'update'
authorBenjamin Auder <benjamin.auder@somewhere>
Tue, 3 Mar 2020 22:13:16 +0000 (23:13 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Tue, 3 Mar 2020 22:13:16 +0000 (23:13 +0100)
client/src/views/Game.vue
client/src/views/Hall.vue
server/sockets.js

index 1675c30..ec25588 100644 (file)
@@ -77,6 +77,7 @@ import { processModalClick } from "@/utils/modalClick";
 import { getFullNotation } from "@/utils/notation";
 import { playMove, getFilteredMove } from "@/utils/playUndo";
 import { getScoreMessage } from "@/utils/scoring";
 import { getFullNotation } from "@/utils/notation";
 import { playMove, getFilteredMove } from "@/utils/playUndo";
 import { getScoreMessage } from "@/utils/scoring";
+import { ArrayFun } from "@/utils/array";
 import params from "@/parameters";
 export default {
   name: "my-game",
 import params from "@/parameters";
 export default {
   name: "my-game",
@@ -89,12 +90,12 @@ export default {
     return {
       st: store.state,
       gameRef: {
     return {
       st: store.state,
       gameRef: {
-        //given in URL (rid = remote ID)
+        // rid = remote (socket) ID
         id: "",
         rid: ""
       },
       game: {
         id: "",
         rid: ""
       },
       game: {
-        //passed to BaseGame
+        // Passed to BaseGame
         players: [{ name: "" }, { name: "" }],
         chats: [],
         rendered: false
         players: [{ name: "" }, { name: "" }],
         chats: [],
         rendered: false
@@ -103,6 +104,7 @@ export default {
       vr: null, //"variant rules" object initialized from FEN
       drawOffer: "",
       people: {}, //players + observers
       vr: null, //"variant rules" object initialized from FEN
       drawOffer: "",
       people: {}, //players + observers
+      onMygames: [], //opponents (or me) on "MyGames" page
       lastate: undefined, //used if opponent send lastate before game is ready
       repeat: {}, //detect position repetition
       newChat: "",
       lastate: undefined, //used if opponent send lastate before game is ready
       repeat: {}, //detect position repetition
       newChat: "",
@@ -144,25 +146,20 @@ export default {
       if (!!this.conn && this.conn.readyState == 1)
         // 1 == OPEN state
         callback();
       if (!!this.conn && this.conn.readyState == 1)
         // 1 == OPEN state
         callback();
-      else {
+      else
         // Socket not ready yet (initial loading)
         // NOTE: it's important to call callback without arguments,
         // otherwise first arg is Websocket object and loadGame fails.
         // Socket not ready yet (initial loading)
         // NOTE: it's important to call callback without arguments,
         // otherwise first arg is Websocket object and loadGame fails.
-        this.conn.onopen = () => {
-          return callback();
-        };
-      }
+        this.conn.onopen = () => callback();
     };
     if (!this.gameRef.rid)
       // Game stored locally or on server
       this.loadGame(null, () => socketInit(this.roomInit));
     };
     if (!this.gameRef.rid)
       // Game stored locally or on server
       this.loadGame(null, () => socketInit(this.roomInit));
-    else {
+    else
       // Game stored remotely: need socket to retrieve it
       // NOTE: the callback "roomInit" will be lost, so we don't provide it.
       // --> It will be given when receiving "fullgame" socket event.
       // Game stored remotely: need socket to retrieve it
       // NOTE: the callback "roomInit" will be lost, so we don't provide it.
       // --> It will be given when receiving "fullgame" socket event.
-      // A more general approach would be to store it somewhere.
       socketInit(this.loadGame);
       socketInit(this.loadGame);
-    }
   },
   mounted: function() {
     document
   },
   mounted: function() {
     document
@@ -180,9 +177,8 @@ export default {
       this.send("pollclients");
     },
     send: function(code, obj) {
       this.send("pollclients");
     },
     send: function(code, obj) {
-      if (this.conn) {
+      if (this.conn)
         this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
         this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
-      }
     },
     isConnected: function(index) {
       const player = this.game.players[index];
     },
     isConnected: function(index) {
       const player = this.game.players[index];
@@ -191,8 +187,15 @@ export default {
         return true;
       // Try to find a match in people:
       return (
         return true;
       // Try to find a match in people:
       return (
-        Object.keys(this.people).some(sid => sid == player.sid) ||
-        Object.values(this.people).some(p => p.id == player.uid)
+        (
+          player.sid &&
+          Object.keys(this.people).some(sid => sid == player.sid)
+        )
+        ||
+        (
+          player.uid &&
+          Object.values(this.people).some(p => p.id == player.uid)
+        )
       );
     },
     resetChatColor: function() {
       );
     },
     resetChatColor: function() {
@@ -210,10 +213,27 @@ export default {
       if (this.game.type == "corr") {
         if (this.game.mycolor)
           ajax("/chats", "DELETE", {gid: this.game.id});
       if (this.game.type == "corr") {
         if (this.game.mycolor)
           ajax("/chats", "DELETE", {gid: this.game.id});
-        // TODO: this.game.chats = [] could be enough here?
-        this.$set(this.game, "chats", []);
+        this.game.chats = [];
       }
     },
       }
     },
+    // Notify turn after a new move (to opponent and me on MyGames page)
+    notifyTurn: function(sid) {
+      const player = this.people[sid];
+      const colorIdx = this.game.players.findIndex(
+        p => p.sid == sid || p.id == player.id);
+      const color = ["w","b"][colorIdx];
+      const yourTurn =
+        (
+          color == "w" &&
+          this.game.movesCount % 2 == 0
+        )
+        ||
+        (
+          color == "b" &&
+          this.game.movesCount % 2 == 1
+        );
+      this.send("turnchange", { target: sid, yourTurn: yourTurn });
+    },
     socketMessageListener: function(msg) {
       if (!this.conn) return;
       const data = JSON.parse(msg.data);
     socketMessageListener: function(msg) {
       if (!this.conn) return;
       const data = JSON.parse(msg.data);
@@ -237,6 +257,7 @@ export default {
           break;
         case "connect":
           if (!this.people[data.from])
           break;
         case "connect":
           if (!this.people[data.from])
+            // TODO: people array should be init only after identity is known
             this.$set(this.people, data.from, { name: "", id: 0 });
           if (!this.people[data.from].name) {
             this.newConnect[data.from] = true; //for self multi-connects tests
             this.$set(this.people, data.from, { name: "", id: 0 });
           if (!this.people[data.from].name) {
             this.newConnect[data.from] = true; //for self multi-connects tests
@@ -246,12 +267,25 @@ export default {
         case "disconnect":
           this.$delete(this.people, data.from);
           break;
         case "disconnect":
           this.$delete(this.people, data.from);
           break;
+        case "mconnect":
+        {
+          // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
+          // Either me (another tab) or opponent
+          const sid = data.from;
+          if (!this.onMygames.some(s => s == sid))
+          {
+            this.onMygames.push(sid);
+            this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
+          }
+          break;
+          if (!this.people[sid])
+            this.send("askidentity", { target: sid });
+        }
+        case "mdisconnect":
+          ArrayFun.remove(this.onMygames, sid => sid == data.from);
+          break;
         case "killed":
           // I logged in elsewhere:
         case "killed":
           // I logged in elsewhere:
-          // TODO: this fails. See https://github.com/websockets/ws/issues/489
-          //this.conn.removeEventListener("message", this.socketMessageListener);
-          //this.conn.removeEventListener("close", this.socketCloseListener);
-          //this.conn.close();
           this.conn = null;
           alert(this.st.tr["New connexion detected: tab now offline"]);
           break;
           this.conn = null;
           alert(this.st.tr["New connexion detected: tab now offline"]);
           break;
@@ -267,6 +301,7 @@ export default {
           break;
         }
         case "identity": {
           break;
         }
         case "identity": {
+          // TODO: init people array here.
           const user = data.data;
           if (user.name) {
             // If I multi-connect, kill current connexion if no mark (I'm older)
           const user = data.data;
           if (user.name) {
             // If I multi-connect, kill current connexion if no mark (I'm older)
@@ -632,6 +667,9 @@ export default {
       }, 1000);
     },
     // Post-process a (potentially partial) move (which was just played in BaseGame)
       }, 1000);
     },
     // Post-process a (potentially partial) move (which was just played in BaseGame)
+    // TODO?: wait for AJAX return to finish processing a move,
+    //   and for opponent pingback in case of live game : if none received after e.g. 500ms, re-send newmove
+    //   ...and provide move index with newmove event for basic check after receiving
     processMove: function(move, data) {
       const moveCol = this.vr.turn;
       const doProcessMove = () => {
     processMove: function(move, data) {
       const moveCol = this.vr.turn;
       const doProcessMove = () => {
@@ -665,6 +703,7 @@ export default {
         // Update current game object (no need for moves stack):
         playMove(move, this.vr);
         this.game.movesCount++;
         // Update current game object (no need for moves stack):
         playMove(move, this.vr);
         this.game.movesCount++;
+        // TODO: notifyTurn
         // (add)Time indication: useful in case of lastate infos requested
         this.game.moves.push({move:move, addTime:addTime});
         this.game.fen = this.vr.getFen();
         // (add)Time indication: useful in case of lastate infos requested
         this.game.moves.push({move:move, addTime:addTime});
         this.game.fen = this.vr.getFen();
index 5ceb7e3..9bcfd05 100644 (file)
@@ -486,10 +486,6 @@ export default {
         }
         case "killed":
           // I logged in elsewhere:
         }
         case "killed":
           // I logged in elsewhere:
-          // TODO: this fails. See https://github.com/websockets/ws/issues/489
-          //this.conn.removeEventListener("message", this.socketMessageListener);
-          //this.conn.removeEventListener("close", this.socketCloseListener);
-          //this.conn.close();
           this.conn = null;
           alert(this.st.tr["New connexion detected: tab now offline"]);
           break;
           this.conn = null;
           alert(this.st.tr["New connexion detected: tab now offline"]);
           break;
index 206c780..3854ca2 100644 (file)
@@ -2,8 +2,7 @@ const url = require('url');
 
 // Node version in Ubuntu 16.04 does not know about URL class
 // NOTE: url is already transformed, without ?xxx=yyy... parts
 
 // Node version in Ubuntu 16.04 does not know about URL class
 // NOTE: url is already transformed, without ?xxx=yyy... parts
-function getJsonFromUrl(url)
-{
+function getJsonFromUrl(url) {
   const query = url.substr(2); //starts with "/?"
   let result = {};
   query.split("&").forEach((part) => {
   const query = url.substr(2); //starts with "/?"
   let result = {};
   query.split("&").forEach((part) => {
@@ -14,9 +13,8 @@ function getJsonFromUrl(url)
 }
 
 // Helper to safe-send some message through a (web-)socket:
 }
 
 // Helper to safe-send some message through a (web-)socket:
-function send(socket, message)
-{
-  if (!!socket && socket.readyState == 1)
+function send(socket, message) {
+  if (socket && socket.readyState == 1)
     socket.send(JSON.stringify(message));
 }
 
     socket.send(JSON.stringify(message));
 }
 
@@ -31,13 +29,14 @@ module.exports = function(wss) {
     const tmpId = query["tmpId"];
     const page = query["page"];
     const notifyRoom = (page,code,obj={}) => {
     const tmpId = query["tmpId"];
     const page = query["page"];
     const notifyRoom = (page,code,obj={}) => {
-      if (!clients[page])
-        return;
+      if (!clients[page]) return;
       Object.keys(clients[page]).forEach(k => {
         Object.keys(clients[page][k]).forEach(x => {
       Object.keys(clients[page]).forEach(k => {
         Object.keys(clients[page][k]).forEach(x => {
-          if (k == sid && x == tmpId)
-            return;
-          send(clients[page][k][x], Object.assign({code:code, from:sid}, obj));
+          if (k == sid && x == tmpId) return;
+          send(
+            clients[page][k][x],
+            Object.assign({code: code, from: sid}, obj)
+          );
         });
       });
     };
         });
       });
     };
@@ -45,17 +44,16 @@ module.exports = function(wss) {
       if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
         return; //job already done
       delete clients[page][sid][tmpId];
       if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
         return; //job already done
       delete clients[page][sid][tmpId];
-      if (Object.keys(clients[page][sid]).length == 0)
-      {
+      if (Object.keys(clients[page][sid]).length == 0) {
         delete clients[page][sid];
         delete clients[page][sid];
-        if (Object.keys(clients[page]) == 0)
+        if (Object.keys(clients[page]).length == 0)
           delete clients[page];
       }
     };
           delete clients[page];
       }
     };
+
     const doDisconnect = () => {
       deleteConnexion();
     const doDisconnect = () => {
       deleteConnexion();
-      if (!clients[page] || !clients[page][sid])
-      {
+      if (!clients[page] || !clients[page][sid]) {
         // I effectively disconnected from this page:
         notifyRoom(page, "disconnect");
         if (page.indexOf("/game/") >= 0)
         // I effectively disconnected from this page:
         notifyRoom(page, "disconnect");
         if (page.indexOf("/game/") >= 0)
@@ -64,13 +62,11 @@ module.exports = function(wss) {
     };
     const messageListener = (objtxt) => {
       let obj = JSON.parse(objtxt);
     };
     const messageListener = (objtxt) => {
       let obj = JSON.parse(objtxt);
-      switch (obj.code)
-      {
+      switch (obj.code) {
         // Wait for "connect" message to notify connection to the room,
         // because if game loading is slow the message listener might
         // not be ready too early.
         // Wait for "connect" message to notify connection to the room,
         // because if game loading is slow the message listener might
         // not be ready too early.
-        case "connect":
-        {
+        case "connect": {
           notifyRoom(page, "connect");
           if (page.indexOf("/game/") >= 0)
             notifyRoom("/", "gconnect", {page:page});
           notifyRoom(page, "connect");
           if (page.indexOf("/game/") >= 0)
             notifyRoom("/", "gconnect", {page:page});
@@ -80,8 +76,7 @@ module.exports = function(wss) {
           // When page changes:
           doDisconnect();
           break;
           // When page changes:
           doDisconnect();
           break;
-        case "killme":
-        {
+        case "killme": {
           // Self multi-connect: manual removal + disconnect
           const doKill = (pg) => {
             Object.keys(clients[pg][obj.sid]).forEach(x => {
           // Self multi-connect: manual removal + disconnect
           const doKill = (pg) => {
             Object.keys(clients[pg][obj.sid]).forEach(x => {
@@ -91,55 +86,53 @@ module.exports = function(wss) {
           };
           const disconnectFromOtherConnexion = (pg,code,o={}) => {
             Object.keys(clients[pg]).forEach(k => {
           };
           const disconnectFromOtherConnexion = (pg,code,o={}) => {
             Object.keys(clients[pg]).forEach(k => {
-              if (k != obj.sid)
-              {
+              if (k != obj.sid) {
                 Object.keys(clients[pg][k]).forEach(x => {
                 Object.keys(clients[pg][k]).forEach(x => {
-                  send(clients[pg][k][x], Object.assign({code:code, from:obj.sid}, o));
+                  send(
+                    clients[pg][k][x],
+                    Object.assign({code: code, from: obj.sid}, o)
+                  );
                 });
               }
             });
           };
           Object.keys(clients).forEach(pg => {
                 });
               }
             });
           };
           Object.keys(clients).forEach(pg => {
-            if (!!clients[pg][obj.sid])
-            {
+            if (clients[pg][obj.sid]) {
               doKill(pg);
               disconnectFromOtherConnexion(pg, "disconnect");
               doKill(pg);
               disconnectFromOtherConnexion(pg, "disconnect");
-              if (pg.indexOf("/game/") >= 0 && !!clients["/"])
-                disconnectFromOtherConnexion("/", "gdisconnect", {page:pg});
+              if (pg.indexOf("/game/") >= 0 && clients["/"])
+                disconnectFromOtherConnexion("/", "gdisconnect", {page: pg});
             }
           });
           break;
         }
             }
           });
           break;
         }
-        case "pollclients": //from Hall or Game
-        {
+        case "pollclients": {
+          // From Hall or Game
           let sockIds = [];
           Object.keys(clients[page]).forEach(k => {
             // Avoid polling myself: no new information to get
           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.push(k);
           });
           });
-          send(socket, {code:"pollclients", sockIds:sockIds});
+          send(socket, {code: "pollclients", sockIds: sockIds});
           break;
         }
           break;
         }
-        case "pollclientsandgamers": //from Hall
-        {
+        case "pollclientsandgamers": {
+          // From Hall
           let sockIds = [];
           Object.keys(clients["/"]).forEach(k => {
             // Avoid polling myself: no new information to get
           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.push({sid:k});
           });
           // NOTE: a "gamer" could also just be an observer
           Object.keys(clients).forEach(p => {
           });
           // NOTE: a "gamer" could also just be an observer
           Object.keys(clients).forEach(p => {
-            if (p != "/")
-            {
+            if (p != "/") {
               Object.keys(clients[p]).forEach(k => {
               Object.keys(clients[p]).forEach(k => {
-                if (k != sid)
-                  sockIds.push({sid:k, page:p}); //page needed for gamers
+                // 'page' indicator is needed for gamers
+                if (k != sid) sockIds.push({sid:k, page:p});
               });
             }
           });
               });
             }
           });
-          send(socket, {code:"pollclientsandgamers", sockIds:sockIds});
+          send(socket, {code: "pollclientsandgamers", sockIds: sockIds});
           break;
         }
 
           break;
         }
 
@@ -149,23 +142,20 @@ module.exports = function(wss) {
         case "asklastate":
         case "askchallenge":
         case "askgame":
         case "asklastate":
         case "askchallenge":
         case "askgame":
-        case "askfullgame":
-        {
+        case "askfullgame": {
           const pg = obj.page || page; //required for askidentity and askgame
           // In cas askfullgame to wrong SID for example, would crash:
           const pg = obj.page || page; //required for askidentity and askgame
           // In cas askfullgame to wrong SID for example, would crash:
-          if (clients[pg] && clients[pg][obj.target])
-          {
+          if (clients[pg] && clients[pg][obj.target]) {
             const tmpIds = Object.keys(clients[pg][obj.target]);
             const tmpIds = Object.keys(clients[pg][obj.target]);
-            if (obj.target == sid) //targetting myself
-            {
+            if (obj.target == sid) {
+              // Targetting myself
               const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
               const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
-              if (idx_myTmpid >= 0)
-                tmpIds.splice(idx_myTmpid, 1);
+              if (idx_myTmpid >= 0) tmpIds.splice(idx_myTmpid, 1);
             }
             const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
             send(
               clients[pg][obj.target][tmpIds[tmpId_idx]],
             }
             const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
             send(
               clients[pg][obj.target][tmpIds[tmpId_idx]],
-              {code:obj.code, from:[sid,tmpId,page]}
+              {code: obj.code, from: [sid,tmpId,page]}
             );
           }
           break;
             );
           }
           break;
@@ -176,7 +166,10 @@ module.exports = function(wss) {
         case "startgame":
           Object.keys(clients[page][obj.target]).forEach(x => {
             if (obj.target != sid || x != tmpId)
         case "startgame":
           Object.keys(clients[page][obj.target]).forEach(x => {
             if (obj.target != sid || x != tmpId)
-              send(clients[page][obj.target][x], {code:obj.code, data:obj.data});
+              send(
+                clients[page][obj.target][x],
+                {code: obj.code, data: obj.data}
+              );
           });
           break;
 
           });
           break;
 
@@ -190,32 +183,33 @@ module.exports = function(wss) {
         case "abort":
         case "drawoffer":
         case "draw":
         case "abort":
         case "drawoffer":
         case "draw":
-        {
-          notifyRoom(page, obj.code, {data:obj.data});
-          const mygamesPg = "/mygames";
-          if (obj.code == "newmove" && clients[mygamesPg])
-          {
-            // Relay newmove info to myGames page
-            // NOTE: the move itself is not needed (for now at least)
-            const gid = page.split("/")[2]; //format is "/game/gid"
-            obj.data.players.forEach(pSid => {
-              if (clients[mygamesPg][pSid])
-              {
-                Object.keys(clients[mygamesPg][pSid]).forEach(x => {
-                  send(
-                    clients[mygamesPg][pSid][x],
-                    {code:"newmove", gid:gid}
-                  );
-                });
-              }
-            });
-          }
+          notifyRoom(page, obj.code, {data: obj.data});
           break;
           break;
-        }
 
         case "result":
           // Special case: notify all, 'transroom': Game --> Hall
 
         case "result":
           // Special case: notify all, 'transroom': Game --> Hall
-          notifyRoom("/", "result", {gid:obj.gid, score:obj.score});
+          notifyRoom("/", "result", {gid: obj.gid, score: obj.score});
+          break;
+
+        case "mconnect":
+          // Special case: notify some game rooms that
+          // I'm watching game state from MyGames
+          // TODO: this code is ignored for now
+          obj.gids.forEach(gid => {
+            const pg = "/game/" + gid;
+            Object.keys(clients[pg]).forEach(s => {
+              Object.keys(clients[pg][s]).forEach(x => {
+                send(
+                  clients[pg][s][x],
+                  {code: "mconnect", data: obj.data}
+                );
+              });
+            });
+          });
+          break;
+        case "mdisconnect":
+          // TODO
+          // Also TODO: pass newgame to MyGames, and gameover (result)
           break;
 
         // Passing, relaying something: from isn't needed,
           break;
 
         // Passing, relaying something: from isn't needed,