-// TODO: use indexedDB instead of localStorage? (more flexible...)
+// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
Vue.component('my-game', {
data: function() {
const socketOpenListener = () => {
if (continuation)
{
- // TODO: check FEN integrity with opponent
const fen = localStorage.getItem("fen");
const mycolor = localStorage.getItem("mycolor");
const oppid = localStorage.getItem("oppid");
const moves = JSON.parse(localStorage.getItem("moves"));
this.newGame("human", fen, mycolor, oppid, moves, true);
- // Send ping to server, which answers pong if opponent is connected
- this.conn.send(JSON.stringify({code:"ping", oppid:this.oppId}));
+ // Send ping to server (answer pong if opponent is connected)
+ this.conn.send(JSON.stringify({code:"ping",oppid:this.oppId}));
}
else if (localStorage.getItem("newgame") === variant)
{
// New game request has been cancelled on disconnect
this.seek = true;
- this.newGame("human");
+ this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
}
};
const socketMessageListener = msg => {
case "newmove": //..he played!
this.play(data.move, "animate");
break;
- case "pong": //sent when opponent stayed online after we disconnected
+ case "pong": //received if opponent sent a ping
this.oppConnected = true;
+ const L = this.vr.moves.length;
+ // Send our "last state" informations to opponent (we are still playing)
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppId,
+ lastMove:L>0?this.vr.moves[L-1]:undefined,
+ movesCount:L,
+ }));
break;
+ case "lastate": //got opponent infos about last move (we might have resigned)
+ if (this.mode!="human" || this.oppid!=data.oppid)
+ {
+ // OK, we resigned
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppId,
+ lastMove:undefined,
+ movesCount:-1,
+ }));
+ }
+ else if (data.movesCount < 0)
+ {
+ // OK, he resigned
+ this.endGame(this.mycolor=="w"?"1-0":"0-1");
+ }
+ else if (data.movesCount < this.vr.moves.length)
+ {
+ // We must tell last move to opponent
+ const L = this.vr.moves.length;
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppId,
+ lastMove:this.vr.moves[L-1],
+ movesCount:L,
+ }));
+ }
+ else if (data.movesCount > this.vr.moves.length) //just got last move from him
+ this.play(data.lastMove, "animate");
case "resign": //..you won!
this.endGame(this.mycolor=="w"?"1-0":"0-1");
break;
try {
this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
} catch (INVALID_STATE_ERR) {
- return; //resign failed for some reason...
+ return; //socket is not ready (and not yet reconnected)
}
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
this.score = "*";
if (mode=="human" && !oppId)
{
+ const storageVariant = localStorage.getItem("variant");
+ if (!!storageVariant && storageVariant !== variant)
+ {
+ // TODO: find a better way to ensure this. Newgame system is currently a mess.
+ alert("Finish your " + storageVariant + " game first!");
+ return;
+ }
// Send game request and wait..
this.clearStorage(); //in case of
try {
} catch (INVALID_STATE_ERR) {
return; //nothing achieved
}
- let modalBox = document.getElementById("modal-control2");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
+ if (continuation == "reconnect") //TODO: bad HACK...
+ {
+ let modalBox = document.getElementById("modal-control2");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
+ }
return;
}
this.vr = new VariantRules(fen, moves || []);
this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
- {
- if (!this.oppConnected)
- return; //abort move if opponent is gone
- try {
- this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
- } catch(INVALID_STATE_ERR) {
- return; //abort also if sending failed
- }
- }
+ this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
new Audio("/sounds/chessmove1.mp3").play();
this.vr.play(move, "ingame");
if (this.mode == "human")