3 input#modalInfo.modal(type="checkbox")
6 data-checkbox="modalInfo"
9 label.modal-close(for="modalInfo")
10 p(v-html="infoMessage")
11 input#modalChat.modal(
13 @click="resetChatColor()"
17 data-checkbox="modalChat"
20 label.modal-close(for="modalChat")
22 span {{ st.tr["Participant(s):"] }}
24 v-for="p in Object.values(people)"
25 v-if="p.focus && !!p.name"
29 v-if="Object.values(people).some(p => p.focus && !p.name)"
34 :players="game.players"
35 :pastChats="game.chats"
38 @chatcleared="clearChat"
40 input#modalConfirm.modal(type="checkbox")
41 div#confirmDiv(role="dialog")
44 v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
48 span {{ st.tr["Move played:"] + " " }}
49 span.bold {{ moveNotation }}
51 span {{ st.tr["Are you sure?"] }}
52 .button-group#buttonsConfirm
53 // onClick for acceptBtn: set dynamically
55 span {{ st.tr["Validate"] }}
56 button.refuseBtn(@click="cancelMove()")
57 span {{ st.tr["Cancel"] }}
59 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
60 span.variant-cadence {{ game.cadence }}
61 span.variant-name {{ game.vname }}
63 v-if="nextIds.length > 0"
64 @click="showNextGame()"
66 | {{ st.tr["Next_g"] }}
67 button#chatBtn.tooltip(
68 onClick="window.doClick('modalChat')"
71 img(src="/images/icons/chat.svg")
72 #actions(v-if="game.score=='*'")
75 :class="{['draw-' + drawOffer]: true}"
76 :aria-label="st.tr['Draw']"
78 img(src="/images/icons/draw.svg")
82 :aria-label="st.tr['Abort']"
84 img(src="/images/icons/abort.svg")
88 :aria-label="st.tr['Resign']"
90 img(src="/images/icons/resign.svg")
93 @click="clickRematch()"
94 :class="{['rematch-' + rematchOffer]: true}"
95 :aria-label="st.tr['Rematch']"
97 img(src="/images/icons/rematch.svg")
100 span.name(:class="{connected: isConnected(0)}")
101 | {{ game.players[0].name || "@nonymous" }}
103 v-if="game.score=='*'"
104 :class="{yourturn: !!vr && vr.turn == 'w'}"
106 span.time-left {{ virtualClocks[0][0] }}
107 span.time-separator(v-if="!!virtualClocks[0][1]") :
108 span.time-right(v-if="!!virtualClocks[0][1]")
109 | {{ virtualClocks[0][1] }}
111 span.name(:class="{connected: isConnected(1)}")
112 | {{ game.players[1].name || "@nonymous" }}
114 v-if="game.score=='*'"
115 :class="{yourturn: !!vr && vr.turn == 'b'}"
117 span.time-left {{ virtualClocks[1][0] }}
118 span.time-separator(v-if="!!virtualClocks[1][1]") :
119 span.time-right(v-if="!!virtualClocks[1][1]")
120 | {{ virtualClocks[1][1] }}
124 @newmove="processMove"
129 import BaseGame from "@/components/BaseGame.vue";
130 import Chat from "@/components/Chat.vue";
131 import { store } from "@/store";
132 import { GameStorage } from "@/utils/gameStorage";
133 import { ppt } from "@/utils/datetime";
134 import { ajax } from "@/utils/ajax";
135 import { extractTime } from "@/utils/timeControl";
136 import { getRandString } from "@/utils/alea";
137 import { getScoreMessage } from "@/utils/scoring";
138 import { getFullNotation } from "@/utils/notation";
139 import { getDiagram } from "@/utils/printDiagram";
140 import { processModalClick } from "@/utils/modalClick";
141 import { playMove, getFilteredMove } from "@/utils/playUndo";
142 import { ArrayFun } from "@/utils/array";
143 import params from "@/parameters";
154 // rid = remote (socket) ID
159 game: {}, //passed to BaseGame
160 // virtualClocks will be initialized from true game.clocks
162 vr: null, //"variant rules" object initialized from FEN
167 people: {}, //players + observers
168 lastate: undefined, //used if opponent send lastate before game is ready
169 repeat: {}, //detect position repetition
170 curDiag: "", //for corr moves confirmation
173 roomInitialized: false,
174 // If newmove has wrong index: ask fullgame again:
176 gameIsLoading: false,
177 // If asklastate got no reply, ask again:
179 gotMoveIdx: -1, //last move index received
180 // If newmove got no pingback, send again:
181 opponentGotMove: false,
183 // Incomplete info games: show move played
185 // Intervals from setInterval():
189 // Related to (killing of) self multi-connects:
195 $route: function(to, from) {
196 if (from.params["id"] != to.params["id"]) {
197 // Change everything:
198 this.cleanBeforeDestroy();
199 let boardDiv = document.querySelector(".game");
201 // In case of incomplete information variant:
202 boardDiv.style.visibility = "hidden";
206 this.gameRef.id = to.params["id"];
207 this.gameRef.rid = to.query["rid"];
208 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
213 // NOTE: some redundant code with Hall.vue (mostly related to people array)
214 created: function() {
217 mounted: function() {
218 document.addEventListener('visibilitychange', this.visibilityChange);
220 .getElementById("chatWrap")
221 .addEventListener("click", processModalClick);
222 if ("ontouchstart" in window) {
223 // Disable tooltips on smartphones:
224 document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
225 elt.classList.remove("tooltip");
229 beforeDestroy: function() {
230 document.removeEventListener('visibilitychange', this.visibilityChange);
231 this.cleanBeforeDestroy();
234 visibilityChange: function() {
235 // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
237 document.visibilityState == "visible"
242 atCreation: function() {
243 // 0] (Re)Set variables
244 this.gameRef.id = this.$route.params["id"];
245 // rid = remote ID to find an observed live game,
246 // next = next corr games IDs to navigate faster
247 // (Both might be undefined)
248 this.gameRef.rid = this.$route.query["rid"];
249 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
250 // Always add myself to players' list
251 const my = this.st.user;
262 players: [{ name: "" }, { name: "" }],
266 let chatComp = this.$refs["chatcomp"];
267 if (!!chatComp) chatComp.chats = [];
268 this.virtualClocks = [[0,0], [0,0]];
271 this.lastateAsked = false;
272 this.rematchOffer = "";
273 this.lastate = undefined;
275 this.roomInitialized = false;
276 this.askGameTime = 0;
277 this.gameIsLoading = false;
278 this.gotLastate = false;
279 this.gotMoveIdx = -1;
280 this.opponentGotMove = false;
281 this.askLastate = null;
282 this.retrySendmove = null;
283 this.clockUpdate = null;
284 this.newConnect = {};
286 // 1] Initialize connection
287 this.connexionString =
296 // Discard potential "/?next=[...]" for page indication:
297 encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
298 this.conn = new WebSocket(this.connexionString);
299 this.conn.onmessage = this.socketMessageListener;
300 this.conn.onclose = this.socketCloseListener;
301 // Socket init required before loading remote game:
302 const socketInit = callback => {
303 if (!!this.conn && this.conn.readyState == 1)
307 // Socket not ready yet (initial loading)
308 // NOTE: it's important to call callback without arguments,
309 // otherwise first arg is Websocket object and loadGame fails.
310 this.conn.onopen = () => callback();
312 if (!this.gameRef.rid)
313 // Game stored locally or on server
314 this.loadGame(null, () => socketInit(this.roomInit));
316 // Game stored remotely: need socket to retrieve it
317 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
318 // --> It will be given when receiving "fullgame" socket event.
319 socketInit(this.loadGame);
321 cleanBeforeDestroy: function() {
322 if (!!this.askLastate)
323 clearInterval(this.askLastate);
324 if (!!this.retrySendmove)
325 clearInterval(this.retrySendmove);
326 if (!!this.clockUpdate)
327 clearInterval(this.clockUpdate);
328 this.send("disconnect");
330 roomInit: function() {
331 if (!this.roomInitialized) {
332 // Notify the room only now that I connected, because
333 // messages might be lost otherwise (if game loading is slow)
334 this.send("connect");
335 this.send("pollclients");
336 // We may ask fullgame several times if some moves are lost,
337 // but room should be init only once:
338 this.roomInitialized = true;
341 send: function(code, obj) {
343 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
345 isConnected: function(index) {
346 const player = this.game.players[index];
347 // Is it me ? In this case no need to bother with focus
348 if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
349 // Still have to check for name (because of potential multi-accounts
350 // on same browser, although this should be rare...)
351 return (!this.st.user.name || this.st.user.name == player.name);
352 // Try to find a match in people:
356 Object.keys(this.people).some(sid =>
357 sid == player.sid && this.people[sid].focus)
362 Object.values(this.people).some(p =>
363 p.id == player.uid && p.focus)
367 getOppsid: function() {
368 let oppsid = this.game.oppsid;
370 oppsid = Object.keys(this.people).find(
371 sid => this.people[sid].id == this.game.oppid
374 // oppsid is useful only if opponent is online:
375 if (!!oppsid && !!this.people[oppsid]) return oppsid;
378 resetChatColor: function() {
379 // TODO: this is called twice, once on opening an once on closing
380 document.getElementById("chatBtn").classList.remove("somethingnew");
382 processChat: function(chat) {
383 this.send("newchat", { data: chat });
384 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
385 if (this.game.type == "corr" && this.st.user.id > 0)
386 this.updateCorrGame({ chat: chat });
388 clearChat: function() {
389 // Nothing more to do if game is live (chats not recorded)
390 if (this.game.type == "corr") {
391 if (!!this.game.mycolor) {
395 { data: { gid: this.game.id } }
398 this.$set(this.game, "chats", []);
401 getGameType: function(game) {
402 return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
404 // Notify something after a new move (to opponent and me on MyGames page)
405 notifyMyGames: function(thing, data) {
410 targets: this.game.players.map(p => {
411 return { sid: p.sid, uid: p.uid };
416 showNextGame: function() {
417 // Did I play in current game? If not, add it to nextIds list
418 if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
419 this.nextIds.unshift(this.game.id);
420 const nextGid = this.nextIds.pop();
422 "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
424 askGameAgain: function() {
425 this.gameIsLoading = true;
426 const currentUrl = document.location.href;
427 const doAskGame = () => {
428 if (document.location.href != currentUrl) return; //page change
429 if (!this.gameRef.rid)
430 // This is my game: just reload.
433 // Just ask fullgame again (once!), this is much simpler.
434 // If this fails, the user could just reload page :/
435 this.send("askfullgame", { target: this.gameRef.rid });
437 // Delay of at least 2s between two game requests
438 const now = Date.now();
439 const delay = Math.max(2000 - (now - this.askGameTime), 0);
440 this.askGameTime = now;
441 setTimeout(doAskGame, delay);
443 socketMessageListener: function(msg) {
444 if (!this.conn) return;
445 const data = JSON.parse(msg.data);
448 data.sockIds.forEach(sid => {
449 if (sid != this.st.user.sid) {
450 this.people[sid] = { focus: true };
451 this.send("askidentity", { target: sid });
456 if (!this.people[data.from]) {
457 this.people[data.from] = { focus: true };
458 this.newConnect[data.from] = true; //for self multi-connects tests
459 this.send("askidentity", { target: data.from });
463 this.$delete(this.people, data.from);
466 let player = this.people[data.from];
469 this.$forceUpdate(); //TODO: shouldn't be required
474 let player = this.people[data.from];
476 player.focus = false;
477 this.$forceUpdate(); //TODO: shouldn't be required
482 // I logged in elsewhere:
484 alert(this.st.tr["New connexion detected: tab now offline"]);
486 case "askidentity": {
487 // Request for identification
489 // Decompose to avoid revealing email
490 name: this.st.user.name,
491 sid: this.st.user.sid,
494 this.send("identity", { data: me, target: data.from });
498 const user = data.data;
499 let player = this.people[user.sid];
500 // player.focus is already set
501 player.name = user.name;
503 this.$forceUpdate(); //TODO: shouldn't be required
504 // If I multi-connect, kill current connexion if no mark (I'm older)
505 if (this.newConnect[user.sid]) {
508 user.id == this.st.user.id &&
509 user.sid != this.st.user.sid &&
510 !this.killed[this.st.user.sid]
512 this.send("killme", { sid: this.st.user.sid });
513 this.killed[this.st.user.sid] = true;
515 delete this.newConnect[user.sid];
517 if (!this.killed[this.st.user.sid]) {
518 // Ask potentially missed last state, if opponent and I play
520 !!this.game.mycolor &&
521 this.game.type == "live" &&
522 this.game.score == "*" &&
523 this.game.players.some(p => p.sid == user.sid)
525 this.send("asklastate", { target: user.sid });
527 this.askLastate = setInterval(
529 // Ask at most 3 times:
530 // if no reply after that there should be a network issue.
534 !!this.people[user.sid]
536 this.send("asklastate", { target: user.sid });
539 clearInterval(this.askLastate);
549 // Send current (live) game if not asked by any of the players
551 this.game.type == "live" &&
552 this.game.players.every(p => p.sid != data.from[0])
557 players: this.game.players,
559 cadence: this.game.cadence,
560 score: this.game.score,
561 rid: this.st.user.sid //useful in Hall if I'm an observer
563 this.send("game", { data: myGame, target: data.from });
567 const gameToSend = Object.keys(this.game)
570 "id","fen","players","vid","cadence","fenStart","vname",
571 "moves","clocks","initime","score","drawOffer","rematchOffer"
575 obj[k] = this.game[k];
580 this.send("fullgame", { data: gameToSend, target: data.from });
583 // Callback "roomInit" to poll clients only after game is loaded
584 this.loadGame(data.data, this.roomInit);
587 // Sending informative last state if I played a move or score != "*"
588 // If the game or moves aren't loaded yet, delay the sending:
589 if (!this.game || !this.game.moves) this.lastateAsked = true;
590 else this.sendLastate(data.from);
593 // Got opponent infos about last move
594 this.gotLastate = true;
595 if (!data.data.nothing) {
596 this.lastate = data.data;
597 if (this.game.rendered)
598 // Game is rendered (Board component)
599 this.processLastate();
600 // Else: will be processed when game is ready
605 const movePlus = data.data;
606 const movesCount = this.game.moves.length;
607 if (movePlus.index > movesCount) {
608 // This can only happen if I'm an observer and missed a move.
609 if (this.gotMoveIdx < movePlus.index)
610 this.gotMoveIdx = movePlus.index;
611 if (!this.gameIsLoading) this.askGameAgain();
615 movePlus.index < movesCount ||
616 this.gotMoveIdx >= movePlus.index
618 // Opponent re-send but we already have the move:
619 // (maybe he didn't receive our pingback...)
620 this.send("gotmove", {data: movePlus.index, target: data.from});
622 this.gotMoveIdx = movePlus.index;
623 const receiveMyMove = (movePlus.color == this.game.mycolor);
624 if (!receiveMyMove && !!this.game.mycolor)
625 // Notify opponent that I got the move:
626 this.send("gotmove", {data: movePlus.index, target: data.from});
627 if (movePlus.cancelDrawOffer) {
628 // Opponent refuses draw
630 // NOTE for corr games: drawOffer reset by player in turn
632 this.game.type == "live" &&
633 !!this.game.mycolor &&
636 GameStorage.update(this.gameRef.id, { drawOffer: "" });
639 this.$refs["basegame"].play(movePlus.move, "received", null, true);
643 clock: movePlus.clock,
644 receiveMyMove: receiveMyMove
652 this.opponentGotMove = true;
653 // Now his clock starts running:
654 const oppIdx = ['w','b'].indexOf(this.vr.turn);
655 this.game.initime[oppIdx] = Date.now();
660 const score = data.side == "b" ? "1-0" : "0-1";
661 const side = data.side == "w" ? "White" : "Black";
662 this.gameOver(score, side + " surrender");
665 this.gameOver("?", "Stop");
668 this.gameOver("1/2", data.data);
671 // NOTE: observers don't know who offered draw
672 this.drawOffer = "received";
675 // NOTE: observers don't know who offered rematch
676 this.rematchOffer = data.data ? "received" : "";
679 // A game started, redirect if I'm playing in
680 const gameInfo = data.data;
681 const gameType = this.getGameType(gameInfo);
683 gameType == "live" &&
684 gameInfo.players.some(p => p.sid == this.st.user.sid)
686 this.addAndGotoLiveGame(gameInfo);
688 gameType == "corr" &&
689 gameInfo.players.some(p => p.uid == this.st.user.id)
691 this.$router.push("/game/" + gameInfo.id);
694 if (gameInfo.cadence.indexOf('d') === -1) {
696 // Select sid of any of the online players:
698 gameInfo.players.forEach(p => {
699 if (!!this.people[p.sid]) onlineSid.push(p.sid);
701 urlRid += onlineSid[Math.floor(Math.random() * onlineSid.length)];
704 this.st.tr["Rematch in progress:"] +
705 " <a href='#/game/" +
706 gameInfo.id + urlRid +
709 gameInfo.id + urlRid +
711 document.getElementById("modalInfo").checked = true;
716 this.newChat = data.data;
717 if (!document.getElementById("modalChat").checked)
718 document.getElementById("chatBtn").classList.add("somethingnew");
722 socketCloseListener: function() {
723 this.conn = new WebSocket(this.connexionString);
724 this.conn.addEventListener("message", this.socketMessageListener);
725 this.conn.addEventListener("close", this.socketCloseListener);
727 updateCorrGame: function(obj, callback) {
733 gid: this.gameRef.id,
737 if (!!callback) callback();
742 sendLastate: function(target) {
744 (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
745 this.game.score != "*" ||
746 this.drawOffer == "sent" ||
747 this.rematchOffer == "sent"
749 // Send our "last state" informations to opponent
750 const L = this.game.moves.length;
751 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
753 lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
754 clock: this.game.clocks[myIdx],
755 // Since we played a move (or abort or resign),
756 // only drawOffer=="sent" is possible
757 drawSent: this.drawOffer == "sent",
758 rematchSent: this.rematchOffer == "sent",
759 score: this.game.score,
760 score: this.game.scoreMsg,
762 initime: this.game.initime[1 - myIdx] //relevant only if I played
764 this.send("lastate", { data: myLastate, target: target });
766 this.send("lastate", { data: {nothing: true}, target: target });
769 // lastate was received, but maybe game wasn't ready yet:
770 processLastate: function() {
771 const data = this.lastate;
772 this.lastate = undefined; //security...
773 const L = this.game.moves.length;
774 if (data.movesCount > L) {
775 // Just got last move from him
776 this.$refs["basegame"].play(data.lastMove, "received", null, true);
777 this.processMove(data.lastMove, { clock: data.clock });
779 if (data.drawSent) this.drawOffer = "received";
780 if (data.rematchSent) this.rematchOffer = "received";
781 if (data.score != "*") {
783 if (this.game.score == "*")
784 this.gameOver(data.score, data.scoreMsg);
787 clickDraw: function() {
788 if (!this.game.mycolor) return; //I'm just spectator
789 if (["received", "threerep"].includes(this.drawOffer)) {
790 if (!confirm(this.st.tr["Accept draw?"])) return;
792 this.drawOffer == "received"
794 : "Three repetitions";
795 this.send("draw", { data: message });
796 this.gameOver("1/2", message);
797 } else if (this.drawOffer == "") {
798 // No effect if drawOffer == "sent"
799 if (this.game.mycolor != this.vr.turn) {
800 alert(this.st.tr["Draw offer only in your turn"]);
803 if (!confirm(this.st.tr["Offer draw?"])) return;
804 this.drawOffer = "sent";
805 this.send("drawoffer");
806 if (this.game.type == "live") {
809 { drawOffer: this.game.mycolor }
811 } else this.updateCorrGame({ drawOffer: this.game.mycolor });
814 addAndGotoLiveGame: function(gameInfo, callback) {
815 const game = Object.assign(
819 // (other) Game infos: constant
820 fenStart: gameInfo.fen,
821 vname: this.game.vname,
823 // Game state (including FEN): will be updated
825 clocks: [-1, -1], //-1 = unstarted
826 initime: [0, 0], //initialized later
830 GameStorage.add(game, (err) => {
831 // No error expected.
833 if (this.st.settings.sound)
834 new Audio("/sounds/newgame.flac").play().catch(() => {});
836 this.$router.push("/game/" + gameInfo.id);
840 clickRematch: function() {
841 if (!this.game.mycolor) return; //I'm just spectator
842 if (this.rematchOffer == "received") {
845 id: getRandString(), //ignored if corr
846 fen: V.GenRandInitFen(this.game.randomness),
847 players: this.game.players.reverse(),
849 cadence: this.game.cadence
851 const notifyNewGame = () => {
852 let oppsid = this.getOppsid(); //may be null
853 this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
854 // Also to MyGames page:
855 this.notifyMyGames("newgame", gameInfo);
857 if (this.game.type == "live")
858 this.addAndGotoLiveGame(gameInfo, notifyNewGame);
865 // cid is useful to delete the challenge:
866 data: { gameInfo: gameInfo },
867 success: (response) => {
868 gameInfo.id = response.gameId;
870 this.$router.push("/game/" + response.gameId);
875 } else if (this.rematchOffer == "") {
876 this.rematchOffer = "sent";
877 this.send("rematchoffer", { data: true });
878 if (this.game.type == "live") {
881 { rematchOffer: this.game.mycolor }
883 } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
884 } else if (this.rematchOffer == "sent") {
885 // Toggle rematch offer (on --> off)
886 this.rematchOffer = "";
887 this.send("rematchoffer", { data: false });
888 if (this.game.type == "live") {
893 } else this.updateCorrGame({ rematchOffer: 'n' });
896 abortGame: function() {
897 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
898 this.gameOver("?", "Stop");
902 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
904 this.send("resign", { data: this.game.mycolor });
905 const score = this.game.mycolor == "w" ? "0-1" : "1-0";
906 const side = this.game.mycolor == "w" ? "White" : "Black";
907 this.gameOver(score, side + " surrender");
909 // 3 cases for loading a game:
910 // - from indexedDB (running or completed live game I play)
911 // - from server (one correspondance game I play[ed] or not)
912 // - from remote peer (one live game I don't play, finished or not)
913 loadGame: function(game, callback) {
914 const afterRetrieval = async (game) => {
915 const vModule = await import("@/variants/" + game.vname + ".js");
916 window.V = vModule.VariantRules;
917 this.vr = new V(game.fen);
918 const gtype = this.getGameType(game);
919 const tc = extractTime(game.cadence);
920 const myIdx = game.players.findIndex(p => {
921 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
923 const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
924 if (!game.chats) game.chats = []; //live games don't have chat history
925 if (gtype == "corr") {
926 if (game.players[0].color == "b") {
927 // Adopt the same convention for live and corr games: [0] = white
928 [game.players[0], game.players[1]] = [
933 // NOTE: clocks in seconds, initime in milliseconds
934 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
935 game.clocks = [tc.mainTime, tc.mainTime];
936 const L = game.moves.length;
937 if (game.score == "*") {
938 // Set clocks + initime
939 game.initime = [0, 0];
941 const gameLastupdate = game.moves[L-1].played;
942 game.initime[L % 2] = gameLastupdate;
945 tc.mainTime - (Date.now() - gameLastupdate) / 1000;
949 // Sort chat messages from newest to oldest
950 game.chats.sort((c1, c2) => {
951 return c2.added - c1.added;
953 if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
954 // Did a chat message arrive after my last move?
956 if (L == 1 && myIdx == 0)
957 dtLastMove = game.moves[0].played;
960 // It's now white turn
961 dtLastMove = game.moves[L-1-(1-myIdx)].played;
964 dtLastMove = game.moves[L-1-myIdx].played;
967 if (dtLastMove < game.chats[0].added)
968 document.getElementById("chatBtn").classList.add("somethingnew");
970 // Now that we used idx and played, re-format moves as for live games
971 game.moves = game.moves.map(m => m.squares);
973 if (gtype == "live" && game.clocks[0] < 0) {
975 game.clocks = [tc.mainTime, tc.mainTime];
976 if (game.score == "*") {
977 game.initime[0] = Date.now();
979 // I play in this live game; corr games don't have clocks+initime
980 GameStorage.update(game.id, {
982 initime: game.initime
987 // TODO: merge next 2 "if" conditions
988 if (!!game.drawOffer) {
989 if (game.drawOffer == "t")
991 this.drawOffer = "threerep";
993 // Draw offered by any of the players:
994 if (myIdx < 0) this.drawOffer = "received";
996 // I play in this game:
998 (game.drawOffer == "w" && myIdx == 0) ||
999 (game.drawOffer == "b" && myIdx == 1)
1001 this.drawOffer = "sent";
1002 else this.drawOffer = "received";
1006 if (!!game.rematchOffer) {
1007 if (myIdx < 0) this.rematchOffer = "received";
1009 // I play in this game:
1011 (game.rematchOffer == "w" && myIdx == 0) ||
1012 (game.rematchOffer == "b" && myIdx == 1)
1014 this.rematchOffer = "sent";
1015 else this.rematchOffer = "received";
1018 this.repeat = {}; //reset: scan past moves' FEN:
1020 let vr_tmp = new V(game.fenStart);
1022 game.moves.forEach(m => {
1023 playMove(m, vr_tmp);
1024 const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
1025 this.repeat[fenIdx] = this.repeat[fenIdx]
1026 ? this.repeat[fenIdx] + 1
1029 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
1030 this.game = Object.assign(
1031 // NOTE: assign mycolor here, since BaseGame could also be VS computer
1034 increment: tc.increment,
1036 // opponent sid not strictly required (or available), but easier
1037 // at least oppsid or oppid is available anyway:
1038 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
1039 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
1043 if (this.gameIsLoading)
1044 // Re-load game because we missed some moves:
1045 // artificially reset BaseGame (required if moves arrived in wrong order)
1046 this.$refs["basegame"].re_setVariables();
1049 this.gotMoveIdx = game.moves.length - 1;
1050 // If we arrive here after 'nextGame' action, the board might be hidden
1051 let boardDiv = document.querySelector(".game");
1052 if (!!boardDiv && boardDiv.style.visibility == "hidden")
1053 boardDiv.style.visibility = "visible";
1055 this.re_setClocks();
1056 this.$nextTick(() => {
1057 this.game.rendered = true;
1058 // Did lastate arrive before game was rendered?
1059 if (this.lastate) this.processLastate();
1061 if (this.lastateAsked) {
1062 this.lastateAsked = false;
1063 this.sendLastate(game.oppsid);
1065 if (this.gameIsLoading) {
1066 this.gameIsLoading = false;
1067 if (this.gotMoveIdx >= game.moves.length)
1068 // Some moves arrived meanwhile...
1069 this.askGameAgain();
1071 if (!!callback) callback();
1074 afterRetrieval(game);
1077 if (this.gameRef.rid) {
1078 // Remote live game: forgetting about callback func... (TODO: design)
1079 this.send("askfullgame", { target: this.gameRef.rid });
1081 // Local or corr game on server.
1082 // NOTE: afterRetrieval() is never called if game not found
1083 const gid = this.gameRef.id;
1084 if (Number.isInteger(gid) || !isNaN(parseInt(gid))) {
1085 // corr games identifiers are integers
1093 g.moves.forEach(m => {
1094 m.squares = JSON.parse(m.squares);
1103 GameStorage.get(this.gameRef.id, afterRetrieval);
1106 re_setClocks: function() {
1107 if (this.game.moves.length < 2 || this.game.score != "*") {
1108 // 1st move not completed yet, or game over: freeze time
1109 this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
1112 const currentTurn = this.vr.turn;
1113 const currentMovesCount = this.game.moves.length;
1114 const colorIdx = ["w", "b"].indexOf(currentTurn);
1116 this.game.clocks[colorIdx] -
1117 (Date.now() - this.game.initime[colorIdx]) / 1000;
1118 this.virtualClocks = [0, 1].map(i => {
1120 i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
1121 return ppt(this.game.clocks[i] - removeTime).split(':');
1123 this.clockUpdate = setInterval(
1127 this.game.moves.length > currentMovesCount ||
1128 this.game.score != "*"
1130 clearInterval(this.clockUpdate);
1133 currentTurn == "w" ? "0-1" : "1-0",
1140 ppt(Math.max(0, --countdown)).split(':')
1146 // Update variables and storage after a move:
1147 processMove: function(move, data) {
1148 if (!data) data = {};
1149 const moveCol = this.vr.turn;
1150 const doProcessMove = () => {
1151 const colorIdx = ["w", "b"].indexOf(moveCol);
1152 const nextIdx = 1 - colorIdx;
1153 const origMovescount = this.game.moves.length;
1154 let addTime = 0; //for live games
1155 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1156 if (this.drawOffer == "received")
1158 this.drawOffer = "";
1159 if (this.game.type == "live" && origMovescount >= 2) {
1160 const elapsed = Date.now() - this.game.initime[colorIdx];
1161 // elapsed time is measured in milliseconds
1162 addTime = this.game.increment - elapsed / 1000;
1165 // Update current game object:
1166 playMove(move, this.vr);
1167 // The move is played: stop clock
1168 clearInterval(this.clockUpdate);
1170 // Received move, score has not been computed in BaseGame (!!noemit)
1171 const score = this.vr.getCurrentScore();
1172 if (score != "*") this.gameOver(score);
1174 this.game.moves.push(move);
1175 this.game.fen = this.vr.getFen();
1176 if (this.game.type == "live") {
1177 if (!!data.clock) this.game.clocks[colorIdx] = data.clock;
1178 else this.game.clocks[colorIdx] += addTime;
1180 // In corr games, just reset clock to mainTime:
1182 this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
1184 // NOTE: opponent's initime is reset after "gotmove" is received
1186 !this.game.mycolor ||
1187 moveCol != this.game.mycolor ||
1188 !!data.receiveMyMove
1190 this.game.initime[nextIdx] = Date.now();
1192 // If repetition detected, consider that a draw offer was received:
1193 const fenObj = this.vr.getFenForRepeat();
1194 this.repeat[fenObj] =
1195 !!this.repeat[fenObj]
1196 ? this.repeat[fenObj] + 1
1198 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
1199 else if (this.drawOffer == "threerep") this.drawOffer = "";
1200 if (!!this.game.mycolor && !data.receiveMyMove) {
1201 // NOTE: 'var' to see that variable outside this block
1202 var filtered_move = getFilteredMove(move);
1204 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1205 // Notify turn on MyGames page:
1209 gid: this.gameRef.id,
1214 // Since corr games are stored at only one location, update should be
1215 // done only by one player for each move:
1217 !!this.game.mycolor &&
1218 !data.receiveMyMove &&
1219 (this.game.type == "live" || moveCol == this.game.mycolor)
1222 switch (this.drawOffer) {
1227 drawCode = this.game.mycolor;
1230 drawCode = V.GetOppCol(this.game.mycolor);
1233 if (this.game.type == "corr") {
1234 // corr: only move, fen and score
1235 this.updateCorrGame({
1238 squares: filtered_move,
1242 // Code "n" for "None" to force reset (otherwise it's ignored)
1243 drawOffer: drawCode || "n"
1247 const updateStorage = () => {
1248 GameStorage.update(this.gameRef.id, {
1250 move: filtered_move,
1251 moveIdx: origMovescount,
1252 clocks: this.game.clocks,
1253 initime: this.game.initime,
1257 // The active tab can update storage immediately
1258 if (!document.hidden) updateStorage();
1259 // Small random delay otherwise
1260 else setTimeout(updateStorage, 500 + 1000 * Math.random());
1263 // Send move ("newmove" event) to people in the room (if our turn)
1264 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1266 move: filtered_move,
1267 index: origMovescount,
1268 // color is required to check if this is my move (if several tabs opened)
1270 cancelDrawOffer: this.drawOffer == ""
1272 if (this.game.type == "live")
1273 sendMove["clock"] = this.game.clocks[colorIdx];
1274 this.opponentGotMove = false;
1275 this.send("newmove", {data: sendMove});
1276 // If the opponent doesn't reply gotmove soon enough, re-send move:
1277 // Do this at most 2 times, because mpore would mean network issues,
1278 // opponent would then be expected to disconnect/reconnect.
1280 const currentUrl = document.location.href;
1281 this.retrySendmove = setInterval(
1285 this.opponentGotMove ||
1286 document.location.href != currentUrl //page change
1288 clearInterval(this.retrySendmove);
1291 const oppsid = this.getOppsid();
1293 // Opponent is disconnected: he'll ask last state
1294 clearInterval(this.retrySendmove);
1296 this.send("newmove", { data: sendMove, target: oppsid });
1304 // Not my move or I'm an observer: just start other player's clock
1305 this.re_setClocks();
1308 this.game.type == "corr" &&
1309 moveCol == this.game.mycolor &&
1312 let boardDiv = document.querySelector(".game");
1313 const afterSetScore = () => {
1315 if (this.st.settings.gotonext && this.nextIds.length > 0)
1316 this.showNextGame();
1318 // The board might have been hidden:
1319 if (boardDiv.style.visibility == "hidden")
1320 boardDiv.style.visibility = "visible";
1323 let el = document.querySelector("#buttonsConfirm > .acceptBtn");
1324 // We may play several moves in a row: in case of, remove listener:
1325 let elClone = el.cloneNode(true);
1326 el.parentNode.replaceChild(elClone, el);
1327 elClone.addEventListener(
1330 document.getElementById("modalConfirm").checked = false;
1331 if (!!data.score && data.score != "*")
1333 this.gameOver(data.score, null, afterSetScore);
1334 else afterSetScore();
1337 // PlayOnBoard is enough, and more appropriate for Synchrone Chess
1338 V.PlayOnBoard(this.vr.board, move);
1339 const position = this.vr.getBaseFen();
1340 V.UndoOnBoard(this.vr.board, move);
1341 if (["all","byrow"].includes(V.ShowMoves)) {
1342 this.curDiag = getDiagram({
1344 orientation: V.CanFlip ? this.game.mycolor : "w"
1346 document.querySelector("#confirmDiv > .card").style.width =
1347 boardDiv.offsetWidth + "px";
1349 // Incomplete information: just ask confirmation
1350 // Hide the board, because otherwise it could reveal infos
1351 boardDiv.style.visibility = "hidden";
1352 this.moveNotation = getFullNotation(move);
1354 document.getElementById("modalConfirm").checked = true;
1358 if (!!data.score && data.score != "*")
1359 this.gameOver(data.score, null, doProcessMove);
1360 else doProcessMove();
1363 cancelMove: function() {
1364 let boardDiv = document.querySelector(".game");
1365 if (boardDiv.style.visibility == "hidden")
1366 boardDiv.style.visibility = "visible";
1367 document.getElementById("modalConfirm").checked = false;
1368 this.$refs["basegame"].cancelLastMove();
1370 // In corr games, callback to change page only after score is set:
1371 gameOver: function(score, scoreMsg, callback) {
1372 this.game.score = score;
1373 if (!scoreMsg) scoreMsg = getScoreMessage(score);
1374 this.game.scoreMsg = scoreMsg;
1375 this.$set(this.game, "scoreMsg", scoreMsg);
1376 const myIdx = this.game.players.findIndex(p => {
1377 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
1380 // OK, I play in this game
1385 if (this.game.type == "live") {
1386 GameStorage.update(this.gameRef.id, scoreObj);
1387 if (!!callback) callback();
1389 else this.updateCorrGame(scoreObj, callback);
1390 // Notify the score to main Hall. TODO: only one player (currently double send)
1391 this.send("result", { gid: this.game.id, score: score });
1392 // Also to MyGames page (TODO: doubled as well...)
1396 gid: this.gameRef.id,
1401 else if (!!callback) callback();
1407 <style lang="sass" scoped>
1413 background-color: lightgreen
1425 @media screen and (min-width: 768px)
1428 @media screen and (max-width: 767px)
1433 display: inline-block
1437 display: inline-block
1439 display: inline-flex
1443 @media screen and (max-width: 767px)
1446 @media screen and (max-width: 767px)
1449 @media screen and (min-width: 768px)
1461 background-color: #edda99
1463 display: inline-block
1472 display: inline-block
1485 animation: blink-animation 2s steps(3, start) infinite
1486 @keyframes blink-animation
1491 display: inline-block
1503 .draw-sent, .draw-sent:hover
1504 background-color: lightyellow
1506 .draw-received, .draw-received:hover
1507 background-color: lightgreen
1509 .draw-threerep, .draw-threerep:hover
1510 background-color: #e4d1fc
1512 .rematch-sent, .rematch-sent:hover
1513 background-color: lightyellow
1515 .rematch-received, .rematch-received:hover
1516 background-color: lightgreen
1519 background-color: #c5fefe
1532 background-color: lightgreen
1534 background-color: red