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a6bddfc6 BA |
1 | <!-- TODO: component Game, + handle players + observers connect/disconnect |
2 | event = "gameconnect" ...etc | |
3 | connect/disconnect with sid+name (ID not required); name slightly redundant but easier | |
4ce15fd9 BA |
4 | quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping) |
5 | (éventuel échange lastate avec les connectés, pong ...etc) | |
6 | ensuite quand qqun se deco il suffit d'écouter "disconnect" | |
7 | pareil quand quelqu'un reco. | |
8 | (c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...) | |
7b626bdd | 9 | // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too |
ba82879c BA |
10 | // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? |
11 | // onClick :: ask full game to remote player, and register as an observer in game | |
12 | // (use gameId to communicate) | |
13 | // on landing on game :: if gameId not found locally, check remotely | |
14 | // ==> il manque un param dans game : "remoteId" | |
a6bddfc6 | 15 | --> |
a6088c90 BA |
16 | <template lang="pug"> |
17 | .row | |
18 | .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 | |
4fe5664d | 19 | BaseGame(:vname="vname" :game-info="gameInfo" :analyze="analyze" :vr="vr" |
ba82879c | 20 | ref="basegame" @newmove="processMove") |
a6088c90 BA |
21 | .button-group(v-if="mode!='analyze'") |
22 | button(@click="offerDraw") Draw | |
23 | button(@click="abortGame") Abort | |
24 | button(@click="resign") Resign | |
25 | div(v-if="mode=='corr'") | |
26 | textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg") | |
27 | div(v-show="cursor>=0") {{ moves[cursor].message }} | |
28 | </template> | |
29 | ||
30 | <script> | |
46284a2f | 31 | import BaseGame from "@/components/BaseGame.vue"; |
a6088c90 BA |
32 | //import Chat from "@/components/Chat.vue"; |
33 | //import MoveList from "@/components/MoveList.vue"; | |
34 | import { store } from "@/store"; | |
d2634386 | 35 | import { GameStorage } from "@/utils/storage"; |
a6088c90 BA |
36 | |
37 | export default { | |
38 | name: 'my-game', | |
39 | components: { | |
40 | BaseGame, | |
41 | }, | |
f7121527 | 42 | // gameRef: to find the game in (potentially remote) storage |
a6088c90 | 43 | // mode: "live" or "corr" (correspondance game), or "analyze" |
a6088c90 BA |
44 | data: function() { |
45 | return { | |
46 | st: store.state, | |
d2634386 | 47 | gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID) |
4fe5664d BA |
48 | gameInfo: {}, //passed to BaseGame |
49 | vr: null, //TODO | |
50 | vname: "", //obtained from gameInfo (slightly redundant..) | |
ce87ac6a | 51 | mode: "analyze", //mutable |
d2634386 BA |
52 | drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?) |
53 | people: [], //potential observers (TODO) | |
a6088c90 BA |
54 | }; |
55 | }, | |
ba82879c BA |
56 | computed: { |
57 | analyze: function() { | |
58 | return this.mode == "analyze"; | |
59 | }, | |
60 | }, | |
a6088c90 | 61 | watch: { |
f7121527 | 62 | '$route' (to, from) { |
4fe5664d BA |
63 | if (!!to.params["id"]) |
64 | { | |
65 | this.gameRef.id = to.params["id"]; | |
66 | this.gameRef.rid = to.query["rid"]; | |
67 | this.loadGame(); | |
68 | } | |
a6088c90 BA |
69 | }, |
70 | }, | |
a6088c90 | 71 | created: function() { |
f7121527 | 72 | if (!!this.$route.params["id"]) |
a6088c90 | 73 | { |
f7121527 BA |
74 | this.gameRef.id = this.$route.params["id"]; |
75 | this.gameRef.rid = this.$route.query["rid"]; | |
b196f8ea | 76 | this.loadGame(); |
f7121527 | 77 | } |
f7121527 BA |
78 | // TODO: how to know who is observing ? Send message to everyone with game ID ? |
79 | // and then just listen to (dis)connect events | |
80 | ||
3b450453 BA |
81 | |
82 | // server always send "connect on " + URL ; then add to observers if game... | |
83 | // detect multiple tabs connected (when connect ask server if my SID is already in use) | |
84 | // router when access a game page tell to server I joined + game ID (no need rid) | |
85 | // and ask server for current joined (= observers) | |
86 | // when send to chat (or a move), reach only this group (send gid along) | |
87 | ||
88 | // --> doivent être enregistrés comme observers au niveau du serveur... | |
89 | // non: poll users + events startObserving / stopObserving | |
90 | ||
91 | ||
a6088c90 BA |
92 | // TODO: also handle "draw accepted" (use opponents array?) |
93 | // --> must give this info also when sending lastState... | |
94 | // and, if all players agree then OK draw (end game ...etc) | |
95 | const socketMessageListener = msg => { | |
96 | const data = JSON.parse(msg.data); | |
97 | let L = undefined; | |
98 | switch (data.code) | |
99 | { | |
f7121527 BA |
100 | case "newmove": |
101 | // TODO: observer on dark games must see all board ? Or alternate ? (seems better) | |
102 | // ...or just see nothing as on buho21 | |
4fe5664d | 103 | this.$refs["basegame"].play( |
46284a2f | 104 | data.move, this.vname!="Dark" ? "animate" : null); |
a6088c90 BA |
105 | break; |
106 | case "pong": //received if we sent a ping (game still alive on our side) | |
107 | if (this.gameRef.id != data.gameId) | |
f7121527 | 108 | break; //games IDs don't match: the game is definitely over... |
a6088c90 BA |
109 | this.oppConnected = true; |
110 | // Send our "last state" informations to opponent(s) | |
111 | L = this.vr.moves.length; | |
112 | Object.keys(this.opponents).forEach(oid => { | |
113 | this.conn.send(JSON.stringify({ | |
114 | code: "lastate", | |
115 | oppid: oid, | |
116 | gameId: this.gameRef.id, | |
117 | lastMove: (L>0?this.vr.moves[L-1]:undefined), | |
118 | movesCount: L, | |
119 | })); | |
120 | }); | |
121 | break; | |
f7121527 | 122 | // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves |
a6088c90 BA |
123 | case "lastate": //got opponent infos about last move |
124 | L = this.vr.moves.length; | |
125 | if (this.gameRef.id != data.gameId) | |
126 | break; //games IDs don't match: nothing we can do... | |
127 | // OK, opponent still in game (which might be over) | |
128 | if (this.score != "*") | |
129 | { | |
130 | // We finished the game (any result possible) | |
131 | this.conn.send(JSON.stringify({ | |
132 | code: "lastate", | |
133 | oppid: data.oppid, | |
134 | gameId: this.gameRef.id, | |
135 | score: this.score, | |
136 | })); | |
137 | } | |
138 | else if (!!data.score) //opponent finished the game | |
139 | this.endGame(data.score); | |
140 | else if (data.movesCount < L) | |
141 | { | |
142 | // We must tell last move to opponent | |
143 | this.conn.send(JSON.stringify({ | |
144 | code: "lastate", | |
145 | oppid: this.opponent.id, | |
146 | gameId: this.gameRef.id, | |
147 | lastMove: this.vr.moves[L-1], | |
148 | movesCount: L, | |
149 | })); | |
150 | } | |
151 | else if (data.movesCount > L) //just got last move from him | |
152 | this.play(data.lastMove, "animate"); | |
153 | break; | |
154 | case "resign": //..you won! | |
155 | this.endGame(this.mycolor=="w"?"1-0":"0-1"); | |
156 | break; | |
157 | // TODO: also use (dis)connect info to count online players? | |
158 | case "gameconnect": | |
159 | case "gamedisconnect": | |
160 | if (this.mode=="human") | |
161 | { | |
162 | const online = (data.code == "connect"); | |
163 | // If this is an opponent ? | |
164 | if (!!this.opponents[data.id]) | |
165 | this.opponents[data.id].online = online; | |
166 | else | |
167 | { | |
168 | // Or an observer ? | |
169 | if (!online) | |
170 | delete this.people[data.id]; | |
171 | else | |
172 | this.people[data.id] = data.name; | |
173 | } | |
174 | } | |
175 | break; | |
176 | } | |
177 | }; | |
178 | const socketCloseListener = () => { | |
179 | this.conn.addEventListener('message', socketMessageListener); | |
180 | this.conn.addEventListener('close', socketCloseListener); | |
181 | }; | |
182 | if (!!this.conn) | |
183 | { | |
184 | this.conn.onmessage = socketMessageListener; | |
185 | this.conn.onclose = socketCloseListener; | |
186 | } | |
187 | }, | |
188 | // dans variant.js (plutôt room.js) conn gère aussi les challenges | |
189 | // et les chats dans chat.js. Puis en webRTC, repenser tout ça. | |
190 | methods: { | |
191 | offerDraw: function() { | |
192 | if (!confirm("Offer draw?")) | |
193 | return; | |
194 | // Stay in "draw offer sent" state until next move is played | |
195 | this.drawOfferSent = true; | |
196 | if (this.subMode == "corr") | |
197 | { | |
198 | // TODO: set drawOffer on in game (how ?) | |
199 | } | |
200 | else //live game | |
201 | { | |
202 | this.opponents.forEach(o => { | |
203 | if (!!o.online) | |
204 | { | |
205 | try { | |
206 | this.conn.send(JSON.stringify({code: "draw", oppid: o.id})); | |
207 | } catch (INVALID_STATE_ERR) { | |
208 | return; | |
209 | } | |
210 | } | |
211 | }); | |
212 | } | |
213 | }, | |
214 | // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) | |
215 | receiveDrawOffer: function() { | |
216 | //if (...) | |
217 | // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" | |
218 | // if accept: send message "draw" | |
219 | }, | |
220 | abortGame: function() { | |
221 | if (!confirm("Abort the game?")) | |
222 | return; | |
223 | //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, | |
224 | //send message: "gameOver" avec score "?" | |
225 | }, | |
226 | resign: function(e) { | |
227 | if (!confirm("Resign the game?")) | |
228 | return; | |
229 | if (this.mode == "human" && this.oppConnected(this.oppid)) | |
230 | { | |
231 | try { | |
232 | this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); | |
233 | } catch (INVALID_STATE_ERR) { | |
234 | return; | |
235 | } | |
236 | } | |
237 | this.endGame(this.mycolor=="w"?"0-1":"1-0"); | |
238 | }, | |
b196f8ea BA |
239 | // 4 cases for loading a game: |
240 | // - from localStorage (one running game I play) | |
241 | // - from indexedDB (one completed live game) | |
242 | // - from server (one correspondance game I play[ed] or not) | |
243 | // - from remote peer (one live game I don't play, finished or not) | |
244 | loadGame: async function() { | |
4fe5664d | 245 | this.gameInfo = GameStorage.get(this.gameRef); |
ce87ac6a BA |
246 | |
247 | console.log(GameStorage.get(this.gameRef)); | |
248 | ||
4fe5664d | 249 | this.vname = this.gameInfo.vname; |
ce87ac6a | 250 | this.mode = this.gameInfo.mode; |
4fe5664d | 251 | const vModule = await import("@/variants/" + this.vname + ".js"); |
b196f8ea | 252 | window.V = vModule.VariantRules; |
4fe5664d | 253 | this.vr = new V(this.gameInfo.fen); |
3b450453 | 254 | |
4fe5664d BA |
255 | // // Poll all players except me (if I'm playing) to know online status. |
256 | // // --> Send ping to server (answer pong if players[s] are connected) | |
257 | // if (this.gameInfo.players.some(p => p.sid == this.st.user.sid)) | |
258 | // { | |
259 | // this.game.players.forEach(p => { | |
260 | // if (p.sid != this.st.user.sid) | |
261 | // this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid})); | |
262 | // }); | |
263 | // } | |
a6088c90 BA |
264 | }, |
265 | oppConnected: function(uid) { | |
b196f8ea | 266 | return this.opponents.some(o => o.id == uid && o.online); |
a6088c90 | 267 | }, |
ce87ac6a BA |
268 | processMove: function(move) { |
269 | // TODO: process some opponent's move | |
270 | }, | |
a6088c90 BA |
271 | }, |
272 | }; | |
273 | </script> |