conn: null,
roomInitialized: false,
// If newmove has wrong index: ask fullgame again:
- fullGamerequested: false,
+ gameIsLoading: false,
// If asklastate got no reply, ask again:
gotLastate: false,
gotMoveIdx: -1, //last move index received
if (this.game.type == "corr") {
if (!!this.game.mycolor)
ajax("/chats", "DELETE", {gid: this.game.id});
- this.game.chats = [];
+ this.$set(this.game, "chats", []);
}
},
// Notify turn after a new move (to opponent and me on MyGames page)
const colorIdx = this.game.players.findIndex(
p => p.sid == sid || p.id == player.id);
const color = ["w","b"][colorIdx];
+ const movesCount = this.game.moves.length;
const yourTurn =
- (
- color == "w" &&
- this.game.movesCount % 2 == 0
- )
- ||
- (
- color == "b" &&
- this.game.movesCount % 2 == 1
- );
+ (color == "w" && movesCount % 2 == 0) ||
+ (color == "b" && movesCount % 2 == 1);
this.send("turnchange", { target: sid, yourTurn: yourTurn });
},
socketMessageListener: function(msg) {
switch (data.code) {
case "pollclients":
data.sockIds.forEach(sid => {
- if (sid != this.st.user.sid) {
+ if (sid != this.st.user.sid)
this.send("askidentity", { target: sid });
- // Ask potentially missed last state, if opponent and I play
- if (
- !!this.game.mycolor &&
- this.game.type == "live" &&
- this.game.score == "*" &&
- this.game.players.some(p => p.sid == sid)
- ) {
- this.send("asklastate", { target: sid });
- }
- }
});
break;
case "connect":
}
delete this.newConnect[user.sid];
}
+ if (!this.killed[this.st.user.sid]) {
+ // Ask potentially missed last state, if opponent and I play
+ if (
+ !!this.game.mycolor &&
+ this.game.type == "live" &&
+ this.game.score == "*" &&
+ this.game.players.some(p => p.sid == user.sid)
+ ) {
+ let self = this;
+ (function askLastate() {
+ self.send("asklastate", { target: user.sid });
+ setTimeout(
+ () => {
+ // Ask until we got a reply (or opponent disconnect):
+ if (!self.gotLastate && !!self.people[user.sid])
+ askLastate();
+ },
+ 750
+ );
+ })();
+ }
+ }
break;
}
case "askgame":
break;
case "fullgame":
// Callback "roomInit" to poll clients only after game is loaded
- let game = data.data;
- // Move format isn't the same in storage and in browser,
- // because of the 'addTime' field.
- game.moves = game.moves.map(m => { return m.move || m; });
- this.loadGame(game, this.roomInit);
+ this.loadGame(data.data, this.roomInit);
break;
case "asklastate":
- // Sending last state if I played a move or score != "*"
+ // Sending informative last state if I played a move or score != "*"
if (
(this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
this.game.score != "*" ||
const L = this.game.moves.length;
const myIdx = ["w", "b"].indexOf(this.game.mycolor);
const myLastate = {
- // NOTE: lastMove (when defined) includes addTime
lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
+ addTime: L > 0 ? this.game.addTimes[L - 1] : undefined,
// Since we played a move (or abort or resign),
// only drawOffer=="sent" is possible
drawSent: this.drawOffer == "sent",
initime: this.game.initime[1 - myIdx] //relevant only if I played
};
this.send("lastate", { data: myLastate, target: data.from });
+ } else {
+ this.send("lastate", { data: {nothing: true}, target: data.from });
}
break;
- case "lastate": //got opponent infos about last move
- this.lastate = data.data;
- if (this.game.rendered)
- // Game is rendered (Board component)
- this.processLastate();
- // Else: will be processed when game is ready
+ case "lastate": {
+ // Got opponent infos about last move
+ this.gotLastate = true;
+ if (!data.data.nothing) {
+ this.lastate = data.data;
+ if (this.game.rendered)
+ // Game is rendered (Board component)
+ this.processLastate();
+ // Else: will be processed when game is ready
+ }
break;
+ }
case "newmove": {
-
-console.log(data.data);
-
- const move = data.data;
- if (move.index > this.game.movesCount && !this.fullGameRequested) {
- // This can only happen if I'm an observer and missed a move:
- // just ask fullgame again, this is much simpler.
- (function askIfPeerConnected() {
- if (!!this.people[this.gameRef.rid])
- this.send("askfullgame", { target: this.gameRef.rid });
- else setTimeout(askIfPeerConnected, 1000);
- })();
- this.fullGameRequested = true;
+ const movePlus = data.data;
+ const movesCount = this.game.moves.length;
+ if (movePlus.index > movesCount) {
+ // This can only happen if I'm an observer and missed a move.
+ if (!this.gameIsLoading) {
+ this.gameIsLoading = true;
+ if (!this.gameRef.rid)
+ // This is my game: just reload.
+ this.loadGame();
+ else {
+ // Just ask fullgame again (once!), this is much simpler.
+ // If this fails, the user could just reload page :/
+ let self = this;
+ (function askIfPeerConnected() {
+ if (!!self.people[self.gameRef.rid])
+ self.send("askfullgame", { target: self.gameRef.rid });
+ else setTimeout(askIfPeerConnected, 1000);
+ })();
+ }
+ }
} else {
if (
- move.index < this.game.movesCount ||
- this.gotMoveIdx >= move.index
+ movePlus.index < movesCount ||
+ this.gotMoveIdx >= movePlus.index
) {
// Opponent re-send but we already have the move:
// (maybe he didn't receive our pingback...)
- this.send("gotmove", {data: move.index, target: data.from});
+ this.send("gotmove", {data: movePlus.index, target: data.from});
} else {
- this.gotMoveIdx = move.index;
- const receiveMyMove = (
- !!this.game.mycolor &&
- move.index == this.game.movesCount
- );
+ this.gotMoveIdx = movePlus.index;
+ const receiveMyMove = (movePlus.color == this.game.mycolor);
if (!receiveMyMove && !!this.game.mycolor)
// Notify opponent that I got the move:
- this.send("gotmove", {data: move.index, target: data.from});
- if (move.cancelDrawOffer) {
+ this.send("gotmove", {data: movePlus.index, target: data.from});
+ if (movePlus.cancelDrawOffer) {
// Opponent refuses draw
this.drawOffer = "";
// NOTE for corr games: drawOffer reset by player in turn
}
}
this.$refs["basegame"].play(
- move.move,
+ movePlus.move,
"received",
null,
{
- addTime: move.addTime,
+ addTime: movePlus.addTime,
receiveMyMove: receiveMyMove
}
);
this.opponentGotMove = true;
break;
}
-/// TODO: same strategy for askLastate
-// --> the message could not have been received,
-// or maybe we ddn't receive it back.
-
-
case "resign":
const score = data.side == "b" ? "1-0" : "0-1";
const side = data.side == "w" ? "White" : "Black";
if (data.movesCount > L) {
// Just got last move from him
this.$refs["basegame"].play(
- data.lastMove.move,
+ data.lastMove,
"received",
null,
- {addTime: data.lastMove.addTime, initime: data.initime});
+ {addTime: data.addTime, initime: data.initime}
+ );
}
if (data.drawSent) this.drawOffer = "received";
if (data.score != "*") {
// at least oppsid or oppid is available anyway:
oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
- movesCount: game.moves.length
+ addTimes: [], //used for live games
},
game,
);
- if (this.fullGameRequested)
- // Second (or more) time the full game is asked:
- this.fullGameRequested = false;
+ if (this.gameIsLoading)
+ // Re-load game because we missed some moves:
+ // artificially reset BaseGame (required if moves arrive too quickly)
+ this.$refs["basegame"].re_setVariables();
this.re_setClocks();
this.$nextTick(() => {
this.game.rendered = true;
// Did lastate arrive before game was rendered?
if (this.lastate) this.processLastate();
});
- if (callback) callback();
+ this.gameIsLoading = false;
+ if (!!callback) callback();
};
if (!!game) {
afterRetrieval(game);
}
},
re_setClocks: function() {
- if (this.game.movesCount < 2 || this.game.score != "*") {
+ if (this.game.moves.length < 2 || this.game.score != "*") {
// 1st move not completed yet, or game over: freeze time
this.virtualClocks = this.game.clocks.map(s => ppt(s));
return;
const doProcessMove = () => {
const colorIdx = ["w", "b"].indexOf(moveCol);
const nextIdx = 1 - colorIdx;
- if (!!this.game.mycolor && !data.receiveMyMove) {
- // NOTE: 'var' to see that variable outside this block
- var filtered_move = getFilteredMove(move);
- }
- // Send move ("newmove" event) to people in the room (if our turn)
- let addTime = (this.game.type == "live") ? data.addTime : 0;
+ const origMovescount = this.game.moves.length;
+ let addTime =
+ this.game.type == "live"
+ ? (data.addTime || 0)
+ : undefined;
if (moveCol == this.game.mycolor && !data.receiveMyMove) {
if (this.drawOffer == "received")
// I refuse draw
this.drawOffer = "";
- // 'addTime' is irrelevant for corr games:
- if (this.game.type == "live" && this.game.movesCount >= 2) {
+ if (this.game.type == "live" && origMovescount >= 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,
- index: this.game.movesCount,
- addTime: addTime, //undefined for corr games
- cancelDrawOffer: this.drawOffer == ""
- };
- this.opponentGotMove = false;
- this.send("newmove", {data: sendMove});
- // If the opponent doesn't reply gotmove soon enough, re-send move:
- let retrySendmove = setInterval( () => {
- if (this.opponentGotMove) {
- clearInterval(retrySendmove);
- return;
- }
- let oppsid = this.game.players[nextIdx].sid;
- if (!oppsid) {
- oppsid = Object.keys(this.people).find(
- sid => this.people[sid].id == this.game.players[nextIdx].uid
- );
- }
- if (!oppsid || !this.people[oppsid])
- // Opponent is disconnected: he'll ask last state
- clearInterval(retrySendmove);
- else this.send("newmove", {data: sendMove, target: oppsid});
- }, 750);
}
- // Update current game object (no need for moves stack):
+ // Update current game object:
playMove(move, this.vr);
- this.game.movesCount++;
// TODO: notifyTurn: "changeturn" message
+ this.game.moves.push(move);
// (add)Time indication: useful in case of lastate infos requested
- this.game.moves.push(this.game.type == "live"
- ? {move:move, addTime:addTime}
- : move);
+ if (this.game.type == "live")
+ this.game.addTimes.push(addTime);
this.game.fen = this.vr.getFen();
if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
// In corr games, just reset clock to mainTime:
else if (this.drawOffer == "threerep") this.drawOffer = "";
// Since corr games are stored at only one location, update should be
// done only by one player for each move:
+ if (!!this.game.mycolor && !data.receiveMyMove) {
+ // NOTE: 'var' to see that variable outside this block
+ var filtered_move = getFilteredMove(move);
+ }
if (
!!this.game.mycolor &&
!data.receiveMyMove &&
move: {
squares: filtered_move,
played: Date.now(),
- idx: this.game.moves.length - 1
+ idx: origMovescount
},
// Code "n" for "None" to force reset (otherwise it's ignored)
drawOffer: drawCode || "n"
});
}
- else {
- // Live game:
+ else if (!document.hidden) {
+ // Live game: consider only the active tab
GameStorage.update(this.gameRef.id, {
fen: this.game.fen,
move: filtered_move,
});
}
}
+ // Send move ("newmove" event) to people in the room (if our turn)
+ if (moveCol == this.game.mycolor && !data.receiveMyMove) {
+ const sendMove = {
+ move: filtered_move,
+ index: origMovescount,
+ // color is required to check if this is my move (if several tabs opened)
+ color: moveCol,
+ addTime: addTime, //undefined for corr games
+ cancelDrawOffer: this.drawOffer == ""
+ };
+ this.opponentGotMove = false;
+ this.send("newmove", {data: sendMove});
+ // If the opponent doesn't reply gotmove soon enough, re-send move:
+ let retrySendmove = setInterval( () => {
+ if (this.opponentGotMove) {
+ clearInterval(retrySendmove);
+ return;
+ }
+ let oppsid = this.game.players[nextIdx].sid;
+ if (!oppsid) {
+ oppsid = Object.keys(this.people).find(
+ sid => this.people[sid].id == this.game.players[nextIdx].uid
+ );
+ }
+ if (!oppsid || !this.people[oppsid])
+ // Opponent is disconnected: he'll ask last state
+ clearInterval(retrySendmove);
+ else this.send("newmove", {data: sendMove, target: oppsid});
+ }, 750);
+ }
};
if (
this.game.type == "corr" &&