- getOppSid: function() {
- if (!!this.game.oppsid)
- return this.game.oppsid;
- const opponent = this.people.find(p => p.id == this.game.oppid);
- return (!!opponent ? opponent.sid : null);
- },
- socketMessageListener: function(msg) {
- const data = JSON.parse(msg.data);
- switch (data.code)
- {
- // 0.2] Receive clients list (just socket IDs)
- case "pollclients":
- {
- data.sockIds.forEach(sid => {
- this.people.push({sid:sid, id:0, name:""});
- // Ask only identity
- this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
- });
- break;
- }
- case "askidentity":
- {
- // Request for identification: reply if I'm not anonymous
- if (this.st.user.id > 0)
- {
- this.st.conn.send(JSON.stringify(
- // people[0] instead of st.user to avoid sending email
- {code:"identity", user:this.people[0], target:data.from}));
- }
- break;
- }
- case "identity":
- {
- let player = this.people.find(p => p.sid == data.user.sid);
- // NOTE: sometimes player.id fails because player is undefined...
- // Probably because the event was meant for Hall?
- if (!player)
- return;
- player.id = data.user.id;
- player.name = data.user.name;
- // Sending last state only for live games: corr games are complete
- if (this.game.type == "live" && this.game.oppsid == player.sid)
- {
- // Send our "last state" informations to opponent
- const L = this.game.moves.length;
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- target: player.sid,
- state:
- {
- lastMove: (L>0 ? this.game.moves[L-1] : undefined),
- score: this.game.score,
- movesCount: L,
- drawOffer: this.drawOffer,
- clocks: this.game.clocks,
- }
- }));
- }
- break;
- }
- case "askgame":
- // Send current (live) game
- const myGame =
- {
- // Minimal game informations:
- id: this.game.id,
- players: this.game.players.map(p => { return {name:p.name}; }),
- vid: this.game.vid,
- timeControl: this.game.timeControl,
- };
- this.st.conn.send(JSON.stringify({code:"game",
- game:myGame, target:data.from}));
- break;
- case "newmove":
- // NOTE: this call to play() will trigger processMove()
- this.$refs["basegame"].play(data.move,
- "receive", this.game.vname!="Dark" ? "animate" : null);
- break;
- case "lastate": //got opponent infos about last move
- {
- const L = this.game.moves.length;
- if (data.movesCount > L)
- {
- // Just got last move from him
- this.$refs["basegame"].play(data.lastMove,
- "receive", this.game.vname!="Dark" ? "animate" : null);
- if (data.score != "*" && this.game.score == "*")
- {
- // Opponent resigned or aborted game, or accepted draw offer
- // (this is not a stalemate or checkmate)
- this.$refs["basegame"].endGame(data.score, "Opponent action");
- }
- this.game.clocks = data.clocks; //TODO: check this?
- this.drawOffer = data.drawOffer; //does opponent offer draw?
- }
- break;
- }
- case "resign":
- this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
- break;
- case "abort":
- this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
- break;
- case "draw":
- this.$refs["basegame"].endGame("1/2", "Mutual agreement");
- break;
- case "drawoffer":
- this.drawOffer = "received";
- break;
- case "askfullgame":
- // TODO: use data.id to retrieve game in indexedDB (but for now only one running game so OK)
- this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
- break;
- case "fullgame":
- this.loadGame(data.game);
- break;
- // TODO: drawaccepted (click draw button before sending move
- // ==> draw offer in move)
- // ==> on "newmove", check "drawOffer" field
- case "connect":
- {
- this.people.push({name:"", id:0, sid:data.from});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
- break;
- }
- case "disconnect":
- ArrayFun.remove(this.people, p => p.sid == data.from);
- break;
- }
- },
- offerDraw: function() {
- // TODO: also for corr games
- if (this.drawOffer == "received")
- {
- if (!confirm("Accept draw?"))
- return;
- const oppsid = this.getOppSid();
- if (!!oppsid)
- this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
- this.$refs["basegame"].endGame("1/2", "Mutual agreement");
- }
- else if (this.drawOffer == "sent")
- this.drawOffer = "";
- else
- {
- if (!confirm("Offer draw?"))
- return;
- const oppsid = this.getOppSid();
- if (!!oppsid)
- this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid}));
- }
- },
- // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
- receiveDrawOffer: function() {
- //if (...)
- // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
- // if accept: send message "draw"
- },
- abortGame: function(event) {
- let modalBox = document.getElementById("modalAbort");
- if (!event)
- {
- // First call show options:
- modalBox.checked = true;
- }
- else
- {
- modalBox.checked = false; //decision made: box disappear
- const message = event.target.innerText;
- // Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame("?", "Abort: " + message);
- const oppsid = this.getOppSid();
- if (!!oppsid)
- {
- this.st.conn.send(JSON.stringify({
- code: "abort",
- msg: message,
- target: oppsid,
- }));
- }
- }
- },
- resign: function(e) {
- if (!confirm("Resign the game?"))
- return;
- const oppsid = this.getOppSid();
- if (!!oppsid)
- {
- this.st.conn.send(JSON.stringify({
- code: "resign",
- target: oppsid,
- }));
- }
- // Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
- },
- // 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)
- loadGame: function(game) {
- const afterRetrieval = async (game) => {
- const vModule = await import("@/variants/" + game.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(game.fen);
- const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
- const tc = extractTime(game.timeControl);
- if (gtype == "corr")
- {
- if (game.players[0].color == "b")
- {
- // Adopt the same convention for live and corr games: [0] = white
- [ game.players[0], game.players[1] ] =
- [ game.players[1], game.players[0] ];
- }
- // corr game: needs to compute the clocks + initime
- // NOTE: clocks in seconds, initime in milliseconds
- game.clocks = [tc.mainTime, tc.mainTime];
- game.initime = [0, 0];
- const L = game.moves.length;
- game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
- if (L >= 3)
- {
- let addTime = [0, 0];
- for (let i=2; i<L; i++)
- {
- addTime[i%2] += tc.increment -
- (game.moves[i].played - game.moves[i-1].played) / 1000;
- }
- for (let i=0; i<=1; i++)
- game.clocks[i] += addTime[i];
- }
- if (L >= 1)
- game.initime[L%2] = game.moves[L-1].played;
- // Now that we used idx and played, re-format moves as for live games
- game.moves = game.moves.map( (m) => {
- const s = m.squares;
- return {
- appear: s.appear,
- vanish: s.vanish,
- start: s.start,
- end: s.end,
- message: m.message,
- };
- });
- }
- const myIdx = game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.uid == this.st.user.id;
- });
- if (gtype == "live" && game.clocks[0] < 0) //game unstarted
- {
- game.clocks = [tc.mainTime, tc.mainTime];
- game.initime[0] = Date.now();
- if (myIdx >= 0)
- {
- // I play in this live game; corr games don't have clocks+initime
- GameStorage.update(game.id,
- {
- clocks: game.clocks,
- initime: game.initime,
- });
- }
- }
- this.game = Object.assign({},
- game,
- // NOTE: assign mycolor here, since BaseGame could also be VS computer
- {
- type: gtype,
- increment: tc.increment,
- mycolor: [undefined,"w","b"][myIdx+1],
- // opponent sid not strictly required (or available), but easier
- // 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),
- }
- );
- };
- if (!!game)
- return afterRetrieval(game);
- if (!!this.gameRef.rid)
- {
- // Remote live game
- // (TODO: send game ID as well, and receiver would pick the corresponding
- // game in his current games; if allowed to play several)
- this.st.conn.send(JSON.stringify(
- {code:"askfullgame", target:this.gameRef.rid}));
- // (send moves updates + resign/abort/draw actions)
- }
- else
- {
- // Local or corr game
- GameStorage.get(this.gameRef.id, afterRetrieval);
- }
- },
- // Post-process a move (which was just played)
- processMove: function(move) {
- if (!this.game.mycolor)
- return; //I'm just an observer
- // Update storage (corr or live)
- const colorIdx = ["w","b"].indexOf(move.color);
- // https://stackoverflow.com/a/38750895
- const allowed_fields = ["appear", "vanish", "start", "end"];
- const filtered_move = Object.keys(move)
- .filter(key => allowed_fields.includes(key))
- .reduce((obj, key) => {
- obj[key] = move[key];
- return obj;
- }, {});
- // Send move ("newmove" event) to people in the room (if our turn)
- let addTime = 0;
- if (move.color == this.game.mycolor)
- {
- if (this.game.moves.length >= 2) //after first move
- {
- const elapsed = Date.now() - this.game.initime[colorIdx];
- // elapsed time is measured in milliseconds
- addTime = this.game.increment - elapsed/1000;
- }
- let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
- if (this.game.type == "corr")
- sendMove.message = this.corrMsg;
- const oppsid = this.getOppSid();
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
- {
- this.st.conn.send(JSON.stringify({
- code: "newmove",
- target: p.sid,
- move: sendMove,
- }));
- }
- });
- if (this.game.type == "corr" && this.corrMsg != "")
- {
- // Add message to last move in BaseGame:
- // TODO: not very good style...
- this.$refs["basegame"].setCurrentMessage(this.corrMsg);
- }
- }
- else
- addTime = move.addTime; //supposed transmitted
- const nextIdx = ["w","b"].indexOf(this.vr.turn);
- // Since corr games are stored at only one location, update should be
- // done only by one player for each move:
- if (this.game.type == "live" || move.color == this.game.mycolor)
- {
- if (this.game.type == "corr")
- {
- GameStorage.update(this.gameRef.id,
- {
- fen: move.fen,
- move:
- {
- squares: filtered_move,
- message: this.corrMsg,
- played: Date.now(), //TODO: on server?
- idx: this.game.moves.length,
- },
- });
- }
- else //live
- {
- GameStorage.update(this.gameRef.id,
- {
- fen: move.fen,
- move: filtered_move,
- clocks: this.game.clocks.map((t,i) => i==colorIdx
- ? this.game.clocks[i] + addTime
- : this.game.clocks[i]),
- initime: this.game.initime.map((t,i) => i==nextIdx
- ? Date.now()
- : this.game.initime[i]),
- });
- }
- }
- // Also update current game object:
- this.game.moves.push(move);
- this.game.fen = move.fen;
- //TODO: just this.game.clocks[colorIdx] += addTime;
- this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
- this.game.initime[nextIdx] = Date.now();
- // Finally reset curMoveMessage if needed
- if (this.game.type == "corr" && move.color == this.game.mycolor)
- this.corrMsg = "";
- },
- gameOver: function(score) {
- this.game.mode = "analyze";
- this.game.score = score;
- const myIdx = this.game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.uid == this.st.user.id;
- });
- if (myIdx >= 0) //OK, I play in this game
- GameStorage.update(this.gameRef.id, { score: score });