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"
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 }}
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";
42 // gameRef: to find the game in (potentially remote) storage
46 gameRef: { //given in URL (rid = remote ID)
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)
58 if (!!to.params["id"])
60 this.gameRef.id = to.params["id"];
61 this.gameRef.rid = to.query["rid"];
67 if (!!this.$route.params["id"])
69 this.gameRef.id = this.$route.params["id"];
70 this.gameRef.rid = this.$route.query["rid"];
73 // TODO: how to know who is observing ? Send message to everyone with game ID ?
74 // and then just listen to (dis)connect events
77 // server always send "connect on " + URL ; then add to observers if game...
78 // detect multiple tabs connected (when connect ask server if my SID is already in use)
79 // router when access a game page tell to server I joined + game ID (no need rid)
80 // and ask server for current joined (= observers)
81 // when send to chat (or a move), reach only this group (send gid along)
83 // --> doivent être enregistrés comme observers au niveau du serveur...
84 // non: poll users + events startObserving / stopObserving
85 // (à faire au niveau du routeur ?)
88 // TODO: also handle "draw accepted" (use opponents array?)
89 // --> must give this info also when sending lastState...
90 // and, if all players agree then OK draw (end game ...etc)
91 const socketMessageListener = msg => {
92 const data = JSON.parse(msg.data);
97 // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
98 // ...or just see nothing as on buho21
99 this.$refs["basegame"].play(
100 data.move, this.game.vname!="Dark" ? "animate" : null);
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({
112 gameId: this.gameRef.id,
113 lastMove: (L>0?this.vr.moves[L-1]:undefined),
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 != "*")
126 // We finished the game (any result possible)
127 this.st.conn.send(JSON.stringify({
130 gameId: this.gameRef.id,
134 else if (!!data.score) //opponent finished the game
135 this.endGame(data.score);
136 else if (data.movesCount < L)
138 // We must tell last move to opponent
139 this.st.conn.send(JSON.stringify({
141 oppid: this.opponent.id,
142 gameId: this.gameRef.id,
143 lastMove: this.vr.moves[L-1],
147 else if (data.movesCount > L) //just got last move from him
148 this.play(data.lastMove, "animate");
150 case "resign": //..you won!
151 this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
153 // TODO: also use (dis)connect info to count online players?
155 case "gamedisconnect":
156 if (this.mode=="human")
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;
166 delete this.people[data.id];
168 this.people[data.id] = data.name;
174 const socketCloseListener = () => {
175 this.st.conn.addEventListener('message', socketMessageListener);
176 this.st.conn.addEventListener('close', socketCloseListener);
178 this.st.conn.onmessage = socketMessageListener;
179 this.st.conn.onclose = socketCloseListener;
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.
184 offerDraw: function() {
185 if (!confirm("Offer draw?"))
187 // Stay in "draw offer sent" state until next move is played
188 this.drawOfferSent = true;
189 if (this.subMode == "corr")
191 // TODO: set drawOffer on in game (how ?)
195 this.opponents.forEach(o => {
199 this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
200 } catch (INVALID_STATE_ERR) {
207 // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
208 receiveDrawOffer: function() {
210 // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
211 // if accept: send message "draw"
213 abortGame: function() {
214 if (!confirm("Abort the game?"))
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
220 resign: function(e) {
221 if (!confirm("Resign the game?"))
223 if (this.mode == "human" && this.oppConnected(this.oppid))
226 this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
227 } catch (INVALID_STATE_ERR) {
231 this.endGame(this.mycolor=="w"?"0-1":"1-0");
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({},
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)]},
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
254 this.vr.re_init(game.fen);
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))
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}));
266 // TODO: refactor this old "oppConnected" logic
267 oppConnected: function(uid) {
268 return this.opponents.some(o => o.id == uid && o.online);
270 processMove: function(move) {
271 if (!this.game.mycolor)
272 return; //I'm just an observer
273 // TODO: update storage (corr or live),
275 fen: move: clocks: ................ // TODO
277 // Send move ("newmove" event) to opponent(s) (if ours)
278 if (move.disappear[0].c == this.game.mycolor)
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});
286 gameOver: function(score) {
287 // TODO: GameStorage.update with score
288 // NOTE: this update function should also work for corr games
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...
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
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
304 code "T" pour score "perte au temps" ?