--- /dev/null
+import { ChessRules } from "@/base_rules";
+
+export class SynchroneRules extends ChessRules {
+ // TODO: getNotation retourne "?" si turn == "w"
+ // ==> byrows disparait, juste "showAll" et "None".
+ //
+ // play: si turn == "w", enregistrer le coup (whiteMove),
+ // mais ne rien faire ==> résolution après le coup noir.
+ //
+ // ==> un coup sur deux (coups blancs) est "vide" du point de vue de l'exécution.
+};
span {{ st.tr["Participant(s):"] }}
span(
v-for="p in Object.values(people)"
- v-if="p.focus && !!p.name"
+ v-if="participateInChat(p)"
)
| {{ p.name }}
- span.anonymous(
- v-if="Object.values(people).some(p => p.focus && !p.name)"
- )
- | + @nonymous
+ span.anonymous(v-if="someAnonymousPresent()") + @nonymous
Chat(
ref="chatcomp"
:players="game.players"
},
watch: {
$route: function(to, from) {
- if (to.path.length < 6 || to.path.substr(6) != "/game/")
+ if (to.path.length < 6 || to.path.substr(0, 6) != "/game/")
// Page change
this.cleanBeforeDestroy();
else if (from.params["id"] != to.params["id"]) {
methods: {
cleanBeforeDestroy: function() {
document.removeEventListener('visibilitychange', this.visibilityChange);
- if (!!this.askLastate)
- clearInterval(this.askLastate);
- if (!!this.retrySendmove)
- clearInterval(this.retrySendmove);
- if (!!this.clockUpdate)
- clearInterval(this.clockUpdate);
+ if (!!this.askLastate) clearInterval(this.askLastate);
+ if (!!this.retrySendmove) clearInterval(this.retrySendmove);
+ if (!!this.clockUpdate) clearInterval(this.clockUpdate);
this.conn.removeEventListener("message", this.socketMessageListener);
this.conn.removeEventListener("close", this.socketCloseListener);
this.send("disconnect");
: "losefocus"
);
},
+ participateInChat: function(p) {
+ return Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) && !!p.name;
+ },
+ someAnonymousPresent: function() {
+ return (
+ Object.values(this.people).some(p =>
+ !p.name && Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus)
+ )
+ );
+ },
atCreation: function() {
document.addEventListener('visibilitychange', this.visibilityChange);
// 0] (Re)Set variables
this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
// Always add myself to players' list
const my = this.st.user;
+ const tmpId = getRandString();
this.$set(
this.people,
my.sid,
{
id: my.id,
name: my.name,
- focus: true
+ tmpIds: {
+ tmpId: { focus: true }
+ }
}
);
this.game = {
// 1] Initialize connection
this.connexionString =
params.socketUrl +
- "/?sid=" +
- this.st.user.sid +
- "&id=" +
- this.st.user.id +
- "&tmpId=" +
- getRandString() +
+ "/?sid=" + this.st.user.sid +
+ "&id=" + this.st.user.id +
+ "&tmpId=" + tmpId +
"&page=" +
// Discard potential "/?next=[...]" for page indication:
encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
return (
(
!!player.sid &&
- Object.keys(this.people).some(sid =>
- sid == player.sid && this.people[sid].focus)
+ Object.keys(this.people).some(sid => {
+ return (
+ sid == player.sid &&
+ Object.values(this.people[sid].tmpIds).some(v => v.focus)
+ );
+ })
)
||
(
!!player.id &&
- Object.values(this.people).some(p =>
- p.id == player.id && p.focus)
+ Object.values(this.people).some(p => {
+ return (
+ p.id == player.id &&
+ Object.values(p.tmpIds).some(v => v.focus)
+ );
+ })
)
);
},
const data = JSON.parse(msg.data);
switch (data.code) {
case "pollclients":
- // TODO: shuffling and random filtering on server, if
- // the room is really crowded.
- data.sockIds.forEach(sid => {
+ // TODO: shuffling and random filtering on server,
+ // if the room is really crowded.
+ Object.keys(data.sockIds).forEach(sid => {
+ // TODO: test sid != user.sid was already done on server
if (sid != this.st.user.sid) {
- this.people[sid] = { focus: true };
+ this.people[sid] = { tmpIds: data.sockIds[sid] };
this.send("askidentity", { target: sid });
}
});
break;
case "connect":
- if (!this.people[data.from]) {
- this.people[data.from] = { focus: true };
+ if (!this.people[data.from[0]]) {
+ // focus depends on the tmpId (e.g. tab)
+ this.$set(
+ this.people,
+ data.from[0],
+ {
+ tmpIds: {
+ [data.from[1]]: { focus: true }
+ }
+ }
+ );
this.newConnect[data.from] = true; //for self multi-connects tests
- this.send("askidentity", { target: data.from });
- } else if (!this.people[data.from].focus) {
- this.people[data.from].focus = true;
+ this.send("askidentity", { target: data.from[0] });
+ } else {
+ this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
this.$forceUpdate(); //TODO: shouldn't be required
}
break;
case "disconnect":
- this.$delete(this.people, data.from);
+ if (!this.people[data.from[0]]) return;
+ delete this.people[data.from[0]].tmpIds[data.from[1]];
+ if (Object.keys(this.people[data.from[0]].tmpIds).length == 0)
+ this.$delete(this.people, data.from[0]);
+ else this.$forceUpdate(); //TODO: shouldn't be required
break;
case "getfocus": {
- let player = this.people[data.from];
+ let player = this.people[data.from[0]];
if (!!player) {
- player.focus = true;
+ player.tmpIds[data.from[1]].focus = true;
this.$forceUpdate(); //TODO: shouldn't be required
}
break;
}
case "losefocus": {
- let player = this.people[data.from];
+ let player = this.people[data.from[0]];
if (!!player) {
- player.focus = false;
+ player.tmpIds[data.from[1]].focus = false;
this.$forceUpdate(); //TODO: shouldn't be required
}
break;
case "identity": {
const user = data.data;
let player = this.people[user.sid];
- // player.focus is already set
+ // player.tmpIds is already set
player.name = user.name;
player.id = user.id;
this.$forceUpdate(); //TODO: shouldn't be required
case "asklastate":
// Sending informative last state if I played a move or score != "*"
// If the game or moves aren't loaded yet, delay the sending:
+ // TODO: since socket init after game load, the game is supposedly ready
if (!this.game || !this.game.moves) this.lastateAsked = true;
else this.sendLastate(data.from);
break;
this.opponentGotMove = true;
// Now his clock starts running on my side:
const oppIdx = ['w','b'].indexOf(this.vr.turn);
+ // NOTE: next line to avoid multi-resetClocks when several tabs
+ // on same game, resulting in a faster countdown.
+ if (!!this.clockUpdate) clearInterval(this.clockUpdate);
this.re_setClocks();
break;
}
this.$refs["basegame"].play(data.lastMove, "received", null, true);
this.processMove(data.lastMove);
} else {
- clearInterval(this.clockUpdate);
+ if (!!this.clockUpdate) clearInterval(this.clockUpdate);
this.re_setClocks();
}
if (data.drawSent) this.drawOffer = "received";
this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
// To main Hall if corr game:
if (this.game.type == "corr")
- this.send("newgame", { data: gameInfo });
+ this.send("newgame", { data: gameInfo, page: "/" });
// Also to MyGames page:
this.notifyMyGames("newgame", gameInfo);
};
this.game.score != "*"
) {
clearInterval(this.clockUpdate);
+ this.clockUpdate = null;
if (this.game.clocks[colorIdx] < 0)
this.gameOver(
currentTurn == "w" ? "0-1" : "1-0",
const origMovescount = this.game.moves.length;
// The move is (about to be) played: stop clock
clearInterval(this.clockUpdate);
+ this.clockUpdate = null;
if (moveCol == this.game.mycolor && !data.receiveMyMove) {
if (this.drawOffer == "received")
// I refuse draw
import { ArrayFun } from "@/utils/array";
import { ajax } from "@/utils/ajax";
import params from "@/parameters";
-import { getRandString, shuffle } from "@/utils/alea";
+import { getRandString, shuffle, randInt } from "@/utils/alea";
import { getDiagram } from "@/utils/printDiagram";
import Chat from "@/components/Chat.vue";
import GameList from "@/components/GameList.vue";
if (this.st.variants.length > 0 && this.newchallenge.vid > 0)
this.loadNewchallVariant();
const my = this.st.user;
+ const tmpId = getRandString();
this.$set(
this.people,
my.sid,
{
id: my.id,
name: my.name,
- pages: [{ path: "/", focus: true }]
+ tmpIds: {
+ tmpId: { page: "/", focus: true }
+ }
}
);
const connectAndPoll = () => {
// Initialize connection
this.connexionString =
params.socketUrl +
- "/?sid=" +
- this.st.user.sid +
- "&id=" +
- this.st.user.id +
- "&tmpId=" +
- getRandString() +
+ "/?sid=" + this.st.user.sid +
+ "&id=" + this.st.user.id +
+ "&tmpId=" + tmpId +
"&page=" +
- // Hall: path is "/" (could be hard-coded as well)
+ // Hall: path is "/" (TODO: could be hard-coded as well)
encodeURIComponent(this.$route.path);
this.conn = new WebSocket(this.connexionString);
this.conn.onopen = connectAndPoll;
else elt.nextElementSibling.classList.remove("active");
},
isGamer: function(sid) {
- return this.people[sid].pages
- .some(p => p.focus && p.path.indexOf("/game/") >= 0);
+ return Object.values(this.people[sid].tmpIds)
+ .some(v => v.focus && v.page.indexOf("/game/") >= 0);
},
isFocusedOnHall: function(sid) {
return (
// This is meant to challenge people, thus the next 2 conditions:
this.st.user.id > 0 &&
sid != this.st.user.sid &&
- this.people[sid].pages.some(p => p.path == "/" && p.focus)
+ Object.values(this.people[sid].tmpIds).some(v => v.focus && v.page == "/")
);
},
challenge: function(sid) {
watchGame: function(sid) {
// In some game, maybe playing maybe not: show a random one
let gids = [];
- this.people[sid].pages.forEach(p => {
- if (p.focus) {
- const matchGid = p.path.match(/[a-zA-Z0-9]+$/);
+ Object.values(this.people[sid].tmpIds).forEach(v => {
+ if (v.focus) {
+ const matchGid = v.page.match(/[a-zA-Z0-9]+$/);
if (!!matchGid) gids.push(matchGid[0]);
}
});
const data = JSON.parse(msg.data);
switch (data.code) {
case "pollclientsandgamers": {
- // Since people can be both in Hall and Game,
- // need to track "askIdentity" requests:
- let identityAsked = {};
- // TODO: shuffling and random filtering on server, if
- // the room is really crowded.
- data.sockIds.forEach(s => {
- const page = s.page || "/";
- if (s.sid != this.st.user.sid && !identityAsked[s.sid]) {
- this.send("askidentity", { target: s.sid, page: page });
- identityAsked[s.sid] = true;
+ // TODO: shuffling and random filtering on server,
+ // if the room is really crowded.
+ Object.keys(data.sockIds).forEach(sid => {
+ // TODO: test sid != user.sid was already done on server
+ if (sid != this.st.user.sid) {
+ // Pick a target tmpId (+page) at random:
+ const pt = Object.values(data.sockIds[sid]);
+ const randPage = pt[randInt(pt.length)].page;
+ this.send(
+ "askidentity",
+ {
+ target: sid,
+ page: randPage
+ }
+ );
}
- if (!this.people[s.sid]) {
+ if (!this.people[sid])
// Do not set name or id: identity unknown yet
- this.people[s.sid] = { pages: [{path: page, focus: true}] };
- }
- else if (!(this.people[s.sid].pages.find(p => p.path == page)))
- this.people[s.sid].pages.push({ path: page, focus: true });
- if (!s.page)
+ this.people[sid] = { tmpIds: data.sockIds[sid] };
+ else
+ Object.assign(this.people[s.sid].tmpIds, data.sockIds[sid]);
+ if (Object.values(data.sockIds[sid]).some(v => v.page == "/"))
// Peer is in Hall
- this.send("askchallenges", { target: s.sid });
- // Peer is in Game: ask only if live game
- else if (!page.match(/\/[0-9]+$/))
- this.send("askgame", { target: s.sid, page: page });
+ this.send("askchallenges", { target: sid });
+ Object.values(data.sockIds[sid]).forEach(v => {
+ if (
+ v.page.indexOf("/game/") >= 0 &&
+ !v.page.match(/\/[0-9]+$/)
+ ) {
+ // Peer is in Game: ask only if live game
+ this.send("askgame", { target: sid, page: v.page });
+ }
+ });
});
break;
}
if (data.code == "connect") {
// Ask challenges only on first connexion:
if (!this.people[data.from])
- this.send("askchallenges", { target: data.from });
+ this.send("askchallenges", { target: data.from[0] });
}
// Ask game only if live:
else if (!page.match(/\/[0-9]+$/))
- this.send("askgame", { target: data.from, page: page });
- if (!this.people[data.from])
- this.people[data.from] = { pages: [{ path: page, focus: true }] };
- else {
- // Append page if not already in list
- let ppage = this.people[data.from].pages.find(p => p.path == page);
- if (!ppage)
- this.people[data.from].pages.push({ path: page, focus: true });
- else ppage.focus = true;
- this.$forceUpdate(); //TODO: shouldn't be required
- }
- if (!this.people[data.from].name && this.people[data.from].id !== 0) {
- // Identity not known yet
+ this.send("askgame", { target: data.from[0], page: page });
+ if (!this.people[data.from]) {
+ this.$set(
+ this.people,
+ data.from[0],
+ {
+ tmpIds: {
+ [data.from[1]]: { page: page, focus: true }
+ }
+ }
+ );
this.newConnect[data.from] = true; //for self multi-connects tests
- this.send("askidentity", { target: data.from, page: page });
+ this.send("askidentity", { target: data.from[0], page: page });
+ } else {
+ this.people[data.from[0]].tmpIds[data.from[1]] =
+ { page: page, focus: true };
+ this.$forceUpdate(); //TODO: shouldn't be required
}
break;
}
// If the user reloads the page twice very quickly (experienced with Firefox),
// the first reload won't have time to connect but will trigger a "close" event anyway.
// ==> Next check is required.
- if (!this.people[data.from]) return;
- const page = data.page || "/";
- ArrayFun.remove(this.people[data.from].pages, p => p.path == page);
- if (this.people[data.from].pages.length == 0)
- this.$delete(this.people, data.from);
+ if (!this.people[data.from[0]]) return;
+ delete this.people[data.from[0]].tmpIds[data.from[1]];
+ if (Object.keys(this.people[data.from[0]].tmpIds).length == 0)
+ this.$delete(this.people, data.from[0]);
else this.$forceUpdate(); //TODO: shouldn't be required
- // Disconnect means no more tmpIds:
if (data.code == "disconnect") {
// Remove the live challenges sent by this player:
ArrayFun.remove(
this.challenges,
- c => c.type == "live" && c.from.sid == data.from,
+ c => c.type == "live" && c.from.sid == data.from[0],
"all"
);
} else {
// Remove the matching live game if now unreachable
- const gid = page.match(/[a-zA-Z0-9]+$/)[0];
+ const gid = data.page.match(/[a-zA-Z0-9]+$/)[0];
// Corr games are always reachable:
if (!gid.match(/^[0-9]+$/)) {
// Live games are reachable as long as someone is on the game page
if (Object.values(this.people).every(p =>
- p.pages.every(pg => pg.path != page))) {
+ Object.values(p.tmpIds).every(v => v.page != data.page))
+ ) {
ArrayFun.remove(this.games, g => g.id == gid);
}
}
}
break;
}
- case "getfocus":
+ case "getfocus": {
+ let player = this.people[data.from[0]];
// If user reload a page, focus may arrive earlier than connect
- if (!!this.people[data.from]) {
- this.people[data.from].pages
- .find(p => p.path == data.page).focus = true;
+ if (!!player) {
+ player.tmpIds[data.from[1]].focus = true;
this.$forceUpdate(); //TODO: shouldn't be required
}
break;
- case "losefocus":
- if (!!this.people[data.from]) {
- this.people[data.from].pages
- .find(p => p.path == data.page).focus = false;
+ }
+ case "losefocus": {
+ let player = this.people[data.from[0]];
+ if (!!player) {
+ player.tmpIds[data.from[1]].focus = false;
this.$forceUpdate(); //TODO: shouldn't be required
}
break;
+ }
case "killed":
// I logged in elsewhere:
this.conn.removeEventListener("message", this.socketMessageListener);
case "identity": {
const user = data.data;
let player = this.people[user.sid];
- // player.pages is already set
+ // player.tmpIds is already set
player.id = user.id;
player.name = user.name;
// TODO: this.$set(people, ...) fails. So forceUpdate.
this.startNewGame(gameInfo);
else {
this.infoMessage =
- this.st.tr["New correspondance game:"] +
- " <a href='#/game/" +
- gameInfo.id +
- "'>" +
- "#/game/" +
- gameInfo.id +
- "</a>";
+ this.st.tr["New correspondance game:"] + " " +
+ "<a href='#/game/" + gameInfo.id + "'>" +
+ "#/game/" + gameInfo.id + "</a>";
document.getElementById("modalInfo").checked = true;
}
break;
corr: Number.MAX_SAFE_INTEGER
},
// hasMore == TRUE: a priori there could be more games to load
- hasMore: { live: true, corr: true },
+ hasMore: { live: true, corr: store.state.user.id > 0 },
conn: null,
connexionString: ""
};
}
}
);
- } else {
- this.loadMore(
- "live",
- () => this.loadMore("corr", adjustAndSetDisplay)
- );
- }
+ } else this.loadMore("live", adjustAndSetDisplay);
});
},
beforeDestroy: function() {
}
},
loadMore: function(type, cb) {
- if (type == "corr") {
+ if (type == "corr" && this.st.user.id > 0) {
ajax(
"/completedgames",
"GET",
// or "/mygames" for Mygames page (simpler: no 'people' array).
// tmpId is required if a same user (browser) has different tabs
let clients = {};
+ // NOTE: only purpose of sidToPages = know when to delete keys in idToSid
let sidToPages = {};
let idToSid = {};
wss.on("connection", (socket, req) => {
if (k == sid && x == tmpId) return;
send(
clients[page][k][x].socket,
- Object.assign({ code: code, from: sid }, obj)
+ Object.assign({ code: code, from: [sid, tmpId] }, obj)
);
});
});
const doDisconnect = () => {
deleteConnexion();
// Nothing to notify when disconnecting from MyGames page:
- if (page != "/mygames" && (!clients[page] || !clients[page][sid])) {
- // I effectively disconnected from this page:
+ if (page != "/mygames") {
notifyRoom(page, "disconnect");
if (page.indexOf("/game/") >= 0)
- notifyRoom("/", "gdisconnect", { page:page });
+ notifyRoom("/", "gdisconnect", { page: page });
}
};
const messageListener = (objtxt) => {
case "connect": {
notifyRoom(page, "connect");
if (page.indexOf("/game/") >= 0)
- notifyRoom("/", "gconnect", { page:page });
+ notifyRoom("/", "gconnect", { page: page });
break;
}
case "disconnect":
break;
}
case "pollclients": {
- // From Hall or Game
- let sockIds = [];
+ // From Game
+ let sockIds = {};
Object.keys(clients[page]).forEach(k => {
// Avoid polling myself: no new information to get
- if (k != sid) sockIds.push(k);
+ if (k != sid) {
+ sockIds[k] = {};
+ Object.keys(clients[page][k]).forEach(x => {
+ sockIds[k][x] = { focus: clients[page][k][x].focus };
+ });
+ }
});
send(socket, { code: "pollclients", sockIds: sockIds });
break;
}
case "pollclientsandgamers": {
// From Hall
- let sockIds = [];
+ let sockIds = {};
Object.keys(clients["/"]).forEach(k => {
// Avoid polling myself: no new information to get
- if (k != sid) sockIds.push({sid:k});
+ if (k != sid) {
+ sockIds[k] = {};
+ Object.keys(clients[page][k]).forEach(x => {
+ sockIds[k][x] = {
+ page: "/",
+ focus: clients[page][k][x].focus
+ };
+ });
+ }
});
// NOTE: a "gamer" could also just be an observer
Object.keys(clients).forEach(p => {
if (p.indexOf("/game/") >= 0) {
Object.keys(clients[p]).forEach(k => {
- // 'page' indicator is needed for gamers
- if (k != sid) sockIds.push({ sid:k, page:p });
+ if (k != sid) {
+ if (!sockIds[k]) sockIds[k] = {};
+ Object.keys(clients[p][k]).forEach(x => {
+ sockIds[k][x] = {
+ page: p,
+ focus: clients[p][k][x].focus
+ };
+ });
+ }
});
}
});
case "drawoffer":
case "rematchoffer":
case "draw":
- notifyRoom(page, obj.code, {data: obj.data}, obj.excluded);
+ // "newgame" message can provide a page (corr Game --> Hall)
+ notifyRoom(obj.page || page, obj.code, {data: obj.data}, obj.excluded);
break;
case "rnewgame":
case "getfocus":
case "losefocus":
+ clients[page][sid][tmpId].focus = (obj.code == "getfocus");
if (page == "/") notifyRoom("/", obj.code, { page: "/" }, [sid]);
else {
// Notify game room + Hall: