From 9d54ab8900b69876c3249b4ed1bfa355dccb7f97 Mon Sep 17 00:00:00 2001
From: Benjamin Auder <benjamin.auder@somewhere>
Date: Tue, 11 Jun 2019 19:30:55 +0200
Subject: [PATCH] Complete GameStorage.update. TODO: move transmission

---
 client/src/base_rules.js           |  2 -
 client/src/components/BaseGame.vue | 31 +++++++------
 client/src/utils/storage.js        | 26 +++++------
 client/src/views/Game.vue          | 70 ++++++++++++++++++++++--------
 4 files changed, 79 insertions(+), 50 deletions(-)

diff --git a/client/src/base_rules.js b/client/src/base_rules.js
index bcd73b14..15609eb1 100644
--- a/client/src/base_rules.js
+++ b/client/src/base_rules.js
@@ -1062,8 +1062,6 @@ export const ChessRules = class ChessRules
       move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
     if (V.HasEnpassant)
       this.epSquares.push( this.getEpSquare(move) );
-    if (!move.color)
-      move.color = this.turn; //for interface
     V.PlayOnBoard(this.board, move);
     this.turn = V.GetOppCol(this.turn);
     this.movesCount++;
diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue
index 5ee5e0c7..68fa83a2 100644
--- a/client/src/components/BaseGame.vue
+++ b/client/src/components/BaseGame.vue
@@ -176,7 +176,7 @@ export default {
       }, 250);
     },
     play: function(move, programmatic) {
-      let navigate = !move;
+      const navigate = !move;
       // Forbid playing outside analyze mode when cursor isn't at moves.length-1
       // (except if we receive opponent's move, human or computer)
       if (!navigate && !this.analyze && !programmatic
@@ -190,6 +190,11 @@ export default {
           return; //no more moves
         move = this.moves[this.cursor+1];
       }
+      else
+      {
+        move.color = this.vr.turn;
+        move.notation = this.vr.getNotation(move);
+      }
       if (!!programmatic) //computer or (remote) human opponent
       {
         if (this.cursor < this.moves.length-1)
@@ -197,24 +202,22 @@ export default {
         return this.animateMove(move);
       }
       // Not programmatic, or animation is over
-      if (!move.notation)
-        move.notation = this.vr.getNotation(move);
-      if (!move.color)
-        move.color = this.vr.turn;
       this.vr.play(move);
       this.cursor++;
       this.lastMove = move;
-      if (!move.fen)
-        move.fen = this.vr.getFen();
       if (this.st.settings.sound == 2)
         new Audio("/sounds/move.mp3").play().catch(err => {});
-      if (!navigate && (this.score == "*" || this.analyze))
+      if (!navigate)
       {
-        // Stack move on movesList at current cursor
-        if (this.cursor == this.moves.length)
-          this.moves.push(move);
-        else
-          this.moves = this.moves.slice(0,this.cursor).concat([move]);
+        move.fen = this.vr.getFen();
+        if (this.score == "*" || this.analyze)
+        {
+          // Stack move on movesList at current cursor
+          if (this.cursor == this.moves.length)
+            this.moves.push(move);
+          else
+            this.moves = this.moves.slice(0,this.cursor).concat([move]);
+        }
       }
       // Is opponent in check?
       this.incheck = this.vr.getCheckSquares(this.vr.turn);
@@ -230,7 +233,7 @@ export default {
         this.$emit("newmove", move); //post-processing (e.g. computer play)
     },
     undo: function(move) {
-      let navigate = !move;
+      const navigate = !move;
       if (navigate)
       {
         if (this.cursor < 0)
diff --git a/client/src/utils/storage.js b/client/src/utils/storage.js
index 86051584..f5c3b253 100644
--- a/client/src/utils/storage.js
+++ b/client/src/utils/storage.js
@@ -107,27 +107,23 @@ export const GameStorage =
     localStorage.setItem("gameState", JSON.stringify(gameState));
   },
 
+  getInitime: function()
+  {
+    const gameState = JSON.parse(localStorage.getItem("gameState"));
+    return gameState.initime;
+  },
+
   // localStorage:
   // TODO: also option to takeback a move ?
   // NOTE: for live games only (all on server for corr)
-  update: function(o) //move, clock, initime, score, colorIdx
+  update: function(o) //colorIdx, move, fen, elapsed, increment, initime, score
   {
-    // TODO: finish this --> colorIdx must be computed before entering the function
     let gameState = JSON.parse(localStorage.getItem("gameState"));
     if (!!o.move)
     {
-      // https://stackoverflow.com/a/38750895
-      const allowed = ['appear', 'vanish', 'start', 'end'];
-      const filtered_move = Object.keys(o.move)
-        .filter(key => allowed.includes(key))
-        .reduce((obj, key) => {
-          obj[key] = raw[key];
-          return obj;
-        }, {});
-      gameState.moves.push(filtered_move);
-      gameState.fen = o.move.fen;
-      const colorIdx = ["w","b","g","r"][o.move.color];
-      gameState.clocks[colorIdx] = o.move.clock;
+      gameState.moves.push(o.move);
+      gameState.fen = o.fen;
+      gameState.clocks[o.colorIdx] += (o.increment - o.elapsed);
     }
     if (!!o.initime) //just a flag (true)
       gameState.initime = Date.now();
@@ -149,7 +145,7 @@ export const GameStorage =
       let objectStore = db.transaction('games').objectStore('games');
       objectStore.openCursor().onsuccess = function(event) {
         var cursor = event.target.result;
-        // if there is still another cursor to go, keep runing this code
+        // if there is still another cursor to go, keep running this code
         if (cursor)
         {
           games.push(cursor.value);
diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue
index 5a64b79b..920e9c84 100644
--- a/client/src/views/Game.vue
+++ b/client/src/views/Game.vue
@@ -98,6 +98,18 @@ export default {
           // ...or just see nothing as on buho21
           this.$refs["basegame"].play(
             data.move, this.game.vname!="Dark" ? "animate" : null);
+          this.processMove(data.move);
+
+
+
+// TODO:
+// send filtered_move + elapsed time
+// receive same. (update clock) + update (our) initime if it's my turn
+// + update fen (using vr.getFen())
+
+
+
+
           break;
         case "pong": //received if we sent a ping (game still alive on our side)
           if (this.gameRef.id != data.gameId)
@@ -249,7 +261,9 @@ export default {
         // Post-processing: decorate each move with current FEN:
         // (to be able to jump to any position quickly)
         game.moves.forEach(move => {
-          vr.play(move); //side-effect: set move.fen
+          move.color = this.vr.turn;
+          vr.play(move);
+          move.fen = this.vr.getFen();
         });
         this.vr.re_init(game.fen);
       });
@@ -267,38 +281,56 @@ export default {
     oppConnected: function(uid) {
       return this.opponents.some(o => o.id == uid && o.online);
     },
+    // Post-process a move (which was just played)
     processMove: function(move) {
       if (!this.game.mycolor)
         return; //I'm just an observer
-      // TODO: update storage (corr or live),
-      GameStorage.update({
-        fen: move: clocks: ................ // TODO
-      });
+      // Update storage (corr or live)
+      const colorIdx = ["w","b","g","r"][move.color];
+      // https://stackoverflow.com/a/38750895
+      const allowed_fields = ["appear", "vanish", "start", "end"];
+      const filtered_move = Object.keys(move)
+        .filter(key => allowed_fields.includes(key))
+        .reduce((obj, key) => {
+          obj[key] = raw[key];
+          return obj;
+        }, {});
       // Send move ("newmove" event) to opponent(s) (if ours)
-      if (move.disappear[0].c == this.game.mycolor)
+      // (otherwise move.elapsed is supposed to be already transmitted)
+      if (move.color == this.game.mycolor)
       {
+        const elapsed = Date.now() - GameStorage.getInitime();
         this.game.players.forEach(p => {
           if (p.sid != this.st.user.sid)
-            this.st.conn.send("newmove", {target:p.sid, move:move});
+            this.st.conn.send("newmove",
+            {
+              target: p.sid,
+              move: Object.assign({}, filtered_move, {elapsed: elapsed}),
+            });
         });
+        move.elapsed = elapsed;
       }
+      GameStorage.update({
+        colorIdx: colorIdx,
+        move: filtered_move,
+        fen: move.fen,
+        elapsed: move.elapsed,
+        increment: this.game.increment, //redundant but faster
+        initime: (this.vr.turn == this.game.mycolor), //it's my turn
+      });
     },
+    // NOTE: this update function should also work for corr games
     gameOver: function(score) {
-      // TODO: GameStorage.update with score
-      // NOTE: this update function should also work for corr games
+      GameStorage.update({
+        score: score,
+      });
     },
   },
 };
 </script>
 
-// TODO: utiliser "started" (renommer) pour se souvenir du timestamp où un user a commencé à réfléchir à un coup. Le sauvegarder dans update aussi...
-
-// variable initime à récupérer de game aussi (et pas "started")
-// si initime à -1 ou undefined alors pas commencé. Abort possible à tout moment avec message
+<!-- TODO:
+// Abort possible à tout moment avec message
 // Sorry I have to go / Game seems over / Game is not interesting
-
-move.clock à màj avec (current) clock - temps de réflexion (now() - initime) + increment
-après chaque coup dans une partie live ou corr non terminée.
---> donc à Game.update on passe directement clock
-
-code "T" pour score "perte au temps" ?
+// code "T" pour score "perte au temps" ?
+-->
-- 
2.44.0