<template lang="pug">
main
- input#modalInfo.modal(type="checkbox")
- div#infoDiv(
+ input#modalRules.modal(type="checkbox")
+ div#rulesDiv(
role="dialog"
- data-checkbox="modalInfo"
+ data-checkbox="modalRules"
+ )
+ .card
+ label.modal-close(for="modalRules")
+ a#variantNameInGame(:href="'/#/variants/'+game.vname") {{ game.vdisp }}
+ div(v-html="rulesContent")
+ input#modalScore.modal(type="checkbox")
+ div#scoreDiv(
+ role="dialog"
+ data-checkbox="modalScore"
+ )
+ .card.text-center
+ label.modal-close(for="modalScore")
+ p.score-section
+ span.score {{ game.score }}
+ | :
+ span.score-msg {{ st.tr[game.scoreMsg] }}
+ input#modalRematch.modal(type="checkbox")
+ div#rematchDiv(
+ role="dialog"
+ data-checkbox="modalRematch"
)
.card.text-center
- label.modal-close(for="modalInfo")
+ label.modal-close(for="modalRematch")
a(
:href="'#/game/' + rematchId"
- onClick="document.getElementById('modalInfo').checked=false"
+ onClick="document.getElementById('modalRematch').checked=false"
)
| {{ st.tr["Rematch in progress"] }}
input#modalChat.modal(
span {{ st.tr["Participant(s):"] }}
span(
v-for="p in Object.values(people)"
- v-if="participateInChat(p)"
+ v-if="!!p.name"
)
| {{ p.name }}
span.anonymous(v-if="someAnonymousPresent()") + @nonymous
button.refuseBtn(@click="cancelMove()")
span {{ st.tr["Cancel"] }}
.row
- #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+ #aboveBoard.col-sm-12
span.variant-cadence(v-if="game.type!='import'") {{ game.cadence }}
span.variant-name {{ game.vname }}
span#nextGame(
@click="showNextGame()"
)
| {{ st.tr["Next_g"] }}
- button#chatBtn.tooltip(
+ button#chatBtn(
+ :class="btnTooltipClass()"
onClick="window.doClick('modalChat')"
aria-label="Chat"
)
img(src="/images/icons/chat.svg")
#actions(v-if="game.score=='*'")
- button.tooltip(
+ button(
@click="clickDraw()"
- :class="{['draw-' + drawOffer]: true}"
+ :class="btnTooltipClass('draw')"
:aria-label="st.tr['Draw']"
)
img(src="/images/icons/draw.svg")
- button.tooltip(
+ button(
v-if="!!game.mycolor"
+ :class="btnTooltipClass()"
@click="abortGame()"
:aria-label="st.tr['Abort']"
)
img(src="/images/icons/abort.svg")
- button.tooltip(
+ button(
v-if="!!game.mycolor"
+ :class="btnTooltipClass()"
@click="resign()"
:aria-label="st.tr['Resign']"
)
img(src="/images/icons/resign.svg")
- button.tooltip(
+ button(
v-else
+ :class="btnTooltipClass('rematch')"
@click="clickRematch()"
- :class="{['rematch-' + rematchOffer]: true}"
:aria-label="st.tr['Rematch']"
)
img(src="/images/icons/rematch.svg")
#playersInfo
- p(v-if="isLargeScreen()")
- span.name(:class="{connected: isConnected(0)}")
- | {{ game.players[0].name || "@nonymous" }}
+ div(v-if="isLargeScreen()")
+ UserBio.user-bio(
+ :class="{connected: isConnected(0)}"
+ :uid="game.players[0].id"
+ :uname="game.players[0].name"
+ )
span.time(
v-if="game.score=='*'"
:class="{yourturn: !!vr && vr.turn == 'w'}"
span.time-right(v-if="!!virtualClocks[0][1]")
| {{ virtualClocks[0][1] }}
span.split-names -
- span.name(:class="{connected: isConnected(1)}")
- | {{ game.players[1].name || "@nonymous" }}
+ UserBio.user-bio(
+ :class="{connected: isConnected(1)}"
+ :uid="game.players[1].id"
+ :uname="game.players[1].name"
+ )
span.time(
v-if="game.score=='*'"
:class="{yourturn: !!vr && vr.turn == 'b'}"
span.time-separator(v-if="!!virtualClocks[1][1]") :
span.time-right(v-if="!!virtualClocks[1][1]")
| {{ virtualClocks[1][1] }}
- p(v-else)
- span.name(:class="{connected: isConnected(0)}")
- | {{ game.players[0].name || "@nonymous" }}
- span.split-names -
- span.name(:class="{connected: isConnected(1)}")
- | {{ game.players[1].name || "@nonymous" }}
- br
- span.time(
- v-if="game.score=='*'"
- :class="{yourturn: !!vr && vr.turn == 'w'}"
+ div(v-else)
+ UserBio.user-bio(
+ :class="{connected: isConnected(0)}"
+ :uid="game.players[0].id"
+ :uname="game.players[0].name"
)
- span.time-left {{ virtualClocks[0][0] }}
- span.time-separator(v-if="!!virtualClocks[0][1]") :
- span.time-right(v-if="!!virtualClocks[0][1]")
- | {{ virtualClocks[0][1] }}
- span.time(
- v-if="game.score=='*'"
- :class="{yourturn: !!vr && vr.turn == 'b'}"
+ span.split-names -
+ UserBio.user-bio(
+ :class="{connected: isConnected(1)}"
+ :uid="game.players[1].id"
+ :uname="game.players[1].name"
)
- span.time-left {{ virtualClocks[1][0] }}
- span.time-separator(v-if="!!virtualClocks[1][1]") :
- span.time-right(v-if="!!virtualClocks[1][1]")
- | {{ virtualClocks[1][1] }}
+ div(v-if="game.score=='*'")
+ span.time(:class="{yourturn: !!vr && vr.turn == 'w'}")
+ span.time-left {{ virtualClocks[0][0] }}
+ span.time-separator(v-if="!!virtualClocks[0][1]") :
+ span.time-right(v-if="!!virtualClocks[0][1]")
+ | {{ virtualClocks[0][1] }}
+ span.separator
+ span.time(:class="{yourturn: !!vr && vr.turn == 'b'}")
+ span.time-left {{ virtualClocks[1][0] }}
+ span.time-separator(v-if="!!virtualClocks[1][1]") :
+ span.time-right(v-if="!!virtualClocks[1][1]")
+ | {{ virtualClocks[1][1] }}
BaseGame(
ref="basegame"
:game="game"
<script>
import BaseGame from "@/components/BaseGame.vue";
+import UserBio from "@/components/UserBio.vue";
import Chat from "@/components/Chat.vue";
import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
import { getRandString } from "@/utils/alea";
import { getScoreMessage } from "@/utils/scoring";
import { getFullNotation } from "@/utils/notation";
-import { getDiagram } from "@/utils/printDiagram";
+import { getDiagram, replaceByDiag } from "@/utils/printDiagram";
import { processModalClick } from "@/utils/modalClick";
import { playMove, getFilteredMove } from "@/utils/playUndo";
import { ArrayFun } from "@/utils/array";
+import afterRawLoad from "@/utils/afterRawLoad";
import params from "@/parameters";
export default {
name: "my-game",
components: {
BaseGame,
- Chat
+ Chat,
+ UserBio
},
data: function() {
return {
game: {}, //passed to BaseGame
focus: !document.hidden, //will not always work... TODO
// virtualClocks will be initialized from true game.clocks
+ // TODO: clock update triggers re-rendering. Should be out of Vue
virtualClocks: [],
vr: null, //"variant rules" object initialized from FEN
+ rulesContent: "",
drawOffer: "",
rematchId: "",
rematchOffer: "",
curDiag: "", //for corr moves confirmation
conn: null,
roomInitialized: false,
- // If newmove has wrong index: ask fullgame again:
- askGameTime: 0,
- gameIsLoading: false,
// If asklastate got no reply, ask again:
gotLastate: false,
gotMoveIdx: -1, //last move index received
// In case of incomplete information variant:
boardDiv.style.visibility = "hidden";
this.atCreation();
- } else
+ }
+ else
// Same game ID
this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
}
this.toggleChat("close")
});
});
- document.getElementById("infoDiv")
- .addEventListener("click", processModalClick);
- if ("ontouchstart" in window) {
- // Disable tooltips on smartphones:
- document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
- elt.classList.remove("tooltip");
- });
- }
+ ["rulesDiv", "rematchDiv", "scoreDiv"].forEach(
+ (eltName) => {
+ document.getElementById(eltName)
+ .addEventListener("click", processModalClick);
+ }
+ );
},
beforeDestroy: function() {
this.cleanBeforeDestroy();
visibilityChange: function() {
// TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
this.focus = (document.visibilityState == "visible");
- if (!this.focus && !!this.rematchOffer) {
- this.rematchOffer = "";
- this.send("rematchoffer", { data: false });
- // Do not remove rematch offer from (local) storage
- }
this.send(this.focus ? "getfocus" : "losefocus");
},
onFocus: function() {
},
onBlur: function() {
this.focus = false;
- if (!!this.rematchOffer) {
- this.rematchOffer = "";
- this.send("rematchoffer", { data: false });
- }
this.send("losefocus");
},
isLargeScreen: function() {
- return window.innerWidth >= 500;
+ return window.innerWidth >= 768;
},
- participateInChat: function(p) {
- return Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) && !!p.name;
+ btnTooltipClass: function(thing) {
+ let append = {};
+ if (!!thing) append = { [thing + "-" + this[thing + "Offer"]]: true };
+ return (
+ Object.assign(
+ { tooltip: !("ontouchstart" in window) },
+ append
+ )
+ );
},
someAnonymousPresent: function() {
return (
if (!!chatComp) chatComp.chats = [];
this.virtualClocks = [[0,0], [0,0]];
this.vr = null;
+ this.rulesContent = "";
this.drawOffer = "";
this.lastateAsked = false;
this.rematchOffer = "";
this.lastate = undefined;
this.roomInitialized = false;
- this.askGameTime = 0;
- this.gameIsLoading = false;
this.gotLastate = false;
this.gotMoveIdx = -1;
this.opponentGotMove = false;
isConnected: function(index) {
const player = this.game.players[index];
// Is it me ? In this case no need to bother with focus
- if (this.st.user.sid == player.sid || this.st.user.id == player.id)
+ if (
+ this.st.user.sid == player.sid ||
+ (!!player.name && this.st.user.id == player.id)
+ ) {
// Still have to check for name (because of potential multi-accounts
// on same browser, although this should be rare...)
return (!this.st.user.name || this.st.user.name == player.name);
+ }
// Try to find a match in people:
return (
(
)
||
(
- !!player.id &&
+ player.id > 0 &&
Object.values(this.people).some(p => {
return (
p.id == player.id &&
"DELETE",
{ data: { gid: this.game.id } }
);
- } else {
+ }
+ else {
// Live game
GameStorage.update(this.gameRef, { delchat: true });
}
},
getGameType: function(game) {
if (!!game.id.toString().match(/^i/)) return "import";
- return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
+ return (game.cadence.indexOf("d") >= 0 ? "corr" : "live");
},
// Notify something after a new move (to opponent and me on MyGames page)
notifyMyGames: function(thing, data) {
this.$router.push(
"/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
},
- askGameAgain: function() {
- this.gameIsLoading = true;
- const currentUrl = document.location.href;
- const doAskGame = () => {
- if (document.location.href != currentUrl) return; //page change
- this.fetchGame((game) => {
- if (!!game)
- // This is my game: just reload.
- this.loadGame(game);
- else
- // Just ask fullgame again (once!), this is much simpler.
- // If this fails, the user could just reload page :/
- this.send("askfullgame");
- });
- };
- // Delay of at least 2s between two game requests
- const now = Date.now();
- const delay = Math.max(2000 - (now - this.askGameTime), 0);
- this.askGameTime = now;
- setTimeout(doAskGame, delay);
- },
socketMessageListener: function(msg) {
if (!this.conn) return;
const data = JSON.parse(msg.data);
if (sid != this.st.user.sid) {
this.send("askidentity", { target: sid });
this.people[sid] = { tmpIds: data.sockIds[sid] };
- } else {
+ }
+ else {
// Complete my tmpIds:
Object.assign(this.people[sid].tmpIds, data.sockIds[sid]);
}
// For self multi-connects tests:
this.newConnect[data.from[0]] = true;
this.send("askidentity", { target: data.from[0] });
- } else {
+ }
+ else {
this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
this.$forceUpdate(); //TODO: shouldn't be required
}
// player.tmpIds is already set
player.name = user.name;
player.id = user.id;
+ if (this.game.type == "live") {
+ const myGidx =
+ this.game.players.findIndex(p => p.sid == this.st.user.sid);
+ // Sometimes a player name isn't stored yet (TODO: why?)
+ if (
+ myGidx >= 0 &&
+ !this.game.players[1 - myGidx].name &&
+ this.game.players[1 - myGidx].sid == user.sid &&
+ !!user.name
+ ) {
+ this.game.players[1-myGidx].name = user.name;
+ GameStorage.update(
+ this.gameRef,
+ { playerName: { idx: 1 - myGidx, name: user.name } }
+ );
+ }
+ }
this.$forceUpdate(); //TODO: shouldn't be required
// If I multi-connect, kill current connexion if no mark (I'm older)
if (this.newConnect[user.sid]) {
!this.gotLastate &&
!!this.game.mycolor &&
this.game.type == "live" &&
- this.game.score == "*" &&
this.game.players.some(p => p.sid == user.sid)
) {
this.send("asklastate", { target: user.sid });
) {
this.send("asklastate", { target: user.sid });
counter++;
- } else {
- clearInterval(this.askLastate);
}
+ else clearInterval(this.askLastate);
},
1500
);
const gameToSend = Object.keys(this.game)
.filter(k =>
[
- "id","fen","players","vid","cadence","fenStart","vname",
+ "id","fen","players","vid","cadence","fenStart",
"moves","clocks","score","drawOffer","rematchOffer"
].includes(k))
.reduce(
if (!this.game || !this.game.moves) this.lastateAsked = true;
else this.sendLastate(data.from);
break;
+ // TODO: possible bad scenario: reload page while oppponent sends a
+ // move => get both lastate and newmove, process both, add move twice.
+ // Confirm scenario? Fix?
case "lastate": {
// Got opponent infos about last move
this.gotLastate = true;
this.lastate = data.data;
+ if (this.lastate.movesCount - 1 > this.gotMoveIdx)
+ this.gotMoveIdx = this.lastate.movesCount - 1;
if (this.game.rendered)
// Game is rendered (Board component)
this.processLastate();
break;
}
case "newmove": {
+
+// DEBUG:
+//console.log("Receive move");
+//console.log(data.data);
+//moveslist not updated when receiving a move? (see in BaseGame)
+
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.gotMoveIdx < movePlus.index)
- this.gotMoveIdx = movePlus.index;
- if (!this.gameIsLoading) this.askGameAgain();
+ if (
+ 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: movePlus.index, target: data.from});
}
else {
- if (
- 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: movePlus.index, target: data.from});
- } else {
- this.gotMoveIdx = movePlus.index;
- const receiveMyMove = (movePlus.color == this.game.mycolor);
- const moveColIdx = ["w", "b"].indexOf(movePlus.color);
- if (!receiveMyMove && !!this.game.mycolor) {
- // Notify opponent that I got the move:
- this.send(
- "gotmove",
- { data: movePlus.index, target: data.from }
+ this.gotMoveIdx = movePlus.index;
+ const receiveMyMove = (movePlus.color == this.game.mycolor);
+ const moveColIdx = ["w", "b"].indexOf(movePlus.color);
+ if (!receiveMyMove && !!this.game.mycolor) {
+ // Notify opponent that I got the move:
+ this.send(
+ "gotmove",
+ { data: movePlus.index, target: data.from }
+ );
+ // And myself if I'm elsewhere:
+ if (!this.focus) {
+ notify(
+ "New move",
+ {
+ body:
+ (this.game.players[moveColIdx].name || "@nonymous") +
+ " just played."
+ }
);
- // And myself if I'm elsewhere:
- if (!this.focus) {
- notify(
- "New move",
- {
- body:
- (this.game.players[moveColIdx].name || "@nonymous") +
- " just played."
- }
- );
- }
}
- if (movePlus.cancelDrawOffer) {
- // Opponent refuses draw
- this.drawOffer = "";
- // NOTE for corr games: drawOffer reset by player in turn
- if (
- this.game.type == "live" &&
- !!this.game.mycolor &&
- !receiveMyMove
- ) {
- GameStorage.update(this.gameRef, { drawOffer: "" });
- }
+ }
+ if (movePlus.cancelDrawOffer) {
+ // Opponent refuses draw
+ this.drawOffer = "";
+ // NOTE for corr games: drawOffer reset by player in turn
+ if (
+ this.game.type == "live" &&
+ !!this.game.mycolor &&
+ !receiveMyMove
+ ) {
+ GameStorage.update(this.gameRef, { drawOffer: "" });
}
- this.$refs["basegame"].play(
- movePlus.move, "received", null, true);
- this.game.clocks[moveColIdx] = movePlus.clock;
- this.processMove(
- movePlus.move,
- { receiveMyMove: receiveMyMove }
- );
}
+ this.$refs["basegame"].play(movePlus.move, "received");
+ // Freeze time while the move is being play
+ // (TODO: a callback would be cleaner here)
+ clearInterval(this.clockUpdate);
+ this.clockUpdate = null;
+ const freezeDuration = ["all", "highlight"].includes(V.ShowMoves)
+ // 250 = length of animation, 500 = delay between sub-moves
+ ? 250 + 750 *
+ (Array.isArray(movePlus.move) ? movePlus.move.length - 1 : 0)
+ // Incomplete information: no move animation
+ : 0;
+ setTimeout(
+ () => {
+ this.game.clocks[moveColIdx] = movePlus.clock;
+ this.processMove(
+ movePlus.move,
+ { receiveMyMove: receiveMyMove }
+ );
+ },
+ freezeDuration
+ );
}
break;
}
if (!!this.game.mycolor && this.game.type == "live") {
GameStorage.update(
this.gameRef,
- { rematchOffer: V.GetOppCol(this.game.mycolor) }
+ { rematchOffer: data.data ? V.GetOppCol(this.game.mycolor) : "" }
);
}
break;
gameInfo.players.some(p => p.sid == this.st.user.sid)
) {
this.addAndGotoLiveGame(gameInfo);
- } else if (
+ }
+ else if (
gameType == "corr" &&
+ this.st.user.id > 0 &&
gameInfo.players.some(p => p.id == this.st.user.id)
) {
this.$router.push("/game/" + gameInfo.id);
- } else {
+ }
+ else {
this.rematchId = gameInfo.id;
- document.getElementById("modalInfo").checked = true;
+ document.getElementById("modalRules").checked = false;
+ document.getElementById("modalScore").checked = false;
+ document.getElementById("modalRematch").checked = true;
}
break;
}
clock: this.game.clocks[myIdx],
// Since we played a move (or abort or resign),
// only drawOffer=="sent" is possible
- drawSent: this.drawOffer == "sent",
- rematchSent: this.rematchOffer == "sent",
+ drawSent: this.drawOffer == "sent" ? true : undefined,
+ rematchSent: this.rematchOffer == "sent" ? true : undefined,
score: this.game.score != "*" ? this.game.score : undefined,
scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
movesCount: L
processLastate: function() {
const data = this.lastate;
this.lastate = undefined; //security...
- const L = this.game.moves.length;
- const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
- this.game.clocks[oppIdx] = data.clock;
- if (data.movesCount > L) {
- // Just got last move from him
- this.$refs["basegame"].play(data.lastMove, "received", null, true);
- this.processMove(data.lastMove);
- } else {
- if (!!this.clockUpdate) clearInterval(this.clockUpdate);
- this.re_setClocks();
- }
- if (data.drawSent) this.drawOffer = "received";
- if (data.rematchSent) this.rematchOffer = "received";
if (!!data.score) {
- this.drawOffer = "";
- if (this.game.score == "*")
- this.gameOver(data.score, data.scoreMsg);
+ const oppCol = V.GetOppCol(this.game.mycolor);
+ if (!!data.rematchSent) {
+ if (this.game.rematchOffer != oppCol) {
+ // Opponent sended rematch offer while we were offline:
+ this.rematchOffer = "received";
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: oppCol }
+ );
+ }
+ }
+ else {
+ if (this.game.rematchOffer == oppCol) {
+ // Opponent cancelled rematch offer while we were offline:
+ this.rematchOffer = "";
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: "" }
+ );
+ }
+ }
+ }
+ else {
+ const L = this.game.moves.length;
+ const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
+ this.game.clocks[oppIdx] = data.clock;
+ if (data.movesCount > L) {
+ // Just got last move from him
+ this.$refs["basegame"].play(data.lastMove, "received");
+ this.processMove(data.lastMove);
+ }
+ else {
+ if (!!this.clockUpdate) clearInterval(this.clockUpdate);
+ this.re_setClocks();
+ }
+ if (!!data.drawSent) this.drawOffer = "received";
+ if (!!data.score) {
+ this.drawOffer = "";
+ if (this.game.score == "*")
+ this.gameOver(data.score, data.scoreMsg);
+ }
}
},
clickDraw: function() {
: "Three repetitions";
this.send("draw", { data: message });
this.gameOver("1/2", message);
- } else if (this.drawOffer == "") {
+ }
+ else if (this.drawOffer == "") {
// No effect if drawOffer == "sent"
if (this.game.mycolor != this.vr.turn) {
alert(this.st.tr["Draw offer only in your turn"]);
this.gameRef,
{ drawOffer: this.game.mycolor }
);
- } else this.updateCorrGame({ drawOffer: this.game.mycolor });
+ }
+ else this.updateCorrGame({ drawOffer: this.game.mycolor });
}
},
addAndGotoLiveGame: function(gameInfo, callback) {
{
// (other) Game infos: constant
fenStart: gameInfo.fen,
- vname: this.game.vname,
created: Date.now(),
// Game state (including FEN): will be updated
moves: [],
clocks: [-1, -1], //-1 = unstarted
+ chats: [],
score: "*"
}
);
let gameInfo = {
id: getRandString(), //ignored if corr
fen: V.GenRandInitFen(this.game.randomness),
- players: this.game.players.reverse(),
+ randomness: this.game.randomness,
+ players: [this.game.players[1], this.game.players[0]],
vid: this.game.vid,
cadence: this.game.cadence
};
const notifyNewGame = () => {
- const oppsid = this.getOppsid(); //may be null
- this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
+ this.send("rnewgame", { data: gameInfo });
// To main Hall if corr game:
if (this.game.type == "corr")
this.send("newgame", { data: gameInfo, page: "/" });
// Also to MyGames page:
this.notifyMyGames("newgame", gameInfo);
};
- if (this.game.type == "live")
+ if (this.game.type == "live") {
+ GameStorage.update(
+ this.gameRef,
+ { rematchOffer: "" }
+ );
+ // Increment game stats counter in DB
+ ajax(
+ "/gamestat",
+ "POST",
+ { data: { vid: gameInfo.vid } }
+ );
this.addAndGotoLiveGame(gameInfo, notifyNewGame);
+ }
else {
// corr game
+ this.updateCorrGame({ rematchOffer: 'n' });
ajax(
"/games",
"POST",
{
- // cid is useful to delete the challenge:
data: { gameInfo: gameInfo },
success: (response) => {
- gameInfo.id = response.gameId;
+ gameInfo.id = response.id;
notifyNewGame();
- this.$router.push("/game/" + response.gameId);
+ this.$router.push("/game/" + response.id);
}
}
);
}
- } else if (this.rematchOffer == "") {
+ }
+ else if (this.rematchOffer == "") {
this.rematchOffer = "sent";
this.send("rematchoffer", { data: true });
if (this.game.type == "live") {
this.gameRef,
{ rematchOffer: this.game.mycolor }
);
- } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
- } else if (this.rematchOffer == "sent") {
+ }
+ else this.updateCorrGame({ rematchOffer: this.game.mycolor });
+ }
+ else if (this.rematchOffer == "sent") {
// Toggle rematch offer (on --> off)
this.rematchOffer = "";
this.send("rematchoffer", { data: false });
this.gameRef,
{ rematchOffer: '' }
);
- } else this.updateCorrGame({ rematchOffer: 'n' });
+ }
+ else this.updateCorrGame({ rematchOffer: 'n' });
}
},
abortGame: function() {
const gtype = game.type || this.getGameType(game);
const tc = extractTime(game.cadence);
const myIdx = game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.id == this.st.user.id;
+ return (
+ p.sid == this.st.user.sid ||
+ (!!p.name && p.id == this.st.user.id)
+ );
});
+ // Sometimes the name isn't stored yet (TODO: why?)
+ if (
+ myIdx >= 0 &&
+ gtype == "live" &&
+ !game.players[myIdx].name &&
+ !!this.st.user.name
+ ) {
+ game.players[myIdx].name = this.st.user.name;
+ GameStorage.update(
+ game.id,
+ { playerName: { idx: myIdx, name: this.st.user.name } }
+ );
+ }
// "mycolor" is undefined for observers
const mycolor = [undefined, "w", "b"][myIdx + 1];
if (gtype == "corr") {
game.clocks = [tc.mainTime, tc.mainTime];
if (myIdx >= 0) {
// I play in this live game
- GameStorage.update(game.id, {
- clocks: game.clocks
- });
+ GameStorage.update(
+ game.id,
+ { clocks: game.clocks }
+ );
}
- } else {
- if (!!game.initime)
- // It's my turn: clocks not updated yet
- game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
}
+ else if (!!game.initime)
+ // It's my turn: clocks not updated yet
+ game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
}
else
// gtype == "import"
if (
(game.rematchOffer == "w" && myIdx == 0) ||
(game.rematchOffer == "b" && myIdx == 1)
- )
+ ) {
this.rematchOffer = "sent";
+ }
else this.rematchOffer = "received";
}
}
game
);
this.$refs["basegame"].re_setVariables(this.game);
- if (!this.gameIsLoading) {
- // Initial loading:
- this.gotMoveIdx = game.moves.length - 1;
- // If we arrive here after 'nextGame' action, the board might be hidden
- let boardDiv = document.querySelector(".game");
- if (!!boardDiv && boardDiv.style.visibility == "hidden")
- boardDiv.style.visibility = "visible";
- }
+ // Initial loading:
+ this.gotMoveIdx = game.moves.length - 1;
+ // If we arrive here after 'nextGame' action, the board might be hidden
+ let boardDiv = document.querySelector(".game");
+ if (!!boardDiv && boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
this.re_setClocks();
this.$nextTick(() => {
this.game.rendered = true;
// Did lastate arrive before game was rendered?
- if (this.lastate) this.processLastate();
+ if (!!this.lastate) this.processLastate();
});
if (this.lastateAsked) {
this.lastateAsked = false;
this.sendLastate(game.oppsid);
}
- if (this.gameIsLoading) {
- this.gameIsLoading = false;
- if (this.gotMoveIdx >= game.moves.length)
- // Some moves arrived meanwhile...
- this.askGameAgain();
- }
if (!!callback) callback();
},
loadVariantThenGame: async function(game, callback) {
- await import("@/variants/" + game.vname + ".js")
- .then((vModule) => {
- window.V = vModule[game.vname + "Rules"];
- this.loadGame(game, callback);
- });
+ const afterSetVname = async () => {
+ await import("@/variants/" + game.vname + ".js")
+ .then((vModule) => {
+ window.V = vModule[game.vname + "Rules"];
+ this.loadGame(game, callback);
+ });
+ this.rulesContent =
+ afterRawLoad(
+ require(
+ "raw-loader!@/translations/rules/" +
+ game.vname + "/" + this.st.lang + ".pug"
+ ).default
+ ).replace(/(fen:)([^:]*):/g, replaceByDiag);
+ };
+ let variant = undefined;
+ const trySetVname = setInterval(
+ () => {
+ // this.st.variants might be uninitialized (variant == null)
+ variant = this.st.variants.find(v => v.id == game.vid);
+ if (!!variant) {
+ clearInterval(trySetVname);
+ game.vname = variant.name;
+ game.vdisp = variant.display;
+ afterSetVname();
+ }
+ }, 500
+ );
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
// - from server (one correspondance game I play[ed] or not)
// - from remote peer (one live game I don't play, finished or not)
fetchGame: function(callback) {
- if (Number.isInteger(this.gameRef) || !isNaN(parseInt(this.gameRef))) {
+ if (
+ Number.isInteger(this.gameRef) ||
+ !isNaN(parseInt(this.gameRef, 10))
+ ) {
// corr games identifiers are integers
ajax(
"/games",
currentTurn == "w" ? "0-1" : "1-0",
"Time"
);
- } else {
+ }
+ else {
this.$set(
this.virtualClocks,
colorIdx,
// In corr games, just reset clock to mainTime:
this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
}
- // If repetition detected, consider that a draw offer was received:
- const fenObj = this.vr.getFenForRepeat();
- this.repeat[fenObj] =
- !!this.repeat[fenObj]
- ? this.repeat[fenObj] + 1
- : 1;
- if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
- else if (this.drawOffer == "threerep") this.drawOffer = "";
+ if (!V.IgnoreRepetition) {
+ // If repetition detected, consider that a draw offer was received:
+ const fenObj = this.vr.getFenForRepeat();
+ this.repeat[fenObj] =
+ !!this.repeat[fenObj]
+ ? this.repeat[fenObj] + 1
+ : 1;
+ if (this.repeat[fenObj] >= 3) {
+ if (this.vr.loseOnRepetition())
+ this.gameOver(moveCol == "w" ? "0-1" : "1-0", "Repetition");
+ else this.drawOffer = "threerep";
+ }
+ else if (this.drawOffer == "threerep") this.drawOffer = "";
+ }
if (!!this.game.mycolor && !data.receiveMyMove) {
// NOTE: 'var' to see that variable outside this block
var filtered_move = getFilteredMove(move);
this.opponentGotMove = false;
this.send("newmove", {data: sendMove});
// If the opponent doesn't reply gotmove soon enough, re-send move:
- // Do this at most 2 times, because mpore would mean network issues,
+ // Do this at most 2 times, because more would mean network issues,
// opponent would then be expected to disconnect/reconnect.
let counter = 1;
const currentUrl = document.location.href;
if (data.score == "*") this.re_setClocks();
}
};
+ if (!V.CorrConfirm) {
+ afterSetScore();
+ return;
+ }
let el = document.querySelector("#buttonsConfirm > .acceptBtn");
// We may play several moves in a row: in case of, remove listener:
let elClone = el.cloneNode(true);
});
document.querySelector("#confirmDiv > .card").style.width =
boardDiv.offsetWidth + "px";
- } else {
+ }
+ else {
// Incomplete information: just ask confirmation
// Hide the board, because otherwise it could reveal infos
boardDiv.style.visibility = "hidden";
// In corr games, callback to change page only after score is set:
gameOver: function(score, scoreMsg, callback) {
this.game.score = score;
- if (!scoreMsg) scoreMsg = getScoreMessage(score);
+ if (!scoreMsg) scoreMsg = getScoreMessage(score, V.ReverseColors);
this.game.scoreMsg = scoreMsg;
+ document.getElementById("modalRules").checked = false;
+ // Display result in a un-missable way:
+ document.getElementById("modalScore").checked = true;
this.$set(this.game, "scoreMsg", scoreMsg);
const myIdx = this.game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.id == this.st.user.id;
+ return (
+ p.sid == this.st.user.sid ||
+ (!!p.name && p.id == this.st.user.id)
+ );
});
if (myIdx >= 0) {
// OK, I play in this game
</script>
<style lang="sass" scoped>
-#infoDiv > .card
- padding: 15px 0
+#scoreDiv > .card, #rematchDiv > .card
+ padding: 10px 0
max-width: 430px
+#rulesDiv > .card
+ padding: 5px 0
+ max-width: 50%
+ max-height: 100%
+ @media screen and (max-width: 1500px)
+ max-width: 67%
+ @media screen and (max-width: 1024px)
+ max-width: 85%
+ @media screen and (max-width: 767px)
+ max-width: 100%
+
+p.score-section
+ margin: 0
+ font-size: 1.3em
+ span.score
+ font-weight: bold
+
.connected
background-color: lightgreen
#playersInfo > p
margin: 0
-@media screen and (min-width: 768px)
- #actions
- width: 300px
@media screen and (max-width: 767px)
.game
width: 100%
@media screen and (max-width: 767px)
height: 18px
-@media screen and (max-width: 767px)
- #aboveBoard
- text-align: center
-@media screen and (min-width: 768px)
- #aboveBoard
- margin-left: 30%
+#aboveBoard
+ text-align: center
+
+.user-bio
+ display: inline
+ font-size: 1.5rem
+ @media screen and (max-width: 767px)
+ font-size: 1.2rem
+ padding: 0 3px
.variant-cadence
padding-right: 10px
display: inline-block
margin-right: 10px
-span.name
- font-size: 1.5rem
- padding: 0 3px
+span.separator
+ display: inline-block
+ margin: 0
+ padding: 0
+ width: 10px
span.time
font-size: 2rem
+ @media screen and (max-width: 767px)
+ font-size: 1.5rem
display: inline-block
.time-left
margin-left: 10px
background-color: lightyellow
.draw-received, .draw-received:hover
- background-color: lightgreen
+ background-color: #73C6B6
.draw-threerep, .draw-threerep:hover
- background-color: #e4d1fc
+ background-color: #D2B4DE
.rematch-sent, .rematch-sent:hover
background-color: lightyellow
.rematch-received, .rematch-received:hover
- background-color: lightgreen
+ background-color: #48C9B0
.somethingnew
- background-color: #c5fefe
+ background-color: #D2B4DE
.diagram
margin: 0 auto
background-color: lightgreen
button.refuseBtn
background-color: red
+
+a#variantNameInGame
+ color: var(--card-fore-color)
+ text-align: center
+ font-weight: bold
+ font-size: calc(1rem * var(--heading-ratio))
+ line-height: 1.2
+ margin: calc(1.5 * var(--universal-margin))
+</style>
+
+<style lang="sass">
+@import "@/styles/_rules.sass"
+@import "@/styles/_board_squares_img.sass"
</style>