| 1 | <template lang="pug"> |
| 2 | .row |
| 3 | .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 |
| 4 | input#modalAbort.modal(type="checkbox") |
| 5 | div(role="dialog" aria-labelledby="abortBoxTitle") |
| 6 | .card.smallpad.small-modal.text-center |
| 7 | label.modal-close(for="modalAbort") |
| 8 | h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }} |
| 9 | button(@click="abortGame") {{ st.tr["Sorry I have to go"] }} |
| 10 | button(@click="abortGame") {{ st.tr["Game seems over"] }} |
| 11 | button(@click="abortGame") {{ st.tr["Game is too boring"] }} |
| 12 | BaseGame(:game="game" :vr="vr" ref="basegame" |
| 13 | @newmove="processMove" @gameover="gameOver") |
| 14 | // TODO: show players names + clocks state |
| 15 | div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }} |
| 16 | .button-group(v-if="game.mode!='analyze' && game.score=='*'") |
| 17 | button(@click="offerDraw") Draw |
| 18 | button(@click="() => abortGame()") Abort |
| 19 | button(@click="resign") Resign |
| 20 | div(v-if="game.mode=='corr'") |
| 21 | textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg") |
| 22 | div(v-show="cursor>=0") {{ moves[cursor].message }} |
| 23 | </template> |
| 24 | |
| 25 | <script> |
| 26 | import BaseGame from "@/components/BaseGame.vue"; |
| 27 | //import Chat from "@/components/Chat.vue"; |
| 28 | //import MoveList from "@/components/MoveList.vue"; |
| 29 | import { store } from "@/store"; |
| 30 | import { GameStorage } from "@/utils/gameStorage"; |
| 31 | import { ppt } from "@/utils/datetime"; |
| 32 | |
| 33 | export default { |
| 34 | name: 'my-game', |
| 35 | components: { |
| 36 | BaseGame, |
| 37 | }, |
| 38 | // gameRef: to find the game in (potentially remote) storage |
| 39 | data: function() { |
| 40 | return { |
| 41 | st: store.state, |
| 42 | gameRef: { //given in URL (rid = remote ID) |
| 43 | id: "", |
| 44 | rid: "" |
| 45 | }, |
| 46 | game: { }, //passed to BaseGame |
| 47 | virtualClocks: [0, 0], //initialized with true game.clocks |
| 48 | vr: null, //"variant rules" object initialized from FEN |
| 49 | drawOfferSent: false, //did I just ask for draw? (TODO: use for button style) |
| 50 | people: [ ], //potential observers (TODO) |
| 51 | }; |
| 52 | }, |
| 53 | watch: { |
| 54 | '$route' (to, from) { |
| 55 | if (!!to.params["id"]) |
| 56 | { |
| 57 | this.gameRef.id = to.params["id"]; |
| 58 | this.gameRef.rid = to.query["rid"]; |
| 59 | this.loadGame(); |
| 60 | } |
| 61 | }, |
| 62 | "game.clocks": function(newState) { |
| 63 | this.virtualClocks = newState.map(s => ppt(s)); |
| 64 | const currentTurn = this.vr.turn; |
| 65 | const colorIdx = ["w","b","g","r"].indexOf(currentTurn); |
| 66 | let countdown = newState[colorIdx] - |
| 67 | (Date.now() - this.game.initime[colorIdx])/1000; |
| 68 | const myTurn = (currentTurn == this.game.mycolor); |
| 69 | |
| 70 | console.log(this.vr.turn + " " + currentTurn + " " + this.vr.getFen()); |
| 71 | |
| 72 | let clockUpdate = setInterval(() => { |
| 73 | |
| 74 | |
| 75 | |
| 76 | |
| 77 | console.log(countdown); |
| 78 | console.log(this.vr.turn +" " + currentTurn + " " + this.vr.getFen()); |
| 79 | |
| 80 | // TODO: incoherent state because vr is altered in BaseGame to replay game |
| 81 | // ==> should use a temporary vr ? |
| 82 | |
| 83 | |
| 84 | |
| 85 | if (countdown <= 0 || this.vr.turn != currentTurn) |
| 86 | { |
| 87 | clearInterval(clockUpdate); |
| 88 | if (countdown <= 0 && myTurn) |
| 89 | { |
| 90 | this.$refs["basegame"].endGame( |
| 91 | this.game.mycolor=="w" ? "0-1" : "1-0", "Time"); |
| 92 | this.game.players.forEach(p => { |
| 93 | if (p.sid != this.st.user.sid) |
| 94 | { |
| 95 | this.st.conn.send(JSON.stringify({ |
| 96 | code: "timeover", |
| 97 | target: p.sid, |
| 98 | })); |
| 99 | } |
| 100 | }); |
| 101 | } |
| 102 | } |
| 103 | // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown) |
| 104 | this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown))); |
| 105 | }, 1000); |
| 106 | }, |
| 107 | }, |
| 108 | created: function() { |
| 109 | if (!!this.$route.params["id"]) |
| 110 | { |
| 111 | this.gameRef.id = this.$route.params["id"]; |
| 112 | this.gameRef.rid = this.$route.query["rid"]; |
| 113 | this.loadGame(); |
| 114 | } |
| 115 | // TODO: how to know who is observing ? Send message to everyone with game ID ? |
| 116 | // and then just listen to (dis)connect events |
| 117 | // server always send "connect on " + URL ; then add to observers if game... |
| 118 | // detect multiple tabs connected (when connect ask server if my SID is already in use) |
| 119 | // router when access a game page tell to server I joined + game ID (no need rid) |
| 120 | // and ask server for current joined (= observers) |
| 121 | // when send to chat (or a move), reach only this group (send gid along) |
| 122 | // --> doivent être enregistrés comme observers au niveau du serveur... |
| 123 | // non: poll users + events startObserving / stopObserving |
| 124 | // (à faire au niveau du routeur ?) |
| 125 | |
| 126 | // TODO: also handle "draw accepted" (use opponents array?) |
| 127 | // --> must give this info also when sending lastState... |
| 128 | // and, if all players agree then OK draw (end game ...etc) |
| 129 | const socketMessageListener = msg => { |
| 130 | const data = JSON.parse(msg.data); |
| 131 | let L = undefined; |
| 132 | switch (data.code) |
| 133 | { |
| 134 | case "newmove": |
| 135 | // NOTE: next call will trigger processMove() |
| 136 | this.$refs["basegame"].play(data.move, |
| 137 | "receive", this.game.vname!="Dark" ? "animate" : null); |
| 138 | break; |
| 139 | case "pong": //received if we sent a ping (game still alive on our side) |
| 140 | if (this.gameRef.id != data.gameId) |
| 141 | break; //games IDs don't match: the game is definitely over... |
| 142 | this.oppConnected = true; |
| 143 | // Send our "last state" informations to opponent(s) |
| 144 | L = this.vr.moves.length; |
| 145 | Object.keys(this.opponents).forEach(oid => { |
| 146 | this.st.conn.send(JSON.stringify({ |
| 147 | code: "lastate", |
| 148 | oppid: oid, |
| 149 | gameId: this.gameRef.id, |
| 150 | lastMove: (L>0?this.vr.moves[L-1]:undefined), |
| 151 | movesCount: L, |
| 152 | })); |
| 153 | }); |
| 154 | break; |
| 155 | // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves |
| 156 | // TODO: need to send along clock state (my current time) with my last move |
| 157 | case "lastate": //got opponent infos about last move |
| 158 | L = this.vr.moves.length; |
| 159 | if (this.gameRef.id != data.gameId) |
| 160 | break; //games IDs don't match: nothing we can do... |
| 161 | // OK, opponent still in game (which might be over) |
| 162 | if (this.score != "*") |
| 163 | { |
| 164 | // We finished the game (any result possible) |
| 165 | this.st.conn.send(JSON.stringify({ |
| 166 | code: "lastate", |
| 167 | oppid: data.oppid, |
| 168 | gameId: this.gameRef.id, |
| 169 | score: this.score, |
| 170 | })); |
| 171 | } |
| 172 | else if (!!data.score) //opponent finished the game |
| 173 | this.endGame(data.score); |
| 174 | else if (data.movesCount < L) |
| 175 | { |
| 176 | // We must tell last move to opponent |
| 177 | this.st.conn.send(JSON.stringify({ |
| 178 | code: "lastate", |
| 179 | oppid: this.opponent.id, |
| 180 | gameId: this.gameRef.id, |
| 181 | lastMove: this.vr.moves[L-1], |
| 182 | movesCount: L, |
| 183 | })); |
| 184 | } |
| 185 | else if (data.movesCount > L) //just got last move from him |
| 186 | this.play(data.lastMove, "animate"); //TODO: wrong call (3 args) |
| 187 | break; |
| 188 | case "resign": |
| 189 | this.$refs["basegame"].endGame( |
| 190 | this.game.mycolor=="w" ? "1-0" : "0-1", "Resign"); |
| 191 | break; |
| 192 | case "timeover": |
| 193 | this.$refs["basegame"].endGame( |
| 194 | this.game.mycolor=="w" ? "1-0" : "0-1", "Time"); |
| 195 | break; |
| 196 | case "abort": |
| 197 | this.$refs["basegame"].endGame("?", "Abort: " + data.msg); |
| 198 | break; |
| 199 | // TODO: drawaccepted (click draw button before sending move ==> draw offer in move) |
| 200 | // ==> on "newmove", check "drawOffer" field |
| 201 | // TODO: also use (dis)connect info to count online players? |
| 202 | case "gameconnect": |
| 203 | case "gamedisconnect": |
| 204 | if (this.mode=="human") |
| 205 | { |
| 206 | const online = (data.code == "connect"); |
| 207 | // If this is an opponent ? |
| 208 | if (!!this.opponents[data.id]) |
| 209 | this.opponents[data.id].online = online; |
| 210 | else |
| 211 | { |
| 212 | // Or an observer ? |
| 213 | if (!online) |
| 214 | delete this.people[data.id]; |
| 215 | else |
| 216 | this.people[data.id] = data.name; |
| 217 | } |
| 218 | } |
| 219 | break; |
| 220 | } |
| 221 | }; |
| 222 | const socketCloseListener = () => { |
| 223 | this.st.conn.addEventListener('message', socketMessageListener); |
| 224 | this.st.conn.addEventListener('close', socketCloseListener); |
| 225 | }; |
| 226 | this.st.conn.onmessage = socketMessageListener; |
| 227 | this.st.conn.onclose = socketCloseListener; |
| 228 | }, |
| 229 | // dans variant.js (plutôt room.js) conn gère aussi les challenges |
| 230 | // et les chats dans chat.js. Puis en webRTC, repenser tout ça. |
| 231 | methods: { |
| 232 | offerDraw: function() { |
| 233 | if (!confirm("Offer draw?")) |
| 234 | return; |
| 235 | // Stay in "draw offer sent" state until next move is played |
| 236 | this.drawOfferSent = true; |
| 237 | if (this.subMode == "corr") |
| 238 | { |
| 239 | // TODO: set drawOffer on in game (how ?) |
| 240 | } |
| 241 | else //live game |
| 242 | { |
| 243 | this.opponents.forEach(o => { |
| 244 | if (!!o.online) |
| 245 | { |
| 246 | try { |
| 247 | this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id})); |
| 248 | } catch (INVALID_STATE_ERR) { |
| 249 | return; |
| 250 | } |
| 251 | } |
| 252 | }); |
| 253 | } |
| 254 | }, |
| 255 | // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) |
| 256 | receiveDrawOffer: function() { |
| 257 | //if (...) |
| 258 | // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" |
| 259 | // if accept: send message "draw" |
| 260 | }, |
| 261 | abortGame: function(event) { |
| 262 | if (!event) |
| 263 | { |
| 264 | // First call show options: |
| 265 | let modalBox = document.getElementById("modalAbort"); |
| 266 | modalBox.checked = true; |
| 267 | } |
| 268 | else |
| 269 | { |
| 270 | console.log(event); |
| 271 | return; |
| 272 | //const message = event. |
| 273 | // Next line will trigger a "gameover" event, bubbling up till here |
| 274 | this.$refs["basegame"].endGame("?", "Abort: " + event.msg); //TODO |
| 275 | this.game.players.forEach(p => { |
| 276 | if (!!p.sid && p.sid != this.st.user.sid) |
| 277 | { |
| 278 | this.st.conn.send(JSON.stringify({ |
| 279 | code: "abort", |
| 280 | msg: message, |
| 281 | target: p.sid, |
| 282 | })); |
| 283 | } |
| 284 | }); |
| 285 | } |
| 286 | }, |
| 287 | resign: function(e) { |
| 288 | if (!confirm("Resign the game?")) |
| 289 | return; |
| 290 | this.game.players.forEach(p => { |
| 291 | if (!!p.sid && p.sid != this.st.user.sid) |
| 292 | { |
| 293 | this.st.conn.send(JSON.stringify({ |
| 294 | code: "resign", |
| 295 | target: p.sid, |
| 296 | })); |
| 297 | } |
| 298 | }); |
| 299 | // Next line will trigger a "gameover" event, bubbling up till here |
| 300 | this.$refs["basegame"].endGame( |
| 301 | this.game.mycolor=="w" ? "0-1" : "1-0", "Resign"); |
| 302 | }, |
| 303 | // 3 cases for loading a game: |
| 304 | // - from indexedDB (running or completed live game I play) |
| 305 | // - from server (one correspondance game I play[ed] or not) |
| 306 | // - from remote peer (one live game I don't play, finished or not) |
| 307 | loadGame: function(game) { |
| 308 | const afterRetrieval = async (game) => { |
| 309 | const vModule = await import("@/variants/" + game.vname + ".js"); |
| 310 | window.V = vModule.VariantRules; |
| 311 | this.vr = new V(game.fen); |
| 312 | this.game = Object.assign({}, |
| 313 | game, |
| 314 | // NOTE: assign mycolor here, since BaseGame could also bs VS computer |
| 315 | {mycolor: [undefined,"w","b"][1 + game.players.findIndex( |
| 316 | p => p.sid == this.st.user.sid)]}, |
| 317 | ); |
| 318 | }; |
| 319 | if (!!game) |
| 320 | return afterRetrival(game); |
| 321 | if (!!this.gameRef.rid) |
| 322 | { |
| 323 | // TODO: just send a game request message to the remote player, |
| 324 | // and when receiving answer just call loadGame(received_game) |
| 325 | // + remote peer should have registered us as an observer |
| 326 | // (send moves updates + resign/abort/draw actions) |
| 327 | return; |
| 328 | } |
| 329 | else |
| 330 | { |
| 331 | GameStorage.get(this.gameRef.id, async (game) => { |
| 332 | afterRetrieval(game); |
| 333 | }); |
| 334 | } |
| 335 | // // Poll all players except me (if I'm playing) to know online status. |
| 336 | // // --> Send ping to server (answer pong if players[s] are connected) |
| 337 | // if (this.gameInfo.players.some(p => p.sid == this.st.user.sid)) |
| 338 | // { |
| 339 | // this.game.players.forEach(p => { |
| 340 | // if (p.sid != this.st.user.sid) |
| 341 | // this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid})); |
| 342 | // }); |
| 343 | // } |
| 344 | }, |
| 345 | // TODO: refactor this old "oppConnected" logic |
| 346 | // oppConnected: function(uid) { |
| 347 | // return this.opponents.some(o => o.id == uid && o.online); |
| 348 | // }, |
| 349 | // Post-process a move (which was just played) |
| 350 | processMove: function(move) { |
| 351 | if (!this.game.mycolor) |
| 352 | return; //I'm just an observer |
| 353 | // Update storage (corr or live) |
| 354 | const colorIdx = ["w","b","g","r"].indexOf(move.color); |
| 355 | // https://stackoverflow.com/a/38750895 |
| 356 | const allowed_fields = ["appear", "vanish", "start", "end"]; |
| 357 | const filtered_move = Object.keys(move) |
| 358 | .filter(key => allowed_fields.includes(key)) |
| 359 | .reduce((obj, key) => { |
| 360 | obj[key] = move[key]; |
| 361 | return obj; |
| 362 | }, {}); |
| 363 | // Send move ("newmove" event) to opponent(s) (if ours) |
| 364 | let addTime = undefined; |
| 365 | if (move.color == this.game.mycolor) |
| 366 | { |
| 367 | const elapsed = Date.now() - this.game.initime[colorIdx]; |
| 368 | // elapsed time is measured in milliseconds |
| 369 | addTime = this.game.increment - elapsed/1000; |
| 370 | this.game.players.forEach(p => { |
| 371 | if (p.sid != this.st.user.sid) |
| 372 | { |
| 373 | this.st.conn.send(JSON.stringify({ |
| 374 | code: "newmove", |
| 375 | target: p.sid, |
| 376 | move: Object.assign({}, filtered_move, {addTime: addTime}), |
| 377 | })); |
| 378 | } |
| 379 | }); |
| 380 | } |
| 381 | else |
| 382 | addTime = move.addTime; //supposed transmitted |
| 383 | const nextIdx = ["w","b","g","r"].indexOf(this.vr.turn); |
| 384 | GameStorage.update(this.gameRef.id, |
| 385 | { |
| 386 | colorIdx: colorIdx, |
| 387 | nextIdx: nextIdx, |
| 388 | move: filtered_move, |
| 389 | fen: move.fen, |
| 390 | addTime: addTime, |
| 391 | }); |
| 392 | // Also update current game object: |
| 393 | this.game.moves.push(move); |
| 394 | this.game.fen = move.fen; |
| 395 | this.game.clocks[colorIdx] += (!!addTime ? addTime : 0); |
| 396 | this.game.initime[nextIdx] = Date.now(); |
| 397 | }, |
| 398 | // TODO: this update function should also work for corr games |
| 399 | gameOver: function(score) { |
| 400 | this.game.mode = "analyze"; |
| 401 | GameStorage.update(this.gameRef.id, |
| 402 | { |
| 403 | score: score, |
| 404 | }); |
| 405 | }, |
| 406 | }, |
| 407 | }; |
| 408 | </script> |