor)
926 ? this.game.moves[L - 1]
928 clock: this.game.clocks[myIdx],
929 // Since we played a move (or abort or resign),
930 // only drawOffer=="sent" is possible
931 drawSent: this.drawOffer == "sent" ? true : undefined,
932 rematchSent: this.rematchOffer == "sent" ? true : undefined,
933 score: this.game.score != "*" ? this.game.score : undefined,
934 scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
937 this.send("lastate", { data: myLastate, target: target });
939 // lastate was received, but maybe game wasn't ready yet:
940 processLastate: function() {
941 const data = this.lastate;
942 this.lastate = undefined; //security...
944 const oppCol = V.GetOppCol(this.game.mycolor);
945 if (!!data.rematchSent) {
946 if (this.game.rematchOffer != oppCol) {
947 // Opponent sended rematch offer while we were offline:
948 this.rematchOffer = "received";
951 { rematchOffer: oppCol }
956 if (this.game.rematchOffer == oppCol) {
957 // Opponent cancelled rematch offer while we were offline:
958 this.rematchOffer = "";
967 const L = this.game.moves.length;
968 const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
969 this.game.clocks[oppIdx] = data.clock;
970 if (data.movesCount > L) {
971 // Just got last move from him
972 this.$refs["basegame"].play(data.lastMove, "received");
973 this.processMove(data.lastMove);
975 if (!!this.clockUpdate) clearInterval(this.clockUpdate);
978 if (!!data.drawSent) this.drawOffer = "received";
981 if (this.game.score == "*")
982 this.gameOver(data.score, data.scoreMsg);
986 clickDraw: function() {
987 if (!this.game.mycolor || this.game.type == "import") return;
988 if (["received", "threerep"].includes(this.drawOffer)) {
989 if (!confirm(this.st.tr["Accept draw?"])) return;
991 this.drawOffer == "received"
993 : "Three repetitions";
994 this.send("draw", { data: message });
995 this.gameOver("1/2", message);
996 } else if (this.drawOffer == "") {
997 // No effect if drawOffer == "sent"
998 if (this.game.mycolor != this.vr.turn) {
999 alert(this.st.tr["Draw offer only in your turn"]);
1002 if (!confirm(this.st.tr["Offer draw?"])) return;
1003 this.drawOffer = "sent";
1004 this.send("drawoffer");
1005 if (this.game.type == "live") {
1008 { drawOffer: this.game.mycolor }
1010 } else this.updateCorrGame({ drawOffer: this.game.mycolor });
1013 addAndGotoLiveGame: function(gameInfo, callback) {
1014 const game = Object.assign(
1018 // (other) Game infos: constant
1019 fenStart: gameInfo.fen,
1020 vname: this.game.vname,
1021 created: Date.now(),
1022 // Game state (including FEN): will be updated
1024 clocks: [-1, -1], //-1 = unstarted
1029 GameStorage.add(game, (err) => {
1030 // No error expected.
1032 if (this.st.settings.sound)
1033 new Audio("/sounds/newgame.flac").play().catch(() => {});
1034 if (!!callback) callback();
1035 this.$router.push("/game/" + gameInfo.id);
1039 clickRematch: function() {
1040 if (!this.game.mycolor || this.game.type == "import") return;
1041 if (this.rematchOffer == "received") {
1042 // Start a new game!
1044 id: getRandString(), //ignored if corr
1045 fen: V.GenRandInitFen(this.game.randomness),
1046 players: [this.game.players[1], this.game.players[0]],
1048 cadence: this.game.cadence
1050 const notifyNewGame = () => {
1051 const oppsid = this.getOppsid(); //may be null
1052 this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
1053 // To main Hall if corr game:
1054 if (this.game.type == "corr")
1055 this.send("newgame", { data: gameInfo, page: "/" });
1056 // Also to MyGames page:
1057 this.notifyMyGames("newgame", gameInfo);
1059 if (this.game.type == "live")
1060 this.addAndGotoLiveGame(gameInfo, notifyNewGame);
1067 // cid is useful to delete the challenge:
1068 data: { gameInfo: gameInfo },
1069 success: (response) => {
1070 gameInfo.id = response.gameId;
1072 this.$router.push("/game/" + response.gameId);
1077 } else if (this.rematchOffer == "") {
1078 this.rematchOffer = "sent";
1079 this.send("rematchoffer", { data: true });
1080 if (this.game.type == "live") {
1083 { rematchOffer: this.game.mycolor }
1085 } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
1086 } else if (this.rematchOffer == "sent") {
1087 // Toggle rematch offer (on --> off)
1088 this.rematchOffer = "";
1089 this.send("rematchoffer", { data: false });
1090 if (this.game.type == "live") {
1093 { rematchOffer: '' }
1095 } else this.updateCorrGame({ rematchOffer: 'n' });
1098 abortGame: function() {
1099 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
1101 this.gameOver("?", "Stop");
1104 resign: function() {
1105 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
1107 this.send("resign", { data: this.game.mycolor });
1108 const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
1109 const side = (this.game.mycolor == "w" ? "White" : "Black");
1110 this.gameOver(score, side + " surrender");
1112 loadGame: function(game, callback) {
1113 const gtype = game.type || this.getGameType(game);
1114 const tc = extractTime(game.cadence);
1115 const myIdx = game.players.findIndex(p => {
1117 p.sid == this.st.user.sid ||
1118 (!!p.name && p.id == this.st.user.id)
1121 // Sometimes the name isn't stored yet (TODO: why?)
1125 !game.players[myIdx].name &&
1128 game.players[myIdx].name = this.st.user.name;
1131 { playerName: { idx: myIdx, name: this.st.user.name } }
1134 // "mycolor" is undefined for observers
1135 const mycolor = [undefined, "w", "b"][myIdx + 1];
1136 if (gtype == "corr") {
1137 if (mycolor == 'w') game.chatRead = game.chatReadWhite;
1138 else if (mycolor == 'b') game.chatRead = game.chatReadBlack;
1139 // NOTE: clocks in seconds
1140 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
1141 game.clocks = [tc.mainTime, tc.mainTime];
1142 const L = game.moves.length;
1143 if (game.score == "*") {
1146 game.clocks[L % 2] -=
1147 (Date.now() - game.moves[L-1].played) / 1000;
1150 // Now that we used idx and played, re-format moves as for live games
1151 game.moves = game.moves.map(m => m.squares);
1153 else if (gtype == "live") {
1154 if (game.clocks[0] < 0) {
1155 // Game is unstarted. clock is ignored until move 2
1156 game.clocks = [tc.mainTime, tc.mainTime];
1158 // I play in this live game
1161 { clocks: game.clocks }
1166 // It's my turn: clocks not updated yet
1167 game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
1171 // gtype == "import"
1172 game.clocks = [tc.mainTime, tc.mainTime];
1173 // Live games before 26/03/2020 don't have chat history:
1174 if (!game.chats) game.chats = []; //TODO: remove line
1175 // Sort chat messages from newest to oldest
1176 game.chats.sort((c1, c2) => c2.added - c1.added);
1179 game.chats.length > 0 &&
1180 (!game.chatRead || game.chatRead < game.chats[0].added)
1182 // A chat message arrived since my last reading:
1183 document.getElementById("chatBtn").classList.add("somethingnew");
1185 // TODO: merge next 2 "if" conditions
1186 if (!!game.drawOffer) {
1187 if (game.drawOffer == "t")
1188 // Three repetitions
1189 this.drawOffer = "threerep";
1191 // Draw offered by any of the players:
1192 if (myIdx < 0) this.drawOffer = "received";
1194 // I play in this game:
1196 (game.drawOffer == "w" && myIdx == 0) ||
1197 (game.drawOffer == "b" && myIdx == 1)
1199 this.drawOffer = "sent";
1200 else this.drawOffer = "received";
1204 if (!!game.rematchOffer) {
1205 if (myIdx < 0) this.rematchOffer = "received";
1207 // I play in this game:
1209 (game.rematchOffer == "w" && myIdx == 0) ||
1210 (game.rematchOffer == "b" && myIdx == 1)
1212 this.rematchOffer = "sent";
1214 else this.rematchOffer = "received";
1217 this.repeat = {}; //reset: scan past moves' FEN:
1219 this.vr = new V(game.fenStart);
1221 game.moves.forEach(m => {
1222 playMove(m, this.vr);
1223 const fenIdx = this.vr.getFenForRepeat();
1224 this.repeat[fenIdx] = this.repeat[fenIdx]
1225 ? this.repeat[fenIdx] + 1
1228 // Imported games don't have current FEN
1229 if (!game.fen) game.fen = this.vr.getFen();
1230 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
1231 this.game = Object.assign(
1232 // NOTE: assign mycolor here, since BaseGame could also be VS computer
1235 increment: tc.increment,
1237 // opponent sid not strictly required (or available), but easier
1238 // at least oppsid or oppid is available anyway:
1239 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
1240 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
1244 this.$refs["basegame"].re_setVariables(this.game);
1246 this.gotMoveIdx = game.moves.length - 1;
1247 // If we arrive here after 'nextGame' action, the board might be hidden
1248 let boardDiv = document.querySelector(".game");
1249 if (!!boardDiv && boardDiv.style.visibility == "hidden")
1250 boardDiv.style.visibility = "visible";
1251 this.re_setClocks();
1252 this.$nextTick(() => {
1253 this.game.rendered = true;
1254 // Did lastate arrive before game was rendered?
1255 if (!!this.lastate) this.processLastate();
1257 if (this.lastateAsked) {
1258 this.lastateAsked = false;
1259 this.sendLastate(game.oppsid);
1261 if (!!callback) callback();
1263 loadVariantThenGame: async function(game, callback) {
1264 await import("@/variants/" + game.vname + ".js")
1265 .then((vModule) => {
1266 window.V = vModule[game.vname + "Rules"];
1267 this.loadGame(game, callback);
1269 // (AJAX) Request to get rules content (plain text, HTML)
1272 "raw-loader!@/translations/rules/" +
1274 this.st.lang + ".pug"
1276 // Next two lines fix a weird issue after last update (2019-11)
1277 .replace(/\\n/g, " ")
1278 .replace(/\\"/g, '"')
1279 .replace('module.exports = "', "")
1281 .replace(/(fen:)([^:]*):/g, replaceByDiag);
1283 // 3 cases for loading a game:
1284 // - from indexedDB (running or completed live game I play)
1285 // - from server (one correspondance game I play[ed] or not)
1286 // - from remote peer (one live game I don't play, finished or not)
1287 fetchGame: function(callback) {
1289 Number.isInteger(this.gameRef) ||
1290 !isNaN(parseInt(this.gameRef, 10))
1292 // corr games identifiers are integers
1297 data: { gid: this.gameRef },
1299 res.game.moves.forEach(m => {
1300 m.squares = JSON.parse(m.squares);
1307 else if (!!this.gameRef.match(/^i/))
1308 // Game import (maybe remote)
1309 ImportgameStorage.get(this.gameRef, callback);
1311 // Local live game (or remote)
1312 GameStorage.get(this.gameRef, callback);
1314 re_setClocks: function() {
1315 this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
1316 if (this.game.moves.length < 2 || this.game.score != "*") {
1317 // 1st move not completed yet, or game over: freeze time
1320 const currentTurn = this.vr.turn;
1321 const currentMovesCount = this.game.moves.length;
1322 const colorIdx = ["w", "b"].indexOf(currentTurn);
1323 this.clockUpdate = setInterval(
1326 this.game.clocks[colorIdx] < 0 ||
1327 this.game.moves.length > currentMovesCount ||
1328 this.game.score != "*"
1330 clearInterval(this.clockUpdate);
1331 this.clockUpdate = null;
1332 if (this.game.clocks[colorIdx] < 0)
1334 currentTurn == "w" ? "0-1" : "1-0",
1341 ppt(Math.max(0, --this.game.clocks[colorIdx])).split(':')
1348 // Update variables and storage after a move:
1349 processMove: function(move, data) {
1350 if (this.game.type == "import")
1351 // Shouldn't receive any messages in this mode:
1353 if (!data) data = {};
1354 const moveCol = this.vr.turn;
1355 const colorIdx = ["w", "b"].indexOf(moveCol);
1356 const nextIdx = 1 - colorIdx;
1357 const doProcessMove = () => {
1358 const origMovescount = this.game.moves.length;
1359 // The move is (about to be) played: stop clock
1360 clearInterval(this.clockUpdate);
1361 this.clockUpdate = null;
1362 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1363 if (this.drawOffer == "received")
1365 this.drawOffer = "";
1366 if (this.game.type == "live" && origMovescount >= 2) {
1367 this.game.clocks[colorIdx] += this.game.increment;
1368 // For a correct display in casqe of disconnected opponent:
1372 ppt(this.game.clocks[colorIdx]).split(':')
1374 GameStorage.update(this.gameRef, {
1375 // It's not my turn anymore:
1380 // Update current game object:
1381 playMove(move, this.vr);
1383 // Received move, score is computed in BaseGame, but maybe not yet.
1384 // ==> Compute it here, although this is redundant (TODO)
1385 data.score = this.vr.getCurrentScore();
1386 if (data.score != "*") this.gameOver(data.score);
1387 this.game.moves.push(move);
1388 this.game.fen = this.vr.getFen();
1389 if (this.game.type == "corr") {
1390 // In corr games, just reset clock to mainTime:
1391 this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
1393 // If repetition detected, consider that a draw offer was received:
1394 const fenObj = this.vr.getFenForRepeat();
1395 this.repeat[fenObj] =
1396 !!this.repeat[fenObj]
1397 ? this.repeat[fenObj] + 1
1399 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
1400 else if (this.drawOffer == "threerep") this.drawOffer = "";
1401 if (!!this.game.mycolor && !data.receiveMyMove) {
1402 // NOTE: 'var' to see that variable outside this block
1403 var filtered_move = getFilteredMove(move);
1405 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1406 // Notify turn on MyGames page:
1415 // Since corr games are stored at only one location, update should be
1416 // done only by one player for each move:
1418 this.game.type == "live" &&
1419 !!this.game.mycolor &&
1420 moveCol != this.game.mycolor &&
1421 this.game.moves.length >= 2
1423 // Receive a move: update initime
1424 this.game.initime = Date.now();
1425 GameStorage.update(this.gameRef, {
1426 // It's my turn now!
1427 initime: this.game.initime
1431 !!this.game.mycolor &&
1432 !data.receiveMyMove &&
1433 (this.game.type == "live" || moveCol == this.game.mycolor)
1436 switch (this.drawOffer) {
1441 drawCode = this.game.mycolor;
1444 drawCode = V.GetOppCol(this.game.mycolor);
1447 if (this.game.type == "corr") {
1448 // corr: only move, fen and score
1449 this.updateCorrGame({
1452 squares: filtered_move,
1455 // Code "n" for "None" to force reset (otherwise it's ignored)
1456 drawOffer: drawCode || "n"
1460 const updateStorage = () => {
1461 GameStorage.update(this.gameRef, {
1463 move: filtered_move,
1464 moveIdx: origMovescount,
1465 clocks: this.game.clocks,
1469 // The active tab can update storage immediately
1470 if (this.focus) updateStorage();
1471 // Small random delay otherwise
1472 else setTimeout(updateStorage, 500 + 1000 * Math.random());
1475 // Send move ("newmove" event) to people in the room (if our turn)
1476 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1478 move: filtered_move,
1479 index: origMovescount,
1480 // color is required to check if this is my move
1481 // (if several tabs opened)
1483 cancelDrawOffer: this.drawOffer == ""
1485 if (this.game.type == "live")
1486 sendMove["clock"] = this.game.clocks[colorIdx];
1487 // (Live) Clocks will re-start when the opponent pingback arrive
1488 this.opponentGotMove = false;
1489 this.send("newmove", {data: sendMove});
1490 // If the opponent doesn't reply gotmove soon enough, re-send move:
1491 // Do this at most 2 times, because more would mean network issues,
1492 // opponent would then be expected to disconnect/reconnect.
1494 const currentUrl = document.location.href;
1495 this.retrySendmove = setInterval(
1499 this.opponentGotMove ||
1500 document.location.href != currentUrl //page change
1502 clearInterval(this.retrySendmove);
1505 const oppsid = this.getOppsid();
1507 // Opponent is disconnected: he'll ask last state
1508 clearInterval(this.retrySendmove);
1510 this.send("newmove", { data: sendMove, target: oppsid });
1518 // Not my move or I'm an observer: just start other player's clock
1519 this.re_setClocks();
1522 this.game.type == "corr" &&
1524 moveCol == this.game.mycolor &&
1527 let boardDiv = document.querySelector(".game");
1528 const afterSetScore = () => {
1530 if (this.st.settings.gotonext && this.nextIds.length > 0)
1531 this.showNextGame();
1533 // The board might have been hidden:
1534 if (boardDiv.style.visibility == "hidden")
1535 boardDiv.style.visibility = "visible";
1536 if (data.score == "*") this.re_setClocks();
1539 let el = document.querySelector("#buttonsConfirm > .acceptBtn");
1540 // We may play several moves in a row: in case of, remove listener:
1541 let elClone = el.cloneNode(true);
1542 el.parentNode.replaceChild(elClone, el);
1543 elClone.addEventListener(
1546 document.getElementById("modalConfirm").checked = false;
1547 if (!!data.score && data.score != "*")
1549 this.gameOver(data.score, null, afterSetScore);
1550 else afterSetScore();
1553 // PlayOnBoard is enough, and more appropriate for Synchrone Chess
1554 const arMove = (Array.isArray(move) ? move : [move]);
1555 for (let i = 0; i < arMove.length; i++)
1556 V.PlayOnBoard(this.vr.board, arMove[i]);
1557 const position = this.vr.getBaseFen();
1558 for (let i = arMove.length - 1; i >= 0; i--)
1559 V.UndoOnBoard(this.vr.board, arMove[i]);
1560 if (["all","byrow"].includes(V.ShowMoves)) {
1561 this.curDiag = getDiagram({
1563 orientation: V.CanFlip ? this.game.mycolor : "w"
1565 document.querySelector("#confirmDiv > .card").style.width =
1566 boardDiv.offsetWidth + "px";
1569 // Incomplete information: just ask confirmation
1570 // Hide the board, because otherwise it could reveal infos
1571 boardDiv.style.visibility = "hidden";
1572 this.moveNotation = getFullNotation(move);
1574 document.getElementById("modalConfirm").checked = true;
1578 if (!!data.score && data.score != "*")
1579 this.gameOver(data.score, null, doProcessMove);
1580 else doProcessMove();
1583 cancelMove: function() {
1584 let boardDiv = document.querySelector(".game");
1585 if (boardDiv.style.visibility == "hidden")
1586 boardDiv.style.visibility = "visible";
1587 document.getElementById("modalConfirm").checked = false;
1588 this.$refs["basegame"].cancelLastMove();
1590 // In corr games, callback to change page only after score is set:
1591 gameOver: function(score, scoreMsg, callback) {
1592 this.game.score = score;
1593 if (!scoreMsg) scoreMsg = getScoreMessage(score);
1594 this.game.scoreMsg = scoreMsg;
1595 document.getElementById("modalRules").checked = false;
1596 // Display result in a un-missable way:
1597 document.getElementById("modalScore").checked = true;
1598 this.$set(this.game, "scoreMsg", scoreMsg);
1599 const myIdx = this.game.players.findIndex(p => {
1601 p.sid == this.st.user.sid ||
1602 (!!p.name && p.id == this.st.user.id)
1606 // OK, I play in this game
1611 if (this.game.type == "live") {
1612 GameStorage.update(this.gameRef, scoreObj);
1613 // Notify myself locally if I'm elsewhere:
1617 { body: score + " : " + scoreMsg }
1620 if (!!callback) callback();
1622 else this.updateCorrGame(scoreObj, callback);
1623 // Notify the score to main Hall.
1624 // TODO: only one player (currently double send)
1625 this.send("result", { gid: this.game.id, score: score });
1626 // Also to MyGames page (TODO: doubled as well...)
1635 else if (!!callback) callback();
1641 <style lang="sass" scoped>
1642 #scoreDiv > .card, #rematchDiv > .card
1650 @media screen and (max-width: 1500px)
1652 @media screen and (max-width: 1024px)
1654 @media screen and (max-width: 767px)
1664 background-color: lightgreen
1676 @media screen and (max-width: 767px)
1681 display: inline-block
1685 display: inline-block
1687 display: inline-flex
1691 @media screen and (max-width: 767px)
1700 @media screen and (max-width: 767px)
1712 background-color: #edda99
1714 display: inline-block
1718 display: inline-block
1725 @media screen and (max-width: 767px)
1727 display: inline-block
1740 animation: blink-animation 2s steps(3, start) infinite
1741 @keyframes blink-animation
1746 display: inline-block
1758 .draw-sent, .draw-sent:hover
1759 background-color: lightyellow
1761 .draw-received, .draw-received:hover
1762 background-color: #73C6B6
1764 .draw-threerep, .draw-threerep:hover
1765 background-color: #D2B4DE
1767 .rematch-sent, .rematch-sent:hover
1768 background-color: lightyellow
1770 .rematch-received, .rematch-received:hover
1771 background-color: #48C9B0
1774 background-color: #D2B4DE
1787 background-color: lightgreen
1789 background-color: red
1792 color: var(--card-fore-color)
1795 font-size: calc(1rem * var(--heading-ratio))
1797 margin: calc(1.5 * var(--universal-margin))
1801 @import "@/styles/_rules.sass"
1802 @import "@/styles/_board_squares_img.sass"