| 1 | <template lang="pug"> |
| 2 | main |
| 3 | input#modalChat.modal(type="checkbox" @click="resetChatColor") |
| 4 | div#chatWrap(role="dialog" data-checkbox="modalChat" |
| 5 | aria-labelledby="inputChat") |
| 6 | #chat.card |
| 7 | label.modal-close(for="modalChat") |
| 8 | #participants |
| 9 | span {{ Object.keys(people).length }} participant(s): |
| 10 | span(v-for="p in Object.values(people)" v-if="!!p.name") |
| 11 | | {{ p.name }} |
| 12 | span.anonymous(v-if="Object.values(people).some(p => !p.name)") |
| 13 | | + @nonymous |
| 14 | Chat(:players="game.players" :pastChats="game.chats" |
| 15 | @newchat-sent="finishSendChat" @newchat-received="processChat") |
| 16 | .row |
| 17 | #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2 |
| 18 | button#chatBtn(onClick="doClick('modalChat')") Chat |
| 19 | #actions(v-if="game.score=='*'") |
| 20 | button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}") Draw |
| 21 | button(@click="abortGame") Abort |
| 22 | button(@click="resign") Resign |
| 23 | #playersInfo |
| 24 | p |
| 25 | span.name(:class="{connected: isConnected(0)}") |
| 26 | | {{ game.players[0].name || "@nonymous" }} |
| 27 | span.time(v-if="game.score=='*'") {{ virtualClocks[0] }} |
| 28 | span.split-names - |
| 29 | span.name(:class="{connected: isConnected(1)}") |
| 30 | | {{ game.players[1].name || "@nonymous" }} |
| 31 | span.time(v-if="game.score=='*'") {{ virtualClocks[1] }} |
| 32 | BaseGame(:game="game" :vr="vr" ref="basegame" |
| 33 | @newmove="processMove" @gameover="gameOver") |
| 34 | </template> |
| 35 | |
| 36 | <script> |
| 37 | import BaseGame from "@/components/BaseGame.vue"; |
| 38 | import Chat from "@/components/Chat.vue"; |
| 39 | import { store } from "@/store"; |
| 40 | import { GameStorage } from "@/utils/gameStorage"; |
| 41 | import { ppt } from "@/utils/datetime"; |
| 42 | import { extractTime } from "@/utils/timeControl"; |
| 43 | import { ArrayFun } from "@/utils/array"; |
| 44 | import { processModalClick } from "@/utils/modalClick"; |
| 45 | |
| 46 | export default { |
| 47 | name: 'my-game', |
| 48 | components: { |
| 49 | BaseGame, |
| 50 | Chat, |
| 51 | }, |
| 52 | // gameRef: to find the game in (potentially remote) storage |
| 53 | data: function() { |
| 54 | return { |
| 55 | st: store.state, |
| 56 | gameRef: { //given in URL (rid = remote ID) |
| 57 | id: "", |
| 58 | rid: "" |
| 59 | }, |
| 60 | game: {players:[{name:""},{name:""}]}, //passed to BaseGame |
| 61 | virtualClocks: [0, 0], //initialized with true game.clocks |
| 62 | vr: null, //"variant rules" object initialized from FEN |
| 63 | drawOffer: "", |
| 64 | people: {}, //players + observers |
| 65 | lastate: undefined, //used if opponent send lastate before game is ready |
| 66 | repeat: {}, //detect position repetition |
| 67 | }; |
| 68 | }, |
| 69 | watch: { |
| 70 | "$route": function(to, from) { |
| 71 | this.gameRef.id = to.params["id"]; |
| 72 | this.gameRef.rid = to.query["rid"]; |
| 73 | this.loadGame(); |
| 74 | }, |
| 75 | "game.clocks": function(newState) { |
| 76 | if (this.game.moves.length < 2 || this.game.score != "*") |
| 77 | { |
| 78 | // 1st move not completed yet, or game over: freeze time |
| 79 | this.virtualClocks = newState.map(s => ppt(s)); |
| 80 | return; |
| 81 | } |
| 82 | const currentTurn = this.vr.turn; |
| 83 | const colorIdx = ["w","b"].indexOf(currentTurn); |
| 84 | let countdown = newState[colorIdx] - |
| 85 | (Date.now() - this.game.initime[colorIdx])/1000; |
| 86 | this.virtualClocks = [0,1].map(i => { |
| 87 | const removeTime = i == colorIdx |
| 88 | ? (Date.now() - this.game.initime[colorIdx])/1000 |
| 89 | : 0; |
| 90 | return ppt(newState[i] - removeTime); |
| 91 | }); |
| 92 | let clockUpdate = setInterval(() => { |
| 93 | if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*") |
| 94 | { |
| 95 | clearInterval(clockUpdate); |
| 96 | if (countdown < 0) |
| 97 | this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time"); |
| 98 | } |
| 99 | else |
| 100 | { |
| 101 | // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown) |
| 102 | this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown))); |
| 103 | } |
| 104 | }, 1000); |
| 105 | }, |
| 106 | }, |
| 107 | // NOTE: some redundant code with Hall.vue (related to people array) |
| 108 | created: function() { |
| 109 | // Always add myself to players' list |
| 110 | const my = this.st.user; |
| 111 | this.$set(this.people, my.sid, {id:my.id, name:my.name}); |
| 112 | this.gameRef.id = this.$route.params["id"]; |
| 113 | this.gameRef.rid = this.$route.query["rid"]; //may be undefined |
| 114 | // Define socket .onmessage() and .onclose() events: |
| 115 | this.st.conn.onmessage = this.socketMessageListener; |
| 116 | const socketCloseListener = () => { |
| 117 | store.socketCloseListener(); //reinitialize connexion (in store.js) |
| 118 | this.st.conn.addEventListener('message', this.socketMessageListener); |
| 119 | this.st.conn.addEventListener('close', socketCloseListener); |
| 120 | }; |
| 121 | this.st.conn.onclose = socketCloseListener; |
| 122 | // Socket init required before loading remote game: |
| 123 | const socketInit = (callback) => { |
| 124 | if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state |
| 125 | callback(); |
| 126 | else //socket not ready yet (initial loading) |
| 127 | this.st.conn.onopen = callback; |
| 128 | }; |
| 129 | if (!this.gameRef.rid) //game stored locally or on server |
| 130 | this.loadGame(null, () => socketInit(this.roomInit)); |
| 131 | else //game stored remotely: need socket to retrieve it |
| 132 | { |
| 133 | // NOTE: the callback "roomInit" will be lost, so we don't provide it. |
| 134 | // --> It will be given when receiving "fullgame" socket event. |
| 135 | // A more general approach would be to store it somewhere. |
| 136 | socketInit(this.loadGame); |
| 137 | } |
| 138 | }, |
| 139 | mounted: function() { |
| 140 | document.getElementById("chatWrap").addEventListener( |
| 141 | "click", processModalClick); |
| 142 | }, |
| 143 | methods: { |
| 144 | // O.1] Ask server for room composition: |
| 145 | roomInit: function() { |
| 146 | // Notify the room only now that I connected, because |
| 147 | // messages might be lost otherwise (if game loading is slow) |
| 148 | this.st.conn.send(JSON.stringify({code:"connect"})); |
| 149 | this.st.conn.send(JSON.stringify({code:"pollclients"})); |
| 150 | }, |
| 151 | isConnected: function(index) { |
| 152 | const name = this.game.players[index].name; |
| 153 | if (this.st.user.name == name) |
| 154 | return true; |
| 155 | return Object.values(this.people).some(p => p.name == name); |
| 156 | }, |
| 157 | socketMessageListener: function(msg) { |
| 158 | const data = JSON.parse(msg.data); |
| 159 | switch (data.code) |
| 160 | { |
| 161 | case "duplicate": |
| 162 | alert("Warning: duplicate 'offline' connection"); |
| 163 | break; |
| 164 | // 0.2] Receive clients list (just socket IDs) |
| 165 | case "pollclients": |
| 166 | { |
| 167 | data.sockIds.forEach(sid => { |
| 168 | if (!!this.people[sid]) |
| 169 | return; |
| 170 | this.$set(this.people, sid, {id:0, name:""}); |
| 171 | // Ask only identity |
| 172 | this.st.conn.send(JSON.stringify({code:"askidentity", target:sid})); |
| 173 | }); |
| 174 | break; |
| 175 | } |
| 176 | case "askidentity": |
| 177 | { |
| 178 | // Request for identification: reply if I'm not anonymous |
| 179 | if (this.st.user.id > 0) |
| 180 | { |
| 181 | this.st.conn.send(JSON.stringify({code:"identity", |
| 182 | user: { |
| 183 | // NOTE: decompose to avoid revealing email |
| 184 | name: this.st.user.name, |
| 185 | sid: this.st.user.sid, |
| 186 | id: this.st.user.id, |
| 187 | }, |
| 188 | target:data.from})); |
| 189 | } |
| 190 | break; |
| 191 | } |
| 192 | case "identity": |
| 193 | { |
| 194 | // NOTE: sometimes player.id fails because player is undefined... |
| 195 | // Probably because the event was meant for Hall? |
| 196 | if (!this.people[data.user.sid]) |
| 197 | return; |
| 198 | this.$set(this.people, data.user.sid, |
| 199 | {id: data.user.id, name: data.user.name}); |
| 200 | // Sending last state only for live games: corr games are complete |
| 201 | if (this.game.type == "live" && this.game.oppsid == data.user.sid) |
| 202 | { |
| 203 | // Send our "last state" informations to opponent |
| 204 | const L = this.game.moves.length; |
| 205 | let lastMove = (L>0 ? this.game.moves[L-1] : undefined); |
| 206 | if (!!lastMove && this.drawOffer == "sent") |
| 207 | lastMove.draw = true; |
| 208 | this.st.conn.send(JSON.stringify({ |
| 209 | code: "lastate", |
| 210 | target: data.user.sid, |
| 211 | state: |
| 212 | { |
| 213 | lastMove: lastMove, |
| 214 | score: this.game.score, |
| 215 | movesCount: L, |
| 216 | clocks: this.game.clocks, |
| 217 | } |
| 218 | })); |
| 219 | } |
| 220 | break; |
| 221 | } |
| 222 | case "askgame": |
| 223 | // Send current (live) game if not asked by opponent (!) |
| 224 | if (this.game.players.some(p => p.sid == data.from)) |
| 225 | return; |
| 226 | const myGame = |
| 227 | { |
| 228 | // Minimal game informations: |
| 229 | id: this.game.id, |
| 230 | players: this.game.players.map(p => { return {name:p.name}; }), |
| 231 | vid: this.game.vid, |
| 232 | timeControl: this.game.timeControl, |
| 233 | }; |
| 234 | this.st.conn.send(JSON.stringify({code:"game", |
| 235 | game:myGame, target:data.from})); |
| 236 | break; |
| 237 | case "newmove": |
| 238 | this.$set(this.game, "moveToPlay", data.move); |
| 239 | break; |
| 240 | case "lastate": //got opponent infos about last move |
| 241 | { |
| 242 | this.lastate = data; |
| 243 | if (!!this.game.type) //game is loaded |
| 244 | this.processLastate(); |
| 245 | //else: will be processed when game is ready |
| 246 | break; |
| 247 | } |
| 248 | case "resign": |
| 249 | this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign"); |
| 250 | break; |
| 251 | case "abort": |
| 252 | this.gameOver("?", "Abort"); |
| 253 | break; |
| 254 | case "draw": |
| 255 | this.gameOver("1/2", data.message); |
| 256 | break; |
| 257 | case "drawoffer": |
| 258 | // NOTE: observers don't know who offered draw |
| 259 | this.drawOffer = "received"; |
| 260 | break; |
| 261 | case "askfullgame": |
| 262 | this.st.conn.send(JSON.stringify({code:"fullgame", |
| 263 | game:this.game, target:data.from})); |
| 264 | break; |
| 265 | case "fullgame": |
| 266 | // Callback "roomInit" to poll clients only after game is loaded |
| 267 | this.loadGame(data.game, this.roomInit); |
| 268 | break; |
| 269 | case "connect": |
| 270 | { |
| 271 | // TODO: next condition is probably not required. See note line 150 |
| 272 | if (!this.people[data.from]) |
| 273 | { |
| 274 | this.$set(this.people, data.from, {name:"", id:0}); |
| 275 | this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from})); |
| 276 | } |
| 277 | break; |
| 278 | } |
| 279 | case "disconnect": |
| 280 | this.$delete(this.people, data.from); |
| 281 | break; |
| 282 | } |
| 283 | }, |
| 284 | // lastate was received, but maybe game wasn't ready yet: |
| 285 | processLastate: function() { |
| 286 | const data = this.lastate; |
| 287 | this.lastate = undefined; //security... |
| 288 | const L = this.game.moves.length; |
| 289 | if (data.movesCount > L) |
| 290 | { |
| 291 | // Just got last move from him |
| 292 | this.$set(this.game, "moveToPlay", data.lastMove); |
| 293 | if (data.score != "*" && this.game.score == "*") |
| 294 | { |
| 295 | // Opponent resigned or aborted game, or accepted draw offer |
| 296 | // (this is not a stalemate or checkmate) |
| 297 | this.gameOver(data.score, "Opponent action"); |
| 298 | } |
| 299 | this.game.clocks = data.clocks; //TODO: check this? |
| 300 | if (!!data.lastMove.draw) |
| 301 | this.drawOffer = "received"; |
| 302 | } |
| 303 | }, |
| 304 | clickDraw: function() { |
| 305 | if (["received","threerep"].includes(this.drawOffer)) |
| 306 | { |
| 307 | if (!confirm("Accept draw?")) |
| 308 | return; |
| 309 | const message = (this.drawOffer == "received" |
| 310 | ? "Mutual agreement" |
| 311 | : "Three repetitions"); |
| 312 | Object.keys(this.people).forEach(sid => { |
| 313 | if (sid != this.st.user.sid) |
| 314 | { |
| 315 | this.st.conn.send(JSON.stringify({code:"draw", |
| 316 | message:message, target:sid})); |
| 317 | } |
| 318 | }); |
| 319 | this.gameOver("1/2", message); |
| 320 | } |
| 321 | else if (this.drawOffer == "") //no effect if drawOffer == "sent" |
| 322 | { |
| 323 | if (!confirm("Offer draw?")) |
| 324 | return; |
| 325 | this.drawOffer = "sent"; |
| 326 | Object.keys(this.people).forEach(sid => { |
| 327 | if (sid != this.st.user.sid) |
| 328 | this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid})); |
| 329 | }); |
| 330 | GameStorage.update(this.gameRef.id, {drawOffer: true}); |
| 331 | } |
| 332 | }, |
| 333 | abortGame: function() { |
| 334 | if (!confirm(this.st.tr["Terminate game?"])) |
| 335 | return; |
| 336 | this.gameOver("?", "Abort"); |
| 337 | Object.keys(this.people).forEach(sid => { |
| 338 | if (sid != this.st.user.sid) |
| 339 | { |
| 340 | this.st.conn.send(JSON.stringify({ |
| 341 | code: "abort", |
| 342 | target: sid, |
| 343 | })); |
| 344 | } |
| 345 | }); |
| 346 | }, |
| 347 | resign: function(e) { |
| 348 | if (!confirm("Resign the game?")) |
| 349 | return; |
| 350 | Object.keys(this.people).forEach(sid => { |
| 351 | if (sid != this.st.user.sid) |
| 352 | { |
| 353 | this.st.conn.send(JSON.stringify({code:"resign", |
| 354 | side:this.game.mycolor, target:sid})); |
| 355 | } |
| 356 | }); |
| 357 | this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign"); |
| 358 | }, |
| 359 | // 3 cases for loading a game: |
| 360 | // - from indexedDB (running or completed live game I play) |
| 361 | // - from server (one correspondance game I play[ed] or not) |
| 362 | // - from remote peer (one live game I don't play, finished or not) |
| 363 | loadGame: function(game, callback) { |
| 364 | const afterRetrieval = async (game) => { |
| 365 | const vModule = await import("@/variants/" + game.vname + ".js"); |
| 366 | window.V = vModule.VariantRules; |
| 367 | this.vr = new V(game.fen); |
| 368 | const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live"); |
| 369 | const tc = extractTime(game.timeControl); |
| 370 | if (gtype == "corr") |
| 371 | { |
| 372 | if (game.players[0].color == "b") |
| 373 | { |
| 374 | // Adopt the same convention for live and corr games: [0] = white |
| 375 | [ game.players[0], game.players[1] ] = |
| 376 | [ game.players[1], game.players[0] ]; |
| 377 | } |
| 378 | // corr game: needs to compute the clocks + initime |
| 379 | // NOTE: clocks in seconds, initime in milliseconds |
| 380 | game.clocks = [tc.mainTime, tc.mainTime]; |
| 381 | game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of |
| 382 | if (game.score == "*") //otherwise no need to bother with time |
| 383 | { |
| 384 | game.initime = [0, 0]; |
| 385 | const L = game.moves.length; |
| 386 | if (L >= 3) |
| 387 | { |
| 388 | let addTime = [0, 0]; |
| 389 | for (let i=2; i<L; i++) |
| 390 | { |
| 391 | addTime[i%2] += tc.increment - |
| 392 | (game.moves[i].played - game.moves[i-1].played) / 1000; |
| 393 | } |
| 394 | for (let i=0; i<=1; i++) |
| 395 | game.clocks[i] += addTime[i]; |
| 396 | } |
| 397 | if (L >= 1) |
| 398 | game.initime[L%2] = game.moves[L-1].played; |
| 399 | if (game.drawOffer) |
| 400 | this.drawOffer = "received"; |
| 401 | } |
| 402 | // Now that we used idx and played, re-format moves as for live games |
| 403 | game.moves = game.moves.map( (m) => { |
| 404 | const s = m.squares; |
| 405 | return { |
| 406 | appear: s.appear, |
| 407 | vanish: s.vanish, |
| 408 | start: s.start, |
| 409 | end: s.end, |
| 410 | }; |
| 411 | }); |
| 412 | // Also sort chat messages (if any) |
| 413 | game.chats.sort( (c1,c2) => { return c2.added - c1.added; }); |
| 414 | } |
| 415 | const myIdx = game.players.findIndex(p => { |
| 416 | return p.sid == this.st.user.sid || p.uid == this.st.user.id; |
| 417 | }); |
| 418 | if (gtype == "live" && game.clocks[0] < 0) //game unstarted |
| 419 | { |
| 420 | game.clocks = [tc.mainTime, tc.mainTime]; |
| 421 | if (game.score == "*") |
| 422 | { |
| 423 | game.initime[0] = Date.now(); |
| 424 | if (myIdx >= 0) |
| 425 | { |
| 426 | // I play in this live game; corr games don't have clocks+initime |
| 427 | GameStorage.update(game.id, |
| 428 | { |
| 429 | clocks: game.clocks, |
| 430 | initime: game.initime, |
| 431 | }); |
| 432 | } |
| 433 | } |
| 434 | } |
| 435 | this.game = Object.assign({}, |
| 436 | game, |
| 437 | // NOTE: assign mycolor here, since BaseGame could also be VS computer |
| 438 | { |
| 439 | type: gtype, |
| 440 | increment: tc.increment, |
| 441 | mycolor: [undefined,"w","b"][myIdx+1], |
| 442 | // opponent sid not strictly required (or available), but easier |
| 443 | // at least oppsid or oppid is available anyway: |
| 444 | oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid), |
| 445 | oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid), |
| 446 | } |
| 447 | ); |
| 448 | this.repeat = {}; //reset |
| 449 | if (!!this.lastate) //lastate arrived before game was loaded: |
| 450 | this.processLastate(); |
| 451 | callback(); |
| 452 | }; |
| 453 | if (!!game) |
| 454 | return afterRetrieval(game); |
| 455 | if (!!this.gameRef.rid) |
| 456 | { |
| 457 | // Remote live game: forgetting about callback func... (TODO: design) |
| 458 | this.st.conn.send(JSON.stringify( |
| 459 | {code:"askfullgame", target:this.gameRef.rid})); |
| 460 | } |
| 461 | else |
| 462 | { |
| 463 | // Local or corr game |
| 464 | GameStorage.get(this.gameRef.id, afterRetrieval); |
| 465 | } |
| 466 | }, |
| 467 | // Post-process a move (which was just played) |
| 468 | processMove: function(move) { |
| 469 | // Update storage (corr or live) if I play in the game |
| 470 | const colorIdx = ["w","b"].indexOf(move.color); |
| 471 | // https://stackoverflow.com/a/38750895 |
| 472 | if (!!this.game.mycolor) |
| 473 | { |
| 474 | const allowed_fields = ["appear", "vanish", "start", "end"]; |
| 475 | // NOTE: 'var' to see this variable outside this block |
| 476 | var filtered_move = Object.keys(move) |
| 477 | .filter(key => allowed_fields.includes(key)) |
| 478 | .reduce((obj, key) => { |
| 479 | obj[key] = move[key]; |
| 480 | return obj; |
| 481 | }, {}); |
| 482 | } |
| 483 | // Send move ("newmove" event) to people in the room (if our turn) |
| 484 | let addTime = 0; |
| 485 | if (move.color == this.game.mycolor) |
| 486 | { |
| 487 | if (this.game.moves.length >= 2) //after first move |
| 488 | { |
| 489 | const elapsed = Date.now() - this.game.initime[colorIdx]; |
| 490 | // elapsed time is measured in milliseconds |
| 491 | addTime = this.game.increment - elapsed/1000; |
| 492 | } |
| 493 | let sendMove = Object.assign({}, filtered_move, {addTime: addTime}); |
| 494 | Object.keys(this.people).forEach(sid => { |
| 495 | if (sid != this.st.user.sid) |
| 496 | { |
| 497 | this.st.conn.send(JSON.stringify({ |
| 498 | code: "newmove", |
| 499 | target: sid, |
| 500 | move: sendMove, |
| 501 | })); |
| 502 | } |
| 503 | }); |
| 504 | } |
| 505 | else |
| 506 | addTime = move.addTime; //supposed transmitted |
| 507 | const nextIdx = ["w","b"].indexOf(this.vr.turn); |
| 508 | // Since corr games are stored at only one location, update should be |
| 509 | // done only by one player for each move: |
| 510 | if (!!this.game.mycolor && |
| 511 | (this.game.type == "live" || move.color == this.game.mycolor)) |
| 512 | { |
| 513 | if (this.game.type == "corr") |
| 514 | { |
| 515 | GameStorage.update(this.gameRef.id, |
| 516 | { |
| 517 | fen: move.fen, |
| 518 | move: |
| 519 | { |
| 520 | squares: filtered_move, |
| 521 | played: Date.now(), //TODO: on server? |
| 522 | idx: this.game.moves.length, |
| 523 | }, |
| 524 | }); |
| 525 | } |
| 526 | else //live |
| 527 | { |
| 528 | GameStorage.update(this.gameRef.id, |
| 529 | { |
| 530 | fen: move.fen, |
| 531 | move: filtered_move, |
| 532 | clocks: this.game.clocks.map((t,i) => i==colorIdx |
| 533 | ? this.game.clocks[i] + addTime |
| 534 | : this.game.clocks[i]), |
| 535 | initime: this.game.initime.map((t,i) => i==nextIdx |
| 536 | ? Date.now() |
| 537 | : this.game.initime[i]), |
| 538 | }); |
| 539 | } |
| 540 | } |
| 541 | // Also update current game object: |
| 542 | this.game.moves.push(move); |
| 543 | this.game.fen = move.fen; |
| 544 | //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime; |
| 545 | this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime); |
| 546 | this.game.initime[nextIdx] = Date.now(); |
| 547 | // If repetition detected, consider that a draw offer was received: |
| 548 | const fenObj = V.ParseFen(move.fen); |
| 549 | let repIdx = fenObj.position + "_" + fenObj.turn; |
| 550 | if (!!fenObj.flags) |
| 551 | repIdx += "_" + fenObj.flags; |
| 552 | this.repeat[repIdx] = (!!this.repeat[repIdx] |
| 553 | ? this.repeat[repIdx]+1 |
| 554 | : 1); |
| 555 | if (this.repeat[repIdx] >= 3) |
| 556 | this.drawOffer = "threerep"; |
| 557 | }, |
| 558 | resetChatColor: function() { |
| 559 | // TODO: this is called twice, once on opening an once on closing |
| 560 | document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2"; |
| 561 | }, |
| 562 | finishSendChat: function(chat) { |
| 563 | // NOTE: anonymous chats in corr games are not stored on server (TODO?) |
| 564 | if (this.game.type == "corr" && this.st.user.id > 0) |
| 565 | GameStorage.update(this.gameRef.id, {chat: chat}); |
| 566 | }, |
| 567 | processChat: function() { |
| 568 | if (!document.getElementById("modalChat").checked) |
| 569 | document.getElementById("chatBtn").style.backgroundColor = "#c5fefe"; |
| 570 | }, |
| 571 | gameOver: function(score, scoreMsg) { |
| 572 | this.game.score = score; |
| 573 | this.game.scoreMsg = scoreMsg; |
| 574 | const myIdx = this.game.players.findIndex(p => { |
| 575 | return p.sid == this.st.user.sid || p.uid == this.st.user.id; |
| 576 | }); |
| 577 | if (myIdx >= 0) //OK, I play in this game |
| 578 | { |
| 579 | GameStorage.update(this.gameRef.id, |
| 580 | {score: score, scoreMsg: scoreMsg}); |
| 581 | } |
| 582 | }, |
| 583 | }, |
| 584 | }; |
| 585 | </script> |
| 586 | |
| 587 | <style lang="sass" scoped> |
| 588 | .connected |
| 589 | background-color: lightgreen |
| 590 | |
| 591 | #participants |
| 592 | margin-left: 5px |
| 593 | |
| 594 | .anonymous |
| 595 | color: grey |
| 596 | font-style: italic |
| 597 | |
| 598 | @media screen and (min-width: 768px) |
| 599 | #actions |
| 600 | width: 300px |
| 601 | @media screen and (max-width: 767px) |
| 602 | .game |
| 603 | width: 100% |
| 604 | |
| 605 | #actions |
| 606 | display: inline-block |
| 607 | margin-top: 10px |
| 608 | button |
| 609 | display: inline-block |
| 610 | width: 33% |
| 611 | margin: 0 |
| 612 | |
| 613 | @media screen and (max-width: 767px) |
| 614 | #aboveBoard |
| 615 | text-align: center |
| 616 | |
| 617 | .name |
| 618 | font-size: 1.5rem |
| 619 | padding: 1px |
| 620 | |
| 621 | .time |
| 622 | font-size: 2rem |
| 623 | display: inline-block |
| 624 | margin-left: 10px |
| 625 | |
| 626 | .split-names |
| 627 | display: inline-block |
| 628 | margin: 0 15px |
| 629 | |
| 630 | #chat |
| 631 | padding-top: 20px |
| 632 | max-width: 600px |
| 633 | border: none; |
| 634 | |
| 635 | #chatBtn |
| 636 | margin: 0 10px 0 0 |
| 637 | |
| 638 | .draw-sent, .draw-sent:hover |
| 639 | background-color: lightyellow |
| 640 | |
| 641 | .draw-received, .draw-received:hover |
| 642 | background-color: lightgreen |
| 643 | |
| 644 | .draw-threerep, .draw-threerep:hover |
| 645 | background-color: #e4d1fc |
| 646 | </style> |