On update + clocks thinking
[vchess.git] / client / src / views / Game.vue
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
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...)
9 // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
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"
15 -->
16 <template lang="pug">
17 .row
18 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
19 BaseGame(:game="game" :vr="vr" ref="basegame"
20 @newmove="processMove" @gameover="gameOver")
21 .button-group(v-if="game.mode!='analyze'")
22 button(@click="offerDraw") Draw
23 button(@click="abortGame") Abort
24 button(@click="resign") Resign
25 div(v-if="game.mode=='corr'")
26 textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
27 div(v-show="cursor>=0") {{ moves[cursor].message }}
28 </template>
29
30 <script>
31 import BaseGame from "@/components/BaseGame.vue";
32 //import Chat from "@/components/Chat.vue";
33 //import MoveList from "@/components/MoveList.vue";
34 import { store } from "@/store";
35 import { GameStorage } from "@/utils/storage";
36
37 export default {
38 name: 'my-game',
39 components: {
40 BaseGame,
41 },
42 // gameRef: to find the game in (potentially remote) storage
43 data: function() {
44 return {
45 st: store.state,
46 gameRef: { //given in URL (rid = remote ID)
47 id: "",
48 rid: ""
49 },
50 game: { }, //passed to BaseGame
51 vr: null, //"variant rules" object initialized from FEN
52 drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
53 people: [ ], //potential observers (TODO)
54 };
55 },
56 watch: {
57 '$route' (to, from) {
58 if (!!to.params["id"])
59 {
60 this.gameRef.id = to.params["id"];
61 this.gameRef.rid = to.query["rid"];
62 this.loadGame();
63 }
64 },
65 },
66 created: function() {
67 if (!!this.$route.params["id"])
68 {
69 this.gameRef.id = this.$route.params["id"];
70 this.gameRef.rid = this.$route.query["rid"];
71 this.loadGame();
72 }
73 // TODO: how to know who is observing ? Send message to everyone with game ID ?
74 // and then just listen to (dis)connect events
75
76
77 // server always send "connect on " + URL ; then add to observers if game...
78 // detect multiple tabs connected (when connect ask server if my SID is already in use)
79 // router when access a game page tell to server I joined + game ID (no need rid)
80 // and ask server for current joined (= observers)
81 // when send to chat (or a move), reach only this group (send gid along)
82
83 // --> doivent être enregistrés comme observers au niveau du serveur...
84 // non: poll users + events startObserving / stopObserving
85 // (à faire au niveau du routeur ?)
86
87
88 // TODO: also handle "draw accepted" (use opponents array?)
89 // --> must give this info also when sending lastState...
90 // and, if all players agree then OK draw (end game ...etc)
91 const socketMessageListener = msg => {
92 const data = JSON.parse(msg.data);
93 let L = undefined;
94 switch (data.code)
95 {
96 case "newmove":
97 // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
98 // ...or just see nothing as on buho21
99 this.$refs["basegame"].play(
100 data.move, this.game.vname!="Dark" ? "animate" : null);
101 break;
102 case "pong": //received if we sent a ping (game still alive on our side)
103 if (this.gameRef.id != data.gameId)
104 break; //games IDs don't match: the game is definitely over...
105 this.oppConnected = true;
106 // Send our "last state" informations to opponent(s)
107 L = this.vr.moves.length;
108 Object.keys(this.opponents).forEach(oid => {
109 this.st.conn.send(JSON.stringify({
110 code: "lastate",
111 oppid: oid,
112 gameId: this.gameRef.id,
113 lastMove: (L>0?this.vr.moves[L-1]:undefined),
114 movesCount: L,
115 }));
116 });
117 break;
118 // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
119 case "lastate": //got opponent infos about last move
120 L = this.vr.moves.length;
121 if (this.gameRef.id != data.gameId)
122 break; //games IDs don't match: nothing we can do...
123 // OK, opponent still in game (which might be over)
124 if (this.score != "*")
125 {
126 // We finished the game (any result possible)
127 this.st.conn.send(JSON.stringify({
128 code: "lastate",
129 oppid: data.oppid,
130 gameId: this.gameRef.id,
131 score: this.score,
132 }));
133 }
134 else if (!!data.score) //opponent finished the game
135 this.endGame(data.score);
136 else if (data.movesCount < L)
137 {
138 // We must tell last move to opponent
139 this.st.conn.send(JSON.stringify({
140 code: "lastate",
141 oppid: this.opponent.id,
142 gameId: this.gameRef.id,
143 lastMove: this.vr.moves[L-1],
144 movesCount: L,
145 }));
146 }
147 else if (data.movesCount > L) //just got last move from him
148 this.play(data.lastMove, "animate");
149 break;
150 case "resign": //..you won!
151 this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
152 break;
153 // TODO: also use (dis)connect info to count online players?
154 case "gameconnect":
155 case "gamedisconnect":
156 if (this.mode=="human")
157 {
158 const online = (data.code == "connect");
159 // If this is an opponent ?
160 if (!!this.opponents[data.id])
161 this.opponents[data.id].online = online;
162 else
163 {
164 // Or an observer ?
165 if (!online)
166 delete this.people[data.id];
167 else
168 this.people[data.id] = data.name;
169 }
170 }
171 break;
172 }
173 };
174 const socketCloseListener = () => {
175 this.st.conn.addEventListener('message', socketMessageListener);
176 this.st.conn.addEventListener('close', socketCloseListener);
177 };
178 this.st.conn.onmessage = socketMessageListener;
179 this.st.conn.onclose = socketCloseListener;
180 },
181 // dans variant.js (plutôt room.js) conn gère aussi les challenges
182 // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
183 methods: {
184 offerDraw: function() {
185 if (!confirm("Offer draw?"))
186 return;
187 // Stay in "draw offer sent" state until next move is played
188 this.drawOfferSent = true;
189 if (this.subMode == "corr")
190 {
191 // TODO: set drawOffer on in game (how ?)
192 }
193 else //live game
194 {
195 this.opponents.forEach(o => {
196 if (!!o.online)
197 {
198 try {
199 this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
200 } catch (INVALID_STATE_ERR) {
201 return;
202 }
203 }
204 });
205 }
206 },
207 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
208 receiveDrawOffer: function() {
209 //if (...)
210 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
211 // if accept: send message "draw"
212 },
213 abortGame: function() {
214 if (!confirm("Abort the game?"))
215 return;
216 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
217 //send message: "gameOver" avec score "?"
218 // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
219 },
220 resign: function(e) {
221 if (!confirm("Resign the game?"))
222 return;
223 if (this.mode == "human" && this.oppConnected(this.oppid))
224 {
225 try {
226 this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
227 } catch (INVALID_STATE_ERR) {
228 return;
229 }
230 }
231 this.endGame(this.mycolor=="w"?"0-1":"1-0");
232 },
233 // 4 cases for loading a game:
234 // - from localStorage (one running game I play)
235 // - from indexedDB (one completed live game)
236 // - from server (one correspondance game I play[ed] or not)
237 // - from remote peer (one live game I don't play, finished or not)
238 loadGame: function() {
239 GameStorage.get(this.gameRef, async (game) => {
240 this.game = Object.assign({},
241 game,
242 // NOTE: assign mycolor here, since BaseGame could also bs VS computer
243 {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
244 p => p.sid == this.st.user.sid)]},
245 );
246 const vModule = await import("@/variants/" + game.vname + ".js");
247 window.V = vModule.VariantRules;
248 this.vr = new V(game.fen);
249 // Post-processing: decorate each move with current FEN:
250 // (to be able to jump to any position quickly)
251 game.moves.forEach(move => {
252 vr.play(move); //side-effect: set move.fen
253 });
254 this.vr.re_init(game.fen);
255 });
256 // // Poll all players except me (if I'm playing) to know online status.
257 // // --> Send ping to server (answer pong if players[s] are connected)
258 // if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
259 // {
260 // this.game.players.forEach(p => {
261 // if (p.sid != this.st.user.sid)
262 // this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
263 // });
264 // }
265 },
266 // TODO: refactor this old "oppConnected" logic
267 oppConnected: function(uid) {
268 return this.opponents.some(o => o.id == uid && o.online);
269 },
270 processMove: function(move) {
271 if (!this.game.mycolor)
272 return; //I'm just an observer
273 // TODO: update storage (corr or live),
274 GameStorage.update({
275 fen: move: clocks: ................ // TODO
276 });
277 // Send move ("newmove" event) to opponent(s) (if ours)
278 if (move.disappear[0].c == this.game.mycolor)
279 {
280 this.game.players.forEach(p => {
281 if (p.sid != this.st.user.sid)
282 this.st.conn.send("newmove", {target:p.sid, move:move});
283 });
284 }
285 },
286 gameOver: function(score) {
287 // TODO: GameStorage.update with score
288 // NOTE: this update function should also work for corr games
289 },
290 },
291 };
292 </script>
293
294 // TODO: utiliser "started" (renommer) pour se souvenir du timestamp où un user a commencé à réfléchir à un coup. Le sauvegarder dans update aussi...
295
296 // variable initime à récupérer de game aussi (et pas "started")
297 // si initime à -1 ou undefined alors pas commencé. Abort possible à tout moment avec message
298 // Sorry I have to go / Game seems over / Game is not interesting
299
300 move.clock à màj avec (current) clock - temps de réflexion (now() - initime) + increment
301 après chaque coup dans une partie live ou corr non terminée.
302 --> donc à Game.update on passe directement clock
303
304 code "T" pour score "perte au temps" ?