+ this.gameOver("?", "Stop");
+ this.send("abort");
+ },
+ resign: function() {
+ if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
+ return;
+ this.send("resign", { data: this.game.mycolor });
+ const score = (this.game.mycolor == "w" ? "0-1" : "1-0");
+ const side = (this.game.mycolor == "w" ? "White" : "Black");
+ this.gameOver(score, side + " surrender");
+ },
+ loadGame: function(game, callback) {
+ const gtype = game.type || this.getGameType(game);
+ const tc = extractTime(game.cadence);
+ const myIdx = game.players.findIndex(p => {
+ return (
+ p.sid == this.st.user.sid ||
+ (!!p.name && p.id == this.st.user.id)
+ );
+ });
+ // Sometimes the name isn't stored yet (TODO: why?)
+ if (
+ myIdx >= 0 &&
+ gtype == "live" &&
+ !game.players[myIdx].name &&
+ !!this.st.user.name
+ ) {
+ game.players[myIdx].name = this.st.user.name;
+ GameStorage.update(
+ game.id,
+ { playerName: { idx: myIdx, name: this.st.user.name } }
+ );
+ }
+ // "mycolor" is undefined for observers
+ const mycolor = [undefined, "w", "b"][myIdx + 1];
+ if (gtype == "corr") {
+ if (mycolor == 'w') game.chatRead = game.chatReadWhite;
+ else if (mycolor == 'b') game.chatRead = game.chatReadBlack;
+ // NOTE: clocks in seconds
+ game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
+ game.clocks = [tc.mainTime, tc.mainTime];
+ const L = game.moves.length;
+ if (game.score == "*") {
+ // Adjust clocks
+ if (L >= 2) {
+ game.clocks[L % 2] -=
+ (Date.now() - game.moves[L-1].played) / 1000;
+ }
+ }
+ // Now that we used idx and played, re-format moves as for live games
+ game.moves = game.moves.map(m => m.squares);
+ }
+ else if (gtype == "live") {
+ if (game.clocks[0] < 0) {
+ // Game is unstarted. clock is ignored until move 2
+ game.clocks = [tc.mainTime, tc.mainTime];
+ if (myIdx >= 0) {
+ // I play in this live game
+ GameStorage.update(
+ game.id,
+ { clocks: game.clocks }
+ );
+ }
+ } else {
+ if (!!game.initime)
+ // It's my turn: clocks not updated yet
+ game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
+ }
+ }
+ else
+ // gtype == "import"
+ game.clocks = [tc.mainTime, tc.mainTime];
+ // Live games before 26/03/2020 don't have chat history:
+ if (!game.chats) game.chats = []; //TODO: remove line
+ // Sort chat messages from newest to oldest
+ game.chats.sort((c1, c2) => c2.added - c1.added);
+ if (
+ myIdx >= 0 &&
+ game.chats.length > 0 &&
+ (!game.chatRead || game.chatRead < game.chats[0].added)
+ ) {
+ // A chat message arrived since my last reading:
+ document.getElementById("chatBtn").classList.add("somethingnew");
+ }
+ // TODO: merge next 2 "if" conditions
+ if (!!game.drawOffer) {
+ if (game.drawOffer == "t")
+ // Three repetitions
+ this.drawOffer = "threerep";
+ else {
+ // Draw offered by any of the players:
+ if (myIdx < 0) this.drawOffer = "received";
+ else {
+ // I play in this game:
+ if (
+ (game.drawOffer == "w" && myIdx == 0) ||
+ (game.drawOffer == "b" && myIdx == 1)
+ )
+ this.drawOffer = "sent";
+ else this.drawOffer = "received";
+ }
+ }
+ }
+ if (!!game.rematchOffer) {
+ if (myIdx < 0) this.rematchOffer = "received";
+ else {
+ // I play in this game:
+ if (
+ (game.rematchOffer == "w" && myIdx == 0) ||
+ (game.rematchOffer == "b" && myIdx == 1)
+ ) {
+ this.rematchOffer = "sent";
+ }
+ else this.rematchOffer = "received";
+ }
+ }
+ this.repeat = {}; //reset: scan past moves' FEN:
+ let repIdx = 0;
+ this.vr = new V(game.fenStart);
+ let curTurn = "n";
+ game.moves.forEach(m => {
+ playMove(m, this.vr);
+ const fenIdx = this.vr.getFenForRepeat();
+ this.repeat[fenIdx] = this.repeat[fenIdx]
+ ? this.repeat[fenIdx] + 1
+ : 1;
+ });
+ // Imported games don't have current FEN
+ if (!game.fen) game.fen = this.vr.getFen();
+ if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+ this.game = Object.assign(
+ // NOTE: assign mycolor here, since BaseGame could also be VS computer
+ {
+ type: gtype,
+ increment: tc.increment,
+ mycolor: mycolor,
+ // opponent sid not strictly required (or available), but easier
+ // at least oppsid or oppid is available anyway:
+ oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
+ oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
+ },
+ game
+ );
+ this.$refs["basegame"].re_setVariables(this.game);
+ // Initial loading:
+ this.gotMoveIdx = game.moves.length - 1;
+ // If we arrive here after 'nextGame' action, the board might be hidden
+ let boardDiv = document.querySelector(".game");
+ if (!!boardDiv && boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ this.re_setClocks();
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (!!this.lastate) this.processLastate();
+ });
+ if (this.lastateAsked) {
+ this.lastateAsked = false;
+ this.sendLastate(game.oppsid);